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Poser 11 / Poser Pro 11 OFFICIAL Technical F.A.Q (Last Updated: 2024 Nov 17 7:07 pm)

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Subject: Need help with creating gloves


RAMWorks ( ) posted Tue, 03 August 2021 at 9:50 PM · edited Wed, 20 November 2024 at 10:32 AM

Hi,

So I'm back to square ONE-ish with this venture. I made some gloves for Dusk and want to make them for L'Homme but before I go to all that trouble I need to know how I can keep the gloves from being split up. When I import the obj (made in ZBrush and UV mapped in Ultimate Unwrap 3D) I have a solid piece of geometry. Fully welded and then after the fitting I guess it's split up into parts. I don't want that though. When I pose the hands like Dusk's "Finger Spread" the gloves come apart in areas between the fingers. I thought that must be they are embedded in Dusks geometry so used the morph brush to pull out the points but nope, there are splits to the geometry now.

What I need is a way to either weld this all back together and if possible retain the few morphs I made for the gloves or a way to have the geometry NOT be split apart like that and I'll have to deal with recreating the morphs (not a big deal with the bridge between Poser and ZBrush but it's an annoyance.

Thanks for the help

Richard

---Wolff On The Prowl---

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primorge ( ) posted Wed, 04 August 2021 at 3:38 PM

Save the cr2 to the library with the content creator option. Or do it the old school way; save it to the library, trash the poser generated unwelded obj, and replace with the like named grouped but still welded obj.


primorge ( ) posted Wed, 04 August 2021 at 3:40 PM

Also, familiarize yourself with geometries file references in the cr2 file. There's 2 instances.


primorge ( ) posted Wed, 04 August 2021 at 3:42 PM

Hopefully someday Poser will be fully unimesh in functionality and all of this will be an unpleasant memory... for a host of reasons.


RAMWorks ( ) posted Wed, 04 August 2021 at 5:20 PM

Yes, def looking forward to Unimesh in Poser, so tired of all the hoops to jump through to get stuff like this done.

Thanks so much!

---Wolff On The Prowl---

My Store is HERE

My Freebies are HERE  


adp001 ( ) posted Wed, 04 August 2021 at 9:10 PM

primorge posted at 9:09PM Wed, 04 August 2021 - #4424536

Hopefully someday Poser will be fully unimesh in functionality and all of this will be an unpleasant memory... for a host of reasons.

Amen.

However, I am afraid that this will not happen in this century.




RAMWorks ( ) posted Thu, 05 August 2021 at 9:17 AM

They are working on it. I'm on the beta team and waiting with baited breath to test and give feedback. I can not wait!

---Wolff On The Prowl---

My Store is HERE

My Freebies are HERE  


adp001 ( ) posted Thu, 05 August 2021 at 9:21 AM

RAMWolff posted at 9:18AM Thu, 05 August 2021 - #4424598

They are working on it. I'm on the beta team and waiting with baited breath to test and give feedback. I can not wait!

Thanks for the info!

I hope it will not last another 2 years until something is ready.




RAMWorks ( ) posted Thu, 05 August 2021 at 9:37 AM

It's being actively worked on. Takes ALLOT of work to get an entire system rewritten! BUT we are hoping for this year!

---Wolff On The Prowl---

My Store is HERE

My Freebies are HERE  


adp001 ( ) posted Thu, 05 August 2021 at 12:39 PM

RAMWolff posted at 12:34PM Thu, 05 August 2021 - #4424602

It's being actively worked on. Takes ALLOT of work to get an entire system rewritten!

The whole system has to be changed to implement a different safety concept?

Either your info is wrong, I basically don't understand what you mean, or the programmers seem to do something wrong.

Anyway, by the end of the year I guess I'll have said goodbye to Poser for good.




adp001 ( ) posted Thu, 05 August 2021 at 1:00 PM · edited Thu, 05 August 2021 at 1:01 PM

RAMWolff posted at 12:59PM Thu, 05 August 2021 - #4424602

It's being actively worked on. Takes ALLOT of work to get an entire system rewritten! BUT we are hoping for this year!

Sorry sorry sorry - I answered to the wrong message.

Can someone please delete this? Thanks!




primorge ( ) posted Thu, 05 August 2021 at 2:36 PM

It's ok ADP, I know the one you were responding to. The security issues with Poser.

On topic, that's great news. I suspected as much by something Ken1179 had said over at hivewire. Commendable that Rendo dev team has the gumption to undertake such a task. Crossing my fingers, and... about time.


RAMWorks ( ) posted Fri, 06 August 2021 at 3:53 PM

I myself have given up on the gloves idea, if DeeCee every comes up for air she helped me the last time but the information is lost so I have no idea how to go about this doing it her way. The idea of pointing the CR2 to the original OBJ doesn't seem to work very well. I've tried the Auto Group Editor to set up the gloves before the fitting allowing me to uncheck the "groups" option but that doesn't even work. So I think the Unimesh implementation for doing stuff like this is very much needed. I'm just much of a tech person when it comes to figuring stuff like this out! It is what it is and so back to being stuck! MEH!

---Wolff On The Prowl---

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ghostman ( ) posted Sun, 08 August 2021 at 5:12 AM

The splitting between the fingers sounds like a grouping issue. Need to have atleast one string of the hand groups between the fingers. Even if the mesh is welded it will break if the grouping is wrong.

"Dream like you'll live forever. Live like you'll die tomorrow."

