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Poser 12 F.A.Q (Last Updated: 2024 Nov 29 11:16 am)



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Subject: What happened to the Combining Figures and find Unseen Polygons Features


Uncanny_Film ( ) posted Sun, 19 February 2023 at 5:30 PM · edited Wed, 04 December 2024 at 2:52 PM

Hi, I'm deep diving into poser again after years of being away. Notice seeing a lot things missing in the new version. Features that I really liked and used often. What happened to the combined figures and find unseen polygons features? I'm getting into modeling and rigging again. And these features helped a lot. Or am I overlooking it? I don't see it in the figures tab.

Thanks,




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RedPhantom ( ) posted Sun, 19 February 2023 at 6:26 PM
Site Admin
While it wasn't on the list, I believe it was depreciated.


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primorge ( ) posted Sun, 19 February 2023 at 6:51 PM · edited Sun, 19 February 2023 at 6:51 PM

"While it wasn't on the list, I believe it was depreciated."


It was...

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Uncanny_Film ( ) posted Sun, 19 February 2023 at 7:02 PM

wow, That was a good feature. lol

Thanks,




Win10 - AMD 2nd Gen Ryzen Threadripper 2950X, 16-Core, 32 Thread 4.4 GHz - 128GB Ram - X2 GeForce RTX 3060 Ti - 3D-connexion  

Poser 12 | Octane Render |  Real-Flow | 3DCoat | Speed Tree | Adobe Premiere  |  Adobe After Effects |  Adobe Audition |  Adobe Photoshop


nerd ( ) posted Sun, 19 February 2023 at 8:35 PM
Forum Moderator

The combine figures rarely worked. If you were getting usable results you were getting lucky. Once we have proper unimesh, single skin figures implemented  Things like the combine figure function will reappear and this time they'll actually work most of the time.

The weird way Poser figures have always been cut up is why that cause problems, It would attempt to re-group the figure and the clothing. Usually the auto-created groups just wouldn't work.


Uncanny_Film ( ) posted Tue, 21 February 2023 at 10:25 AM
nerd posted at 8:35 PM Sun, 19 February 2023 - #4456342

The combine figures rarely worked. If you were getting usable results you were getting lucky. Once we have proper unimesh, single skin figures implemented  Things like the combine figure function will reappear and this time they'll actually work most of the time.

The weird way Poser figures have always been cut up is why that cause problems, It would attempt to re-group the figure and the clothing. Usually the auto-created groups just wouldn't work.

Okay Thanks.




Win10 - AMD 2nd Gen Ryzen Threadripper 2950X, 16-Core, 32 Thread 4.4 GHz - 128GB Ram - X2 GeForce RTX 3060 Ti - 3D-connexion  

Poser 12 | Octane Render |  Real-Flow | 3DCoat | Speed Tree | Adobe Premiere  |  Adobe After Effects |  Adobe Audition |  Adobe Photoshop


ssgbryan ( ) posted Wed, 22 February 2023 at 12:05 AM

I must have been breathtakingly lucky then.  I used the feature a lot.

1 suggestion going forward - with the polygon reduction feature, for the love of Cthulhu add a percentage function.

I should not have to have a calculator open to use that functionality.



ssgbryan ( ) posted Fri, 24 February 2023 at 9:25 PM

If unimesh support has been dropped - then this feature need to be undeprecated.



JoePublic ( ) posted Fri, 03 March 2023 at 6:12 PM

ssgbryan posted at 9:25 PM Fri, 24 February 2023 - #4456831

If unimesh support has been dropped - then this feature need to be undeprecated.

Indeed.

I shamefully admit that I'm a Polygon Saver.

I obsessively try to optimize my figures so that there are no unecessary polygons which could prolong rendering times. So I often create my own "casual" figures with clothing permanently fused the the bodys.

So this new feature was actually much appreciated.

And while we're at it:

Please add a switch do disable the dreaded "Master Synch", as it seriously messes up JCM creation.

Also undo whatever you did to parenting hair.

I do a lot of custom figure morphs using scaling, so I almost always need to add custom fit morphs to hair props later.

In PP-2014 I can morph the hair using Magnets or the Morphbrush, spawn a new morph, and everything is fine.

In Poser 11 the spawned morph causes the hair prop to re-scale and re-move away from the custom figure's head.

It gets old having to switch between Poser apps just to make a simple fit morph for a rescaled figure.


In German there is a word for this stuff: "Verschlimmbessern".

It's when a new feature what was meant to improve things actually makes things worse.

So whatever "new and improved" feature you come up with in the future, PLEASE at least add a switch somewhere to disable it again.


adp001 ( ) posted Sat, 04 March 2023 at 12:55 PM
JoePublic posted at 6:12 PM Fri, 3 March 2023 - #4457545
I do a lot of custom figure morphs using scaling, so I almost always need to add custom fit morphs to hair props later.

In PP-2014 I can morph the hair using Magnets or the Morphbrush, spawn a new morph, and everything is fine.

In Poser 11 the spawned morph causes the hair prop to re-scale and re-move away from the custom figure's head.

It gets old having to switch between Poser apps just to make a simple fit morph for a rescaled figure.


Maybe the little Script below may help.

Scale , rotate and translate your (hair) prop as you need, use the morphbrush or magnets to deform, then run that script with the modified actor selected. The script will modify the original vertices to reflect the actual form, scale and position. All these dials are set to neutral position. If you used morphs, dial them back to 0 or delete them. All deformation is now part of the props base mesh.

Don't forget to save the prop after running the script!

Here we go:


import numpy as NP
SCENE = poser.Scene()
actor = SCENE.CurrentActor()

P_ROTS = poser.kParmCodeXROT, poser.kParmCodeYROT, poser.kParmCodeZROT
P_TRANS = poser.kParmCodeXTRAN, poser.kParmCodeYTRAN, poser.kParmCodeZTRAN
P_SCALES = poser.kParmCodeXSCALE, poser.kParmCodeYSCALE, poser.kParmCodeZSCALE, poser.kParmCodeASCALE

if hasattr(actor, "Geometry") and actor.Geometry().NumVertices() > 0:
geom = actor.Geometry()
worldverts = NP.array([[v.X(), v.Y(), v.Z()] for v in geom.WorldVertices()])
for vert, (x, y, z) in zip(geom.Vertices(), worldverts):
vert.SetX(x)
vert.SetY(y)
vert.SetZ(z)
actor.MarkGeomChanged()
for code in P_ROTS + P_TRANS:
actor.ParameterByCode(code).SetValue(0)
for code in P_SCALES:
actor.ParameterByCode(code).SetValue(1)
SCENE.DrawAll()
print("Done")
else:
print("No Vertices found")




adp001 ( ) posted Sat, 04 March 2023 at 12:58 PM

For the records: Script works with P11 & P12.




JoePublic ( ) posted Sun, 05 March 2023 at 1:53 AM

@adp001:

Thank you!


adp001 ( ) posted Sun, 05 March 2023 at 7:27 AM

The editor messed with the last lines.

Please download the script from https://adp.spdns.org/FixGeomVerts.py




JoePublic ( ) posted Mon, 06 March 2023 at 10:55 PM

Again, thank you.

BTW, do you have any idea WHY this behavior was changed between PP-2014 and Poser 11?


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