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94 comments found!
Hi, many thanks for replying.
Oh well, I feel so stupid now !
I was so desperate yesterday that I tried to install some ATI drivers which were listed as "mobility" but they promptly shot my system.
And when I used system restore, my german Catalyst Control Center was gone and with it the crossfire mode for my video card.
So, as a final attempt I browsed to the german ACER support website and guess what ?
Despite everyone sayin' that my drivers were the latest and that there were NO drivers to be had from ACER, there WAS a download for my machine.
And it installed a brand new CCC that now let's me fiddle with every little setting my video card has.
Seven settings alone for 3d !
I feel so...professional now. He He.
AND of course shiny new drivers and new OpenGL and Poser-8 now FLIES !
Sure, there might be still some bugs here and there, but I now can WORK while waiting for the first SR.
Thanks to everyone at SM for doing such a great job !
Thread: Poser Pro 2010 beta and Poser 8 | Forum: Poser - OFFICIAL
My first attempt tp download Poser 8 crashed after 5hrs and I couldn't get more than 19kb/s
Second attempt crashed after two hours, no more than 25 to 30kb/s either.
Tried both Explorer 8 and FF 3.5, no difference.
Then I tried Firefox' "DownThemAll" plugin and got constant 130kb/s with no crashes.
Same results for the new and the legacy content.
So, my advice is: Use Firefox and "DownThemAll" !
Thread: Poser Pro 2010 beta and Poser 8 | Forum: Poser - OFFICIAL
Yes, entering the material room was a surefire way to mess up my OpenGL preview.
But I was lucky to find some new video card drivers for my Acer Laptop (Even though everybody said there are no new ones available), all my OpenGL woes are fixed now. :-)
Still once you have entered  the material room, Poser takes it's sweet time changing back to the pose room if you want to leave it again.
Â
Thread: Question re: Creating a hybrid figure | Forum: Poser - OFFICIAL
I think there are several ways to do this, but here's what I usually do :
Load figure A which will donate the head.
Load figure B, which will donate the body.
Make sure both figures are completely zeroed !
Lock figure B so it doesn't get shifted around by accident.
Move and/or scale figure A until the head/neck are in a position where you want them to be.
Export Figure A's head and eyes.
Export Figure A's neck.
Export Figure B's body.
Export Figure B's neck.
Import both necks into a modeller and combine the upper half of the A neck with the lower half of the B neck. DOÂ NOTÂ MOVE ORÂ SCALE the necks or Poser won't be able to weld the new neck back to the head and the body!
Import the new neck into Poser.
Import the A head and eyes into Poser.
Import the B body into Poser.
Export all three objects simultaneously to combine them into a single object again.
14a. Check the new object a file in text editor because some modellers/exporters add a :1,:2,:3 or similar to groups and material zones. Delete those affixes ! (But nothing else !)
Either import the new object into Poser and use the SetUp room to add the joints of Figure B, or edit a copy of Figure B's cr2 to point to the new object.
If the new head is bigger or smaller than the original one, and/or the eyes located differently, edit the rigging with the joint editor to match the new body.
Delete the Figure B head and neck morphs and copy the head morphs from Figure A over to the new cr2 using MorphManager.
Finally use the morphbrush or a modeller (ZBrush works great for me) to smooth/reshape the new neck.
Enjoy your new figure.
Thread: ??? for the pythonheads | Forum: Poser - OFFICIAL
Hmm,
I opened it up in EditPad Lite but I see no line numbers.
Here is the first block without the annotations:
from Tkinter import *
import poser,string
scene = poser.Scene()
class App:
 def init(self, master):
   self.MainButtonWidth = 9
   self.FullActorList = []
   self.DeformerList = []
   self.MagnetList = []
   self.MagnetPairsList = []
   self.FigureSelected = 'no'
   self.FromQuit = 'no'
   self.CloneDone = 'no'
   self.FullParameterList1 = []
   self.Frame4ButtonWidth = 3
   self.Mode = 0
   self.SaveCurrentFigureName = ''
   self.InactiveMags = []
   self.ActiveMags = []
   self.InactiveMagNames = []
   self.ActiveMagNames = []
   self.ReselectMags = 'yes'
   self.UndoDictionary =
   self.UndoCount = 0
   self.MagnetDictionary =
   self.MagnetCount = 0
   self.DummyFont = ('Arial','1')
Thread: ??? for the pythonheads | Forum: Poser - OFFICIAL
Here are the comments, but the only "unusual" I see is the @ in the third line ?
