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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)



Subject: A question about Daz Studio 4's cr2 export ability


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Paloth ( ) posted Sat, 29 October 2011 at 1:29 AM · edited Fri, 29 November 2024 at 10:50 AM

Apparently Daz Studio can export a cr2 of the Genesis figure that includes comparable weightmaps. Can the Daz Studio 4 cr2 exporter export weightmaps for original figures that were rigged in Daz Studio?

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RobynsVeil ( ) posted Sat, 29 October 2011 at 1:46 AM

Is this a question for a Poser forum? or the DS forum? :blink:

Just askin'...

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Paloth ( ) posted Sat, 29 October 2011 at 2:37 AM

A cr2 is Poser format. There are lots of posts here about Daz Genesis export. I was looking for responses from people who know something about how the cr2 exporter works. I'll post a message at Daz if I have to.

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bantha ( ) posted Sat, 29 October 2011 at 3:26 AM

This question is Poser-related, so not in the wrong forum, but I don't know if someone here can answer it.

The only weight-mapped DAZ figure I know is Genesis. Since the exporter works with her I would assume that it would handle other weight mapped rigs as well, but I'm not sure about this. I do more with Pro 2012 and with Luxrender than with Studio ATM.


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RobynsVeil ( ) posted Sat, 29 October 2011 at 4:38 AM

As I understand it, the Daz weight-map system is proprietary to Daz. Poser does not, at this point in time, have a converter to make that weight-map information work in Poser. I'm sure some very clever people are hard at work developing this, but they ain't sayin'... 😉

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Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
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bantha ( ) posted Sat, 29 October 2011 at 5:56 AM

If I'm not mistaken DAZ has published an exporter in the current version of Studio. It still has issues, but it seems to work from what I have seen here in the forum.


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Sail out to sea and do new things.
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bagginsbill ( ) posted Sat, 29 October 2011 at 6:49 AM · edited Sat, 29 October 2011 at 6:52 AM

Robyn, not only does the exporter exist, but it has been demonstrated in a video. It is still being worked on so is not released yet, but they showed exporting Genesis in various forms to Poser, and then using posing them in Poser.

The idea that this isn't happening is a denier meme promoted by a few with an axe to grind.

http://www.youtube.com/watch?v=XDYEvSb7jQs

Once you see for yourself that the resulting figure is, in every way, a first-class Poser figure, I don't see what there is to worry about.

The resulting figure can be posed, morphed, textured, and wardrobe-wizarded (potentially). The only "Genesis-like" thing you lose is the SubD, the ability to move the joint centers with a morph and the ability to swap UV mapping. I doubt that those limitations will exist forever, either.

The Daz weight mapping system is not unique to DS. Poser has it. I'm not expert in this area, but to the degree I'm understanding it, the expression of movement afforded by DS "Triax" is actually the same as, or slightly not as extensive as Poser 9/Pro2012. The file formats are totally different, but the data translates directly.


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DarrenUK ( ) posted Sat, 29 October 2011 at 7:24 AM · edited Sat, 29 October 2011 at 7:25 AM

The export function as demonstrated in the video was added to the Daz Studio update last week. Didn't take too long to create the figure once I could figure out where all the correct panels etc are. There seem to be multiple versions of the layout so had o dig around to find the correct panels and windows etc.

Daz Studio 4.8 and 4.9beta, Blender 2.78, Sketchup, Poser Pro 2014 Game Dev SR5 on Windows 8 Pro x64. Poser Display Units are inches


bantha ( ) posted Sat, 29 October 2011 at 7:34 AM · edited Sat, 29 October 2011 at 7:37 AM

Content Advisory! This message contains nudity

file_474654.jpg

It's not even "soon", the actual version of Studio has that exporter. It's a bit strange that they require the user to export the OBJ itself, it does not look like a final product yet. I'm sure the different UV sets could have been handled as well within Poser, but the figure is exportable and works with all the morphs included. 

I'm no beta tester of any kind, it works with the released Studio version I've downloaded from DAZ today. 

This is Genesis with a DAZ V4 texture in Poser Pro 2012. 

 

  • crosspost

So it came out last week already? It took me some time to find everything, but it was doable. Not exactly an easy and straightforward thing to do, though. 


