Marque opened this issue on Oct 07, 2001 ยท 14 posts
wolf359 posted Tue, 09 October 2001 at 5:25 AM
apologies sir, I believe i now fully inderstand your question. You need a segmented low poly version of mike with the same number of vertices as the hi ploy single skin zygote mesh the default lifeform figures are low poly segmented models and are easily posed and animated in lifeforms. You have a couple of options: you can model one from scratch or you can export mikes mesh( with separate object groups for each body part ) into a program like lightwave or Cinema 7 and reduce the polygogon count to 10,000 or less. you must then set the joint axis's and pivot points to certain values that are explained in detail in chapter 11 beginning on page 223 of the Manual. you can then import this custom mesh ( with fingers) into life froms and animated it like the default life forms figures. However you can also use mikes very own skeleton when i say "Animate " him first in poser i really mean very a slight movement involving one keyframe this will create a BVH skeleton that can be imported into LF. once in lifefroms you select the skel at frame one in the time line and use the "reset to default shape" command which returns him to the "arms out" stance. now delete any other frames after frame one and you will have a skeleton already joint mapped for mike that you can add new key frames and animate within lifeforms from there you can import animation data from other BVH files combine, thin create blend zones. rotoscope to live footage etc and when done export the new custom BVH you created back into mike in poser and hit the play button.