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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 24 11:54 pm)



Subject: Does Props half to have groups ?


RorrKonn ( ) posted Tue, 29 July 2014 at 1:18 AM · edited Thu, 27 February 2025 at 12:26 AM

I haven't done this since Poser 5.

I'm attempting to make this candle a Pro 14 prop.
So I'm reading chapter 31 in the manual ,it's talking about groups.

A prop don't need groups does it ?

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bantha ( ) posted Tue, 29 July 2014 at 1:34 AM

A static prop does not need groups. But groups are used in the cloth room,  maybe in the Bullet engine too (I'm not sure about that). 

Short answer: if you don't know why you should need them, you probably don't need them.

 


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ghostman ( ) posted Tue, 29 July 2014 at 2:03 AM

For the candle you'll just need the material zones for easy texturing.

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EnglishBob ( ) posted Wed, 30 July 2014 at 4:30 AM · edited Wed, 30 July 2014 at 4:31 AM

A non-rigged prop can have any number of groups from zero to whatever the maximum allowed is. Poser won't care. I usually define a single group when making a prop, but that's more an act of superstition than a well-researched and proven workflow step. ;) 

Quote - But groups are used in the cloth room...

That's just the cloth room's name for the constrained, decorated etc. areas that are defined to control the behaviour of the simulation. They aren't actually groups in the Wavefront OBJ format sense.


luckybears ( ) posted Wed, 30 July 2014 at 4:18 PM

2 groups needed here: the canedl and the stick. Take the whole model into UVMapper Classic and make a new uv map: box type.


Cage ( ) posted Wed, 30 July 2014 at 4:38 PM

Quote - That's just the cloth room's name for the constrained, decorated etc. areas that are defined to control the behaviour of the simulation. They aren't actually groups in the Wavefront OBJ format sense.

Note, however, that the Grouping Tool needs to be used to set up these cloth groups, which currently embeds a geomCustom reference in the prop file, as though a custom geometry group had been defined.  This only matters if the original prop used objFileGeom to reference an external .obj file.  I only emphasize this because I'm a control freak about my geometry references, and those unwanted geomCustom references really get me down.  :lol:

Geometry groups can be used with the weight painting and the Morph Tool, to screen which part of the object is or is not affected by the tool.  Use of groups is not essential for either of these features, however.

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RorrKonn ( ) posted Wed, 30 July 2014 at 5:24 PM

Quote - 2 groups needed here: the canedl and the stick. Take the whole model into UVMapper Classic and make a new uv map: box type.

why just two groups there's 4 meshes ?

stick
candle
wick
flame plane

and why would I need to remap ?
why box ?

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The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
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RorrKonn ( ) posted Wed, 30 July 2014 at 5:26 PM

anyone know if ya need groups for sure with bullet ?

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The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
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EClark1894 ( ) posted Wed, 30 July 2014 at 6:04 PM

Quote - anyone know if ya need groups for sure with bullet ?

For the record: Chapter 23 in Poser is the Bullet Physics chapter. As far as I know you don't need groups. Bullet physics defines these as objects. And they are labeled as 3 "types". Like Choreographed, Rigid and Soft Body. Choreographed objects are those which either remain stationary or are animated manually with keyframes. When assigning choreographed objects, you only need to assign the objects that you expect the other physics objects to collide with.

Rigid dynamic objects are those which will interact with other objects, but which will maintain their shape when they collide with other objects in the scene.

A soft dynamic object will change its shape or appearance when other objects collide against it.




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