A ship in port is safe; but that is not what ships are built for.
Sail out to sea and do new things.
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Male_M3dia ( ) posted Sat, 29 October 2011 at 7:54 AM
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The exporter is pretty much a work in progress, as more stuff needs to be automated (like the obj step... maybe a check box to select whether it's exported or not since you don't need to export it every time)... but if Poser can get the subd working, the look between versions will be pretty much identical.

I've been testing it out with our characters, seeing what needs to be done in order to have the proper inj in poser; and our new characters will include INJ/REM files in addition so they can be used in Poser.

But to answer the OP's question, the exported CR2 contains poser's weightmapping. DS's weightmapping is contained in the .DSF files so a program will need to read that. I know people have asked about a self contained cr2, but genesis is a platform so that platform still needs to be read for updates and new morphs, so it needs to be read by a program that supports the platform. They were able to get the exporter out by reusing code and functionality within the program and modifying that.


RobynsVeil ( ) posted Sat, 29 October 2011 at 7:59 AM

Excellent. happy to hear it. Thanks for the update, BB... last I heard, the information I gave was correct. Thank you for correcting me.

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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] 

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wimvdb ( ) posted Sat, 29 October 2011 at 8:54 AM

The current exporter is just a first step. Currently there is no way to use character morphs (dial based), texture sets, poses, expression, hair and most of all: clothing.

Of course you can get some things done with a lot of fiddling around but for now for most users can only render a bald, nude, single textured, slightly misfigured v5 in a temple.

I hope DAZ solves most of these problem in a not too distant future and in a non-complicated or workflow disturbing way. I also think most of these things are just a matter of time but some things may prove to be very difficult (like automatic cloth fitting and better smoothing of the figure)

Only time will tell if it is going to be a really useable figure in Poser

 


RHaseltine ( ) posted Sat, 29 October 2011 at 9:22 AM

I can't test it, but exporting a character's morphs with the free Poser Format Exporter script should make them usable in Poser.


wimvdb ( ) posted Sat, 29 October 2011 at 9:44 AM

Quote - I can't test it, but exporting a character's morphs with the free Poser Format Exporter script should make them usable in Poser.

I read that the PFE did not do MAT files and did not do the scaling for Genesis type of figures. But I have to try that out to see if this really the case

Although it probably works for Poses and Expressions as well, there needs to be a solution not having to go through each of the poses in a pose pack and do the export for them. I really hope - if everything starts to work well - that separate Poser formated versions of these will be distributed

 


bantha ( ) posted Sat, 29 October 2011 at 10:46 AM

Textures can be loaded using Poser's material room, loading mat poses without proper skin shaders won't give good results anyway. The material system of D|S and Poser have always been different. Load the textures in your prefered skin shader, save it to the library and you have your mat pose. 

As it has been said already - the process is far from being finished. DAZ decided to give the exporter out ASAP, this should stop any "Genesis will never work in Poser" talk. There are still problems, and there are still differences, but you already have a weightmapped figure with working morphs. Yes, scaling seems to have problems at the moment, it should be possible to get that feature working over time, Apollo Maximus could do that years ago. It's a new figure with new functionallity, it may take some time.


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Sail out to sea and do new things.
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bblogoss ( ) posted Sat, 29 October 2011 at 10:51 AM

You can even export for Poser (if you have the autofit) conforming weight mapped clothes for Genesis with the morphs.


wimvdb ( ) posted Sat, 29 October 2011 at 10:53 AM

Quote - Textures can be loaded using Poser's material room, loading mat poses without proper skin shaders won't give good results anyway. The material system of D|S and Poser have always been different. Load the textures in your prefered skin shader, save it to the library and you have your mat pose. 

As it has been said already - the process is far from being finished. DAZ decided to give the exporter out ASAP, this should stop any "Genesis will never work in Poser" talk. There are still problems, and there are still differences, but you already have a weightmapped figure with working morphs. Yes, scaling seems to have problems at the moment, it should be possible to get that feature working over time, Apollo Maximus could do that years ago. It's a new figure with new functionallity, it may take some time.

Did you actually read what I said in my fist post?

