Forum: Poser - OFFICIAL


Subject: Blackhearted Anastasia Clothing...

onimusha opened this issue on Dec 17, 2011 · 739 posts


DCArt posted Sat, 18 February 2012 at 4:25 PM

Quote - > Quote -  

If you have Poser Pocket Knife, by PhilC (www.philc.net), there is a "Delete Morphs and Materials" feature in that Python script, so you'd be able to create a dev figure fairly quickly right from within Poser ...

 

The process, from start to finish, to create a DEV figure for Alyson is:

  1. Load Alyson 2 into the scene.

  2. Turn off IK (Figure > Use Inverse Kinematics) and zero the figure (Figure > Zero Figure)

  3. Memorize the figure (Edit > Memorize > Figure)

  4. Run Poser Pocket Knife (purchase from PhilC.net)

 

Thank you for the step by step. I thought I had just about everything from PhilC but looks like I missed this one. Will have to fix that.

Thanks to all you clothes makers for checking in.  I honestly was getting worried that Anastasia might  become another of my wisp of the wind figures.

One thing that should probably be clarified, though, is that this "dev figure" isn't used the same as in the old days. You can't just replace the OBJ file reference and have the weight maps work.  You'll just use the CR2, which has the morphs and materials stripped out of it, to transfer the weight mapping to the clothing OBJ.

  1. Import the clothing OBJ file that you want to conform.

  2. Go to the Setup room

  3. Drag and drop the icon for your dev figure onto the clothing OBJ file

  4. Poser will ask if you want to regroup the OBJ file according to the skeleton. If the OBJ file has already been grouped manually, choose No.

  5. Eventually a skeleton appears and you can then re-enter the Pose Room.

  6. Select the BODY and change the name of the new clothing item in the Properties palette

  7. Zero and memorize the figure

  8. Save the clothing to the library

Now you should have a weight mapped piece of clohting. However, you'll have to test it to make sure it all bends as expected. There might be areas where the weight maps have to be tweaked in the Joint Editor. And that's the part we are all learning right now 8-)