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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 18 10:25 pm)
Many thanks to all involved for their efforts and new developments in the area of Poser. I've just a silly beginner question: Are the files of the original V4 from DAZ with the installation of the new V4 WM overwritten? Or can I use both versions after installation of V4 WM? I thank you in advance for the answer. Greetings and have a nice weekend.
[quoteI've just a silly beginner question: Are the files of the original V4 from DAZ with the installation of the new V4 WM overwritten? Or can I use both versions after installation of V4 WM?
The V4-WM distribution will in no way modifiy or impact any of your pre-existing files. You can use both V4.2 and V4-WM without any problem.
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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.
Just some questions to the team about conforming clothes.
-The method described in the tutorial of paganeagle works fine, but it doesn't transfer morphs. Can I use morphing clothes, WW or Crossdresser to import the morphs in the new figure?
-Can shoes and especially high heel shoes be converted the same way?
best regards,
Bopper.
-How can you improve things when you don't make mistakes?
Quote - Just some questions to the team about conforming clothes.
-The method described in the tutorial of paganeagle works fine, but it doesn't transfer morphs. Can I use morphing clothes, WW or Crossdresser to import the morphs in the new figure?
-Can shoes and especially high heel shoes be converted the same way?
best regards,
Bopper.
I personaly believe that you should try the V4WM script before using the Setup Room method. It's easy, fast and it keeps the morphs intact. I honestly can't see a reason why people shouldn't at least try this method first. I already have a pretty big library of WM clothes that were converted with the script.
Just remember to copy the Joint Zones from the figure menu AFTER running the script.
I have a V4WM++ (Weight Mapped with ++Morphs preloaded).
But when using MC, use a normal V4 with ++ morphs injected to move the morphs across.
Have enable Cross Talk on.
Here is V4WM++ with Amazon Morph applied.
++Morphs have been added to the top, so it changed automatically to Amazon setting.
All the best.
LROG
Who honors those we love for the very life we live?, Who sends monsters to kill us?, and at the same time sings that we will never die., Who teaches us whats real?, and how to laugh at lies?, Who decides why we live and what we'll die to defend?, Who chains us?, and Who holds the key that can set us free... It's You!, You have all the weapons you need., Now Fight!
Quote - I personaly believe that you should try the V4WM script before using the Setup Room method. It's easy, fast and it keeps the morphs intact. I honestly can't see a reason why people shouldn't at least try this method first. I already have a pretty big library of WM clothes that were converted with the script. Just remember to copy the Joint Zones from the figure menu AFTER running the script.
You are, I assume, refering to Cage's python script?
Also, instructions, please, for copying joint zones from the figure after running the script. I'm clueless as to where to find these things or how to do it.
Figure menu.
Copy Joint Zones From, option
Select Your V4WM figure. etc.
All the best.
LROG
Who honors those we love for the very life we live?, Who sends monsters to kill us?, and at the same time sings that we will never die., Who teaches us whats real?, and how to laugh at lies?, Who decides why we live and what we'll die to defend?, Who chains us?, and Who holds the key that can set us free... It's You!, You have all the weapons you need., Now Fight!
Quote - Thank you V4 WM team!
I'm testing it out, I came across something strange though.
With some Body INJ morphs from V4 characters, the body is injected, but also the head is scaled huge.
Any solutions?
I'd run the script against a plain-vanilla, no morphs-loaded, no dials-spun, morphs++ loaded version of V4.2 first, Biscuits.
Add the other stuff later.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
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]
Quote - Here's a minitut. Feel free to share this as much as you like ;)
Does that actually work tolerably well? I thought the results of the process had been mixed.
I think the problem would be the weight maps for the helper bones. The script can add the helper bone actors, but in the vast majority of cases (unless the garment is derived from the V4 mesh itself) the weights it injects will be useless. So that won't help at all with the weight maps for the helper bones, and whether the process works would come down to whether the Figure menu option manages to copy over the helper bone weights as desired. I had been under the impression that it usually wasn't doing so. But if it is, you may have a pretty good process, there.
So... are the helper bones working, when this method is used? I'd try it, but I have absolutely no V4 clothes to test. (And, to be honest, not that many clothes that I could try converting using WW for the test.) :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.
Wow, glad I read the recent entries in this thread... here I was going to make a tute (one that PaganEagle already made - you are ON it, mate! ) and now, this solution is even easier.
Going to have a go... wish me luck.
ETA: I'm going to try both methods on multiple items and let you know how it goes.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
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]
Quote - I'd run the script against a plain-vanilla, no morphs-loaded, no dials-spun, morphs++ loaded version of V4.2 first, Biscuits.
Not to confuse issues (), but I thought beta testing had revealed that the problems with "dial spun" characters only occurred when the user had "Use Binary Morph Targets" enabled. Has it emerged that .pmd use isn't the cause of the problem? If that isn't the problem, we should try to find out what causes it. If it is, there's no need to avoid using the process with dial-spun characters, but every reason to disable external binary morphs before running the V4-WM loading script.
===========================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.
