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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 08 9:27 am)



Subject: Antonia - Opinions?


Diogenes ( ) posted Mon, 06 July 2009 at 11:50 AM

Quote - Speaking of corrupt: I've butchered Antonia's mesh and rig until I had only 10 vertices, 12 faces and 3 bodyparts left. Poser still manages to turn a perfectly symmetric mesh into an asymmetric figure.

There's not much more I can rip out of the CR2 except joint and transform channels, and I'm not sure that's allowed. And I still can't see where Poser gets those displacements from. Fascinating!

I have been unable to figure it out either. Brad has it too, but then so do all the other figures. I have rerigged him several times and it always shows up in some form, more or less. You say V2 has the least  problem? I will have to get V2 and try to follow, perhaps the reason why. Maybe I can at least minimize the problem, and file a ticket with SM.

I give up anyway, it has to be something in Poser itself, and I'm no programmer.

Cheers,
Mike.


A HOMELAND FOR POSER FINALLY


Diogenes ( ) posted Mon, 06 July 2009 at 2:55 PM

You know thinking along these lines, I have always thought there was a slight Y and X rotation to everything Poser imports or exports. I have thought this from time to time because it always seemed the figures were almost imperceptably twisted off center in Poser. Also every time I export from Poser and then into Zbrush, when I go to resymetry the model, Zbrush always shifts the vertices in the Y and X rotations (and alot of the times it is unable to get full symetry again.)

If this were in fact the case, that the model was slightly rotated but the rigging which is created in poser is not rotated, well it would throw off not only the symetry of the model but also the rig would not match the geometry from side to side regardless of wheather or not the JP's were numerically symetrical.

I'm going to try and test the idea.

Cheers,
Mike.


A HOMELAND FOR POSER FINALLY


Diogenes ( ) posted Wed, 08 July 2009 at 3:12 AM

Well this is just great. I post a few comments and you all just run off, disappear.  I think I have finally discovered my super power. :lol:

Maybe you are all in jail, that's it. You all went to a big party without me and got hauled off to jail. Should I come and post bail?


A HOMELAND FOR POSER FINALLY


odf ( ) posted Wed, 08 July 2009 at 3:15 AM

"Prisent!"

("Okay, baaand meeting...")

-- I'm not mad at you, just Westphalian.


Haruchai ( ) posted Wed, 08 July 2009 at 3:32 AM

Quote - "Prisent!"

("Okay, baaand meeting...")

Thanks Murray :)

Poser Pro 11, DAZ Studio 4.9


odf ( ) posted Wed, 08 July 2009 at 3:56 AM

'Jemaine, did you hear that? Did you hear what Brid just said to me?'

'Yes, he said "thanks Murray".'

'Is there something you would like to say to me, Jemaine?'

'No!'

'I think you do.'

'No, I don't.'

'Wouldn't you like to say "thanks, Murray" like Brid here just did?'

'No, Murray.'

-- I'm not mad at you, just Westphalian.


A_ ( ) posted Wed, 08 July 2009 at 5:37 AM

file_434359.jpg

here's a question: why does this happen in zbrush, any ideas? this is what happens when i raise the divisions.


odf ( ) posted Wed, 08 July 2009 at 6:00 AM · edited Wed, 08 July 2009 at 6:01 AM

It's called the curse of the Wavefront. 😄 Every 3d program reads and writes OBJ files, but no two of them can agree on how to interpret them. I don't have a working copy of ZBrush on my machine at the moment, so I can only guess. From what it looks like, ZBrush creates a new object whenever it sees a 'g' (group) statement (assuming that the file you're using is the original Runtime:geometries:Antonia.obj). There are various ways to fix that, for example using UVMapper, but you'd have to ask the ZBrush experts for specifics. Basically, you want to strip off the groups and materials, save them in an extra file and apply them back to the morphed version.

-- I'm not mad at you, just Westphalian.


