Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 07 11:07 am)
Dave I've just been having simaler problems with a prop I've built. Everything looks fine in my modeler, but when I get it into poser and render, I get holes just like that. I've traced the problem to 2 different stages. The first seams to be a problem I introduced when I put the model into lightwave and reduced the number of poly's. The second is how the model was converted to obj. This problem had me crying for over a week, before I said sod it and went with my high poly source model. In the end I just used the free version of painter 3d that came with poser to convert my model before running it through uvmapper. Problem number 3 looks just like parts of the poly reduced version of my model. In my case I think, it was an artifact of the poly reduction process. What kind of process you went through to get your model in poser ? Don't know if this is any kind of help, or just going off on a long tangent. Thats life when your borde at work. Kris
Problems 1,2 and 4 definately look like you've got a few polygons reversed. Problem 3... hmmm... that's an odd one for sure. It looks like some problems I've seen with triangulated meshes (as opposed to using mostly quads), but I've never seen it quite that severe. It's kinda tough to guess much about it without seeing the mesh itself. I'd be willing/interested in taking a closer look if you can't figure it out (spanki@mindspring.com). BTW Kris, I've seen people mention several times - "the free version of painter 3d that came with poser" .... was this only included prior to Poser 4? I don't seem to have any Painter program on my disks.
Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.
In addition to reversed polygons, you might have degenerate polygons (ones that form a line) or polygons where the first three points in the polygon form a line. This is important because some renderers (and this would seem to include Poser's) use the first three points in the polygon to calculate the direction of the normal. If your first three points are colinear, you get weird normals, and the polygons show up as dark spots that refuse to take a color or texture. UVMapper Pro will detect and correct degenerate, reversed, and colinear polygons if you ask it to. I don't remember whether or not UVMapper Classic does the same thing. Lynn Grant Castle Development Group
"I've seen people mention several times - "the free version of painter 3d that came with poser" .... was this only included prior to Poser 4? I don't seem to have any Painter program on my disks." I have an older copy of Poser4 (pre-CuriousLabs), and Painter 3D is on one of the disks - I've heard very little that's positive about it, so I've never even installed it.
heyas; just a note about the painter 3d for poser 4. painter and poser were, at that time, both metacreations products. when mc ditched all their proggies, painter and poser went their separate ways. so, if you got the curious labs version of poser 4, i believe the painter 3d is NOT included with it. i don't believe it ever came with p3.
Spanki I bought Poser4 before MC sold it back to Curious. Personaly I only use it as a mesh converter. It's very clunky version. The import & export menu's just have "XXXX" where the mesh format should be. The obscenities I muttered whilst working out which was which. But having said that, Unlike some converters I've tried, It never crashes. Kris
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heyas; p3d (if you got it for free) ain't half bad.... it's 3/4 bad. it CAN be useful, however, if you use it with your regular 2d painting proggie. i have a tutorial on how to effectively use the sucker, on my site. it even tells you which xxx is obj import ;) if you paid for it, i pity you. ;)Just my 2 cents' worth : It's not the 3D painting that's important - it's the UVmapping. Sure, BodyPaint and Deep Paint can do fantastic things - but so can Windows Paint, IF IT'S GOT A NICE, DISTORT-FREE MAP TO WORK ON. BP and DP can make such maps, but they tend to be useless WITHOUT the 3D painting app (the optimized maps are fragmented). A good UVmap (buy UVmapper Pro, it's a steal at the price) can be used by both you and anyone else with a painting app, any painting app. Personally, I admire BP and DP, but I wouldn't buy them until they are everyone-has-it apps. On the other hand, I'd pay handsomely for any app that made it automatic to derive a nice, flat UVmap from even the most complex object.
heyas; good job, dave. what did you do? :) i use p3d on my templates, if i want to draw guidelines. for example, if i want to make a tiger or zebra-striped thing, i might draw the stripes on in p3d as a guide, for painting over in photoshop. but i only ever use it if i need to paint over seams. (or fix seam alignments.) you can draw/paint right on the model with it, but what drives everyone absolutely batty is that when you go over a seam, p3d drags your paintbrush all the way across your canvas to connect it to the other area of the mesh. so you can't really paint a continuous line around a limb, say. if you try, you'll get a huge streak across the whole image, crossing other parts of the mesh and all, and messing everything up. the way i use it, i sort of 'sneak up' on the seam on the model, and put guide dots where the stripe would align on either side. it isn't bad for a 2d app, just painter is not my forte', so i can't make it work as well as i'd like.
RE P3D: One problem with P3d is that it came without a manual. and it's buggy as heck. my major gripes with it are: 1)if you scale the model upwards you can't get it to scale back down. 2) the xyz axes to turn the model with the trackball are all screwed up. 3) And possably the most important - if you try to draw at the seam between front and back it messes up bigtime. (bloodsongs tut helps with this one but it's still frustrating.) Is it worth installing? depends: How patient are you? Do you want to run a program that acts like it was programmed by a six year old kid? How patient are you?
I went back to my original OBJ before I split into body parts. Reworked the trim mesh so that it had more points to deal with when I thickened it. That way the transitions were smoother. In the jacket area I either connected points that were leaving an open gap in the mesh or I deleted the points and added in new ones. Then went back to UVMapper and set up my groups and materials. Brought it into Poser, sized it the way I wanted and then exported out of Poser.
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