 


wimvdb ( ) posted Sat, 29 October 2011 at 10:55 AM

Quote - You can even export for Poser (if you have the autofit) conforming weight mapped clothes for Genesis with the morphs.

Explain how?

I do not have the autofit, but the exporter does nothing with morphs and there is a bug in the exporter which prohibits exporting clothing in the current version

 


LaurieA ( ) posted Sat, 29 October 2011 at 10:56 AM

Quote - You can even export for Poser (if you have the autofit) conforming weight mapped clothes for Genesis with the morphs.

I'd heard that part wasn't working too well and had it's own problems. Did they fix it?

Laurie



bantha ( ) posted Sat, 29 October 2011 at 11:01 AM

Yes, but I did not remeber that you told it when I answered to your last post.

I'm sorry that I almost repeated your previous post. Happens if I switch between threads too fast. 


A ship in port is safe; but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing Grace" Hopper

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wimvdb ( ) posted Sat, 29 October 2011 at 11:05 AM

Quote - Yes, but I did not remeber that you told it when I answered to your last post.

I'm sorry that I almost repeated your previous post. Happens if I switch between threads too fast. 

No problem, I was just curious what the difference was between what you said and what I said. Except for the nude bald vicky that is...

 


bblogoss ( ) posted Sat, 29 October 2011 at 11:06 AM · edited Sat, 29 October 2011 at 11:08 AM

Quote - Explain how?

I do not have the autofit, but the exporter does nothing with morphs and there is a bug in the exporter which prohibits exporting clothing in the current version

 

  1. Load Genesis on DAZ studio 4 then choose any clothing from your library, the autofit will conform it to Genesis.

  2. delete Genesis from the scene

  3. Export the cloth as OBJ with same options like exporting the genesis figure

  4. Undo Genesis delete, dial any morph from Genesis you want to export from a value different of zero

  5. select your cloth item then export it as CR2, you will be prompt to choose the bones and finally choose conforming figure as export.


wimvdb ( ) posted Sat, 29 October 2011 at 11:11 AM

Quote - > Quote - Explain how?

I do not have the autofit, but the exporter does nothing with morphs and there is a bug in the exporter which prohibits exporting clothing in the current version

 

  1. Load Genesis on DAZ studio 4 then choose any clothing from your library, the autofit will conform it to Genesis.

  2. delete Genesis from the scene

  3. Export the cloth as OBJ with same options like exporting the genesis figure

  4. Undo Genesis delete, dial any morph from Genesis you want to export from a value different of zero

  5. select your cloth item then export it as CR2, you will be prompt to choose the bones and finally choose conforming figure as export.

Does this work for the V5 figure with V5 clothing as well?

(I do not have the autofit tool and do not intend to buy it until the export problems/limitations are solved)

 


bblogoss ( ) posted Sat, 29 October 2011 at 11:18 AM

Yes it works with V5 , it add a FBMVictoria 5 morph on the cloth but the problem is that Victoria 5 is not only a morph from genesis but also scalings even on joint parts so the morph does not fit V5 as it should be.


wimvdb ( ) posted Sat, 29 October 2011 at 11:30 AM

Ok, that is what I saw as well.

There is a problem with the scaling and there is a problem with the random offset value in the exporter which prevents conforming (it flies off into nowhere land).

That probably will be fixed in the next release of the exporter. Curious though that the exporter does not have that offset problem with the Genesis figure


pjz99 ( ) posted Sat, 29 October 2011 at 11:44 AM

re: the scaling, you actually don't want that implemented in the conformer now that Poser handles that for conformers.  What's the exporter actually doing, is it writing the scaling setup into the garment (it shouldn't)?

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wimvdb ( ) posted Sat, 29 October 2011 at 12:12 PM

The conform to scaling only works when the item is being conformed.

The V5 figure comes in zeroed - so it is effectively Genesis. V5 itself has scaling applied to the figure itself and bodyparts - this is if you turn the V5 morph on. Since you currently cannot conform the clothing to the figure, I have no idea if scaling is done in the clothing (which was a V5 clothing item).

