Thu, Nov 21, 5:56 AM CST

Renderosity Forums / Poser 13



Welcome to the Poser 13 Forum

Forum Moderators: nerd, RedPhantom

(Last Updated: 2024 Nov 21 12:53 am)



Subject: Okay...am I stupid or something? My Clothing items keeps disappearing...


blackbonner ( ) posted Sat, 26 October 2024 at 9:59 AM · edited Thu, 21 November 2024 at 5:34 AM
Hello fellow Poser Users,

I'm a bit frustrated right now.
I have made a simple Bra and Panty Set for Lafemme in Blender.
To make the clothing conforming, I used the FittingRoom and DEVRIG for LF.
Everything works fine until I want to edit the CR2 File to point Poser into the direction of the original obj file.
Poser loads a ghost into the viewport, the clothing is invisible.
I also deleted the obj created by Poser and replaced it with the original obj which I renamed to keep the path in the CR2 intact.
As soon as refresh the library, the content is unuseable.
To make myself clear, I'm trying this for the better part of the day now.
I followed the video tutorial here on Rendo (LFDevRig2-ApplyToClothing) used the same methode as discribed but still, its not working.
There are only two options left, this part of the program doesn't work anymore, or I'm to dumb to follow tutorials.
Since this is not my first fight with this issue, I tend to the later.
Just to put this to rest once and for all, it would be really helpfull, if someone could check if it is a reproducable bug in the software.

Thanks and greetings from Germany.


DeeceyArt ( ) posted Sat, 26 October 2024 at 12:11 PM · edited Sat, 26 October 2024 at 12:17 PM

First question ... when you created the clothing, did you import La Femme at Poser scale into Blender, and then export the same?

Second question ... if you select the clothing and then choose Zero Figure, does it snap back to the proper shape?  I've been finding that resolves this most of the time.  After that, go into the Properties panel and check all of the conforming options. 

This does indeed appear to be something "new" from what I've seen.  I've run into it myself on occasion, everything gets jumbled on the floor. I saw this happen while trying to develop Dawn clothing, but if it's also happening on LaFemme it's not figure relared.


blackbonner ( ) posted Sat, 26 October 2024 at 2:11 PM

Thanks for answering to my thread.

Yes, I imported LaFemme at original scale. In Poser I used the LFDecRig to fit the clothes and rig them. Therefore I saw no reason to zero out the figure. In the properties panel every box was ticked. 

My guess is, I missed something on the way through the fitting and rigging process.

The strange part is that the outcome is exactly the same regardless if I use the fitting room, or the setup room.

Thanks so far. I will try again tomorrow.



DeeceyArt ( ) posted Sat, 26 October 2024 at 3:55 PM

As I said I saw a similar issue making clothing for Dawn 2. What I eventually ended up doing is I "unconformed" the clothing, zeroed it, and went into the Properties palette to check all the conforming options. THEN I conformed the clothing to the figure. 

Have fun! Let me know if that helps.


nerd ( ) posted Sat, 26 October 2024 at 6:32 PM · edited Sat, 26 October 2024 at 6:32 PM
Forum Moderator

Another possibility is that the original OBJ doesn't have the necessary body part groups.

I'm going to step-by-step a couple of ways to get a manually grouped OBJ connected to your new figure's CR2 without doing any file hacks. I hack Poser files in my sleep but I'm a nerd and I've been doing it for years. So, I'm cheating.

If you let the Fitting room "Auto Group" your original OBJ probably didn't have the correct body part groups.

If that box is checked automatically it means your OBJ didn't have the correct groups when you imported it. Poser needs it groups or it won't be happy. You will always get much better results if you do the groups manually.

So ... if you load the un-modified CR2 does it load correctly? The it's probably missing the groups.

If the unedited CR2 loads, try this ... (I've been waiting for an excuse to post this work flow. This method doesn't use any hacks. Stupid tricks, yes but no hacks.)

Manually group the OBJ

1. Import the OBJ that poser created for the new clothes.

2. You're not going to do the normal un-check everything on the import. Check ON weld identical vertexes.

3. Now re-export that OBJ. Replace the one Poser Created. (Probably in Runtime\Geometries\Character\[What ever you named the figure when you saved it])

4. Choose weld vertexes and preserve groups and materials.

Now the OBJ references by the CR2 you created has welded vertexes. (Like it really should have had all along ... don't get me started)

But, this broke all the weight maps and morphs because the new one has a different number of vertexes. Now to fix the broke CR2, inside Poser.

Re-copy weights and morphs

1, In a new scene load the dev rig. (or whatever your target figure is.)

