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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 29 8:45 pm)



Subject: Advice wanted...


EClark1894 ( ) posted Mon, 08 June 2015 at 3:44 AM · edited Mon, 30 December 2024 at 2:48 AM

Having a problem rigging a pair of pants for Roxie. I'm getting a lot of pokethru in the crotch area primarily in the joint where the thigh meets the hip. I've tried weightmapping it outbut i guess I'm not very good at it. Although I did make some progress with the weightmapping up until this point.

Any advise would be appreciated on how to get rid of that pokethru other than just morphing it out.

file_013d407166ec4fa56eb1e1f8cbe183b9.pn




vilters ( ) posted Mon, 08 June 2015 at 4:35 AM

The best way to rig for Rex and Roxie.

  • Group your object file in Blender (or equivalent) => Avoid the Autogroup function in the setup and fitting room as if it has the flue.
  • Use the fitting room to transfer the rigging (DO NOT use the autogroup function)
  • Goto Figure => Copy joints from Rex-or Roxie, to get the bulge map in the pants
  • Save out the new pants to library.
    Close Poser.

Goto your file manager => DELETE the new pants object file that Poser saved for you.
Edit the two lines in the pants cr2 back to your original object file. => (The one you build in Blender or equivalent) and resave the cr2

Open Poser

Load Rex or Roxie, drag & drop the pants over the figure.
=> Should fit and bend liike a glove.

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"!


EClark1894 ( ) posted Mon, 08 June 2015 at 5:39 AM

Thanks Tony, although, since i didn't get an immediate answer, ( I posted over at RDNA last night, then went to bed) I decided to muscle through and continue weightmapping. I'm pretty sure I didn't get rid of all the pokethru, but I do think it's vastly improved. AMy biggest problem though is that the weightmap brush seems to be sporadic in how effective it is. Sometimes I can sit there and stroke that brush forever, and nothing happens, then all of a sudden something does happen.

file_7e7757b1e12abcb736ab9a754ffb617a.pn




shvrdavid ( ) posted Mon, 08 June 2015 at 6:22 AM

Switch to Sreed and/or hidden line view when weight mapping and see if that makes it faster. There are a ton of calculations going on when weight mapping and depending on how fast your system is at OpenGl it will lag.

My twin Xeon workstation, even with 3200 GPU pipelines, comes to a crawl when weight mapping high resolution meshes with the OpenGl preview turned up. (All hardware options on and decent texture resolutions) Many OpenGl calculations are basically single core operations passed between the CPU and GPU. And they end up waiting on each other when they are passing that much info back and forth. Switching to Sreed and Hidden line drastically cuts down on the information being passed back and forth.



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vilters ( ) posted Mon, 08 June 2015 at 6:50 AM · edited Mon, 08 June 2015 at 6:51 AM

For actual weightmapping, I also often change to wireframe mode to better see what I am doing.

Also, the autogroup function seems to be better in "H" formed hips, and often misses in a "V" grouped hip. => You"ll get a crack when rThigh and lThigh are touching. 

PS : Being in Belgium, I am on central European hrs... LOL.

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"!


vilters ( ) posted Mon, 08 June 2015 at 6:53 AM · edited Mon, 08 June 2015 at 6:54 AM

And as a last remark Earl?
Are you sure the bulge maps are in the pants and in the Shirt??
From what I see, the weightmap is in the pants and shirt, but the bulge maps are not.
And Rex and Roxie clothing need their bulge maps in the clothing to bend properly.

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"!


EClark1894 ( ) posted Mon, 08 June 2015 at 7:11 AM

And as a last remark Earl?
Are you sure the bulge maps are in the pants and in the Shirt??
From what I see, the weightmap is in the pants and shirt, but the bulge maps are not.
And Rex and Roxie clothing need their bulge maps in the clothing to bend properly.

If you're talking about the Deformer poses that comes with Poser, then yes, I added them.




vilters ( ) posted Mon, 08 June 2015 at 7:27 AM

Just check using the Joint editor that the bulge maps are there.

When you delete bones in the setup or fitting room, (as you should do as the pants do not need all the upper body bones), Poser only transfers the weightmap, and it does not transfer the bulge map.
Only "Copy Joints from", tranfers both into the clothing.

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"!


EClark1894 ( ) posted Mon, 08 June 2015 at 8:12 AM

This is actually like the second or third time I've rigged these pants now. Found a few problems with the first two. So I'm using pants that have already been rigged as my Donor. Aside from the problem with the crotch area joints I'm no having too much of an issue with the pants, except in extreme poses.