I'll guess I have to wait for the next update of the exporter before I can use clothing and to see how it works

 

 

 


Paloth ( ) posted Sat, 29 October 2011 at 12:43 PM

This thread has gone off topic in a major way, but I hope it isn't locked before someone actually answers my question. (For more on the original question, please see the top of the thread.) I'm trying to run an experiment myself, but first I need to learn how to create weight maps on an original figure in Daz Studio. Like this thread, everything in the Daz Wiki is geared toward the existing Genesis figure, which, personally, I don't give a rat's ass about. Throw in a new UI and things get even more frustrating.

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Male_M3dia ( ) posted Sat, 29 October 2011 at 12:52 PM
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Quote - I can't test it, but exporting a character's morphs with the free Poser Format Exporter script should make them usable in Poser.

This only works with poses, as the morphs now exist in Actor. Hopefully this tool will get updated to export this information.

For the products that we're working on, I had re-enter the morph values in poser for the body morphs. Luckily our morphs are custom so it's a simple dial for the head morph. After I do that, I save that cr2 with the active morphs and then I use the Injection Pose Builder (with a genesis library I created) to create the INJ/REM files.

It's extra work on my side, but at least you won't have to figure out what I did.


colorcurvature ( ) posted Sat, 29 October 2011 at 1:15 PM

I think there are/were some hidden morphs within Genesis that can morph it to M4 or V4. It will not bend but that is not important for me. Maybe anybody knows if it can be exported with these hidden morphs? Then my cloth refit script might be able to port the cloths onto genesis in a different appearence.


BDDesign ( ) posted Sat, 29 October 2011 at 1:36 PM

Quote - Apparently Daz Studio can export a cr2 of the Genesis figure that includes comparable weightmaps. Can the Daz Studio 4 cr2 exporter export weightmaps for original figures that were rigged in Daz Studio?

Since it's called the "CR2 Exporter" rather than the "Genesis Exporter", I'm going to make a guess that yes, it should work. I'm not sure how useful that will be at this point, since it's not fully functional as of yet.


RobynsVeil ( ) posted Sat, 29 October 2011 at 4:24 PM · edited Sat, 29 October 2011 at 4:25 PM

Quote - This thread has gone off topic in a major way, but I hope it isn't locked before someone actually answers my question. (For more on the original question, please see the top of the thread.) I'm trying to run an experiment myself, but first I need to learn how to create weight maps on an original figure in Daz Studio. Like this thread, everything in the Daz Wiki is geared toward the existing Genesis figure, which, personally, I don't give a rat's ass about. Throw in a new UI and things get even more frustrating.

Actually, there is, (to answer your question, Paloth, which no one seems to give a rat's ass about, to quote you). :biggrin: This is being done by a master rigger who has shown it to be possible even with a figure as challenging as V4. Further, weight-mapping these figures isn't really enough to get the results you're after, since their base rigging is fairly off. He has one tutorial on rigging out there already and when things die down a bit for him, he promises to give us another, one that also deals with weight-mapping.

I am in awe of the man! (just in case you missed it 😄)

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bantha ( ) posted Sat, 29 October 2011 at 4:59 PM · edited Sat, 29 October 2011 at 5:00 PM

Hm. The original question was if it's possible to get weightmaps out of Daz Studio. I don't know how the V4 remap will help with that, since IMHO Phantom3D is doing this in Poser Pro, not in Studio. 

As BDDesign said, there is no reason why the exporter should only export Genesis. I assume that some of the clothes will have different weightmaps ( especially when they aren't tight everywhere), so this could be a test for it. But if you have the rigging tools in Studio, why don't you give it a try?


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R_Hatch ( ) posted Sat, 29 October 2011 at 5:11 PM

Paloth, the answer to your question is YES :) Although I doubt that you'll want to do the weightmapping in DAZ|Studio, as it's a lot slower than doing the same thing in Poser Pro 2012.

I converted a figure from legacy rigging to weight maps in DAZ|Studio 4 Pro, and then exported a CR2, which then successfully loaded into Poser Pro 2012 completely as expected, so I can say with absolute certainty that it does work perfectly.


Parthius ( ) posted Sat, 29 October 2011 at 6:13 PM

The Daz Studio Collada exporter works great; the result is a rigged posable character in Maya. Sadly, it appears that the advertized PP2012 Colada import is false advertizing as all you get is the mesh. Hopefully S-M will either fix their Colada import or stop claiming that they support it...


wimvdb ( ) posted Sat, 29 October 2011 at 6:57 PM

Quote - The Daz Studio Collada exporter works great; the result is a rigged posable character in Maya. Sadly, it appears that the advertized PP2012 Colada import is false advertizing as all you get is the mesh. Hopefully S-M will either fix their Colada import or stop claiming that they support it...

