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



Subject: Antonia - Opinions?


shante ( ) posted Mon, 12 December 2011 at 1:55 PM

Quote - Actually, a set of conforming braces for Antonia would be interesting.  It could work, since the teeth are separate actors.  And what figure has ever had a conformer for the teeth?

Well, it's prob'ly been done, at some point.  :unsure:  But it would be pretty neat, IMO.

 

I could have swor I saw one for V4 I think recently.

I hav a set of texture pose files for V2 si it can be done. It was in the DAZ Vicki 2 A to Z set. I wish more sets like that were made for all the figurs. You get a lot for your money and this particular one was well made.


Afrodite-Ohki ( ) posted Mon, 12 December 2011 at 8:50 PM

file_476236.jpg

Felt like showing you guys too.

- - - - - - 

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.


Faery_Light ( ) posted Mon, 12 December 2011 at 10:14 PM · edited Mon, 12 December 2011 at 10:15 PM

Lovely.

I like the way you posed the hair too.

I've got another gal in the works using the Advanced Morphs. right now i'm making some special jewelry for her and i hope to do a dress.

The dress is iffy because I've never made one before and I'll be using OKC's dev pack if i can figure out how to cut it here and there...lol.


Let me introduce you to my multiple personalities. :)
     BluEcho...Faery_Light...Faery_Souls.


Afrodite-Ohki ( ) posted Tue, 13 December 2011 at 8:53 AM

If you run into troubles, don't be afraid to drop me a line asking ;)

- - - - - - 

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.


shante ( ) posted Tue, 13 December 2011 at 9:03 AM

Quote - Felt like showing you guys too.

 

oh pretty. what hair is this?


Afrodite-Ohki ( ) posted Tue, 13 December 2011 at 9:14 AM

Desir Hair by AlfaSeed, over at RDNA. ^^ I used Netherwork's Hair Conversion System to fit it to Antonia.

- - - - - - 

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.


shante ( ) posted Tue, 13 December 2011 at 9:40 AM

Quote - Desir Hair by AlfaSeed, over at RDNA. ^^ I used Netherwork's Hair Conversion System to fit it to Antonia.

 

I assume it is therefore a conforming hair and not an .Hr2 file?


Afrodite-Ohki ( ) posted Tue, 13 December 2011 at 9:46 AM

It's .hr2. HCS can convert conforming hair as long as it doesn't have extra body parts (like a separate ponytail) or prop hair. I find it much easier for prop hair than if I were to manually resize it.

- - - - - - 

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.


shante ( ) posted Tue, 13 December 2011 at 1:49 PM

Quote - It's .hr2. HCS can convert conforming hair as long as it doesn't have extra body parts (like a separate ponytail) or prop hair. I find it much easier for prop hair than if I were to manually resize it.

 

OK good. I just try to avoid getting all these extra applets that usually don't work on my Mac anyway so no point even asking anymore about them.  :(

I can do it manually.


estherau ( ) posted Tue, 13 December 2011 at 5:30 PM

I have morphing clothes working perfectly on my mac as a stand alone application.  I bet any other little utilities could be made to work the same way.  I just used the free winebottle program I got from the net to create a standalone out of the PC version.

Love esther

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


shante ( ) posted Tue, 13 December 2011 at 6:12 PM

Quote - I have morphing clothes working perfectly on my mac as a stand alone application.  I bet any other little utilities could be made to work the same way.  I just used the free winebottle program I got from the net to create a standalone out of the PC version.

Love esther

 

Hi Esther. Love your name!

Hahaha!

That is wonderful to know but I am just not up to that technical capability. I am struggling to learn P7 basic stuff having jumped into it directly from P4. I never could figure out how to make morph targets in P4 and attempting to figure out the P7 cloth room so I could get those beautiful drapes and flowing clothes, always leads in my pulling what few hairs I have left and turning my computer off.

I am just not up to learning anything new or spending money for anything new.

I Just found out that all the DAZ product I have on DAZ cds since before V1 was released, we're talking about hundreds of CDs and thousands of purchased and free files and thousands of dollars in investment, I have been finding and installing on a file needed basis, are now lost to me. Appears the older Mac Installers are no longer working in my version of OSX. What a freaking waste. There should be an application that will recognize those old installers. That to me is more important than some of the other stuff I need to get my images done.

