Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 14 12:36 pm)
Quote - So I am wondering: If a figure is really weight-mapped well, without needing too many JCM's... then you can easiliy just genesis-ify it...?
I've wondered about that myserf, Hannes. If one started with, say, a weight-mapped M4, one could add V4 and K4 as full-body morph targets, and have the appropriate changes to the rigging accompany the morphs. Allegedly there is a script floating around that will enable switching uvs, so it would just be a matter of weight-mapping those figures and doing the grunt work to combine them to get most of the functionality of Genesis.
Of course, it would be a heavy figure with all of those morphs...
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."However, there are obviously rigging issues-note the bandy legs and the elongated tongue base sticking out of the back of the head. Bending joints at this point is alnost catastrophic. However, in PP 2012 the rig should be able to be modified to follow the morph...
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."Holy smokes-that's Awesome! :biggrin:
The script did all that? I spent almost an hour to weightmap and animate the joints in one shoulder, elbow, thigh, and knee...
EDIT-for what it's worth, here's my version with some joints fixed...
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."Hi colorcurvature.
I just discovered this topic. I took a look on the userguide and saw only Windows is supported. I did not investigate anymore but was wondering : if it is "only" Python scripts, it should work on mac also. Do you need tester for mac release ? If yes, you can count me in.
Meanwhile, I go back to your userguide to understand more
Ok... here is the joint refitter. First a tutorial:
Figure must be zero posed, and morphed only in zero pose! Joints centers are aligned to the zero pose, thats very important to zero the figure before morphing. Set the joints to animatable (all of them that you are going to morph!!)
Then, make a morph. Here I make a longcat.
Image shows cat, weightmapped.
Hannes,
That is Great!! I think they'll need to save you a spot in the Pantheon of Poser Gods... :biggrin:
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."Joint Refitter is here. In the hope it will be useful, but without any warranty. Absolutely no warranty.
cgscripts.colorcurvature.com/CO_RefitJointCenters_2012.pyc
One note regarding the M4-V4-K4 thing: K4 has rotated polygons and if you export it with my exporter and try to use this as the morphed object for M4 or V4, this will not work, because for my exporter the vertex order depends on the polygons, and K4 is different from M4 and V4. As a workaround, you can use poser's export, with options WELDED and INCUDE BODY PART NAMES, and all other options off. PML should accept .OBJs created this way also.
edit: It requires PML 2012, and must be placed in the same directory as the other CO_... scripts.
Quote - I am terribly sorry but its almost certain it wont run on a mac. I heard there is no tk, which is all my UI based on, and the binary for the refitter also will not run. :(
I don't have a Mac, but I do run Linux on my main machine, which does have Tk. Underneath that flashy OSX GUI is good old UNIX, so I did some searching, and found a guide to installign Tk on a Mac-I can't try it, myself, but here's the link...
http://www.tkdocs.com/tutorial/install.html
Here's the download of Active Tcl...
http://www.activestate.com/activetcl/downloads
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."It can be used on clothes, but also e.g. to convert GEN4 morphs to genesis. I know that there is the Gen4/GenX tool out there but I have no idea what it does, I assume its a similar thing.
Quote - Another side effect of the joint refitter is that it can provide the hidden GEN4 shapes in genesis with a simple rig. This is the hidden M4 morph in genesis (without purchase of the dedicated package) just with the auto-refitted joint centers. It lacks JCMs that the official package possibly has, but at least, its bending.
Might get Daz folks come complaining at your door (possibly with torches and scythes).
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Feel free to call me Ohki!
Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.
Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.
Quote - I hope not :). I think their package will most likely let it bend even better than this, as I suspect it contains nice JCMs and things. Animatable joints I think are a very nice thing. Thats a whole new dimension of flexibility.
Of course, I suppose that your Morph Transposer can also transfer the JCMS...
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."Hm, no I think not :). That is even more difficult.JCMs are slaved to other dials and usually cannot be dialed directly. And they use to make only sense when the figure is posed, and make disturbing results when applied to a zeroed figure.
I added now a tutorial on how to do the M4-to-K4 thing.
http://cgscripts.colorcurvature.com/joint_refitter.html
I used K4 because I think its quite tough. But you can use the same approach to go from M4 to V4 or the other way around. The technique should be usable on any weight mapped figure, though. E.g. Antonia.
Is there a painless way to convert all of the JPs to weightmapping & set all of the joint centers animatable?
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."The script is here to convert the rigging, but I sadly have build 16510.... :sad:
http://www.philc.net/forum/viewtopic.php?t=3676
EDIT-I just looked in the CR2, and 'animatableOrigin' can be set to 1 for each joint
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."Hi mike, its not in a hosted shop anywhere. i have twice tried to contact renderosity store staff but my mails are still unanswered. i do not know whats up. So i decided to put it on my homepage, cgscripts.colorcurvature.com, while waiting for the situation to resolve. Maybe someone here knows who i could ask to find out wether i have disqualified myself in one way or the other. You find it there, so to say. Hope its sufficiently stable now, there had not been any reports of hard bugs yet. The page needs firefox to be viewed, my html is appearently incorrect.
does the new script work in PP2010?
lost in the wilderness
Poser 13, Poser11, Win7Pro 64, now with 24GB ram
ooh! i guess i can add my new render(only) machine! Win11, I7, RTX 3060 12GB
Sorry, no, Colorcurvature's PML 2012 works in Poser Pro 2012. :( This new version of Poser Pro has capabilities available in the updated Python 2.7 that are not included in Poser Pro 2010.
