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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 24 1:08 pm)



Subject: (ASK) Poser Camera & Poser to ZBrush


tunggulaja ( ) posted Fri, 05 February 2010 at 3:29 AM · edited Thu, 23 January 2025 at 1:07 PM

Questions:

  1. I added V4 to a blank scene and then added a props (Briana's Temple) to the same scene. But then the main camera won't use V4 as its pivot. How do I fix this?

  2. I'm trying to make a morph on V4 via ZBrush, I'm not trying to make a displacement map or any texture. Do I have to scale V4 nevertheless?

Thanks//


sixus1 ( ) posted Fri, 05 February 2010 at 4:33 AM
  1. If you want the camera to be pointed so that it pivots on a specific character, you'll need to either select the camera and go to Object>Point At and select the desired target from  the menu that pops up or, what I would recommend if you just want to be focused on a specific figure is to simply switch from the Main camera to the Posing camera is it is already setup to have whatever character is currently selected as both it's focus and it's pivot.

  2. There are a lot of topics to cover when discussing morphs for Vicky through Zbrush, however the basic work flow I prefer is to zero out your Vicky (ctrl+shift+j to bring up the joint editor, then hit the Zero button... but make sure everything on the hip is set to zero as well), export her with everything unchecked accept "use internal morph groups" or something similar (it's late and I'm typing this off the top of my head without Poser open... sort of flying blind...). If you're using Zbrush 3.5, open the app and before importing, set your prefs so that Import Mat as Groups is OFF and Import Poly Groups is ON, then grab a polymesh3d object from the tool pallete and import your obj. If using Zbrush 3.1, it's basically the same, only you should make sure you have downloaded and installed the Poser Scaler plugin from Pixologic's website. Shouldn't be any manual scaling involved with either method though. I'll have a new dvd coming out in a week or so that focuses solely on production proven methods of doing morphs for V4, so in there, if you pick one up, you'll see all this covered and a TON more.  :) -Les


lesbentley ( ) posted Fri, 05 February 2010 at 6:47 AM · edited Fri, 05 February 2010 at 6:53 AM

Questions:

  1. I added V4 to a blank scene and then added a props (Briana's Temple) to the same scene. But then the main camera won't use V4 as its pivot. How do I fix this?

Answer:

  1. You can make the Main or Aux camera orbit  round any element in the scene by simply parenting the camera to that element (Object > Change Parent). I recommend that you zero the Orbit dials and the X and Y translate dials of the camera, then memorize the camera before parenting it. Sometimes you may need to Restore the camera after parenting.

Whilst you could parent the camera to the head, hip, or BODY of your figure, I don't recommend that. A better way is to parent the camera to a square or box primitive, then move the primitive to whatever position you want the pivot to be in, then hide the primitive (Object > Properties > Visible).

As an alternative to the above, you could use Posing Camera which should parent to the selected figures Hip and move with it. The Posing Camera  can act a bit flaky when there are multiple figures in the scene. Even better in my opinion, use my "Tracker Cam" available for free from:

http://www.sharecg.com/v/26856/Poser/Tracker-Cam

Tracker Cam will automatically parent to the selected figure, and if you follow the instructions it will track (move with) the figure as you move it about the scene. Tracker Cam is (IMHO) better than the Posing Camera, as it will not bounce with the hip in an walk cycle or BVH, and the style of tracking is highly configurable.  

Note that using using "Point At" will not change the focus of the orbit of a camera, only keep it pointing at the target from whatever position it is already in.


lesbentley ( ) posted Fri, 05 February 2010 at 7:03 AM · edited Fri, 05 February 2010 at 7:04 AM

file_447702.jpg

...export her with everything unchecked accept "use internal morph groups" or something similar (it's late and I'm typing this off the top of my head without Poser open... sort of flying blind...).

The name of that box is (at least in P6) "Include existing groups in polygon groups".


DarkEdge ( ) posted Fri, 05 February 2010 at 7:27 AM · edited Fri, 05 February 2010 at 7:27 AM

I prefer to not even use Poser as an exporter and having to fiddle with dials, just uncompress your obj files (window/PythonScripts/UtilityFuncs/UnCompressFiles) and go grab the original obj file from either your Runtime:Geometries or Runtime:Libraries:Character folder ...poly groups are already there and the figure is zeroed.
This is just another way of doing things. 😉

Comitted to excellence through art.


tunggulaja ( ) posted Sun, 07 February 2010 at 8:24 PM

Thank you Sixus1, looking forward to your DVD.
Thank you lesbentley, checking your "tracker cam" now, it's great.
Thank you DarkEdge, will try your tip.


BloodRoseDesign ( ) posted Sun, 07 February 2010 at 9:07 PM · edited Sun, 07 February 2010 at 9:09 PM

This video tutorial goes over everything you would ever want to do in Zbrush and bring that back into Poser. Displacement maps, normal maps, morphs...the works!

I got it andf haven't looked back!
missy woot!

www.contentparadise.com/productDetails.aspx


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