Sorry for this OT rant.  :(

 


estherau ( ) posted Tue, 13 December 2011 at 6:52 PM

Oh Okay, well I have a program that isn't free called crossover, and whenever I can't load an old poser installer I just download the PC one and use that instead.  Crossover makes the computer think it has windows installed even though it doesn't. ie so no windows and no viruses etc.

But saying that it is still quicker if the installer works natively with my mac, which is why I haven't upgraded to lion as yet.

Yes, I remember my early days of poser.  And almost everything I have done to improve my computer, and the money I spent on line has been for poser.

You sound like you need a bigger disk drive to start with - I keep my content on cloned drives rather than on CDs.

well if you need any help with anything let me know.

Love esther

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


shante ( ) posted Tue, 13 December 2011 at 7:04 PM

how much is crossover and where can I find it?

Of course it isn't going to help me get the benefit of those files I already have archived. And the problem of the outdated installers would be the same even if I archived the files on an external drive.

I don't know why they can't just archive as regular zip files and let me install the stuff where I want it how I want it. I almost always have to reset my DAZ installs anyway. It seems it should be a third option. Mac installer, Windows .exe inatallrrs and the third instally where you want version.  :)


estherau ( ) posted Tue, 13 December 2011 at 7:12 PM

Attached Link: http://www.codeweavers.com/products/

Yes you would have to redowload the PC versions of the installers and then run crossover.  You could also use crossover for running things like morphing clothes I would think.  that's a really useful PC application that puts morphs from one poser  person into the poser person's clothes.

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


shante ( ) posted Tue, 13 December 2011 at 7:12 PM

Quote - It's .hr2. HCS can convert conforming hair as long as it doesn't have extra body parts (like a separate ponytail) or prop hair. I find it much easier for prop hair than if I were to manually resize it.

 

Hi

I just read this over and couldn't figure out what Prop hair is?

Is that the .obj file that daz includes with their .Cr2 hair?


Janl ( ) posted Tue, 13 December 2011 at 8:52 PM

Quote - It's .hr2. HCS can convert conforming hair as long as it doesn't have extra body parts (like a separate ponytail) or prop hair. I find it much easier for prop hair than if I were to manually resize it.

HCS does a really nifty job with hats too! 😄


Janl ( ) posted Tue, 13 December 2011 at 8:53 PM · edited Tue, 13 December 2011 at 8:54 PM

Quote - > Quote - It's .hr2. HCS can convert conforming hair as long as it doesn't have extra body parts (like a separate ponytail) or prop hair. I find it much easier for prop hair than if I were to manually resize it.

 

Hi

I just read this over and couldn't figure out what Prop hair is?

Is that the .obj file that daz includes with their .Cr2 hair?

Prop hair is normally found in the Hair Library rather than the Character Library where conforming hair is found.


shante ( ) posted Wed, 14 December 2011 at 10:49 AM

OK But is the Poser standard .Hr2 different from Prop Hair?

I have many .Hr2 hair items and few hair items in the .Pp2 format. .Hr2 seem to have more motion and style morphs whereas the .Pp2 format have bqrely any and both are able to work with ALL figures with just a little bit of positioning. I do use the .Cr2 hairs on many figures besides wthose they are meant to conform to but if the have say pony tails that have motion or position morhs it pulls the hair crown off the head if merely parented.

Is the .obj that Daz says it includes with its hair items (normally conforming or .Cr2), then a Hair Prop or .Hr2 or is the .obj included just the seed for the .Cr2 hair you purchase?

I am still not sure why hair products need to be made as conformers when as .Hr2 items can be used with ALL figures and creatures and animals.


Afrodite-Ohki ( ) posted Wed, 14 December 2011 at 10:56 AM

They can carry the same things... From what I see (might be wrong) the only difference is that, when you save as .hr2, it will always smart-prop to the head.

Usually, .cr2 is used for hair when it needs movable body parts.

The .obj file carries the mesh information. Poser refers to it to know the shae of an object.

