Forum: Poser - OFFICIAL


Subject: Poser 2012 Sr2 Material Issues (Nudity)

DarksealStudios opened this issue on Apr 12, 2012 ยท 53 posts


shvrdavid posted Wed, 25 April 2012 at 6:10 AM

If you are just rigging a standard character, ie with spheres or capsules. You might have better luck rigging them in an older version of Poser. I still use 2010 for that. if you are going to weight map it, you can start it in 2010 but thats about it.

2012 SR1 will add conforming endpoints all over the place and you will have to go back thru the cr2 and correct for them (more on this in a bit). 2012 SR2 leaves stuff out of the cr2 randomly. All the 2012 versions have the bone affected actors problem randomly as well. That can happen in the older versions as well, just not as often. I find it easier to rig weight mapped characters in SR2.

I think that a lot of the problem is that 2012 jumped from standard rigging to being able to do 2 different types of rigging at the same time. That is probably where the twist (body part) problem stems from. If a body part is in the range of the deformer when you make the bone, a twist (body part) can get inserted somewhere you do not actually want it to be. I noticed that if you draw the bone so that nothing else could be in its way, ie draw the bone sticking out first then move it into position. You don't get random twist channels.

One thing I did discover in SR1 is that bone endpoints should be manually typed into the joint editor to get around some of the conforming endpoint issues when you are creating the bones. If the box shows .240 for example. it might actually be .239456 when you click on it and highlight it. SR2 does not seem to have the endpoint problem, but the rounding issue is still there, even more so in other areas such as parameters and the dependency editor. If you want a number to be .240, type it in the box to ensure that it is .240 instead of .239456



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