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104 comments found!
yup i don't like the "new" sara much...she's better in function but looks nowhere near as good... if anyone remembers my "detooned sara" project to be called "katie",[i posted a few shots of her here].it was nearly finished and then abandoned due to the new mesh.i can't make this new one look good and i couldn't see the point in releasing a mod for a figure you couldn't get anymore and causing all sorts of confusion...a lot of work is still sitting unused on my HDD while i await the enthusiasm to reinstall the old file and use her in my own projects...IMO the original mesh should have been regrouped and given the fixes,and it did need some,but it should have been retained
Thread: Smoothing morphs?? how to make | Forum: Poser - OFFICIAL
one further tip that may be helpful is to use "soft selection" on the selected vertices to keep from getting an abrupt edge outside of the selected vertices,the soft selection will allow you to "fade" the effect into the rest of the mesh,with vertices outside your selection being less affected according to distance
Thread: Smoothing morphs?? how to make | Forum: Poser - OFFICIAL
yes...it's the relax modifier,it works just as you asked...fiddle with the value to get the right amount
Thread: How do i create morphs for use in poser 4 | Forum: Poser - OFFICIAL
i use 3DSMAX for the scale issue...in the OBJ2MAX import plug set the import scale to 100...in the MAX2OBJ export plug..set the scale to .01...and the scale problem is fixed,it's scaled up plenty big enough to work on and see in max and scaled back down on the export.the plugs "remember" the settings as well so once it's set,it's good to go and you can import/export all you like. that said Max is a plenty powerful prog if you know how to use it...but,i make a lot of morphs in poser using magnets,once you get the hang of it they work really well,max is better for certain things sure...but poser's magnets are a fantastic tool,it takes a bit of effort to duplicate their effects in max!don't automatically assume you can do better in max or xsi,for the types of changes you generally need to make magnets are often the easiest,quickest and best way to go!!
Thread: How to export a "good" obj. file to import into 3dmax to creat morphs? | Forum: Poser - OFFICIAL
glad it worked for you..i was on my way out the door and should have explained it better the first time
Thread: How to export a "good" obj. file to import into 3dmax to creat morphs? | Forum: Poser - OFFICIAL
damn i hate it when somebody posts a message while i'm typing and i have to type things twice!!!this was a long message...sigh basically what i was saying tho[trying to clear up what i said earlier while in a rush]..is if you want to modify aiko you'll have to make your morphs on steph's head since she's the base model and the "zero state" for aiko..if you export,modify and then reimport aiko's head,you'll double up on aiko's features..if you had an "aiko" dial it would look like you set it too "2" now for the 3dsmax magic tricks...or how to modify one mesh while looking at another in ten easy steps 1.import steph's head into max from her base obj in your poser/runtime/geometries folder 2.import a copy of a previously exported "aiko" head into the same max scene..you now have two head's in your scene,stephs original and aiko's right? 3.select steph's head and add max's "morpher" modifier to it 4.in the morpher mod select the first channel and use the "add from scene" function to select aiko's head... 5.hide aiko's mesh and set the "aiko channel" on stephs head to 100...now steph looks just like aiko right? 6.add an "edit mesh" modifier to steph/aiko's head on top of the morpher mod 7.modify steph/aiko all you like as you normally would 8.now that you're happy with how aiko looks...drop down the stack and delete the morpher mod from steph...now you should have a modded steph right?collapse the steph mesh's stack to an editable mesh 9.unhide aiko's mesh and delete it from your scene 10. export your new aiko morph to poser now ain't 3dsmax a nifty prog?this also works for any other custom characters whose look is quite different from the base model they're derived from...
Thread: How to export a "good" obj. file to import into 3dmax to creat morphs? | Forum: Poser - OFFICIAL
hmmmm i think you likely have to use stephanie's base head to make a morph since she doesn't have her own .obj...as the aiko figure is already morphed,if stephanie is actually the "zero state".exporting and making it from aiko's head would just double the "aiko" effect ... is there an "aiko" morph dial for the head?setting it too zero when importing your morph may work if your's is a full head/face morph... you could also export steph's AND aiko's head to max,make your changes to steph's head,then to check if they achieve the effect you want,use Aiko's head as a morph target inside 3dsmax to see the final result before exporting it out..just remember to delete the morph modifier from the stack before you export steph's head...be a bit more complicated but should work
Thread: Looking for a Monocle.......has anyone seen one? | Forum: Poser - OFFICIAL
email,file and IM sent lol...mine's from scratch,it's yours,i hereby grant you full and unrestricted rights to do WHATEVER the heck you want with it..now how's that for a EULA?