 

Conformers are needed for body parts. Many hair creators like to make hair so that the lower parts will move along with the chest. In my Nienna Hair I needed to make it a .cr2 because that long braid has many body parts for movement. Prop/.hr2 movement can only be done by morphs.

- - - - - - 

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.


shante ( ) posted Wed, 14 December 2011 at 11:17 AM

Quote - They can carry the same things... From what I see (might be wrong) the only difference is that, when you save as .hr2, it will always smart-prop to the head.

Usually, .cr2 is used for hair when it needs movable body parts.

The .obj file carries the mesh information. Poser refers to it to know the shae of an object.

 

Conformers are needed for body parts. Many hair creators like to make hair so that the lower parts will move along with the chest. In my Nienna Hair I needed to make it a .cr2 because that long braid has many body parts for movement. Prop/.hr2 movement can only be done by morphs.

 

I thought the only way you can save a .Hr2 file to the Hair library is if it is already designated as a .Hr2 file? If that is not the case then I should be able to save my uncooperative conforming hair into the Hair Library and they should work like all my other Hair Products....right?

Hmm But I have hair products with braids for instance that have multiple braid sections that move beautifully but are not conforming hair but .Cr2 files.

You said:

"The .obj file carries the mesh information. Poser refers to it to know the shae of an object."

I know that but why would DAZ store advertise that if it is already understood that the .obj file is needed for the conforming hair to work? I thought there was another hair item in the package to make it more versatile but it seems I am wrong...again.

I have found that some conforming hair have difficulty working as hoped for with extreme poses too as well as with extreme figure morphs. Whereas if they were individually set up as .Hr2 products they work independantly of the body and therefore more versatile and better poseable. Not to mention that Conforming hair is extremely unversatile, being unable to work with other figures (if you want all the morphs and motions to work properly that is).

There is hair made by one well know artist that is distributed as both Conformers as well as individual .Hr2 items and I love that. Very well made and very versatile, their products have been available in the commubit for a long time. I just wish more content creators thought like this person (who has been selling hair here for a long time and is now also at DAZ).

 

Oh goodness...I am sorry I went of topic here...please forgive all but I really needed to know!  :(


shante ( ) posted Wed, 14 December 2011 at 11:21 AM

I have a question a bit more on topic here.

I just downloaded the RDNA Antonia Weight Mapped version.

Looks noce in their renders but I am still confused what this Weight mapping really is.

I know you need Poser 9 and up to use it but if someone couldplease explain to this 3rd grade level gray matterd person in simple language I would appreciate it.

I love BTW where Antonia is going and the fact that someone in the community has picked her up and promoting her besides here. Renderosity leders really messed up letting her go and RDNA was smart picking her up.  There are a few other figures out there that are also very good and it is a shame they too aren't supported. Perhaps soon some of them will also grasp the attention of the community and more will be made avilable for them.


Afrodite-Ohki ( ) posted Wed, 14 December 2011 at 11:31 AM

Quote - I thought the only way you can save a .Hr2 file to the Hair library is if it is already designated as a .Hr2 file? If that is not the case then I should be able to save my uncooperative conforming hair into the Hair Library and they should work like all my other Hair Products....right?

I'm not sure as I've never saved as a .hr2 before, but what I do know is that, if it's a figure with joints, you either can't save it as a .hr2 or you can but it loses the joints.

Quote - Hmm But I have hair products with braids for instance that have multiple braid sections that move beautifully but are not conforming hair but .Cr2 files.

.cr2 = jointed figures. Might not be conforming but... usually it's advised to make at least the head conforming, otherwise the user would have to load it with the base figure at default pose and then Parent the hair to the base figure. It's an annoyance and nowadays you can't expect users to know that.

Quote - You said: "The .obj file carries the mesh information. Poser refers to it to know the shae of an object."

I know that but why would DAZ store advertise that if it is already understood that the .obj file is needed for the conforming hair to work? I thought there was another hair item in the package to make it more versatile but it seems I am wrong...again.

Don't ask me about DAZ, I don't know why they do a lot of things they do LMAO... But many vendors offer their hair as .cr2 AND .hr2/pp2, so that the user can have an option for conforming/body parts and another for easily fitting the hair to other figures.

