Mon, Nov 25, 3:41 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 24 8:11 pm)



Subject: Howto place/replace a head to create a new figure?


Da_Ding ( ) posted Sun, 09 August 2009 at 7:02 AM · edited Tue, 19 November 2024 at 10:24 AM

Mornin' everyone,

I know that this might be asked before but for the stupid German I am, I don't know what to search for ... and I've ssen a tut before I think, but can't find it anymore :(

Ok, I wonna create a new figure, or want to learn how I can max the flexibility of the poser-figures I call my own. For example the Brainy alien combined with the toon alien available here at freestuff. Should be no problem but I don't have a clue how I "glue" the bones together (head-bone with neck-bone for example) to create a bone-dummy for later import of the new obj-file.

Maybe some here can give a hint or a link for a nice howto - cause I've been searching for days now, and think I just use the wrong words ^^

Many thanks in advance!

Greetings from Germany
Olli aka Da_Ding


Little_Dragon ( ) posted Sun, 09 August 2009 at 7:39 AM

This tutorial might provide some insights:

http://www.juno.dti.ne.jp/~yamato-k/Step1.html



Da_Ding ( ) posted Sun, 09 August 2009 at 7:56 AM · edited Sun, 09 August 2009 at 8:04 AM

Thank you for the link.
I'll give it a try, maybe I don't need to take care of the bones. :)

Ahhh ... I found another one - http://www.daz3d.com/i/tutorial/tutorial?id=2259&_m=d
It's for DAZ but maybe I can use it for the bone thingy in poser as well ....

Damn ... I've been a hundret times on the DAZ site while searching and now I find something. I must have been blind for days ...


Nance ( ) posted Sun, 09 August 2009 at 6:00 PM

another quick approach using "Replace Body Part with Prop" (to just replace head and avoid messing with bones):

http://market.renderosity.com/mod/forumpro/showthread.php?message_id=1739506&ebot_calc_page#message_1739506


Tashar59 ( ) posted Sun, 09 August 2009 at 10:32 PM

file_436471.jpg

The Yamato way is how I do mine or how I learned to do them and now it's quite easy when I want to do them.

I set up the two figures together in a scene, then adjust till I get the neck and head of the one I want on the body and neck of the other. I save that scene out to come back to later. I then export each neck out and import them into a modeler. I then cut the two in half or so and slice them together adding the needed verts to match. Then export the new neck back into the saved poser scene.

Import the new neck. It should fit in place. Now export the new neck and the body of the one you just want for the body and the and head of the other. Uncheck * as morph target" and check the rest. Save as a new Name.obj in whatever geometry file you want.  Save the figure that is still in the scene into your new figures runtime folder. This creates the new cr2 that your going to use.

Open the new Cr2 in word or notepad and change the path of the .obj to point to the new on. There are 2 lines that need this. Now you can clean the rest of the Cr2 to get rid of the unwanted groups of both figures that you don't need. All morphs will work except on the neck because you changed the vert count. Some JP adjustment on neck and head may be required.

Easier than it sounds to do.

The other way is to line the 2 figures up and turn the head of on invisable and the body of the other invisable and use magnets to blend the 2 necks. Save the figure and there you go. Adjust the JP's. You can do much of the same cleanup if you want.

You will need to post work where the two necks join unless you make a new uv map or adapt a texture to work with the changed neck.

Again very simple once you do it a couple of times.

My Miki/V4 has the new neck and textures adapted to work with it.


estherau ( ) posted Sun, 09 August 2009 at 11:25 PM

 Poser 8 has a new morphing brush which might be good for joining the neck bits where they overlap

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


Tashar59 ( ) posted Sun, 09 August 2009 at 11:29 PM

"Poser 8 has a new morphing brush which might be good for joining the neck bits where they overlap"

Yes it would.


Da_Ding ( ) posted Mon, 10 August 2009 at 1:17 AM

Quote - Easier than it sounds to do.

Jep, sounds quite easy :)
Thanks for the good explanation, I'll give it a try and post the result here ... but this could take some time ^^


Tashar59 ( ) posted Mon, 10 August 2009 at 2:50 AM

LOL. I never said it wouldn't take time.


AntoniaTiger ( ) posted Mon, 10 August 2009 at 3:20 AM

Possibly the easiest is the job I did a few months ago with the Melody figure from RDNA. That has an animal head on an A3 body, with modified hip geometry for a tail. Which makes some Aiko add-on morphs awkward because of the changed hip.

Little_Dragon provides a very good add-on tail as a freebie, so I decided to combine the standard A3 body with the Melody head and neck.

No need to make bridging geometry, just combining the bits from the two figures. There are some complications with different names for the morph channels used in INJ poses. Frankly, a huge amount of .cr2 hacking.

Note that the full version of A3 is currently available for free from DAZ, as part of a bundle. I think one bundle has just the LE version, and another has the full version.

Another example of a head-transplant is Little_Dragon's Millenium Catwoman, which puts the Millenium Cat head onto the V2 body (you need to have both the original figures to unlock the encrypted model data on that, and I think DAZ have a lot of old stuff on sale).

Finally, one quick and dirty trick:

Pose the donor head/neck with the morphs and eye positions you want.

Export just the head, neck, and eyes as a .obj file.

New file with the figure you want to attach the head to. Import that .obj and it's now a prop. Position relative to the new body, and save as a smartprop, parented to the target model.

Slightly blurred memory suggests that some versions of Poser have features which automate some of this prop-as-bodypart stuff.


Da_Ding ( ) posted Mon, 10 August 2009 at 4:01 AM · edited Mon, 10 August 2009 at 4:04 AM

Quote - ... one quick and dirty trick ...

Hmm - I thought a bout at first time, but I've started to play arround with animations in poser to create some 'lil game-sprites, so this won't work for me I think.
Ok, I'm only playing with walk designer atm, but I want to have a figure that I can use in future animation testing too.

And the DAZ-sale is what leads to the head-move-thingy 'cause once I've learned how to do this I'll have max. flexibility at quite low prices :)

To create a new neck-figure is really easy (for me):

This is the neck obj, to combine the "Low-Res Toon Girl" with the Nyacky-Head (nucky.eek.jp/Nyacky.html). I just picked some free Models for the start with max. size difference to test it :)

I hope it'll look like this at the end of the day:

Quite cute result if it works 😄


Privacy Notice

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.