Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 8:11 am)
For a character of this stylisation, I would not make blink morphs. Instead I would use texture change to simulate eye blinks.But, I have also done this: make eyeballs behind the eyelids. Split the geometry edges along where the upper and lower eyelids are suppose to separate. Use morph brush to make open-close morphs for upper and lower eyelids.
Eternal Hobbyist
Thank you very much for your reply! Unfortunately I can't really follow your advice, if I want to stay faithful to the original figure. The eyes are separate meshes, and all expressions are morphs. See this video for examples: https://www.youtube.com/watch?v=SUK4is4QweM
However that's not really my problem, but again, thank you very much for taking the time to reply!
That one doesn't look that hard to rig really. For some parts to follow when other parts bends you need to add them as Affected bodyparts. For the eyes, yes morphs are the way i would go as well if I want to follow the original figures.
"Dream like you'll live forever. Live like you'll die tomorrow."
You will need to open the Joint Editor for that. Also check the Poser manual How to do it.
"Dream like you'll live forever. Live like you'll die tomorrow."
One other thing - not directly related to the rig - I would kill the tris. They don't add anything useful and contribute to poly bloat.
Coppula eam se non posit acceptera jocularum.
SamTherapy posted at 6:46AM Tue, 02 March 2021 - #4414131
One other thing - not directly related to the rig - I would kill the tris. They don't add anything useful and contribute to poly bloat.
Ok, I can do that in MeshLab. And then, I assume, just load the rig into the new figure?
Should work. Changing the tris to quads should result in more predictable deformations, too.
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but that is not what ships are built for.
Sail out to sea and do new things.
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Grace" Hopper
Avatar image of me done by Chidori.
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After 10+ years of Poser-ing, I have ventured into the Setup room for the first time, and promptly regretted it...
I really really want to rig this figure from my favourite game. I was going to model it anyway, but then discovered that there are dozens of them for free at Thingiverse, so I picked the best one, and am now trying to frankenstein something akin to a poseable figure. I copied a rig from a somewhat similar character, and after some adjustment, it actually works pretty well from the feet and up - until the head, which is a disaster zone. Side or twist, the mesh splits open, bend, it stretches one row of polygons and the rest remain unaffected. I'm thinking it may have something to do with that one big bone up there? Also, I made the face and the eyes separate groups, but they have no bones. I mean to make morphs for the eyes.
Basically, what I'm saying, can anyone help?
Please?