Quote - I have found that some conforming hair have difficulty working as hoped for with extreme poses too as well as with extreme figure morphs. Whereas if they were individually set up as .Hr2 products they work independantly of the body and therefore more versatile and better poseable. Not to mention that Conforming hair is extremely unversatile, being unable to work with other figures (if you want all the morphs and motions to work properly that is).

Yes. That is another reason why some vendors offer the option.

Quote - There is hair made by one well know artist that is distributed as both Conformers as well as individual .Hr2 items and I love that. Very well made and very versatile, their products have been available in the commubit for a long time. I just wish more content creators thought like this person (who has been selling hair here for a long time and is now also at DAZ).

It really is great to have the option, but for some hair styles it simply won't work. For example, my hair I mentioned ( http://www.renderosity.com/mod/bcs/nienna-hair/77084 so you can see what it looks like) couldn't possibly have all that movement without those many body parts that make braid sections. However, for that specific hair, a person could load it, not conform it, scale and translate it around to fit a figure's head and parent it to the head instead of conforming it.

- - - - - - 

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.


shante ( ) posted Wed, 14 December 2011 at 11:40 AM

Quote - > Quote - I thought the only way you can save a .Hr2 file to the Hair library is if it is already designated as a .Hr2 file? If that is not the case then I should be able to save my uncooperative conforming hair into the Hair Library and they should work like all my other Hair Products....right?

I'm not sure as I've never saved as a .hr2 before, but what I do know is that, if it's a figure with joints, you either can't save it as a .hr2 or you can but it loses the joints.

Quote - Hmm But I have hair products with braids for instance that have multiple braid sections that move beautifully but are not conforming hair but .Cr2 files.

.cr2 = jointed figures. Might not be conforming but... usually it's advised to make at least the head conforming, otherwise the user would have to load it with the base figure at default pose and then Parent the hair to the base figure. It's an annoyance and nowadays you can't expect users to know that.

Quote - You said: "The .obj file carries the mesh information. Poser refers to it to know the shae of an object."

I know that but why would DAZ store advertise that if it is already understood that the .obj file is needed for the conforming hair to work? I thought there was another hair item in the package to make it more versatile but it seems I am wrong...again.

Don't ask me about DAZ, I don't know why they do a lot of things they do LMAO... But many vendors offer their hair as .cr2 AND .hr2/pp2, so that the user can have an option for conforming/body parts and another for easily fitting the hair to other figures.

Quote - I have found that some conforming hair have difficulty working as hoped for with extreme poses too as well as with extreme figure morphs. Whereas if they were individually set up as .Hr2 products they work independantly of the body and therefore more versatile and better poseable. Not to mention that Conforming hair is extremely unversatile, being unable to work with other figures (if you want all the morphs and motions to work properly that is).

Yes. That is another reason why some vendors offer the option.

Quote - There is hair made by one well know artist that is distributed as both Conformers as well as individual .Hr2 items and I love that. Very well made and very versatile, their products have been available in the commubit for a long time. I just wish more content creators thought like this person (who has been selling hair here for a long time and is now also at DAZ).

It really is great to have the option, but for some hair styles it simply won't work. For example, my hair I mentioned ( http://www.renderosity.com/mod/bcs/nienna-hair/77084 so you can see what it looks like) couldn't possibly have all that movement without those many body parts that make braid sections. However, for that specific hair, a person could load it, not conform it, scale and translate it around to fit a figure's head and parent it to the head instead of conforming it.

Oh!?

So you position the conform hair BEFORE you parent it to keep it from jumping sround spinning wisting and turnin after it is parented? I didn't think of that. Makes s lot of sense. Gotta go try that RIGHT NOW!

Thank you for the info here and again sorry to everyone else for going OT here.  :(


Afrodite-Ohki ( ) posted Wed, 14 December 2011 at 11:44 AM

Quote - I have a question a bit more on topic here. I just downloaded the RDNA Antonia Weight Mapped version.

Looks noce in their renders but I am still confused what this Weight mapping really is.

