Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 05 2:05 am)
You can either separate out the groups in your modeler, or you can also assign the groups in UVmapper. What I do in Max is to cut the mesh into the separate body part groupings (matching base figure as closely as possible) as my final step after I have done all my materials and UV zones and then, with them all still separate, select them all and export as one obj file.
These groupings are separate from your material zone groupings. As long as you assigned material zones, those will show up in the material room.
As long as the groups in your clothing mesh match the exact internal names from V3, you should have no problem while in the setup room with the appropriate bones from her rig in place to quickly go through with the group editor and make sure her lFoot lines up with your lFoot (and so on and so forth)
You can do all of this in Poser also....but I personally hate the grouping tool and prefer to do all this such work outside of Poser as I find it goes quicker and easier for me.
I'd be happy to do up a mini-tutorial if needed.
Crazy alien chick FTW! (yeah....right....)
Realm of Savage - Poser
goodies and so much more!
~~
It all depends on your preferences, I do use the grouping tool quite a bit in Poser. I use it a lot for working on props with parts of props. In terms of conforming clothing, I am suprised you couldn't add groups in the group edit tool.
Hardware: Cyberpower PC, 2 - i7-3970X CPU @3.50 GHz (12 Total Cores), 32 GB RAM, 2 - GeForce GTX 690 $GB Video Cards, 2 - Viewsonic V3D231 23" Monitors
Software: Poser Game Dev, Vue xStream 2014, 3ds Max 2014, Maya 2014, Mudbox 2014, Corel PaintShopPro, Unreal Engine 4, Iron Python
Thank you for your assistance in this but I confess to being lost.
No matter what I do, I can't get a conformed model into poser with the original modelled element groups.
Every time I assign body part grouping to the model( using Auto Group Editor ) the original modelled groups are overwritten them in favour of the character body part grouping.
At this stage Poser won't let me re-assign the orginal groups. It always picks up the body part groups instead.
Can I be a bit cheeky here ask for a little more assistance. I'm falling at the final step, it's rather frustrating.
Thanks
Mike
Aye....stay away from evil auto group. All you should need to do is go through the group list and double check that your grouping highlights when that particular bone is selected.
Crazy alien chick FTW! (yeah....right....)
Realm of Savage - Poser
goodies and so much more!
~~
I thnk maybe you're confused between material zones (which you might use to define the sole, boot, leg that you mentioned earlier) and the groups, which Poser needs to hang its rigging on. How did you build your model, what groups/materials have you defined, and how?
Open your original model (before AutoGroup Editor got started on it) in UVMapper - the free version will do. Then do Ctrl-G to select by group, which will give you a list of the groups, followed by Ctrl-M to select by material. Which list has the zones you want to keep in it?
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
I,m trying to figure out how to assign area groups to a comforming clothing model I have generated.
Using Auto group editor and quick conform I can get the model to conform to V3 figure but it looses the original region groups i gave it when I modelled it.
The grouping tool in Poser (6) won't allow me to assign or generate a separate set of groups to the model if its a conforming model.
Am I stuck with having to now produce a texture template for the model or is there a way to define regions ( sole, boot, leg etc ) to a conforming model.
Thanks
Mike