Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 02 11:49 pm)
Looks interesting. I see a lot of Star Wars-esque type renders for something like this. Well, SciFi anyhow. I am waiting to see how you are going to rig this. Bipeds are fairly straight forward (although difficult enough for one like me). This beast has 4 legs!
If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.
Quote - Looks interesting. I see a lot of Star Wars-esque type renders for something like this. Well, SciFi anyhow. I am waiting to see how you are going to rig this. Bipeds are fairly straight forward (although difficult enough for one like me). This beast has 4 legs!
This beast should be easier to rig than a human model; it has the same number of limbs, remember arms need rigging as well as legs. However once I rig the feet I have no need to rig toes or fingers which simplifies things a lot. The elephant-like feet mean very much easier rigging, and it's no coincidence that I chose this kind of creature for my first project.
Since I haven't done organic models before though it's going to be interesting to work on this one. An opening door on an armoured vehicle is rigid and needs much less work in the rigging. Hardest thing I've done so far was rigged tracks; yep, that was a trifle tricky in places...
I made a tracked vehicle some time ago and put it in the freebies section. It's only a static prop because I didn't know how to rig anything back when I made it.
I may take that one out of the box and revisit it. If I do, I may have to pick your brain as to how you rigged the tracks.
If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.
looks cool, man. Love to see any new creatures being made. Looking on with interest.
Is this going to be a free figure? Would also like to see a smooth lined view to get an idea of its morphability.
My only initial critique would be that the ears seem a tad vestigial, Which I suppose isn't much of an issue if there are enough polys there for some changes or variation.
Quote - ... which brings to mind a question of why you chose to create separate figures for age categories/genders when such variety could easily be contained within one figure utilizing morphs and scaling?
As I wrote before, morphs use a lot of memory so I want to keep the number of Morphs in the figure low. Full-body morphs will be absent entirely. That way you can load an entire family in a machine with a modest memory size, and a whole herd in a machine with plenty of RAM. The figures will share textures and will have only a few morphs. In addition the baby (and the slightly older youngster) has 38,792 polygons while the older versions, which have provision for horns, have 43,706 polygons, which is pretty low for a figure that will stand up to close-up use.
There will be a few morphs to change the horn lengths and angles in the figures that have horns, and there will be a few more morphs to vary face shape and maybe eye size. I'll keep them to a minimum though to keepthe memory footprint low.
OK, nice topology.
One general remark; increasing topology on joints.
You only have to increase on the outisde of the bend.
The outisde will strech in the bend, needing more polygons for a smoother flow..
The inside of the bend will crimp, and does not need the extra polygons.
Nice figure/model. Good Job.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
In other ways this first effort at rigging was very unsuccessful with poor shoulder and hip movement and I will be returning to Blender to rework the grouping. I have plenty of experience rigging Poser vehicles but this is my first Poser animal, and I did not know the best way to set up the groups to make rigging work well. Fortunately changing the grouping is easy enough in Blender and it shouldn't take me more than twenty minutes or so. Rigging the figure again in Poser will of course take much longer even though you only have to rig the centre parts and the limbs on one side.
So I'm learning quite a lot on this project.
Quote - OK, nice topology.
One general remark; increasing topology on joints.
You only have to increase on the outisde of the bend.
The outisde will strech in the bend, needing more polygons for a smoother flow..
The inside of the bend will crimp, and does not need the extra polygons.Nice figure/model. Good Job.
Thank you!
It's much easier to cut an edge loop than it is to increase the polygon count on one side of a joint, so that was why that happened. Also won't the mesh crease better as well if there are a reasonable number of polygons on the inside? I have seen unpleasant buckling of a mesh on the inside of a joint when there aren't enough polygons, so it won't hurt to have them all round. For some joints like the ankles there will of course be movement in more than one direction, so those will benefit from the all-round extra edge loops.
Quote - Rigging the figure again in Poser will of course take much longer...
As long as the group names have not changed, you can just edit the two 'figureResFile' lines in the cr2 to point to the new geometry. The figure should still be able to use the old rigging. Of course you will need to adjust the joints to suit the new grouping, but that may be quicker than doing a whole new rig from scratch.
Quote - > Quote - Rigging the figure again in Poser will of course take much longer...
As long as the group names have not changed, you can just edit the two 'figureResFile' lines in the cr2 to point to the new geometry. The figure should still be able to use the old rigging. Of course you will need to adjust the joints to suit the new grouping, but that may be quicker than doing a whole new rig from scratch.
Well I wish I'd read that before I'd rigged it again from scratch. :biggrin::rolleyes:
There are now morphs to lower the upper eyelids independently, and blink morphs which move both eyelids to bring them together. More morphs can vary the length of the horns, flare the nostrils, raise the upper lip, lower the lower lip; these can be used to expose the teeth without using the lower jaw's movement. There is also a morph to raise the corners of the mouth which combined with exposing the teeth using the upper lip morph gives her a silly smile. In common with some of the other morphs that one can be set to a negative value to lower the corners of the mouth.
I should mention that the inside of the mouth needs work, as the texture is simple plain areas of colour and there are no features on the bump map for the tongue. Naturally I do intend to texture inside the mouth properly.
Thanks! Haven't had time to be on the computer much lately so progress faltered, but today I got the saddle rigged, though as you can see it still needs texturing. The reason for the temporary vivid colour is that it shows poke-through really well, so if there was any I'd see it.
I just updated the thread on this item in the Markeplace Showcase forum. I hope it will be ready for uploading tomorrow. I just have to update the ReadMe and render the rest of the promo images and I think I can get that done tomorrow.
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My first post to this forum I think (if not the last one was so long ago I don't recall it).
So here I am developing my first Poser organic figure. I've developed a lot of Poser vehicles and even invented new rigging tricks for some, but rigging an organic figure is new to me and I expect to find it difficult when the model is ready and I get started. The modelling work is being done in Blender, and is nearly ready for export to .obj for rigging in Poser 8. I think I may need a fair amount of advice when I am rigging this beastie.
My plan is to make this not just a single figure, but a set of figures. One baby, one youngster, one juvenile with horns just starting to grow and then an adult female and an adult male. After that I will make a saddle and gear for them all so they can be ridden by your Poser people. I am making several forms as separate figures to minimise the number of morphs required, as morphs add quite a lot to memory use. The idea is to build a figure that is reasonably convincing but also uses a relatively small amount of memory so that an entire family can be loaded on a machne with a fairly modest amount of RAM, and a whole herd if you have lots of RAM. So they all share texture maps of course, and I will provide a lower resolution version as well as the default large map set.
The attached image is a Blender render of the family in their current state; the little one is obviously the baby, mother stands over him and papa stands in the background.