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172 comments found!
yeah that is what it does. you can lock the body parts then pop on a pose, everything will move but the locked parts. you can lock each body part in the menu object | lock actor (in P5) but that can get a little tedious. i had been using someones bodylocks pose set on a pc which recently croaked, took em for granted. that set was great. pose sets to lock half the body, or only an entire arm, unlock everything, etc. really helps you mix up poses like crazy. between that and partial poses, posing get much easier
Thread: .sorry to bug pythonese about visual basic again ... but ... how to make multidi | Forum: Poser Python Scripting
ok wow that does look fast. when i first started i went with read line and then to split, but had some kinda problem with variable type (probably some newbie mistake somewhere) so i went with split all the way.
does this code not just open the two files, right? so how do we compare the arrays? like morphing outside of poser, just perform the math operations on each element? that is where i am stuck on my code. i didn't write the futile attempts i made to get there. but i am seeking to add, subtract, or compare, the x, y and z's of each obj.
thanks for your help,
ec
by the way working on picking up python now...hearing a lot of good about it
Thread: "pinning" dynamic cloth? | Forum: Poser - OFFICIAL
the reason i see to not parent a cloth is when there are 2 layers. i have never seen a cloth collide with a parented cloth, so i never parent either of them. (i usually run 2 layers)
but if i was doing just one cloth i see no reason to not parent it...then you can move the figure around in the scene after the simulattion (just in terms of body, not specific body parts) and not lose the garment or it's simulation
Thread: cant find solution | Forum: Poser Python Scripting
Thread: Who is the best v3 character | Forum: Poser - OFFICIAL
yeah the athletic one is nice but my favorite is 3d dream's kimshara. not as hot on the body, so i dial it differently. but the face and textures are amazing.
http://market.renderosity.com/mod/bcs/index.php
real cheap nowdays too
Thread: 4 videos of Koji, James and Miki relistic head. | Forum: Poser - OFFICIAL
Thread: V4 Cr2 - Many Questions | Forum: Poser - OFFICIAL
hmm i just noticed those products, pose magic and magic magnets. neat ideas. will they work on v4 too?
Thread: seeking excellent human texturing tutorial | Forum: Poser - OFFICIAL
Thread: Enough is enough | Forum: Poser - OFFICIAL
Thread: Another silly question from another silly girlie. | Forum: Poser - OFFICIAL
Thread: V4 dynamic clothing freebie (teaser...) | Forum: Poser - OFFICIAL
i just read that clothify body part tutorial.. i had tried that myself without success...it was the coreographed groups! doh
yep svdl kills i've been using your dynamics for years. i bought many packages, yet yours always better. now i make some of my own. can't wait to see your mesh see how it's done now.
thanks for all you've done over the years
Thread: texture stretching... not good | Forum: Poser - OFFICIAL
when i make shirts and stuff i use cylindrical mapping, and before exporting the model, i define front, back, and side groups. really helps with texturing, eliminated a lot of stretching. also might need to define collar part and sleeve. just chop the texture up until it maps nicely. even if you map the entire front back side at the same time, having them defined separately helps the uvmapper make a nicer map
great looking shirt by the way
Thread: Explicit Image of Sex posted | Forum: Poser - OFFICIAL
Thread: how to keep all the things move on the ground only? | Forum: Poser - OFFICIAL
if you need this as arranging objects on the fly you can open the parameter dials, click on the y dial, and go to settings. change the min and max limit so it will not be allowed to drift from where you need it.
Thread: Extracting frames from an animation | Forum: Poser - OFFICIAL
you will still have to move it in the direction you need it to go though. in hip, or in body, the z (for exapmle) is set in that it will return to that point. i would delete the z frames from one section, then the other to find out which one is holding that motion (not saving this) then reload the animation, figure out the difference in the distance covered in the z from the first step to the last. then reload the animation again for the second cycle, add the difference to the z values in the second cycle. z or x, whichever way, possibly at an angle will make you use both z and x, but just use the calculator and add those values.
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Thread: body locks | Forum: Poser - OFFICIAL