This is wat Smith Micros claims PoserPro 2012 can do

http://poser.smithmicro.com/collada.html

Stop with your false accusations

 


Paloth ( ) posted Sat, 29 October 2011 at 9:59 PM · edited Sat, 29 October 2011 at 10:11 PM

file_474670.jpg

*This is wat Smith Micros claims PoserPro 2012 can do*

http://poser.smithmicro.com/collada.html

Stop with your false accusations

I tried the Collada import with a Poser Pro 2012 figure in Maya 2012. See the attached image for my results. That ball of chaos you see around the object is the rigging. Maybe I did something wrong?

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Paloth ( ) posted Sat, 29 October 2011 at 10:05 PM

Paloth, the answer to your question is YES :) Although I doubt that you'll want to do the weightmapping in DAZ|Studio, as it's a lot slower than doing the same thing in Poser Pro 2012.

Thanks for the answer. The reason I might want to create a weight map in Daz Studio is so I could create a weight-mapped figure that would be compatible in both Poser 9+ and Daz Studio 4.

Poser Pro 2012 weight map painting is very intuitive and cool.

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Paloth ( ) posted Sat, 29 October 2011 at 10:08 PM

Come to think of it...can Daz Studio 4 read the weight map of a cr2 that it has exported...??

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icprncss2 ( ) posted Sat, 29 October 2011 at 10:19 PM

Quote - This thread has gone off topic in a major way, but I hope it isn't locked before someone actually answers my question. (For more on the original question, please see the top of the thread.) I'm trying to run an experiment myself, but first I need to learn how to create weight maps on an original figure in Daz Studio. Like this thread, everything in the Daz Wiki is geared toward the existing Genesis figure, which, personally, I don't give a rat's ass about. Throw in a new UI and things get even more frustrating.

One, do you have DS4 Professional or the Content Creation Tools?  You need either one to create a weight mapped rig in DS.  The cr2 exporter only converts Genesis trademarked weight mapping rig to Poser's "generic" weight mapping rig.  The exporter cannot create a brand new rig for an unsupported figure.  Genesis and it's morphs are the only supported figure to date.

To date no "original" figures using the DAZ Triaxial weight mapping system have been released.  Everything coming out is a morph of Genesis.  The DAZ wiki is geared to Genesis because Genesis the foundation of the whole shebang.

Does thing give you any help?


kawecki ( ) posted Sat, 29 October 2011 at 10:21 PM

Quote - > Quote - The Daz Studio Collada exporter works great; the result is a rigged posable character in Maya. Sadly, it appears that the advertized PP2012 Colada import is false advertizing as all you get is the mesh. Hopefully S-M will either fix their Colada import or stop claiming that they support it...

This is wat Smith Micros claims PoserPro 2012 can do

http://poser.smithmicro.com/collada.html

Stop with your false accusations

 

Is Collada format able to export cr2 ? I didn't find in Collada format specification all the elements needed to support cr2 files.

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Paloth ( ) posted Sat, 29 October 2011 at 11:05 PM

One, do you have DS4 Professional or the Content Creation Tools?

I have DS4 Professional.

The cr2 exporter only converts Genesis trademarked weight mapping rig to Poser's "generic" weight mapping rig.  The exporter cannot create a brand new rig for an unsupported figure.

I wasn't expecting magic. I just thought I could import a cr2 into Daz Studio 4 Pro, convert the falloff zones to weight maps and then export the weight mapped figure to Poser Pro 2012. Is that out of the question? R_Hatch has indicated that this is possible.

To date no "original" figures using the DAZ Triaxial weight mapping system have been released.

Is that because it isn't possible or simply because Daz hasn't gotten around to creating a manual that adequately explains how to use the bloody software?

Thanks for the "on topic" response, btw.