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RAMWorks ( ) posted Sun, 08 August 2021 at 9:16 AM

Hey Ghosty. Yea, I do remember when DeeCee helped me with this over a year ago and said she needed to regroup the gloves (I'm not sure which female figure they were for, either LaF or Dawn as the screen grab has obvious long fingernails) but I do remember her saying that she regrouped but what I'm allowing was for Poser to create the groupings. That didn't work. So then I used the Auto Group Editor (which she recommends) and that didn't work either so not sure how to go about looking at the groups that the Editor created (I used the Auto grouping feature) to make sure they are correct!

---Wolff On The Prowl---

My Store is HERE

My Freebies are HERE  


ghostman ( ) posted Sun, 08 August 2021 at 9:18 AM

You need to do it manually in yr modeler

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RAMWorks ( ) posted Sun, 08 August 2021 at 9:41 AM

Hmm, in ZBrush I do have the fingers separated from the main gloves as their own Polygroup so not sure if that's what you mean? Those areas of the gloves, the fingers, also have edge-loops added.

---Wolff On The Prowl---

My Store is HERE

My Freebies are HERE  


primorge ( ) posted Sun, 08 August 2021 at 3:46 PM · edited Sun, 08 August 2021 at 3:54 PM

Create  folders in Libraries such as this

Runtime/Libraries/Character/RaMWorks/ LHomme Nifty Mitts/

Create a Folder in Materials similarly/

Create a folder in Textures similarly/

Create a folder in Geometries similarly/

And any other folders your gloves will require for distribution (Pose for example)

Import your correctly grouped and group named glove(s) into Poser, transfer the necessary rig parts from the donor or dev cr2 by whatever means you are using. Perform any necessary adjustments and tests. Apply textures and materials. Any textures you apply will be referenced by the created cr2 upon creation. You should already have your textures in an appropriately named relative path Textures folder in your Runtime. You can always change or edit these references before distribution. It's important that your gloves are grouped so that their group names match exactly as the group names in LHommes hands for actors to which you want to bind the rig to the mesh. Exactly.

Also the topology of your gloves should be modeled so that the deformations caused by the bending of the fingers will be sympathetic to the rig. Try to model your edge loop density similar to LHomme. It's important that each finger be constructed as to have only one parent. In the case of fingers the hand will be the parent. You need a buffer zone of polygons between each finger that belong to the hand group. So construct your hand group as if it were a fingerless glove and the fingers emerging from the glove will each be a child of the hand group. So like this example of some conforming ball joint hands I made, the blue is the parent (hand), the orange is the children (fingers)

2.png In the case of LHomme, the red is the parent; the hand group. See the buffer zone of 2 rows of polys between the fingers. 3.png

Save your finished figure to the library. Navigate to where you saved the cr2, locate the Poser generated obj and trash it. Make sure it is GONE. Place your proper obj in your named Geometries folder. Open the cr2 in a text editor and do a search for .obj... 2 instances will be indicated, these are figureResFile statements. They're both located early in the file. Edit the reference paths as relative and pointing at your correct object in Geometries. Load and test.

objref.png


primorge ( ) posted Mon, 09 August 2021 at 5:09 AM

It occured to me when rereading your posts that you might be having problems determining the proper group names for LHomme's hands. You can find these by looking at the internal name of any selected body parts parameter properties; Here's LHomme's Right Thumb 1/rThumb1... You must name your groups to match the internal names.

rhg2.png

You can also find these by toggling through the group editor with selected body parts, the relevant group will be shaded red when its selected

rhg3.png1llhandg.png

Here's all of the internal/group names that comprise LHomme's Right Hand, the left hand groups will be identified by a lower case l rather than an r...

rhg.png


primorge ( ) posted Mon, 09 August 2021 at 5:32 AM · edited Mon, 09 August 2021 at 5:39 AM

Additionally, if you open any grouped obj in a text editor grouped polys will be identified by a g header tag, materials by a usemtl... this could be useful for grouping and material manipulations. For instance I could assign my potential groups as materials and vice versa via editing these definitions in the obj file... so in a modeler I could select the polys that I wanted to be the a named group and assign a material like named to those polys and then edit the obj file to reflect this with a g tag, or any combination of manipulations like this...

objdefs1.png


RAMWorks ( ) posted Mon, 09 August 2021 at 10:38 AM

Thanks so much for the help. Allot of that seems a bit too technical for my mind. I have no idea how to read allot of the obj file, it's just a bunch of numbers to my eyes! LOL

The gloves, for now, are for Dusk (and probably Dawn since they are the same mesh) and eventually for L'Homme but I'm this far with Dusk so I'm not going to confuse myself further and start refitting to L'Homme.... for now.

The gloves are directly from the Dusk mesh but retopologized and then edge loops added where the knuckles meets the fingers so I'm sort of where you suggested but not looped on the other joints areas. I mostly have issues with the splitting where the fingers can be spread similar to the image below but not the same glove...

Posing Causes inbetween fingers to break.png

---Wolff On The Prowl---

My Store is HERE

My Freebies are HERE  


primorge ( ) posted Mon, 09 August 2021 at 1:34 PM · edited Mon, 09 August 2021 at 1:40 PM

Ok. Hm.

Can you do me a favor and show the glove in smooth shaded wireframe, white material, in 0 pose?

Also once you've done the above can you open the group editor and select the hand actor and screen cap that?

The images should be so I can see the topology between the fingers and how it is grouped.


RAMWorks ( ) posted Mon, 09 August 2021 at 2:00 PM

OK, might be a while, I'm getting ready to submit another product and it's not my favorite thing to do! LOL

---Wolff On The Prowl---

My Store is HERE

My Freebies are HERE  


primorge ( ) posted Mon, 09 August 2021 at 2:39 PM

Ok. BTW I meant grouping "tool", just so there's no confusion.

groupingtool.png


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