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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 27 5:12 pm)
Morphing Clothes?
A word is not the same with one writer as with another. One tears it from his guts. The other pulls it out of his overcoat pocket
Charles Péguy
Heat and animosity, contest and conflict, may sharpen the wits, although they rarely do;they never strengthen the understanding, clear the perspicacity, guide the judgment, or improve the heart
Walter Savage Landor
So is that TTFN or TANSTAAFL?
As JimTS stated "Morphing Clothes" is the easiest way to do it. You can buy it here: http://www.renderosity.com/mod/bcs/morphing-clothes/64629/
However, you can also make your own morphs in Poser, using Magnets and the Morph Tool, as needed. In fact, for gloves, that may be the easiest way, without using any third-party programs. But, you should still have the "Morphing Clothes" utility in your stable of Poser-companion programs, nonetheless, especially if you like to create custom morphs.
Another way to do it, most accurately, is to use a 3D program to reshape the mesh for the clothing's hands to fit your custom-morphed character. If you really want to learn custom "content creation" for any characters, having a good working knowledge of a 3D program is necessary. Though its old and somewhat tired, Hexagon is still the best bang for your buck as a midlevel 3D modeller. You can find it, here: http://www.daz3d.com/products/hexagon/hexagon-what-is-hexagon
(Some would recommend free 3D modeling apps and I could agree with them, if not for the fact that those apps are often far more difficult to learn how to use in order to achieve a fraction of what one could with Hexagon in the same amount of time. )
This info helps a lot. I will get Morphing Clothes. I already know how to model some in Blender and like it, but when I take things to the setup room and apply the DEV Rig, the legs and feet warp or bend. I'm not sure what I still need to research to figure that out, but I'm sure there's a logical explanation. If you could point me in the right direction that would be great! Either way, this is a great start.
Thanks
could try the cloth room, basic doll in frame 1 add the morphs at about frame 10 let it run to about frame 20 (prob work with less frames but I dont rush lol) then spawn off morphs and apply them in the usual way. (I have never done a full suit like this so it is probably a bit more complicated then I make it sound)
Quote - ...but when I take things to the setup room and apply the DEV Rig, the legs and feet warp or bend. I'm not sure what I still need to research to figure that out, but I'm sure there's a logical explanation. If you could point me in the right direction that would be great! ...
This is where a screen shot is probably necessary to diagnose the problem. The figure's mesh shouldn't be warping or bending in the Setup Room... That's probably not what you meant, but see the problem? Interpretation is much better with pics. :D
It's likely that the figure's groups are outside of the constraints of the joints. The mesh is trying to conform, but because the groups aren't lined up properly with the joints, or vice-versa, it will not do that. You need to edit the joints or the groups in order to fix the problem.
The easiest thing to do, first, is to click on the figure and then load up the Joint Editor tool, found under "Windows" in your menu list. Choose the "Hip" of the figure and then "Zero" all the rotations of the joints by clicking the "Zero Rotations" button on the Joint Editor panel. This will move all the rotations of the skeleton to their "Zero" positions. For instance, the Left Shoulder joint will move to "0" x,y and z rotations. Keep in mind that this does nothing at all whatsoever to the geometry of the figure - The Joint Editor only works with the rigging or "skeleton" of the figure, not the geometry.
Next, how does your model look? If it's out of whack, it's because the groups do not line up appropriately for the rigging being used. Either they are outside the bounds of the deformers or they are mislabeled and Poser's rigging does not recognize one or more as valid groups, so it is not applying the rigging approrpiately. You need to be sure all groups have the exact same name as the joint which is responsible for moving them.
Click on a problem group. Look at each setting for x,y,z rotation. (May be bend, forward, backward, twist, whatever...) You can examine each rotation type available for that group by using the drop-down menu on the Joint Editor when that group is selected. Depending upon what type of joint set up you have, and for M4 I believe it just uses standard "Spherical" deformers, you will see different sorts of defomers appear on the model. You may see two spheres, one red and one green, and may see four lines coming from the center of the "joint" with two red and two green or, perhaps, a single line with a red bar and green bar at either end. These are the "Deformers" and each region that they cover is a deformation zone. In order for the group to deform properly, those deformers need to cover that zone and deform the mesh in a sensible way.
Armed with that knowledge, watch this series of excellent vids by PhilC:
https://www.youtube.com/watch?v=PfcPu83gZNs
Watch those three videos, now that you have seen the Joint Editor tool and what it can display. Use the knowledge there to repair your rigging or, if necessary, to regroup your object so that the groups better conform to the existing rigging.
Note: Altering the deformers radically may result in your geometry bending and moving naturally, but not deforming correctly when conformed! :D So, conform the clothing item to M4 and then move M4's joints, one at a time, along each rotation axis, and then switch to your conformed clothing figure and troubleshoot each joint as problems appear.
Once you do this a few times, you'll get proficient enough to do such things in your sleep. :D
Note #2: It is extremely important to have good grouping for conforming figures if you want the conformed figure to deform properly or even pleasantly. If your groups are labled correctly (Check in the Setup Room) and the joint will still not deform the way you want it to, you may need to regroup the figure. In my experience, Poser2012Pro's auto-group feature in the Setup room does a passable job, but not a good one. You'll need to regroup for fine-tuning in a 3D app or your can use Poser's Cloth Room to alter the groups, face by face. (I prefer grouping outside of Poser, using Auto Group Editor, found here http://www.renderosity.com/mod/bcs/autogroup-editor---the-advanced-group-editor-for-poser-clothes-modelers/21081/ . You don't have to even use Poser native formats like CR2s as a reference! ANY grouped wavefront object file can be used, so it's nice for any apps that make use of wavefront objects and grouping. I highly recommend it as well as "Quick Conform." Both are staple utilities in my Poser related lineup.
Thanks for the tip heddheld. I can't wait to try it. Sounds very useful.
Wow Morkonan! Thank you so much for all of your guidance. I really needed that! I feel like I can make some real progress in understanding some areas of Poser that have really puzzled me. Your many words were not wasted. I will use them as a guide till I get up to speed with all of this.
Thanks again to everyone! This was my first post for help and I got so much more than I expected.
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I'm kind of new to Poser and am trying to add custome morphs to a body suit that has gloves in it. I am using Michael 4 with some custome morphs that I created. The bodysuit has gloves attached. I am using Poser Pro 2012. I can't use Wardrobe Wizard because it doesn't save the hand groups or bones. Cross Dresser 4 from my understanding has limited specific morphs but no custom user created morphs can be added. Is there an fairly simple way to do this, or what is the best way to do it? If it's to complicated to explain, could anyone direct me to the best way to learn content creation for Michael 4? I haven't been able to get this to work with the owners manual for Poser, but maybe I missed something.
Thanks