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pjz99 ( ) posted Sun, 30 October 2011 at 12:53 AM · edited Sun, 30 October 2011 at 12:58 AM

To the best of my knowledge, you can't modify weightmap based rigs in D|S without Content Creator Toolkit (the new version).  Does DS4 Pro include the content creator stuff?

e: ah yeah I see that it does.  Yes, that should work, people have already been using the exporter to write out figures besides Genesis - conformers, but really that should work. 

re: other D|S original weightmapped figures

Quote - Is that because it isn't possible or simply because Daz hasn't gotten around to creating a manual that adequately explains how to use the bloody software?

I'm sure it's only that nobody has gotten around to it, the tools evidently work well enough for several people to have done new weightmapped conformers with it.

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Paloth ( ) posted Sun, 30 October 2011 at 1:34 AM

I'm sure it's only that nobody has gotten around to it, the tools evidently work well enough for several people to have done new weightmapped conformers with it.

I'd hope so. It would be tragic if the content creation tools were only intended to service Genesis. There are probably some video tutorials out there that explain Daz Studio rigging and weight maps in lieu of adequate documentation, but that is for another day. 

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icprncss2 ( ) posted Sun, 30 October 2011 at 2:02 AM

I don't have the CCT's or Pro.

Maybe I'm confused but are you asking if you can take legacy rigged figure, open the cr2 in DS4 Pro, convert the legacy rigging to the Triaxial rigging and then export it back out of DS to create a Poser weight mapped figure?

I don't see why this wouldn't be possible but it's a lot of steps and the cr2 exporter while it's a good beginning, isn't completely reliable at this stage of it's development.

From a thread quite a while back, the whole purpose of the CCT's is to create rigging for the Genesis platform.  Which is really what Genesis is. 


Paloth ( ) posted Sun, 30 October 2011 at 3:07 AM

That is what I was asking. The biped template for the Genesis figures wouldn't seem to be real useful for Centuars, for example.

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R_Hatch ( ) posted Sun, 30 October 2011 at 4:13 AM · edited Sun, 30 October 2011 at 4:14 AM

I believe there will be a script in the next Poser update that allows one to quickly convert all legacy rigging to weightmaps.

I just loaded the CR2 I had exported earlier from DS4, back into DS4, and it wasn't pretty :( The main problem may be DS4's insistence on using PMDs. I HATE PMDs.


icprncss2 ( ) posted Sun, 30 October 2011 at 3:16 PM

Quote - That is what I was asking. The biped template for the Genesis figures wouldn't seem to be real useful for Centuars, for example.

 

Good to know that once I thought about it, I was following what you were asking.

Have you tried opening up a figure like the MilHorse in DS4Pro and converting the legacy rig to Triaxial and then exporting it out via the cr2 exporter?

DAZ sells the Sagytarios figure which is a centaur.  Maybe you could convert it's legacy rig to Triaxial and use it as a donor skeleton for your centaur.

 


nruddock ( ) posted Sun, 30 October 2011 at 4:35 PM

Quote - I tried the Collada import with a Poser Pro 2012 figure in Maya 2012. See the attached image for my results. That ball of chaos you see around the object is the rigging. Maybe I did something wrong?

Looks like you included magnets in the export, as the extra geometry appears to be the zone props.


Paloth ( ) posted Sun, 30 October 2011 at 9:15 PM

file_474703.jpg

*I just loaded the CR2 I had exported earlier from DS4, back into DS4, and it wasn't pretty :( The main problem may be DS4's insistence on using PMDs. I HATE PMDs.*

Thanks for testing. It's possible the cr2 might work in Daz if it has pmds? *

DAZ sells the Sagytarios figure which is a centaur.  Maybe you could convert it's legacy rig to Triaxial and use it as a donor skeleton for your centaur.

I'd rather not borrow other people's rigging if I don't have to. 

Looks like you included magnets in the export, as the extra geometry appears to be the zone props.

I tried again with Alyson, making sure no magnets were included in the check list for the collada export. Here is the result in Maya 2012. The bright secition of the chaos is the selected part*.* There is one section of chaos for every bone in the figure and you can select them by clicking in the hierarchy. *

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wolf359 ( ) posted Mon, 31 October 2011 at 4:29 PM

Hi Maya 2012 could be using a different version of colladda

Try that export in blender 2.5+ to see what you get.

 

 

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