#Â Â Â Script: MagClonerV1n.py
#Â Â Â Author: bushi (PoserPython.com) - bushi@velocitus.net
#Â Â Â Description: This script mirrors magnets on a Poser figure. Â
#Â Â Â Â Â Â Â Â Â Â After selecting the magnets to use, you can either
#Â Â Â Â Â Â Â Â Â Â clone the magnets to the opposite side of the
#Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â figure or delete the selected magnets.
#Â Â Â System: Poser Pro, Poser 5
#Â Â Â Â Â Â Â active scrollbox.
#Â Â Â Â Â Â Â scrollbox.
Maybe I should just try deleting all comments ?
Thread: Question re: Creating a hybrid figure | Forum: Poser - OFFICIAL
"I'm wondering, now, though if this isn't something I could simply correct within Wings..."
Yes you can, but it's tedious work as you have to do it for every single vertex you accidently moved that is part of a seam between two bodyparts.
Use the "scale uniform" command in Wings to move the vertices back to to where they should be.
So if there is a seam between neck and head because you moved the neck, import the head and the neck.
DOÂ NOTÂ MOVEÂ THEÂ HEADÂ !
Do that with every vertex you moved to stitch the two bodypart together again.
The distance needs to be exactly "0" between for every vertex of adjacent bodyparts or otherwise Poser can't weld them together.
Thread: ??? for the pythonheads | Forum: Poser - OFFICIAL
I just deleted the "comment" block and the initial popup is gone.
Still getting another popup when I close MagCloner.
(see pic)
Any idea what I can do to get rid it, too ?
Thread: ??? for the pythonheads | Forum: Poser - OFFICIAL
Problem is, there are only 588 lines in that script !
LOL !
Thread: ??? for the pythonheads | Forum: Poser - OFFICIAL
Thread: Pose Fix Morphs | Forum: Poser - OFFICIAL
Like phantom3D said, MorphLoader Pro in DAZ Studio can do what you want.
I load the figure into Studio, pose it, and export the posed, welded and upscaled object to ZBrush.
Then I'm finished I export the fixed object using MLP to convert it into morphs.
Finally I export the cr2 including the fix morphs back to Poser.
One drawback: Studio's and Poser's joint handling is (slightly) different.
The fix morphs made using Studio will work perfectly in Studio, but only "almost perfectly" in Poser.
So I usually need a little bit of additional MorphBrush work to "fix" the "fix-poses" for Poser.
Works quite well, but of course a "reverse morphing" system based solely on the Poser rigging (especially now that we can have multiple capsule shaped falloff zones) would be even better !
So if you'd write such a system for Poser, I'd definitely buy it !
(Hates bad joints !) ;-)
Thread: Pose Fix Morphs | Forum: Poser - OFFICIAL
"The problem IÂ am used to in Poser is that morphs get applied before the pose, so that any fix to the arm made while the arm is down won't correspond to the fix needed to be applied to the up/zero position arm prior to appling the pose. IÂ want to fix the pose in ZBrush and convert it to a morph. This will require transforming all of the deltas from the local surface coordinates of the posed mesh to the local surface coordinates of the default pose mesh, to the best of my understanding."
The Poser MorphBrush uses a custom channel that applies the morph before the joint deformations.
You can also move a morph manually in the cr2 to be applied that way.
Thread: Pose Fix Morphs | Forum: Poser - OFFICIAL
Actually, they did.
A lot ! ;-)
Less than 5 minutes for both shoulders.
I worked directly on the posed mesh in Poser 8.
No welding, no exporting, no nothing.
Pose the mesh, start Poser's magic wa..., ermm, morphbrush, and just fix anything you want.
Thread: Pose Fix Morphs | Forum: Poser - OFFICIAL
"I don't suppose it lets you export figures without munging the vertex order..."
Studio's MorphLoaderPro can do exactly that.
You export a welded and/or posed figure, safe the pose, then do with the mesh anything you want in a modeller, and finally MLP will turn everything back into a working figure with a nice orderly set of morphs with all joint deformations edited out.
Thread: Pose Fix Morphs | Forum: Poser - OFFICIAL
Hm, no.
Studio has an object exporter that lets you export a welded and/or scaled copy of the mesh.
I actually don't know if that copy has the exact same vertex order as the unwelded original. (I doubt it)
But it doesn't matter, because MLP can take that copy as a whole and translate it back into a useable full body morph for you with basically a single mouseclick.
It "memorises" the original vertex count and order and just restores it to split the welded mesh back into the standard grouped poser mesh.
It then uses that re-split mesh to create morphs for you.
It also "memorises" joint deformations.
If you posed the mesh before exporting, save the pose, then "feed" MLP the pose tile and it will subtract the deformations from the new morphs you did.
Great little tool. Really wouldn't know how to work without it anymore.
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Thread: Severe preview problem with Poser 8 | Forum: Poser - OFFICIAL