A_ ( ) posted Wed, 08 July 2009 at 6:19 AM

"Basically, you want to strip off the groups and materials, save them in an extra file and apply them back to the morphed version" - in a different 3d program? like Maya or Blender or Lightwave or anything?


pjz99 ( ) posted Wed, 08 July 2009 at 6:41 AM

UVmapper can do this I believe, the free version.  Look around in the Zbrush forum, this gets complained about every couple of weeks.  There's another alternative to stripping out the group information as well, if I remember correctly DarkEdge (search for him) has a tutorial on that.

My Freebies


odf ( ) posted Wed, 08 July 2009 at 6:44 AM · edited Wed, 08 July 2009 at 6:48 AM

...or DAZ Studio, maybe. I think their MorphLoader plugin is currently the easiest way to apply morphs to Poser figures, particularly partial and full body morphs. This tutorial looks like it might be helpful (but I haven't watched it yet, so no guarantees):

http://cellarstudio3d.com/tutorials/daz-studio-tutorials/85-daz-studio-to-zbrush-and-back.html

Edit: I hadn't read pjz99's post when I wrote this.Checking the ZBrush forum for this is definitely a good idea. I don't want to give the impression that I secretly work for DAZ. :biggrin:

-- I'm not mad at you, just Westphalian.


WandW ( ) posted Wed, 08 July 2009 at 6:45 AM

Quote - Well this is just great. I post a few comments and you all just run off, disappear.  I think I have finally discovered my super power. :lol:

The figure export test was such a great idea, there was nothing to do but wait for the results... :laugh:

----------------------------------------------------------------------------------------

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Lyrra ( ) posted Wed, 08 July 2009 at 7:55 AM

that zbrush issue is due to unwelded bodyparts (groups)

easy solution:
open copy of figure in uvmapper. set all to one group. save.  use that in zb

after you have done your morph,  to break it back up into parts, import the uvs from the original and continue as usual

I use SYRinj or PoserFileEditor to insert full body obj morphs. Both are painfully easy

Lyrra



odf ( ) posted Wed, 08 July 2009 at 8:09 AM

Quote - ...or DAZ Studio, maybe. I think their MorphLoader plugin is currently the easiest way to apply morphs to Poser figures, particularly partial and full body morphs. This tutorial looks like it might be helpful (but I haven't watched it yet, so no guarantees):

http://cellarstudio3d.com/tutorials/daz-studio-tutorials/85-daz-studio-to-zbrush-and-back.html

Oomph! Don't listen to me. Those videos won't help with your problem.

If memory doesn't fail me, most people I've talked to use some variation of Lyrra's suggestion.

-- I'm not mad at you, just Westphalian.


pjz99 ( ) posted Wed, 08 July 2009 at 8:13 AM

Dimension3D's Poser File Editor can insert morphs as well, that's what I use.

My Freebies


Diogenes ( ) posted Wed, 08 July 2009 at 11:12 AM

Yes Zbrush is a nutty little app but great for morphs.    A_  : Lyrra is correct,  Your body part seams are not welded, if you exported from Poser you forgot to weld the seams, weld the seams.   Then when you are ready to import your morph back into Poser use kaweki's morpher tool (free in the freebies here) to reorder your vertices back to the original obj. A better idea,  if you can, is to use a copy of the original obj located in the geometries folder to do your morphs on, it is already welded.

kaweki's morpher is a geat little tool to have, and it's free.  But for ease of use and better work flow, investing in the Daz setup tools is the way to go.

You see, Poser cuts the obj up into parts corresponding to each body part.

WandW:  I'm afraid I made no great discoveries. Only this:  If you import and export an obj that is not turned into a figure yet (no bones) there is no problem at all the obj stays perfectly symetrical. But as soon as you add a few bones and turn the obj into a figure it becomes asymetrical. And yes it is definitely very slightly rotated.  Why or how this happens I have no explanation. I suspect it has something to do with how Poser cuts the obj up into parts and stores that info.

So, how did you guys get out of jail? :lol:


A HOMELAND FOR POSER FINALLY


Fisty ( ) posted Wed, 08 July 2009 at 1:43 PM

I'm around, just busy =)


shante ( ) posted Wed, 08 July 2009 at 3:48 PM

Quote - Well this is just great. I post a few comments and you all just run off, disappear.  I think I have finally discovered my super power. :lol:

Maybe you are all in jail, that's it. You all went to a big party without me and got hauled off to jail. Should I come and post bail?