2. Load your new but now broken clothing.

3. Select the clothes and then go Figure > Copy Joint Zones ... Copy from the Dev rig

4. Figure > Copy morphs ... again from the Dev to the clothes.

5. Save the fixed clothing figure to the library. Do not let poser create a new OBJ. Use the existing one.

Fixed and you never had to leave Poser or hack any files

NOW! Let's do this an even easier way.

When you first import the OBJ from bender or wherever use Poser's grouping tool to create the groups BEFORE you go to fitting room. I did a thread on groups recently. https://www.renderosity.com/forums/comments/4489396/permalink

Group the OBJ before you make the new figure.

1. In an empty scene (use the Developer Workspace) load the OBJ and the Dev suit.

2. Select the OBJ you imported and open the Group Tool

3. Use auto group to create rough body part groups.

4. Auto-group if far from perfect. It will do stupid things like this ...


You don't have to fix the groups. It will still work correctly but ... if you ever need to work more on this figure -- like maybe a morph? You will really wish you'd fixed the groups to be sensible.

The thread I linked above goes in to more depth about grouping figures and how to make nice even groups.

The basic rules are as follows.

A. Every facet must be in exactly one group.

B. Groups must obey figure hierarchy. Only parent and child groups share a border.

C. Sibling parts, left and right limbs for example can not have a common border. (Well they can but stupid file hacks are required so just don't)

D. Grand parent parts can't share a border either (Abdomen group can't touch a shoulder group)

Once the groups are good export the OBJ file. preserving groups and materials.


This becomes your "Original" geometry. It has the necessary body part groups.

1. Use this OBJ when you do the fitting room or setup room as you normally would.

2. Save the new figure to the library. Poser will want to create a new OBJ in ...\Runtime\Geometries\Character\[whatever you name it] Let Poser create the file.

3. Immediately, before doing any work on the new figure replace the OBJ Poser exported with the one you manually added groups to.

4. In a new scene reload the CR2 (now using the manually grouped OBJ)and a Dev rig

5. Finally use Figure > Copy Joint and Figure > Copy Morphs to fix up the new figure.

6. Save the new figure to the library. Do not let Poser create a OBJ this time."Use existing OBJ"

I hope this helps somebody.


blackbonner ( ) posted Sun, 27 October 2024 at 3:42 AM

Oh Boy!

What's next? Handwriting obj files? (I'm joking, of course)

That is a lot of points to observe, it's pratically a road map to frustration and failure, right?
I will sit through this advise and follow it point to point until I have a positive result.

Thanks for answering my quesitons.
Keep you posted.



blackbonner ( ) posted Sun, 27 October 2024 at 7:39 AM

Phew...
I think I got it right this time.
After importing the original object, I sent it to the setup room, loaded the LF2DevRig and assigned the bones I needed.
Despite the initial advice, I chose auto grouping to have something to work with.
With those rough groups in place, I edited them nice and clean.
Back in the pose room, I renamed the piece.
The next step was to save the thing to my library and clear the viewport.
I then imported the object file with the recommended settings and did the same as I exported the file, overwriting the original object file.
Back in Blender, I imported the object file created by Poser and checked the weld and groups and BINGOOOO!

It worked!


Now I can die in peace. ;)

Just one additional question if I may.
I learned that the new garment works better if it inherits the joint zones from LF2DevRig instead of LaFemme2.
I checked this and it is indeed true.
My question would be whether it makes sense to add this step after rigging and before saving the part to a library.
Are these joint zones saved during this process?

Anyway, thanks for your help.

I will write this process down so I never have to ask this question again, I promise.
Greetings from Germany


nerd ( ) posted Sun, 27 October 2024 at 8:13 PM
Forum Moderator

Yes, absolutely use the DEV rig. That's exactly why it's there. There's a whole bunch of "way easier" built into the DEV.

1. It's just a little thicker. That makes it closer to the actual size of most clothes so the weights will copy better. Less manual touch-up on weight maps.

2. It doesn't have all the dependencies. If it did JCMs and Morphs could double up when conformed. You don't need to clean that out of clothes.

3. It has no IK. Clothes can't have IK. You don't have to remove it.

4. It's more polygon dense. That means more reference vertexes when copying joints and morphs. Less manual clean up, again.

5. Rig has already been tweaked to conform better that just a clone of the base figure. Even less touch up.

6. No ghost materials that need to be cleaned out.

7. Extra body parts not used for clothes are removed. (Eyes, face controls)

8. Body control chips removed. They're not used for clothes.

9. Probably more I forgot even though I just did l'Homme2's DEV rigs.


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.