I know you need Poser 9 and up to use it but if someone couldplease explain to this 3rd grade level gray matterd person in simple language I would appreciate it.

I'll try.

Previous rigging (setting up how a joint works) in Poser used either Sphere Zones or Capsule Zones. I won't go into Capsules, nearly no figure used that. Now there are Weight Maps.

Sphere Zones work like this: There's an axis point for each joint. That controls the center point of rotation. Then there is an Inner Sphere and an Outer Sphere.
The creator must place the spheres to control what parts of the figure's geometry will be affected by that joint rotation. Whatever's inside the Inner Sphere will be completely rotated, whereas what's inside the Outer Sphere will be smoothly less affected depending how far from the Inner Sphere that part is. Whatever is outside both spheres won't be affected at all,meaning they'll either stay put if before the axis (like, say, chest part if you're dealing with the shoulder joint) or rotate completely without any smoothing (as if you were rotating a pencil along an axis, it won't bend at all, just rotate entirely).
Sure enough, you have separate spheres for the X, Y and Z rotations, giving you more control of what the rotation to each size will affect, but... you're still stuck with spheres, even though you can control their X, Y and Z scales (so not necessarily perfect spheres, "squashed" spheres are ok). It's a limitation that requires joint-controlled morphs to make more realistic bends, like the point of a bent elbow.

With Weight-Mapped Rigging, you still have an axis center. However, the way you control what is and isn't affected is a point-by-point method. You literally paint over your mesh what you want to be affected by the joint in a range of red to yellow to green that control how much that point is affected. This means you have a much more detailed control of how things bend, and there's also a Bulge feature that makes a joint cause points to go up or down in its mesh as the joint rotates. This in most cases eliminates the need for Joint Controlled Morphs, as you can simulate most things like muscle and bone shapes upon bending a body part.

- - - - - - 

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.


Afrodite-Ohki ( ) posted Wed, 14 December 2011 at 11:47 AM

Quote - Oh!? So you position the conform hair BEFORE you parent it to keep it from jumping sround spinning wisting and turnin after it is parented? I didn't think of that. Makes s lot of sense. Gotta go try that RIGHT NOW!

Thank you for the info here and again sorry to everyone else for going OT here.  :(

Things will always bend wrong with parenting if what you want to bend is ABOVE what you want to stay in place in hierarchy. For example, with hair that has a body part for chest and another for head, if you parent the head and try to bend the chest part, the head will fly away along, because most figures go from hip to abdomen to chest to head in hierarchy. However, in that hair I showed you, there's hip > abdomen > chest > head, however the hip to chest only exist so that Poser knows how to correctly follow the head, and they don't affect anything. The braid and bangs parts are after the head in hierarchy, so you can safely parent to head and move those parts around in that specific hair style.

- - - - - - 

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.


shante ( ) posted Wed, 14 December 2011 at 11:52 AM

Quote - > Quote - I have a question a bit more on topic here. I just downloaded the RDNA Antonia Weight Mapped version.

Looks noce in their renders but I am still confused what this Weight mapping really is.

I know you need Poser 9 and up to use it but if someone couldplease explain to this 3rd grade level gray matterd person in simple language I would appreciate it.

I'll try.

Previous rigging (setting up how a joint works) in Poser used either Sphere Zones or Capsule Zones. I won't go into Capsules, nearly no figure used that. Now there are Weight Maps.

Sphere Zones work like this: There's an axis point for each joint. That controls the center point of rotation. Then there is an Inner Sphere and an Outer Sphere.
The creator must place the spheres to control what parts of the figure's geometry will be affected by that joint rotation. Whatever's inside the Inner Sphere will be completely rotated, whereas what's inside the Outer Sphere will be smoothly less affected depending how far from the Inner Sphere that part is. Whatever is outside both spheres won't be affected at all,meaning they'll either stay put if before the axis (like, say, chest part if you're dealing with the shoulder joint) or rotate completely without any smoothing (as if you were rotating a pencil along an axis, it won't bend at all, just rotate entirely).
Sure enough, you have separate spheres for the X, Y and Z rotations, giving you more control of what the rotation to each size will affect, but... you're still stuck with spheres, even though you can control their X, Y and Z scales (so not necessarily perfect spheres, "squashed" spheres are ok). It's a limitation that requires joint-controlled morphs to make more realistic bends, like the point of a bent elbow.