EClark1894 ( ) posted Mon, 08 June 2015 at 8:15 AM

Switch to Sreed and/or hidden line view when weight mapping and see if that makes it faster. There are a ton of calculations going on when weight mapping and depending on how fast your system is at OpenGl it will lag.

My twin Xeon workstation, even with 3200 GPU pipelines, comes to a crawl when weight mapping high resolution meshes with the OpenGl preview turned up. (All hardware options on and decent texture resolutions) Many OpenGl calculations are basically single core operations passed between the CPU and GPU. And they end up waiting on each other when they are passing that much info back and forth. Switching to Sreed and Hidden line drastically cuts down on the information being passed back and forth.

I have tried the wireframe mode to rig and while that helps, it is sometimes difficult to tell the pants from Roxie.




vilters ( ) posted Mon, 08 June 2015 at 8:26 AM

Well, from memory here as I am not behind Poser right now.

Rex and Roxie use bulge maps in their collar-shoulders and in the hip-thigh area.

Transfer the weightmap using the setup/fitting room, and transfer the bulge maps using the "Copy Joints from" function. You need both for close fitting clothing to behave.

Only start "painting" after you are sure that you have transferred both maps.
Normally, no painting is required for close fitting clothes after you transferred both maps.
But you never know.

Deformers = the magnets. (Not the weight or bulge maps.)

If you are using your own "donor" pants, => => => Be sure that they have IT all => The weight maps, the bulge maps, and the magnets, before using them as a "donor".

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"!


vilters ( ) posted Mon, 08 June 2015 at 8:36 AM

Sorry, I forgot : I think the knees need the bulge maps also.... (and the magnets)

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"!


EClark1894 ( ) posted Mon, 08 June 2015 at 10:00 AM

I think the main problem I'm having particularly in the crotch area and along the breasts and underarm areas is how to properly do the weightmaps. I watched Nerd3D's weightmap tutorial and it would seem a lot of the problems are stemming from the "Affected Actors". Some of them are being affected a little too much.




vilters ( ) posted Mon, 08 June 2015 at 10:09 AM

Poser has all these fine tools, and as end users we all have to know what each tool does.
When bending?
What does the weightmap do? What does the bulge map do? What are the magnets doing?
And, yes, what do the affected actors do? Where are they? What or who controls them?

And what is the cure? 

Crotch area: I have never had an issue here with a properly grouped object file. => There are weightmaps and bulge maps.

Breast area :  Yes, this is a trouble area due to the magnets and the dependencies.

Collar-arm :  Here we have all 4 . => Weightmap, bulge map, and magnets, and dependencies

Keep working at it, never give up hope, learn every hr, and go one by one.
Good luck with your project.

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"!


EClark1894 ( ) posted Mon, 08 June 2015 at 10:21 AM

Can you show me an image of your typical grouping for the hip and thigh area?




EClark1894 ( ) posted Mon, 08 June 2015 at 10:31 AM · edited Mon, 08 June 2015 at 10:32 AM

BTW, if anyone knows of a good weightmapping tutorial other than the one by Nerd3D, preferably written, please chime in and let me know.




EClark1894 ( ) posted Tue, 09 June 2015 at 6:05 AM

Okay, so I started over and decided to group the pants before I took them into the Setup Room. But the set up room says I missed a few polygons. The screen shot shows several of the ones I missed. These  happen to belong to the left thigh, but they're listed as being a prop called Capris SETUP.

I tried adding them via the set up room, but they don't seem to take. So how can I get them to join their respective groupings?file_65ded5353c5ee48d0b7d48c591b8f430.pn




EClark1894 ( ) posted Tue, 09 June 2015 at 7:15 AM

You know what? Never mind. I'll do the groupings in Blender. Now that I've learned how, it's actually quicker, easier  and more precise than doing it in Poser anyway.




EClark1894 ( ) posted Wed, 10 June 2015 at 3:53 AM · edited Fri, 26 June 2015 at 5:52 PM

Content Advisory! This message contains profanity

Okay, I'm stuck now. Seems like I smooth out one area and another pops out just to f**k with me. Granted, these are extreme poses, but I thought that's what weightmapping was supposed to help.

file_7ef605fc8dba5425d6965fbd4c8fbe1f.pn




Teyon ( ) posted Wed, 10 June 2015 at 4:48 AM

If you transferred any magnets or bulge maps you may need to edit those I would start with the bulge maps first. See if editing the weights for those solves the problem. Also note that if anything is an affected actor in there it may be the actor or the object it's affecting that is causing the issue.  Also: welcome to my personal hell. Hope you enjoy your stay.