(GRINNING BROADLY!)
Phantom...oh, I'm here I just don't understand most of the stuff being discussed of late. It feels good though all that breeze created as it flies over my head...it's hot here in Virginia!  :)


Diogenes ( ) posted Wed, 08 July 2009 at 5:33 PM

HI Fisty, and shante,

I missed you. :wub: 

Now where's that Joel at?  I hope BluEcho is feeling better.


A HOMELAND FOR POSER FINALLY


Faery_Light ( ) posted Wed, 08 July 2009 at 5:57 PM

Hi;
I'm avbit better but the infection is slow to leave.


Let me introduce you to my multiple personalities. :)
     BluEcho...Faery_Light...Faery_Souls.


RobynsVeil ( ) posted Wed, 08 July 2009 at 6:06 PM

Infections are like that - do what you can to bolster your immune system, hun. Lots of water and sunlight (if available in your area)...

Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2

Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand] 

Metaphor of Chooks


A_ ( ) posted Thu, 09 July 2009 at 3:29 AM

thanks for trying to help.
unfortunately, i couldn't get it to work.
i opened Antonia obj in Maya, and remapped her so that all the uv's sit on one image - so that i can texture in zbrush. and now i can't get the new mesh to work without breaking in zbrush. i tried welding the points, i even tried importing the new mesh into poser and export with weld - but nothing works so far.
guess i'll have to skip texturing her in zbrush for now.


pjz99 ( ) posted Thu, 09 July 2009 at 4:30 AM

Quote - opened Antonia obj in Maya, and remapped her so that all the uv's sit on one image

No no no.  Leave the UVs alone.  Strip out the GROUPING information.  I don't even recommend importing/exporting from Poser at all, just make a copy of the base OBJ file.

My Freebies


corvas ( ) posted Thu, 09 July 2009 at 4:49 AM · edited Thu, 09 July 2009 at 5:00 AM

file_434423.jpg

> Quote - thanks for trying to help. > unfortunately, i couldn't get it to work. > i opened Antonia obj in Maya, and remapped her so that all the uv's sit on one image - so that i can texture in zbrush. and now i can't get the new mesh to work without breaking in zbrush. i tried welding the points, i even tried importing the new mesh into poser and export with weld - but nothing works so far. > guess i'll have to skip texturing her in zbrush for now.

im pretty sure this should work,just import her into zbrush and before subdividing her click crease from what i remembered this worked for me  with another figure,dont know why this is happening to you since i can import Antonia and subdivide her without probs.

btw this is a great little tut i found some time ago really helped out with some probs i had with zbrush and poser figures

TUT

hope this helps:)


pjz99 ( ) posted Thu, 09 July 2009 at 5:11 AM

Corvas thanks, I was actually looking for just that tutorial.  I'd seen it before but hadn't bookmarked it.

My Freebies


corvas ( ) posted Thu, 09 July 2009 at 5:39 AM

Its Alright :D


A_ ( ) posted Thu, 09 July 2009 at 12:32 PM · edited Thu, 09 July 2009 at 12:33 PM

corvas, thanks for that tutorial.
i'm trying to follow it, but i get stuck when i need to export the texture from zbrush.
anyway, if i use my remapped version of Antonia, and i click on "Crease" - the breaking is a lot less.


pjz99 ( ) posted Thu, 09 July 2009 at 12:47 PM

Nobody else will be able to make use of your textures unless you also gave them a copy of your redone UVmap (ethically you can't).

My Freebies


A_ ( ) posted Thu, 09 July 2009 at 1:53 PM

Attached Link: http://www.sharecg.com/v/20732/Texture/V4.1-Remap-system-for-ZBrush

no, because i'd split them back to the regular uv's. i didn't actually remap her, just put all the mapping into one image. like the v4 remap system for zbrush by Will Dupre. this is just so that zbrush can read it all as one texture.