Thread: Looking for a Monocle.......has anyone seen one? | Forum: Poser - OFFICIAL
Thread: illuminating thought on possible Poser python script for light hack | Forum: Poser - OFFICIAL
it is do-able...at least in other programs..what you need is a better set of options to set for the light,so you can define what objects it affects...a setting i think poser lacks..at least i haven't seen it..poser's lighting is actually fairly primitive in comparison to most prog's.in most other 3d programs you can just tell a light to affect this or that or exclude this or that object and there you go...it does seem simple enough but i don't know how or if you could implement it in poser...it seems like it should be simple,and i could be wrong,but i bet it's not,something tells me you're going to run into poser's hard coded lighting model
Thread: shhhh...i think Sara just noticed | Forum: Poser - OFFICIAL
lesbently- do you mean Sara?she's Darkwhisper's work and yes she's free...the link to the base figure is available in the forums over at daz3d. Sara doesn't look quite like this out of the box tho. :)in this pic she's sporting some face morphs i've made for her,i've taken to calling her "Katie" :)there'll be a free cr2 for Sara with the Katie morphs included quite soon i think...it's just in the final stages of being tested by others for possible glitches/improvement/feedback before release,then i just need to find a place to host her...in the meantime anyone that wants to try her out as is...IM me and i can email a copy :)
Thread: "Shazaming" another figure... | Forum: Poser - OFFICIAL
how are you scaling it?if you're using just the body part scale dials...you might want to try a magnet,select the hand and create the magnet,then go to the magnets's properties and include all the finger parts for that hand as affected parts as well,ceter the mag base on the hand and make sure that the zone is good and big[100%]and then use the mag's scale dial...alltho i've never tried it on a full hand,i've often gotten good results using this method with other figures that presented this sort of "broken" scaling problem..
Thread: how do u create morphs in 3d studio max for poser 4 or 5? | Forum: Poser - OFFICIAL
first thing you need is the habware .obj plugins[obj2max & max2obj] to get poser objects in and out of max..they're free and you can get them here: http://www.habware.at/duck3.htm poser objects are very small,so you might want to set the scale in the plugin dialog..scale em by 100 in the import plug and back down to poser size by using .01 in the export plugin's dialog. to import a mesh from poser to make a morph,select the obj for the figure you want to work with,the plugin will present you with a list of all the body parts,pick the ones you want to modify and import them to max... ok now you got a head or body part or whatever in max...and the sky's the limit,you can use any tool or modifier you like..but don't change the position of the mesh in 3d space and don't use any tools that either delete or add vertices or otherwise change the mesh,you can change the shape all you like but not the mesh's structure or it's overall position..does that make sense? some of my favourite modifier's to use- the freeform deformers[FFD's,they have a lot in common with poser magnets but are more flexible],any of the parametric deformers are good too,push/relax etc...you'll probably want to work in vertice mode for most stuff with these types...you can also just select vertices and move them around manually till you're happy...ok finally when you're done..if you have any modifier's in the stack collapse your mesh back down to an "editable mesh" and export the body part out as an .obj to whatever directory you want to load them from in poser.. that's the basic technical stuff,actually producing the morph so it looks like what you wanted is up to you and depends on your skill level with max :)
Thread: de-tooning Sara WIP | Forum: Poser - OFFICIAL
wow thanks for all the positive response's...a girl couldn't ask for a better "coming out" party :) yes clothes/texture's/hair are all from the various daz pack's,the backgound was two minutes in PSP,and she was rendered in p4 i have no problems sharing her,but for those that asked,your gonna have to wait a bit,Dr. Max has asked her in for a follow up visit,there are some slight post operative complications that need to looked after...but she should be ready to travel in a few days :)
Thread: Does posing ever get easier? | Forum: Poser - OFFICIAL
in agreement with some other's post's...the first thing i do is go through whatever character i'm gonna use and reset the limits properly..knees and elbows do not flex side to side in real life for example so the first thing i do is turn on and set the limits so they can't move in impossible ways[double click on the dial in question]...and then try to limit the rest of the parameters to a normal range of motion in all the actual possible direction's that they really can move...with that done,you can still get bizarre and even unnatural looking poses...but at least you know something is just "off" somewhere else...you character won't have broken and dislocated bones,it just needs adjustment
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Thread: Drowning in SARAs!? | Forum: Poser - OFFICIAL