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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 01 9:10 pm)
Attached Link: http://poserpros.daz3d.com/forums/viewtopic.php?p=370035#370035
> Quote - Anyone knows a way to solve this?Yes, you remove the grouping to work on the mesh, then replace it later, see attached link.
Some programs have options to ignore the groups, but when you export the morphed item, then Poser will not be able to load it back. You can remove the group information in a text editor (replace regex ^g.*$ with nothing) then you will be able to import your mesh as a whole, but if poser can load that back is another topic.
You need "shaper" its a free obj tool basicly it welds what ever body parts you need into one, you import this obj to your modeling program morph it to death, then shaper takes apart the parts back to the org. so you can bring it back into poser.
you need to e-mail the owner to get this special function to work, its great and its free
http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=1225852
What I do on 3DS Max is: (kinda messy, but works)
I import the figure's OBJ into 3DS. Then I select one body part, Edit Mesh it, press CONTROL+A to select all vertexes, and type the body part name on the top bar's "Saved Selections" box. Now I press "Attach" and attach another body part, press CONTROL+I to select its vertexes and type its name on the "Saved Selections" box. Again press CONTROL+A, attach another body part, press CONTROL+I to select its vertexes, and "Saved Selections" again, until I have all the body parts I want to morph there.
Now, the fallout will cross body parts, even though the vertexes on the seams are not attached. They're just on the exact same coordinates.
After done, I "Detach" each body part using the saved selections I've previously saved. It works great, except that it's a lot of work.
Yeah... I know... I'm a mess...
Quote - You need "shaper" its a free obj tool basicly it welds what ever body parts you need into one, you import this obj to your modeling program morph it to death, then shaper takes apart the parts back to the org. so you can bring it back into poser.
you need to e-mail the owner to get this special function to work, its great and its free
http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=1225852
I did try this in the past. But I ran into some problems with it. Maybe I was doing something wrong, but I just moved on to another method that I was confortable with.
Oh yes, I figured that out as soon as I made the first one, which made this method a very acceptable choice. Thanks for pointing it out though. I'm still disapointed that Silo can't extend its fallout to other groups.
Also, anyone knows if Silo has that "Smooth" feature that Poser has on its Morph window? That thing is amazing and its sad that 3D Studio doesn't have that. In fact, im kinda disapointed with 3D Studio's mesh modeling abilities when it comes to organic. It pretty much only have the Soft Selection feature to help on that (as far as I know?). Except for NURBS, but im talking more about making Poser morphs.
Quote - Also, anyone knows if Silo has that "Smooth" feature that Poser has on its Morph window? That thing is amazing and its sad that 3D Studio doesn't have that. In fact, im kinda disapointed with 3D Studio's mesh modeling abilities when it comes to organic. It pretty much only have the Soft Selection feature to help on that (as far as I know?). Except for NURBS, but im talking more about making Poser morphs.
There is the Smooth command under Modify and also you can use the smooth operation with painting displacement
Quote - Oh, and also if I use UVMapper to merge the groups, it won't do any good for Silo, because its soft selection will just stop at the polygon edges anyways.
I don't now what model you are using, but when I try this with Victoria 4 I do not have any problems with soft selection stopping at old group edges (basically because they are not there any more).
Just to be clear here is what I'm doing:
Open the model in UVMapper Pro and the select everything, assign to a single group and save the model (with a new name)
Next, open in Silo and go to town making changes and then save the model.
Open again in UV Mapper Pro, import UVs from the original model and save with a new name.
Them in PoserPro 2010 Load the Full Body morph.
Quote - Oh, and also if I use UVMapper to merge the groups, it won't do any good for Silo, because its soft selection will just stop at the polygon edges anyways.
If you use the OBJ file from the relevant Runtime/Geommetries subfolder, it's an unimesh , i.e. it's one continuous mesh with no breaks at group boundaries. If you're exporting from Poser for some reason, be sure to select the welding option.
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Hi all,
I've started using Silo for modeling, and right away I ran into the same problem I had with 3DS Max, which is: when using Soft Selection to morph a Poser figure, the soft selection fallout does not crosses body parts.
Anyone knows a way to solve this?
Thanks