Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 7:16 pm)
M4 never had an official dev rig released, so you have to create your own. There used to be one available at rdna I think, but...
Don't enter the setup room with a figure that's already rigged. It can break things and you're just asking for trouble that way.
Instead load a new M4 and open the hierarchy editor and check the box that says 'show all parameters'. Then delete everything you see listed under M4 that is not a body part. All morphs, magnets etc. Then go into the material room and delete all materials. Then save that empty rig back to your library as a dev rig and you should be good to go.
It shouldn't mess up all your other V4 files. They are separate files from V4 and shouldn't be affected. You may have just installed V4 to the wrong directory, or you might need to refresh your Poser library. I don't know if you're on a windows or mac machine so I can't really be much help with locating them, but you can look in your main file explorer and see if the V4 cr2s are still where they're supposed to be.
Still not working. The boots come back from Setup looking good (pic 1), but Conform is still killing them (pic 2). IK still off, etc. PP12 Win7. Even tried using the morph settings 'bwldrd' suggested in the V4 boot thread. I was really excited about V4's boots working, but most of my characters are male.
When you create the developer figure, make sure you turn off IK. Even if you zero the figure, open up the joint parameters and check to make sure the hips, knees and feet are zeroed in the joint parameters window. It takes a bit more time but checking all the joints before saving to the library can save on hair pulling later on.
It's best to import the M4 figure directly into your modeling program from the geometries folder in your runtime, instead of exporting it from poser, unless you're using the goZ bridge from Poser directly into zbrush. The dev rig you created earlier was for the rig, not the mesh. Just to be clear on that.
Here's a boot I made for M4 using the exact methods I described, but I used zbrush for modeling via goZ.
I use blender for UV mapping and sometimes material group assignment when it's a tight area that I can't get to with poser's grouping tool. You have to have the right import/export settings in Blender so that it doesn't break the model up into separate pieces.
VolcanicMink posted at 12:18AM Wed, 08 February 2017 - #4296900
I haven't figured out why it's working so differently than V4. I expected it to be the same thing.
You don't have to rebuild the model. Just import M4 into your modeling app directly from the geometries folder and make sure the boots are lined up correctly with his legs then export them in that position and bring back into Poser, and apply the dev rig. As long as IK is not present in the dev rig, then it should work.
Did that. They come in fine. They came in fine before. It was the Conform step that messed them up. Process: In Poser, select M4, zero, turn off IK. Load boots. In Setup Room, select M4 rig from library. NO on grouping because they are already grouped. I usually delete irrelevant bones because that was suggested in Fugazi's tutorial, but that hasn't made a difference either.. Return to Pose Room, everything looks good (other than his "spare bone"). With boots selected, Conform to Michael 4. The same result.
Go to youtube and search for the video tutorials under my name (The Poser2Blender2Poser from tonyvilters) series.
Video1 will show the correct import-export settings between both apps: Poser and Blender.
Video4 will show why you can not build around a figure exported from Poser.=> Poser breaks obj files at export into individual vertex groups.
Building for Poser is easy, but you have to know its internal workings. Best regards, Tony
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M4 does not appear to have a separate Dev Foundation as V4 does. I clicked on his base M4 while in the Setup Room, and got the bones, but the toes seem to be detached, as well as the thumbs. When I return to the Pose Room, the boots are askew and a bone is still showing. Conforming makes them worse. Please tell me what I'm missing? This worked great with V4. PP12. M4 zeroed. IK is off.