Quote - Wow, glad I read the recent entries in this thread... here I was going to make a tute (one that PaganEagle already made - you are ON it, mate! ) and now, this solution is even easier.
Going to have a go... wish me luck.
ETA: I'm going to try both methods on multiple items and let you know how it goes.
Excellent! I've also started another thread for converting clothes. I thought we'd get as many people trying out as many items as they can to see what works and what doesn't. Here's the other thread:
Hi Cage - points well taken.
I'll be the first to admit that my testing methods leave a LOT to be desired. However, I did try to convert a dial-spin character using the script using the methods I'd outlined in the Guide and ended up with bending issues in the arms and such.
If you'd like, I could/should re-create that scenario and do some renders.
Having fixes of any sort (armpit, etc) definitely causes weird effects. That I did confirm through trying it multiple times.
ETA: Oh, and I haven't used PMDs since forever... heard too many bad things about them, so they are permanently disabled in my versions of Poser. So, that wasn't an issue.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
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]
Quote - I'll be the first to admit that my testing methods leave a LOT to be desired. However, I did try to convert a dial-spin character using the script using the methods I'd outlined in the Guide and ended up with bending issues in the arms and such.
If you'd like, I could/should re-create that scenario and do some renders.
Any details would be good. It's not too late to try to refine our process to address such problems, but we need to understand them, first. A pity these things didn't come out during beta testing. :sad: But I guess one needs to anticipate that sort of thing, and we can work to try to fix it. :thumbupboth:
===========================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.
Quote - I seem to be missing the file sssLashes.jpg from the texture shaders. Is this an error, has it been corrected?
Yes, it has. Please download again. As Cage said: another thing that would have been good to pick up from testing. My apologies... :crying:
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
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]
Quote - > Quote - I'll be the first to admit that my testing methods leave a LOT to be desired. However, I did try to convert a dial-spin character using the script using the methods I'd outlined in the Guide and ended up with bending issues in the arms and such.
If you'd like, I could/should re-create that scenario and do some renders.
Any details would be good. It's not too late to try to refine our process to address such problems, but we need to understand them, first. A pity these things didn't come out during beta testing. :sad: But I guess one needs to anticipate that sort of thing, and we can work to try to fix it. :thumbupboth:
I was under the impression that we'd finish working on the main figure and then turn to clothing issues...
Quote - I was under the impression that we'd finish working on the main figure and then turn to clothing issues...
What, during the testing? Or now? At this point, it would be good to develop a working process for clothes, but any outstanding issues still need to be addressed if possible. I think we should take discussions like this to PP and the beta forums, though.
It's conceivable that there could be an update at some point in the future, and if there are any problems deserving of an update, there should be one.
===========================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.
Content Advisory! This message contains nudity
-- Loaded a dial-spun figure from the library (remember, no PMDs anywhere)
-- Zeroed her (Joint editor: zero rotations)
-- Saved back to library with a new name
-- Remembered I still had the armpit fixes so reloaded her, removed them, resaved her
-- Loaded into WM-Applicator script - ran script
And the above result is what i came up with.
What I did differently this time (working from memory):
-- Actually zeroed the figure... didn't work from some posed, saved .cr2
-- Removed the armpit fixes and resaved
-- Multiple resaves
Please note that I actually did try to convert several dial-spun figures without taking the steps I took this last time with inconsistent results, which prompted me to include what I did in the Guide.
ETA: Posting this at PP...
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
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]
Quote - > Quote - > Quote - I'll be the first to admit that my testing methods leave a LOT to be desired. However, I did try to convert a dial-spin character using the script using the methods I'd outlined in the Guide and ended up with bending issues in the arms and such.
If you'd like, I could/should re-create that scenario and do some renders.
Any details would be good. It's not too late to try to refine our process to address such problems, but we need to understand them, first. A pity these things didn't come out during beta testing. :sad: But I guess one needs to anticipate that sort of thing, and we can work to try to fix it. :thumbupboth:
I was under the impression that we'd finish working on the main figure and then turn to clothing issues...
I think Cage and I want to confirm I haven't written porkies into the Guide: making recommendations that weren't really necessary.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
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]
Antonio WM will be a community group project you may want to take part in:-
http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2843413
All the best.
LROG
Who honors those we love for the very life we live?, Who sends monsters to kill us?, and at the same time sings that we will never die., Who teaches us whats real?, and how to laugh at lies?, Who decides why we live and what we'll die to defend?, Who chains us?, and Who holds the key that can set us free... It's You!, You have all the weapons you need., Now Fight!
Quote - Here's the weight-mapped version of everyone's favorite heroine!
I'm struggling to get VSS to work, for reasons I haven't yet figured out. When I try to synchronize, the script says "done," when it's NOT done . . .
But, she bends pretty well, I'd say!
This might be too obvious but could it be because the script adds a -WM to end of the name of all characters it converts. Would confuse the hell out of VSS if there's a specific target in the Apply Rules.
Quote - This might be too obvious but could it be because the script adds a -WM to end of the name of all characters it converts. Would confuse the hell out of VSS if there's a specific target in the Apply Rules.