Teyon ( ) posted Wed, 10 June 2015 at 4:52 AM

Oh and if anything in that area IS NOT an affected actor of the primary actor in the bend, then you may need to make it so. Figuring out when to do that and when not is tricky. I'm hoping to keep any future rigging as simple as possible if that's any consolation. Darrell did a great job but some of the choices weren't ones I would have made and aren't entirely conducive to making add-on content for the figures, I will concede that.


EClark1894 ( ) posted Wed, 10 June 2015 at 11:02 AM · edited Wed, 10 June 2015 at 11:04 AM

Thanks for the "affected actor" tip, Teyon. I think that may have helped me iron out some wrinkles. I started thinking about what you said, and decided to go back and re-group the pants closer to what Roxie's groupings were.  It's probably still not perfect, but it's definitely better. I'm not going to lie though, it would be a whole lot easier to make conforming clothing  conform better if you could use mesh directly from the figure to make clothing. Then at least you could get the clothing groupings to match the figure's. I wish SM would relax that part of their EULA. Especially since they've already done that with the same figures in Game Dev.

file_5878a7ab84fb43402106c575658472fa.jp




heddheld ( ) posted Wed, 10 June 2015 at 12:59 PM

well until they change the EULA  ;-) ....... get the relevant edges as close to the groups as you can as early as you can, careful use of smooth vertex helps then remove "blocky" loops and add loop cuts using E(ven) and F(lipped) to "repair" the toppo {hope that makes sense be so easy to show you but mmmm putting in words is harder}

ps she seems to have a really odd crease in her thigh ?


EClark1894 ( ) posted Wed, 10 June 2015 at 8:19 PM · edited Wed, 10 June 2015 at 8:21 PM

I'm not really seeing it. Can you be a bit more specific?

And in the case of pants at least, I think it's those critical edge loops where the thigh meets the hip that I need to master.




heddheld ( ) posted Thu, 11 June 2015 at 1:49 AM

be out most of day but will knock up some pics later


heddheld ( ) posted Sat, 13 June 2015 at 8:20 AM

ok ok a day late.........seems to be the story of my life at the mo'

I picked out the good edge loops in white but not happy with grease pencil mark ;-) 

left pic is before subD   .......left leg(on both) is the "usual" way people box model

right leg .....if you rotate that face to line up with the groups before extruding down then you get a nice clean edge for when you do grouping, do the same for all group edges

then after subD its a lot easier to make the groups .........not 100% sure its any better for conforming/dynamic but it can help keep poly count down

is lots of articles on good toppo but for cloth its easy to follow the toppo from the doll if you don't fancy all the reading bit  

hope that helps mate........... ps nice watercooler ! how did you know I was making one ????? no worries theres always room for one more ;-) 


heddheld ( ) posted Sat, 13 June 2015 at 8:29 AM

 file_a8f15eda80c50adb0e71943adc8015cf.JP

not sure if I forgot or what 


EClark1894 ( ) posted Thu, 25 June 2015 at 1:22 PM

Seems I managed to get everything all iron out... so to speak.

Roxie takes a selfie.

file_1385974ed5904a438616ff7bdb3f7439.pn




EClark1894 ( ) posted Thu, 25 June 2015 at 1:26 PM

Maybe someone can explain something to me though. So I used the Specialty pose deformers included on both the pants and the top. I do this now almost out of habit and save it to the library. But something i've noticed is that I can come back to a item I've saved and when I load it on to Roxie, the pokethrus are back. Does Poser not save these to the library when you apply them to a conforming item and save it?




pumeco ( ) posted Fri, 26 June 2015 at 5:16 PM

Can't help with the conforming stuff, but nice work on the Pose, looks quirky but natural at the same time :-)
I've noticed you're very good at poses a few times now.


EClark1894 ( ) posted Fri, 26 June 2015 at 6:18 PM

Can't help with the conforming stuff, but nice work on the Pose, looks quirky but natural at the same time :-)
I've noticed you're very good at poses a few times now.

Thanks. It's the one thing i did create for V4 before I learned to model. Interestingly enough, I haven't actually MADE anything for V4 since I learned to model. Isn't that wierd? :)




pumeco ( ) posted Sat, 27 June 2015 at 4:49 AM · edited Sat, 27 June 2015 at 4:50 AM

Clarkie Wrote:
"Thanks. It's the one thing i did create for V4 before I learned to model. Interestingly enough, I haven't actually MADE anything for V4 since I learned to model. Isn't that wierd? :)"

Weird, but for the best, especially as there are Roxies around :-D


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