Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 6:57 am)
While in the setup room, I'm going to guess you had to play with object grouping? I think it's possible to accidentally delete your material group assignments while using group editor.
On the other hand, playing with a setup room and joint parameters and all that has driven me into teporary insanity modes where for some time afterwards I'm worn out and miss the simplest things. ;)
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Another possibility which I've seen, is people using the same naming conventions for thier grouping as for thier materials.. some programs will confuse this, and it's a bad idea.
Always use unique names, if you haven't
One a figure is rigged, save that, and just substitute the replacement mesh for the one it addrsses,, and just let poser load that new mesh with the uvs intact.
Way too many people take way too many things way too seriously.
Actually, Conniekat8, I didn't need the grouping tool because all of the parts were created in Lightwave. I just used it to check the part names when I named the bones. I hate it when weird things start to happen right at the end of a 12 hour work session. This had best wait until I rest. Gareee, my names are unique. "Once a figure is rigged, save that, and just substitute the replacement mesh for the one it addrsses,, and just let poser load that new mesh with the uvs intact." This is what I did last time, but I'll try again...in a while. I hope this was just a once in a blue moon malfunction like the time the “add” icon disappeared from the Pose library.
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Hey mon Give this a try... Grab yourself a copy of "Cr2Editor". Load the first figure into Cr2editor and delete any materials that may exist - only leaving the "preview" material as a default. Now, when you enter the setup room and load the skeleton into your new mesh there wont be any old materials to cause any confusion. good luck jdc
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After spending countless hours rigging a figure, I finally reached the point where things were pretty good as far as the bending goes. At this point I decided to load the textures I had created for my object. Unfortunately, the uvs weren’t on the model. Once I figured out how to export my object with the uvs intact, I succeeded in loading textures and displacement maps (in Poser 5.) Then I brought my model into the Setup Room and loaded the skeleton I had saved from the previous version of the figure. Somehow this destroyed my textures. They still show up in the Material Room, but they aren't on the model. Can anyone tell me why this happened? Why should loading a skeleton from the figure library in the Setup Room change the materials?
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