If it's turning out to be a problem, that renaming can be disabled. If you open up the Victoria 4.2_settings.txt, you can edit it to remove or change the suffix. Under "applicatorSetting=figname_append", just replace the next line ("-WM") with a blank line. Be sure to keep that blank line in there, though, or your figure might end up with "applicatorSetting=figname_replace" as a suffix. :scared:
===========================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.
I was an avid VSS user until I tried EZSkin. It rocks! And it's based on bagginsbill technology so it's a logical step from VSS IMO.
I used EZ Skin on the render I'd posted. The reason I wanted to use VSS again was that I'd taken a LOT of time to create a template skin that rendered precisely as I wanted it to render, and I'm struggling to duplicate that effort with EZ Skin . . .
Since I couldn't get VSS to work, I used Robyn's method of stripping all the extra joint morphs out of my old V4 figure, saving it, running the script using the .CR2 file for that figure from my runtime, and it appears this method has successfully transformed V4 and also saved my template skin.
Whew!
Vest you should add this for those who have problems trying to WM their clothing and the morphs don't work. Its a longer step but it works.
The best way is to update your Poser to SR1 (cause it fixes some problems).
Next follow these steps for a decent conversion
Save your clothing item with binary option off. You can find that option under Edit/General Preferences/Misc
Turn that option off.
Next load the clothing item you want. Save it.
Now you open up the Poser place python script that was used for V4. You do pretty much everything the same except instead of loading V4 you load your saved article of clothing.
Hit run.
You can go back to the General Prefs/Misc and recheck the binary option. Since all the morphs will work. Save your clothing..(you can now delete the clothing you saved earlier.)
Bring in V4...Conform...Then go to Figure/Copy Joint zones from...Select V4...boom done and you now have clothes for your V4WM.
If you pose and the clothing moves. You can Copy joint zones again. This works on a lot of clothing not all but a lot of it.
Interesting you should mention this, Beg. I've created the above scene and saved it as a pz3, right? I didn't like the shader I made for the hair and was going to load another on it. And the clothing was no longer adjusted to the figure correctly... which fixed itself when I did the Copy Joint Zones From... thing again. Seems pz3s don't save Joint Zone information, or something.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
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]
Here I'm again with a question. I don't know, if here is the right place, if I have a question to the installation of V4 WM. I've made screens of the installation and the error message. After running the python script comes error message. Please give me an information, where I can ask for this and show my screens?
Thank you.
Greetings
No worries, Amigo. We do have a thread over at PoserPlace to help with this sort of thing. But ask away if you wish.
Also, I've published a revision of the Guide to help clarify a few points... please have a look.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
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]
Well, that's exactly what I did: this is a scene with a WM-figure loaded from saved .cr2, pose, lighting, clothing that was already in the scene to a pz3. See, this was a scene that had a non-WM V4 in it originally. I removed her and replaced her with a saved WM-V4. Did the Copy Joint Zones, then conformed the cloth items. Saved the pz3 and closed Poser.
When I reloaded the saved scene into Poser, the Joint Zones on the clothing appeared to be off (can't be certain, though). I re-selected each cloth item and re-did the Copy Joint Zone From for each one, and it was good as gold.
Sheesh, 11pm I was meant to go to bed 3 hours ago... sort of forgot. :biggrin:
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
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]
RobynsVeil:
I was suggesting saving the figure and conformed cloths as a CR2 and reloading then saving as a PZ3 and reloading. This would show if saving as a CR2 preserves the joint zones. That would show if the problem is saving in Poser, or just saving to a PZ3. Either way, the Poser Development Team should fix this one quickly.
lmk
Probably edited for spelling, grammer, punctuation, or typos.
RobynsVeil...
about Poser "forgetting" the copied joint information...
Did you try from the menu Edit > Memorize > Figure immediately after copying the joint info from V4WM to your clothing figure?
This might solve the problem.
Yesterday's the past, tomorrow's the future, but today is a gift. That's why it's called the present.
Doing a lot of testing
On the left V4.2WM WITH helper bones added
On the right V4.2WM NO helper bones added
In the Center V4.2 Original (no weight mapping)
Cloth is super conformer called Ice Breaker by Outoftouch available here in the store. It has skirt helper bones built in to the cloth item. Loaded via drag and drop from the Poser Menu. Then copy joint centers from applied, IK off, right thigh bent -25.
Even created a V4.2WM version where I left the magnets in, same result.
Is the issue because the dress has skirt helper bones or something else?
Thanks in advance for any input
Gary
Gary
"Those who lose themselves in a passion lose less than those who lose their passion"
That's what I thought, too! I don't know why it isn't working.
Quote - VSS should work regardless of any change to V4, anupaum. The material zones should remain the same...
There is a new zone "invisible" that I believe is the body handles. Would that make a difference?
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A tutorial for converting clothes by PaganEagle:
http://www.sharecg.com/v/59397/view/3/PDF-Tutorial/Converting-V4-Clothes-To-Weight-Mapped-Clothes
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