Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 24 8:11 pm)
Use the Hierarchy Editor to group them together ... Then "Create New Figure" (Hier. Ed.) Then delete the current objects from the studio. Then load the "new figure" from the figure library. Then use the "Joint Editor" to adjust all the joints. Then RESAVE your new figure to the library. Good luck and ... cheers, dr geep
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
Attached Link: http://www.stormpages.com/mithrandir/Images/MMsuitproblems.html
I've been having a similar problem with a poseable object. It's basicaly just a conforming suit, made from Mike's body that has been exported to obj format then re-imported and had the bones re-added in the setup room. The hips won't cover the skin underneath and for some reason, the knees and elbows turn into "spikes" when those joints are bent. I'd post a pic if my host would allow it, but I guess a link will have to do. Ahh, the joys of free web space. ;o) Hope someone can help. Regards, mithrandir2KSorry for the long delay in replying. My ISP has been down all day. (Grumble Growl) Exactly what I thought. 2 Possibilities, actually 3, but dr. geep covered the easiest. 1) the vertexes on the top edge of the thigh don't lineup exactly with the corresponding vertexes on the hip. This misalignment may be so small on the original model as to be imperceptible except at great magnification. Be sure before the model is exported to Poser that the vertexes are lined up exactly. Not being the Rino man I can't give you a step by step. This can prevent the next thing from working right. 2) A missing weld line in the CR2. Look for something like this WAY down at the end of the CR2 file... weld lThigh:2
hip:2 You should see one for each hip, in fact every body part except the eyes. You can add the loines manually by looking at the syntax of the surrounding lines and copying it. This "welds" the identical vertexes on the adjoining edges of parts together so they will bend without breaking.
Hi nerd and all. Well, the sample model I used once was a dinosaur with all parts joined. It's the one made in Secrets of Rhino. It wasn't designed to be animated, so what I did was use the Split command to divide the body parts. Then I exported them as separate OBJ files into Poser. I don't have the pic now (wish I'd saved the OBJ's) but I think you can picture it: there are gaping holes when I bend the long neck. I think I need to study the Joints Editor, too, but it looks hard. Is there a specific method of modeling to follow if the model is meant to be animated? For example, do you have to model each body part SEPARATELY just as you intend them to be in Poser? Or can they be split later on? Thanks.
I usually model as a solid mesh and subdivide the mesh into groups, but I import it as a single OBJ with groups. Then I spawn props. But that isn't really different from importing several props. As long as the edge vertexes line up they should weld. You may want to try importing as a single mesh and using the grouping tool to break the mesh right inside Poser.
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OK, I know this must have been asked before. But so many posts turned up in my search for "poseable" in this forum. (Is there a faq somewhere for Poser(forum)?) I tested making poseable OBJ figures by exporting a Rhino model (splitting it into parts) then brininging the parts in to Poser as separate OBJ files, their original size and position intact. So all I did was use the Hierarchy Editor to group them together. But when I move a limb here and there, holes or gaps appear where the limbs divide. Does this mean parts must overlap during modeling? Thanks for the advice! P.S. Let's all pray for you-know-who because of what happened earlier today in the US. And for the future, too, since this will have terrible consquences.