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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 18 5:11 pm)
Weld your mesh groups
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 Or get phil c's Obj2cr2. Quick and easy. Load the target figure, import the object, load a prop and convert and it is done in seconds. I know it works on clothes. Nit sure if it works on shoes and boots. And as of this morning I personally know it works with P7 SR3 and PoserPro which a dev version of V4.2 with no magnets.Â
Granted Joe Publics method is very easy also. The advantage of Obj2CR2 is you can adjust the postioning via scripts if you are not happy, vs going back into your modeling program to move your item realitive to the body you are trying to conform too
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Nice looking boot!!!
Make sure Weld body parts in Poser's Parameters panel is turned ON.
Also make sure your boot is properly grouped.
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Honestly, for a boot like that I would only HAVE one group... left or right Foot. Since there is only a single group BEFORE the foot and one aftrer it (l/rShin_l/rFoot_l/rToe) the pre (parent to) and post (child of) groups to the l/rFoot will operated even if the boots don;t have a physical group. Of course you must have the Shin and Foot groups in the CR2 file.
If you are using Posers Setup room the load your boots with the single group into poser go into the setup room and inject the donor skeleton as normal. If you are using a full skeleton as in one of the Development figures you can manually delete many of the groups as superficial onece you save off the boot(s) as a figure.
I recomment using a CR2 creation program, I believe PhilC's was mentioned above. IÂ use one in Dimension3D's Poser Tools (sold in the marketplace here). I'm not sure about Phil's but with the one from D3D you select your object file, select your Donor Cr2 file and the location and name of the new clothing file. The program then writes a new Cr2 elelminating a lot of the unnecessary groups leaving just the Group before and the group after the last physical group in the Object file. Perfect for this. I assume Phil's probably does the same. Saves a lot of hand editing.
You may also have to tweak the Spherical Falloff groups in the Joint editor if the boots are much larger than the feet.. If you notice some small vertex "pulls" when bending the joints simply enlarge the falloff groups slightly (really small changes) until the puls disappear.
Originalmoron - Are these for Jessie G1 or G2? (unless there's no rig difference between the two..don't use her enough to remember)
I'd be happy to help get them conformed for you. I have both Jessies (just have to find the backup disk with G2 on it) so it wouldn't take much to get these done. I'd just need the Poser scaled obj file to get going on it.
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Hmm, G1 or G2. Were do this stand? Poser is not something I use alot. I'm more of a modeling and Carrara guy :)
There's Jessie G1 that came with Poser6...and then they released a separate 2nd gen jessie figure. I just can't ever remember if they changed the rig any between the two versions. Course, I could do for both too. Doesn't take too long.
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Ok, Its Jessie G1 then. I'll send you a sitemail with the downloadlink when I have gotten it uploaded Realmling.
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Quote - Honestly, for a boot like that I would only HAVE one group... left or right Foot.
That approach works very well. One big advantage is that if you build one boot and mirror it (which is the sensible thing to do!) you only need to make morphs for one boot as well - then you can mirror the morphs too. It worked for me - here's a pair I made for V3.
I think they pointed her foot like that in the default pose because they realised that 99% of footwear made for V3 had very high heels. Even combat boots, fireman's boots, deep sea diver's boots, stone-age sandals etc for V3typically have a 7" stiletto heel ;-) Hell, I'm sure I'd have sold more ski-boots for V3 if I'd given them a ballet-point toe :-D
I think I would model the boot as you want it to look, then bend it (or better still, a copy of it) at the last minute to fit her zeroed foot pose.
Hehe, ok, thanks obm. I was beginning to wonder if it was something wrong with my Posersettings :)
Do anyone else have the time to conform those boots to jessie G1 for me? It stil is a pair of boots in it for the one that helps me out here.
My apologies..had some stuff come up over the weekend and didn't get a chance to finish these yet. :sad:
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Quote - Philc's obj2cr2 doesn't work so well on shoe's or boots. You can try his shoedesigner, or use quickconform and groupeditor to make the cr2
Bopper.
I agree on this that obj2cr2 does not work on boots. Quick Conform is your best bet. I use Shoe Designer to make the base part of the shoes but Quick Conform to make them fit. Also another thing to try is PhilC's Wardrobe Wizard, it does shoes okay but as with Quick conform you will still have to mess with the joints.
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Just to prove they work on my computer here's a quick screen cap. I'm not sure why they come out twisted on yours, sadly, unless it;s because I'm using Poser 7 vs poser 6, maybe something different in the figures? Still I'll keep looking at them and if anyone else has any suggestions I'd be glad to hear them. I'm sure it has to do with the multiple joint toes in the P6 and up base figures which may be why there aren;t a lot of shoe styles for the G1 and G2 figures out there.
Anyway, I'll keep trying
Letterworks, how do you have the boots grouped around the bones? On my first attempt (I have P6), I left the shin and toe controller (deleted all the actual toe bones) and just grouped everything to the foot bone.
Things conformed fine, posed ok for the most part...except leaving the "ghost" toe controller in gave a funky bone outside the boot mesh that I couldn't get rid of, and if you posed the toes it distorted the shin area...but that's something that probably could have been corrected with the joint editor.
Can't think of anything else at the moment..
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That's basically what I did, except, after looking at a pair of shoes that came in P7 for the P6 female I added a "Dummy" group to the shoe (that appears to be that funky bone you mentioned. By making it a dummy is seems to divorce the extra toe bones and you can set that odd bone to invisable.
The problem is they seem to conform fine on my system! Maybe if OM doesn;t mid I can send my files to you to try in your P6, since I don;t have it?
Be happy to take a look if OM doesn't mind.
Just had another thought....one thing I remember from other projects between P6 and P7 was that sometimes you had to turn spherical zones off/on in the joint editor to fix issues in P6 if things would go funky. Now that was for figures I was helping test...but same could apply to clothing as well.
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Yup, I still have a copy of the boots...I just never managed to get a dev rig done up for Jessie this weekend to finish things up..too many things going on I wasn't expecting.
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Hello. I have looked and searched, but I cant find any tuts that show how you get a selfmade boot to conform. At least not all the steps. I have found some scattered details, but I dont get it to work as it should. Do any of the Poser gurus here know of any Poser6 tuts I may have overlooked?My blog