JOELGLAINE ( ) posted Thu, 09 July 2009 at 6:35 PM

Rendo stopped giving me any notifications of this thread!  Dammit!  Also I been moving the past week and finally got an air-conditioner and have been catching up on my sleep.  Not being to sleep in the heat was been killing me.  Now I feel better. :laugh:  Now I'm lost here about rigging and asymetery. Up to date, but lost.

I cannot save the world. Only my little piece of it. If we all act together, we can save the world.--Nelson Mandela
An  inconsistent hobgoblin is the fool of little minds
Taking "Just do it" to a whole new level!   


odf ( ) posted Thu, 09 July 2009 at 6:58 PM

Quote - Nobody else will be able to make use of your textures unless you also gave them a copy of your redone UVmap (ethically you can't).

What do you mean by "ethically you can't"?

-- I'm not mad at you, just Westphalian.


pjz99 ( ) posted Thu, 09 July 2009 at 7:24 PM · edited Thu, 09 July 2009 at 7:25 PM

I mean, if I remap your geometry, you wouldn't want me to redistribute the OBJ would you?

  • although A_ is talking about making a texture template, not the same thing

My Freebies


odf ( ) posted Thu, 09 July 2009 at 7:38 PM

Quote - I mean, if I remap your geometry, you wouldn't want me to redistribute the OBJ would you?

  • although A_ is talking about making a texture template, not the same thing

Yes, I realize this doesn't apply to what A_ is doing, but since we haven't talked licenses for some time, maybe it's a good opportunity to come back to that point:

Yes, I would absolutely encourage you to redistribute your modified OBJ. If you feel so inclined, you can even sell it. All I'm asking is that you wait until the original is officially released and that you give proper credit and clearly and prominently indicate where the original can be had.

Of course, any compatibility issues would be your problem, not mine.

-- I'm not mad at you, just Westphalian.


pjz99 ( ) posted Thu, 09 July 2009 at 7:48 PM

Quote - Yes, I would absolutely encourage you to redistribute your modified OBJ.

And now that you've given this permission, that's great.  Your license actually states the opposite (and even if it didn't, the default assumption is that it's copyrighted and can't be redistributed).

My Freebies


odf ( ) posted Thu, 09 July 2009 at 8:00 PM

Quote - > Quote - Yes, I would absolutely encourage you to redistribute your modified OBJ.

And now that you've given this permission, that's great.  Your license actually states the opposite (and even if it didn't, the default assumption is that it's copyrighted and can't be redistributed).

Yes, the previews are restricted because I'd like to contain the chaos at this stage of development. I think I'm also saying there that the final version will be freely redistributable, but maybe I'm remembering wrong. Anyway, it will be.

-- I'm not mad at you, just Westphalian.


corvas ( ) posted Thu, 09 July 2009 at 10:25 PM

file_434491.jpg

> Quote - corvas, thanks for that tutorial. > i'm trying to follow it, but i get stuck when i need to export the texture from zbrush. > anyway, if i use my remapped version of Antonia, and i click on "Crease" - the breaking is a lot less.

 
thought id make a little tut on how i do it without changing the uvs,since changeing the uvs is just going to make you have more work lol 1,Import Antonia

subdivide her to however many milllions of polys you want her lol
of course the higher the level the more detail

then click on disable UV
and make sure colorize is on

2,then turn off Zadd since you dont want to be sculpting you figure while your painting lol

then paint away or use photo reference to make you texture using projection master or ZAppLink

3,once you have finished painting or texturing lower the subdivides all the way to 1 do not delete the higher levels

4,then to get your UVs back you have to re import the same OBJ file you used,

5,know that the OBJ has be re imported you will notice that disable UV is not select anymore which basicallly tells you that you have your UVs back :)
then just subdivide the character back to whatever level of subdivisions you had


corvas ( ) posted Thu, 09 July 2009 at 10:25 PM · edited Thu, 09 July 2009 at 10:40 PM

file_434492.jpg

6,Now you just create a new texture whatever size you want it 4000-4000 or 2000-2000 etc... and make the background colour white or whatever colour you want it to be.

7,then make sure that RGB is set to 100 if you dont put it to 100 and if its at 20 or something it will fade the painting you just done.

