Forum: Poser - OFFICIAL


Subject: V5 Users - Use This Thread Instead Of Making Numerous Threads

paganeagle2001 opened this issue on Dec 05, 2011 · 72 posts


RobynsVeil posted Mon, 05 December 2011 at 3:11 PM

Quote - > Quote - **OK let me throw this one into the mix. How to content creators feel now that they are required to make clothing for an androgynous manikin with the hope that it will turn out right when a shapely morph is applied?**An interesting point by Phil, it would be interesting to see a run through on how this is done.

Condensing it down:

  1. Export whatever morph target you wish to model around to the format your modeler will work with (typically OBJ).  If bone scaling or translation is involved, that is a show-stopper right there, because bone scaling and translation will not be exported and re-imported correctly.  Off the line, this is already more work than is typically required for modeling Poser garments, as you'd normally want to work around the base OBJ that the figure's CR2 loads.  Not a lot more work, but certainly more.

  2. Model your garment around the exported mesh.  This phase is no more or less work than for other figures.

  3. Oh no!  Your mesh has pretty much no shape resemblance to the base character.  When you rig it, the donor method fails terribly.  If this is the first time you've encountered this, you waste a lot of time figuring out why this doesn't work.  Eventually you realize that you will never get the garment rigged correctly unless the base geometry closely matches the conform target figure's base geometry.  You curse a lot about this.  Perhaps you throw things around the room.

4a) You create a custom CR2 whose base geometry is your heavily morphed mannequin that you originally modeled around.  This is a fairly large amount of work by itself.

4b) You craft in a morph target for the customized CR2 that brings it to the original conform target figure's base geometry.

4c) You then create a "Blank" donor CR2 based on the customized CR2 created in 4a.

4d) You then rig your garment with the donor CR2 you created in step 4c.

4e) You then create a fitting morph for the garment that matches the morph target created in 4b.

4f) You then create another new CR2 for the garment, and by hand, you swap the morph target created in 4e, carefully making it a full OBJ with UV and grouping intact, with the garment geometry you modeled in step 2, which must then become a fitting morph in the garment that matches the morph target you modeled around. (I seriously confused myself for a while trying to put this step into words, not kidding.)

  1. You now have a base mesh for the garment that matches the base mesh of the character, and your usual fitting approaches apply.  Unfortunately, your base mesh is heavily morphed and distorted from what you started with, and while that one fit that you originally modeled may be great - you end up with fairly terrible results when you add more fitting morphs, because the base mesh is kind of a mess.  Also the UVs get distorted pretty badly.

  2. NOW REPEAT THESE STEPS (4d through 5) FOR EACH PIECE OF YOUR GARMENT SET, TYPICALLY 3-5.

e: I cannot recommend strongly enough, do not skip step 3!  Especially the throwing things around the room part.

Studying your steps: I still think this would work for anything neoprene or lycra or rubber, where detail doesn't matter. :blink: Or no?

Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2

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