With Weight-Mapped Rigging, you still have an axis center. However, the way you control what is and isn't affected is a point-by-point method. You literally paint over your mesh what you want to be affected by the joint in a range of red to yellow to green that control how much that point is affected. This means you have a much more detailed control of how things bend, and there's also a Bulge feature that makes a joint cause points to go up or down in its mesh as the joint rotates. This in most cases eliminates the need for Joint Controlled Morphs, as you can simulate most things like muscle and bone shapes upon bending a body part.

 

Oh..OK!

But will the export modules for Poser stuff into say CARRARA OR BRYCE UDERSTAND THESE NEW methods! (darn cap lock!)

If everyone prefers maybe we can take this off line or as a PM topic so as not to bother others on this thread. I just find it fascinating. But don't want to remain OT here....I hate Thread Grinches and I am beginning to feel like one so please don't wet noodle me!  ;)


Afrodite-Ohki ( ) posted Wed, 14 December 2011 at 11:54 AM

I don't know about the exporters. I don't use those apps, and I don't use any rigging outside of Poser... Might wanna ask the SM folks.

- - - - - - 

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.


shante ( ) posted Wed, 14 December 2011 at 11:54 AM

Quote - > Quote - Oh!? So you position the conform hair BEFORE you parent it to keep it from jumping sround spinning wisting and turnin after it is parented? I didn't think of that. Makes s lot of sense. Gotta go try that RIGHT NOW!

Thank you for the info here and again sorry to everyone else for going OT here.  :(

Things will always bend wrong with parenting if what you want to bend is ABOVE what you want to stay in place in hierarchy. For example, with hair that has a body part for chest and another for head, if you parent the head and try to bend the chest part, the head will fly away along, because most figures go from hip to abdomen to chest to head in hierarchy. However, in that hair I showed you, there's hip > abdomen > chest > head, however the hip to chest only exist so that Poser knows how to correctly follow the head, and they don't affect anything. The braid and bangs parts are after the head in hierarchy, so you can safely parent to head and move those parts around in that specific hair style.

So there isn't a standard heirarchy protocal that is supposed to be followed for all conforming hair or clothing/props? Interesting. If not, there should be.  :(


Afrodite-Ohki ( ) posted Wed, 14 December 2011 at 12:02 PM

Quote - So there isn't a standard heirarchy protocal that is supposed to be followed for all conforming hair or clothing/props? Interesting. If not, there should be.  :(

There is for making things WORK. But I, for one (there are others who agree), am not very fond of hair following the chest... Sure, if a figure bends down, the hair behind her chest will sure follow, but the hair in FRONT of the chest should fall down. Because of that, I prefer to make the chest not affect the geometry of the hair, and put in handlers instead.

- - - - - - 

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.


shante ( ) posted Wed, 14 December 2011 at 12:38 PM

I love you for that. I'll have to look at this hair product of yours!


lesbentley ( ) posted Fri, 16 December 2011 at 11:22 PM

Quote - I thought the only way you can save a .Hr2 file to the Hair library is if it is already designated as a .Hr2 file? If that is not the case then I should be able to save my uncooperative conforming hair into the Hair Library and they should work like all my other Hair Products....right?

Just working from memory here, so may be wrong, but don't think you can save conforming hair directly from Poser to the Hair library. What you can do is save it to the figures library, then move the cr2 and png to the hair library, and change the file extension from cr2 to hr2. It will still function as a figure.


lesbentley ( ) posted Fri, 16 December 2011 at 11:29 PM

file_476399.gif

 

Some time ago I mentioned that I might make a conforming figure to act as a kind of host for any earring geometry that people might like to add to it. It's taken longer than I expected. I ran into some problems, not all of which have been completely resolved, and the demands of the season have also slowed things down, but I now have a beta version of the "DIY-Earrings".

Occasionally in some of my tests, I ran into an issue where the material room display would get locked into a perpetual refresh cycle. This only happened sometimes. I was unable to trace the cause, and am not sure if the problem is fixed.  Saving the figure then reloading it seemed to cure the problem when it did happen, but I can't guarantee this will always work.