Reportedly, SR1, will add a function to Python that will allow scripts to convert figures to weight-mapping automatically. That and PML 2012 (and the soon to be released Antonia Polygon ~ WM) are compelling reasons to consider an upgrade.
lmk
Probably edited for spelling, grammer, punctuation, or typos.
ok, thanks for the info.
lost in the wilderness
Poser 13, Poser11, Win7Pro 64, now with 24GB ram
ooh! i guess i can add my new render(only) machine! Win11, I7, RTX 3060 12GB
I managed to be able to try PhilC's script for weight-mapping a figure. This seems to work well. However, setting animatable joints to 1 with text replacement in the .CR2 does NOT work. I couldnt diff the .CR2 to find out how that change is actually represented, but my text editor collapsed because the files were so hugh :)
We need also a script to set animatable joints to 1 to have maximal convenience. Or find out how to do it with a text editor.
Is it just a matter of the "animatableOrigin" line not being set to 1? Or is the ERC which actually animates the joints not being handled? The former is an easy fix. The latter is more complex. The ERC has to be set up in the OffsetA listings for an actor.
Nerd's tutorial on animatable origins is here:
http://www.nerd3d.com/modules.php?name=Content&pa=showpage&pid=23
If you need to see what the .cr2 internals for an animated origin look like, check the Alien Andy .cr2 which can be downloaded at the link.
Edit. I just blonged up a .cr2-editing script and it kept writing out the same data over and over. The resulting .cr2 was over 5 GB before I quit the script. That one crashed my text editor, when I tried to examine it to see what had gone wrong. :lol:
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Cage can be an opinionated jerk who posts without thinking. He apologizes for this. He's honestly not trying to be a turkeyhead.
Cage had some freebies, compatible with Poser 11 and below. His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.
Quote - I saved a figure with and without animatable and the actor looked totally different in cr2.
What do you mean? Was the animated origin formatting different somehow from that in the Alien Andy example, or were your two .cr2 files different internally from one another?
I'm trying to make sense of Poser's internal handling of animatable origins and weight map assignment, for the weight injection pose scripts. I'd be interested in knowing about any oddities you've discovered. It could be useful to understand how Poser assigns the internal numbers used to identify weightMap listings, if any patterns emerge.
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Cage can be an opinionated jerk who posts without thinking. He apologizes for this. He's honestly not trying to be a turkeyhead.
Cage had some freebies, compatible with Poser 11 and below. His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.
The cr2 with animatable joint flag set had more weightmaps in the actor definition. If My memory is not playing tricks on me then there were more weightmaps than I expected, based on the joint definitions. When setting animatable to 1 with text editor, the flag looked set in the UI, but the teaching tool would not create dependencies for the actor. First I assumed one could not save this property in a cr2, but after clicking manually every joint to animatable it all worked and also was savable. Will investigate some more this evening.
Ah. Maybe I'm wrong on the weightmaps. But what I see on a mini dummy figure is this:
zOffsetA OriginZ
{
name originZ
initValue -0.461097
hidden 1
forceLimits 0
min -100000
max 100000
trackingScale 0.004
keys
{
static 1
k 0 0
}
interpStyleLocked 0
staticValue -0.461097
}
is changed to
zOffsetA OriginZ
{
name originZ
initValue -0.461097
hidden 0
forceLimits 0
min -100000
max 100000
trackingScale 0.004
keys
{
static 0
k 0 -0.461097
}
interpStyleLocked 0
}
The old static value is converted into a dynamic key, it seems.
i disabled the paypal because I was worrying about the injection poses. But after lots of experiments I think they work quite ok so I guess i can reenable it. i found that executing an injection twice would double the erc effect, but that is not a drama because the erc can be removed in the dependency editor in a second and the injection reapplied.
Quote - i disabled the paypal because I was worrying about the injection poses. But after lots of experiments I think they work quite ok so I guess i can reenable it. i found that executing an injection twice would double the erc effect, but that is not a drama because the erc can be removed in the dependency editor in a second and the injection reapplied.
Thanks for the answer. I sent you an email.
Ooh. Is the script available now? If so, I'll put it on my list of necessary purchases for December. More important than groceries! :lol:
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Cage can be an opinionated jerk who posts without thinking. He apologizes for this. He's honestly not trying to be a turkeyhead.
Cage had some freebies, compatible with Poser 11 and below. His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.
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Animatable joint centers are a new feature of P9/Pro 2010. To my knowledge, it does not work in previous Poser versions.
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
Avatar image of me done by Chidori.