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2,534 comments found!
cnolte posted at 10:53PM Fri, 01 January 2016 - #4246425
I totally second EldritchCellar’s suggestion to avoid using the PHI editor. It won’t save you any time. The model will load in Poser with the bones in scattered orientation. You will have to spend more time in the JP editor sorting things out.
Good luck!
I don't believe that's a logical reason why not to use PHI Editor. You are going to have to create bones one way or another, if you create them inside of Poser then you are left with naming them correctly and then creating your hierarchy after that...the naming and hierarchy is done for you with PHI Editor. Yes, you have to manually place the bones inside of Poser but using orthographic view ports this usually takes me 5-15 minutes depending on the skeletal structure.
Comitted to excellence through art.
Thread: Dark Matter props | Forum: Poser - OFFICIAL
Thread: What Are You Currently Working On? Share It Here! | Forum: Poser - OFFICIAL
Thread: Game Development | Forum: Poser - OFFICIAL
I've had a few conversations with people about this subject, and though I personally see the promise in using game engines; particularly cry and unreal because of their lighting and animation capabilities, the end user market is really geared more towards recreational artists and make art button pushers. For those that really know what they are doing in regards to figures, rigging, etc...it's just as easy to create what you want yourself and go from there.
Some would consider that re-inventing the wheel but there is more involved than just pressing fbx export.
Comitted to excellence through art.
Thread: PPro2014 Calc DoF Focal Distance off? | Forum: Poser - OFFICIAL
Thread: Poser characters rendered in Maya | Forum: Poser - OFFICIAL
Scott, you don't need a plugin; a plugin just makes things convienant for you. Everything you need is already in your possesion. Export from poser as a obj file. Import to Maya/Max (scaling up) and apply materials using the same maps that Poser uses. Then apply Maya/Max lights and render.
Good to go! :)
Comitted to excellence through art.
Thread: Normal Map Problems | Forum: Poser - OFFICIAL
Thread: Normal Map Problems | Forum: Poser - OFFICIAL
Paul, normal map creation is a fairly straight forward process. I haven't used the PS/Nvidia plugin so I don't know. With Poser you want Tangent. Normal maps do work inside of Poser and have for quite a few years. Don't be discouraged, keep at it.
In regards to map seams yeah that's a bitch ain't it? That's why seams are usually hidden, inside of thighs, under arms, etc. If you want seamless maps then you are going to need more ammo than a PS/Nvidia plugin (3dCoat, Zbrush, etc)
Sorry I can't be of more help to you, best of luck.
Comitted to excellence through art.
Thread: Pose problems after deactivating IK | Forum: Poser - OFFICIAL
Thread: Exploding morph ! | Forum: Poser - OFFICIAL
@Image-Edit just a suggestion because it sounds like your work-flow is going funky somewhere.
Export V4 (or whoever you are using) out of Poser and into your modeling/sculpting program and DO NOTHING! Just turn right around and export that sucker out of there. Now re-import that obj into Poser as a morph target.
If it blows up then your app is screwing with the vertice count. If it doesn't you are good to go.
If you are using multiple apps then do the very same thing as above just add one app at a time to the workflow until you find the problem.
Easy-peasy!
Comitted to excellence through art.
Thread: Normal Map Problems | Forum: Poser - OFFICIAL
Attached Link: NividiaNormalMaps
Here you go. Make sure before you create your normal map that black is inwards (crevice) and white is outwards (convex).Comitted to excellence through art.
Thread: Normal Map Problems | Forum: Poser - OFFICIAL
Thread: Normal Map Problems | Forum: Poser - OFFICIAL
Thread: Normal Map Problems | Forum: Poser - OFFICIAL
Thread: Setting the origin for a figure | Forum: Poser - OFFICIAL
Ahhh, okay I think I see what you are getting at.
The origin of an object can be set/adjusted in the SetUp room or by opening the JointEditor in the Pose room, move your cursor over the green crosshair until it turns into a bullseye...but it sounds like you have that down.
The position that an object comes onto the stage is how that obj was modeled in regards to the oreintation of the x,y,z axis and position. Aiko was modeled to come onto the stage at that position, okay? Now can you change that? Sure, there are a couple of ways but one way is to import your obj file onto the stage, position it as you wish, now export that obj file. You have just locked the x,y,z positioning of that exported obj file. Now when you import that obj file it will come onto the stage where you positioned it.
There are other ways to lock in the positioning of an obj too.
Comitted to excellence through art.
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Thread: Pipeline Question: Rigging Non-Human Character in Poser Pro 2012 | Forum: Poser - OFFICIAL