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195 comments found!
I think your on to something, though. Higher poly (vertex) density on the edge, and lower in the middle. If your machine struggles with it, perhaps you can post it to freestuff for someone else to try.
Thread: Small Poser Related Chuckle of the Day | Forum: Poser - OFFICIAL
Yeah, I would have trouble thinking about Micheal and Stephanie getting together...I mean, really, they share the same mesh! They're like brother and sister, right? Isn't them getting together like, well, incestual or something? I have similar experiences to what's been described. I look at hair and faces MUCH closer than I used to. I compare eye shape to nose size to mouth width, and look at what texture flaws need to be fixed. Just think, in 20 years or so, geneticists will be doing for real what we do virtually...
Thread: P4 Clothes in the P5 Cloth Room | Forum: Poser - OFFICIAL
I have gone through all the P4 Female clothes I have access to to determine if they could be used as dynamic clothing. With dynamic clothing, they don't have to fit to begin with because it's fairly easy to get to them to fit (see SergeMark's PoserFashion web site for details). As mentioned, you have to start with the object mesh. I have been able to simply import the object mesh from the Geometries directory on many clothes, but for some, it was necessary to export them as an object then import it. Be sure to set the "weld" option. Not all clothing meshes are "clothifiable", so you have to test them before trying to fit them. The technique I use is to import them alone in the seen, set up a cloth simulation of 15-30 frames, and set collision to be with the ground only. Then run the simulation. If P5 sits and does nothing but spin it's wheels, then it's likely there is a mesh problem and the cloth can't be clothified. If it moves at all, you can probably use it. Even with this, I've found some clothes that looked promising to this point fall apart when placed on a figure. Many clothes that look connected when conforming have elements that are not truly welded and can't be welded by the import. Buttons and bows fall off, meshes split, skirts separate from tops, etc. The one's that have worked for me so far are: Serge's long dress 1 Serge's pleats 'n folds dress 1 GaryT's lace dress PhilC's cheongsam dress PhilC's classic wrap P4F thin strap Uthena's dress (tricky to resize however) Good luck!
Thread: MIDI-powered Player Piano | Forum: Poser - OFFICIAL
Thread: Satyr? | Forum: Poser - OFFICIAL
I have a pz3 pulled from (I believe) 3D Comic Collective (back when they were around) that is based on the P4 Male. Could email it to you if you were interested.
Thread: *** Posette's Measurements - P4 *** ........... taken | Forum: Poser - OFFICIAL
Now, Doctor, are you going to apply these learning to Victoria? Curious minds want to know....
Thread: You know you're addicted to Renderosity when... | Forum: Poser - OFFICIAL
That entertainment thing...I'm guessing that's why there was a shortage of knights and virgins? (or is that a shortage of virgins because of the long knights...) (sorry, it had to be said) :-)
Thread: Help - CRACKS in dress | Forum: Poser - OFFICIAL
Thread: Need help understanding object distortion during rendering | Forum: Poser - OFFICIAL
Oh, wow, they have some beautiful gems, don't they? Man oh man, candy shop time... I hope they render as nice as they look...
Thread: Need help understanding object distortion during rendering | Forum: Poser - OFFICIAL
Thread: anyone know what Vicki 3 will be like? | Forum: Poser - OFFICIAL
That genitalia stuff is overrated anyway. The real question is: will she look good posed in a temple with a sword? :-)
Thread: Need help understanding object distortion during rendering | Forum: Poser - OFFICIAL
Attached Link: http://home.wi.rr.com/zenmanorg/GemRenderedP4Renderer.jpg
Okay, tried rendering with the P4 renderer. Quite a difference.I'll look at it in UVMapper, but don't understand what that would do to it. Not sure how to "split vertices".
BTW: The gem is from the DAZ3D "DragonHoard" collection; I'm guessing a DAZ modeler built it.
Thread: Need help understanding object distortion during rendering | Forum: Poser - OFFICIAL
Attached Link: http://home.wi.rr.com/zenmanorg/GemRendered.jpg
... and here it is rendered. Note the distortion outlined by the floor surface.Thread: BVHMotions | Forum: Poser - OFFICIAL
Theoretically, BVH files will work with every figure; they are supposed to be standard. As usual, the reality is that BVH files can vary quite a bit in how well they work with a particular figure depending upon what motion house and motion software created them. There are multiple implementations of BVH motion capture systems that differ in their final results despite BVH being a "standard". The files will vary in what the call the body groupings, and to what extent they move the groupings. You can do some manual editing on the files (as they are ASCII) but it requires some minimum experience with a text editor. As mentioned, the best way to avoid headaches is to only use "poser-approved" BVH files; there are a couple web sites that sell them (as well as DAZ3D).
Thread: BVHMotions | Forum: Poser - OFFICIAL
No, you're doing it correctly. It's just that the BVH file has set the figure's hip X,Y,Z coords to be somewhere else in your poser space. You just have to find him. Back out, turn around, etc. until you do. To move him back to center, you can adjust the X,Y,Z of the "body"; there are some gotchas when doing this, but if you're careful, it usually works.
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Thread: Hi-Res SkullCap Test | Forum: Poser - OFFICIAL