I'm wondering if anyone would like to test the beta version. If so, send me an internal message with an email where send the zip.

The package contains some poses to inject stock  rings and chains  if desired, and there are some example earrings that can be injected into the figure. There is a short PDF tutorial included that covers some of the basics of adding your own geometry to the figure. I'd be very interested in any constructive criticism of the tutorial, as I'm not sure that I have explained things well.


Cage ( ) posted Sat, 17 December 2011 at 12:18 AM

Quote - Occasionally in some of my tests, I ran into an issue where the material room display would get locked into a perpetual refresh cycle. This only happened sometimes. I was unable to trace the cause, and am not sure if the problem is fixed.  Saving the figure then reloading it seemed to cure the problem when it did happen, but I can't guarantee this will always work.

Are you injecting new materials into the figure or actor(s) as part of the process?  What does this perpetual refresh cycle look like?  😕

===========================sigline======================================================

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.


lesbentley ( ) posted Sat, 17 December 2011 at 1:02 AM

Quote - Are you injecting new materials into the figure or actor(s) as part of the process?

I'm injecting new geometry, which contains new usemtl. Sometimes injecting the materials into the figure as well, sometimes not.

Quote - What does this perpetual refresh cycle look like?

The Poser Surface disappears for a second or so, then comes back again, then disappears, and so on ad infinitum. If a material other than preview is selected, the refresh will revert to the preview material. I wonder if the problem relates to the way the materials and groups are set up in the geometry. Some actors have multiple groups, with a different material assigned to each group.

Problem is that I'm doing a lot of different things, at the end of which I may or may not end up experiencing the problem. I really need to chop the process up into small pieces, and test the individual parts of the process to find which part is causing the problem. But that could be a lot of work.


lesbentley ( ) posted Sat, 17 December 2011 at 9:51 AM

Cage, have you got any insights into what might be happening here?


Cage ( ) posted Sat, 17 December 2011 at 11:42 AM

Quote - Cage, have you got any insights into what might be happening here?

I haven't seena problem like what you're describing, when I've used figures or props with geometry injection in the past.  Hmm.

Have you tried putting all of the different materials which can be injected into the figure as the default state?  If they're already there and aren't being injected, perhaps Poser will handle differently.  :unsure:  That's what I did with the MultiHair figure, years ago.  But I never saw anything like what you're reporting, so I'm groping, here.

===========================sigline======================================================

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.


EnglishBob ( ) posted Mon, 19 December 2011 at 3:54 AM

I don't know if this is similar in origin, but I sometimes have a problem where imported OBJ meshes randomly change colour in Poser - just moving the mouse around is enough. Unfortunately the effect doesn't render, or I could make a fortune doing psychedelic animations. Not. :)

I haven't worked out exactly what causes it, but it's related to material definition in the OBJ file. The effect can be fixed by opening in UVMapper and re-saving. I don't think I've ever tried opening the material room on one of these, but next time I get one I will.

It may be associated with the usemtl statements, in other words. Les, have you tried importing the injected geometry on its own? 


lesbentley ( ) posted Mon, 19 December 2011 at 5:20 PM

file_476463.png

 

I have posted some conforming earrings to Antonia's Free site "GearRings". Chunky and colourful, they are not as elaberate as my previous earrings.

@EnglishBob,

Quote - It may be associated with the usemtl statements, in other words. Les, have you tried importing the injected geometry on its own?

Good idea, I'll give that a try.


lesbentley ( ) posted Tue, 20 December 2011 at 1:16 AM

file_476476.png

(click image for larger view)

... And for something less ostentatious, these small six pointed star, ear studs. Available at Antonia's Free Site.


bob1965 ( ) posted Tue, 20 December 2011 at 7:19 AM

Stars and gears? Seriously, stars and gears.

I want snowflakes, holly leaves with berries, poinsetta flowers, gingerbread men, angels, bells, and old Saint Nick earrings, stacks of small untraceable bills delivered to my doorstep cleverly hidden inside plastic Christmas themed lawn ornaments, and the continued state of peace between the Antonia and Genesis camps.