8,now this bit is IMPORTANT lol since you should have antonia in seperate groups all head uv,all body uvs etc

just hold down shift and ctrl and click on her head,you will see just her head now,

now just click Col>Txr

9,you now have a texture YAY

and just do the same for her body
and export each texture from the texture tab

see no need to change her UVs to use her in Zbrush :)

hope this helps :)

btw take no note of my bad painting skills lol ahaha done it very quickly and really wasnt ment to be anything lol just some random colours :P


aella ( ) posted Sat, 11 July 2009 at 3:52 AM

bada bump bump bump


WarpedHalo ( ) posted Sat, 11 July 2009 at 6:30 AM

Just giving this a wee almost nonexistent bump :) ...

I'm also wondering when you next release the next version of Antonia - is it possible to minimize the trans part of each part of the figure i.e. legs/head etc (or moving the movement values i.e. bend/side/twist to the top) as I tend to dial it and usually get a wee shock when I see her head flying one way or the other instead of having her head to bend.

Or maybe its something we have to shut up get used to it? :D


pjz99 ( ) posted Sat, 11 July 2009 at 7:09 AM

This is something that is easy to fix permanently, although odf may want to wait until the end of the development process to lock it down. 

My Freebies


odf ( ) posted Sat, 11 July 2009 at 7:23 AM

For the moment, I have to stick with things that I can set from within D|S, because it seems to have a habit of not saving certain other parameters back into the CR2.

But I'm pretty sure I can set the minima and maxima for the body part translations to 0 and hide the dials.

-- I'm not mad at you, just Westphalian.


WarpedHalo ( ) posted Sat, 11 July 2009 at 7:26 AM

nodding yeah it is not something urgent at all just thought it'd be a good idea and Antonia will thank odf that she'll stop having her head few feets one way and legs the other :D 


odf ( ) posted Sat, 11 July 2009 at 10:57 PM · edited Sat, 11 July 2009 at 10:58 PM

Okay, I've hidden, locked and clamped the translation channels on everything but the hip, hiphandle, body and feet. So this will go into the next preview release.

Since I do all my rigging in DAZ Studio these days, which has the option of showing me all the hidden channels, there's really no point in keeping channels visible that I don't think I will be supporting. With Poser, I would have been forced to go via a CR2 editor to unhide them, but that's no longer necessary.

-- I'm not mad at you, just Westphalian.


aella ( ) posted Mon, 13 July 2009 at 4:36 PM

file_434679.jpg

Quickie outfit for antonia i know the leg bands are really boring but I wasn't sure what to do with them.


JOELGLAINE ( ) posted Mon, 13 July 2009 at 5:03 PM

Very "Fifth Element" feeling outfit.  Do leg-bands REALLY need to DO anything?  Hold a knife, gun or spoon?  Look cool?  Looks cool to me. :laugh:

I cannot save the world. Only my little piece of it. If we all act together, we can save the world.--Nelson Mandela
An  inconsistent hobgoblin is the fool of little minds
Taking "Just do it" to a whole new level!   


aella ( ) posted Mon, 13 July 2009 at 5:08 PM

well it would be good if they could hold a titainum spork I guess


odf ( ) posted Mon, 13 July 2009 at 5:30 PM

Cool outfit, aella! You know it's SF when the top need it's own little antigravity device. :lol:

I wonder if the domain "Titanium-Spork" is available.

-- I'm not mad at you, just Westphalian.


aella ( ) posted Mon, 13 July 2009 at 6:57 PM

I was just wondering If anyone would be interested in grouping and rigging this outfit. I have ADHD I don't have the patience to group and outfit which is sad but....


aella ( ) posted Tue, 14 July 2009 at 12:27 AM

file_434691.jpg

and another top this is more of a scifi vest oh I am skanking up antonia


odf ( ) posted Tue, 14 July 2009 at 1:53 AM

aella: If no one else volunteers, I might get to rigging some things eventually, because I'd like to get a feeling for how easy or hard it is to make clothes conform to Antonia's rigging. But I might fix some small issues with the JCMs first before I start doing that.

I don't remember if you're on the developers site yet. If not, give me your email address so I can let you in.

-- I'm not mad at you, just Westphalian.


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