Kidding. (Except the bit about the money that's okay to deliver on.)

Made any progress on the user injected geometry project you mention up the page?

If not and you think I can help send the file, still at the same e-mail address.


lesbentley ( ) posted Thu, 22 December 2011 at 5:34 AM · edited Thu, 22 December 2011 at 5:36 AM

file_476552.png

 

Quote - I want snowflakes, holly leaves with berries, poinsetta flowers, gingerbread men, angels, bells, and old Saint Nick earrings...

Well angels and old Saint Nick are way beyond my almost none existent modelling abilities, but I did manage to torture a sphere into a more or less bell like shape. By the way, Old Nick is a pseudonym for the Devil in English.

Anyway, the EarBells are up on Antonia's Free site. A bit of a rush job, so I hope there are no bugs.

Now that I have made them I expect to see them used in some Christmas renders. Come on get cracking, there is not much time left! 😉


shante ( ) posted Thu, 22 December 2011 at 9:21 AM

should have been sliegh bells dude!

nice stuff...thanks.


bob1965 ( ) posted Thu, 22 December 2011 at 9:35 AM · edited Thu, 22 December 2011 at 9:38 AM

Les, check your email. 😄


lesbentley ( ) posted Fri, 23 December 2011 at 2:34 AM

@Digital-Lion & SaintFox.

I got the following error message when trying to upload a freebie to the Free Site.

product-file 2 not found! Upload failed!
Query failed: You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near 's_Angels/Bob's_Angels_description.txt', 'Bob's_Angels', 'Antonia Standard + Anto' at line 3

What seems to me to be the identical procedure, worked fine for me yesterday. The error message mentions "product-file 2 not found!", but there is no product-file 2.


lesbentley ( ) posted Fri, 23 December 2011 at 3:29 AM · edited Fri, 23 December 2011 at 3:33 AM

file_476586.png

 

@bob1965,

I have used the angel geometry you sent to me in some conforming earrings for Antonia 1.2. The files have been posted to sharecg as "Bob's Angels".


lesbentley ( ) posted Fri, 23 December 2011 at 5:24 PM

@Digital-Lion & SaintFox,

My problem in uploading to Antonia's Free Site seems to have been caused by the apostrophe in the name "Bob's Angels". When I changed the name to "Bobs Angels", the upload worked.

All my best wishes for a great Christmas and New Year!


Cage ( ) posted Fri, 23 December 2011 at 6:51 PM

Quote - What seems to me to be the identical procedure, worked fine for me yesterday. The error message mentions "product-file 2 not found!", but there is no product-file 2.

I was recently confused by the same error message as the Free Site.  I didn't have a file 2 so I assumed my main upload had failed, leading me to upload a duplicate file to the site.  😊 

===========================sigline======================================================

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.


FaeMoon ( ) posted Sat, 24 December 2011 at 9:24 AM

I'm looking at buying the morphs for Antonia and a couple of characters as part of my Christmas gift to myself.  I am impressed as all get out over the weight mapped version of her.  

Is there a texture conversion for any of the V4 textures to Antonia?  I have soooo many v4 texures that I love.


Cage ( ) posted Sat, 24 December 2011 at 12:37 PM · edited Sat, 24 December 2011 at 12:40 PM

Quote - Is there a texture conversion for any of the V4 textures to Antonia?  I have soooo many v4 texures that I love.

There is a version of Antonia which has been UV mapped to use V3 textures, but currently there has been no conversion for V4. 

The V3 version is here:

http://sites.google.com/site/antoniapolygon/

===========================sigline======================================================

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.


SaintFox ( ) posted Sat, 24 December 2011 at 2:14 PM

Hello all,

we will look into the double uploaded file(s) when christmas is over. At the moment Leo is cooking (pasties with goulash and vegetables, Donauwellen-Torte for dessert is already done) and I am finished with decorating the tree.

 

Have a nice and warm christmas you all, whereever you are at the moment!!

I'm not always right, but my mistakes are more interesting!

And I am not strange, I am Limited Edition!

Are you ready for Antonia? Get her textures here:



The Home Of The Living Dolls


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