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489 comments found!
This thread was started a long time ago, but every new generation of users runs into this frustration that has not been fixed through the generations of Vicky.
Two quick ways to get rid of those plastic-looking eyebrow shields (and I still don't know why they must be there):
-- In the Material Room, select Eyebrows and make sure Transparency is set to 100%. For some reason this gets reset to 0% when Vicky is made invisible and then visible again.
-- In the Pose Room, select the Eyebrows body part and switch to the Properties tab. Put a check in the Invisible box. This can also be accomplshed in the Hierarchy Editor if you work with that open most of the time.
Thread: Restructuring my runtime--possible pitfalls? | Forum: Poser - OFFICIAL
It never made much sense to me that Poser can search through a runtime for a texture that has been moved, but is clueless about OBJ files if they are not in the exact location specified in the .CR2 or .PP2.  Even move it to a subfolder within the same original folder  and Poser has no idea where it is.
Perhaps one of those archaic practices that just never changed with the times... like vendors who continue to label_everything_like_this, as if they're working on an old DOS-based 286 that can't recognize blank spaces.
Thread: Morphs not deleted, just hidden? | Forum: Poser - OFFICIAL
Quote - You will not normally find anything useful in this regard in the valueParm (FBM) channel. The slaving code linking a morph to a valueParm is in the targetGeom (morph) channel itself.
Actually, IÂ meant I'd go into the Master Parameter by clicking on that little icon next to the dial and removing any dependent parameters I see in the dialog window.
That's cool that there is a line for the REM file that can clean up any dependencies. And I suppose it does no harm if there are no dependencies, so I can just include it in all REMÂ files. Thanks.
Thread: Morphs not deleted, just hidden? | Forum: Poser - OFFICIAL
Great info. I didn't know that about slaving coming back to haunt me if I ever stick a morph in that channel again. That might explain some of the weirdness that happens when I delete a morph and put a new one in the same channel. I need to remember to go to the FBM dial, before I delete the morph, and edit out any dependencies so they won't be multiplied by the dependencies created in the new FBM.
The Poser manual should tell us this, and not assume users will never make their own morphs. So much of what is useful knowledge about Poser seems to be word of mouth, learned by trial and error, rather than explicit instructions.
So the REM example IÂ posted seems to be a good and proper one. It sets the name to "-", it hides the dial, it deletes the morph deltas. A line to remove dependencies would be useful, too!
Thread: Morphs not deleted, just hidden? | Forum: Poser - OFFICIAL
Thank you. What's the point of the "hidden" line? If the morph is deleted, what is there to hide? A dial with no name that doesn't do anything? Why isn't the dial deleted, too, not just hidden with a hypen for a name?
Thread: OT - Rate the new marketplace look | Forum: Poser - OFFICIAL
I like the organized look, but some products look like they don't have any description whatsoever. Does the main picture represent a piece of clothing? Or a texture collection?Or some poses? A hair figure? A V4 character, perhaps? And I think that's because some vendors put their information under "Editorial" instead of under "Description," which is the default tab you see when you open a product.
Of course, that doesn't matter with those vendors who don't believe in descriptions anyway. :)
Thread: Will Facebook Eat Renderosity and DAZ's Lunch? | Forum: Poser - OFFICIAL
Quote - I'm just wondering how much longer sites like this will be around.
How long will 3D sites be around? As long as there are people using 3D products, IÂ suppose. To me, selling 3D on Facebook is like selling any very specialized item at a 5,000-acre general flea market with everything under the sun for sale. The odds of someone needing your specalized item walking up to your table are much smaller than if you're selling at a 3D-specific venue.
But good luck in your venture. Just be ready for spams & scams.
Thread: delete new master parameter? | Forum: Poser - OFFICIAL
Well, if it's a Full Body Morph you can't do it in the Parameters Panel, because Delete Morph is grayed out for some reason when it's in the Body actor instead of a body part (at least in Poser 8). But you can do it in the Hierarchy Panel. Make sure Show Parameters is checked so you can see the dials in Hierarchy, then select the parameter in question and hit the Delete or Backspace key. Just like deleting anything else in Hierarchy.
Thread: Morphs not deleted, just hidden? | Forum: Poser - OFFICIAL
Here is a REM file that came with one of my character morphs.You see the only thing with a 1 next to it is "hidden,"Â so IÂ thought that was the extent of its action. And the morph did seem to linger in the character when I tried to inject a modified morph of the same name into that channel after deleting the first one. This REM file seems a bit different than your example. For instance, yours does not include the "hidden" line.
Â
version
{
number 4.01
}
actor head
{
channels
{
targetGeom PBMCC_42
{
name -
hidden 1
indexes 0
numbDeltas 0
}
}
}
}
Thread: Script or easy way to delete / organize Materials ? | Forum: Poser - OFFICIAL
Quote - [The "Remove Detached Nodes" script will not get rid of unneeded material zones which I think is what the OP is talking about.
Yes, IÂ know it doesn't delete material zones. It deletes unused materials, which is what the OP said he or she wanted to do. Unless I misunderstood and he or she meant zones.
If the idea is to consolidate a bunch of material zones because many of them have identical texture/shader content, that's easy enough to do with the Grouping Tool. Be warned, though, if you pick new names for your zones instead of using existing names, the textures will be gone and you'll have to re-apply them in the Material Room.
Thread: Script or easy way to delete / organize Materials ? | Forum: Poser - OFFICIAL
You can delete them right in the material room. If they are unused textures just floating around taking up space, replaced by other textures perhaps, all the orphaned textures can be removed at once by using the the shortcut button on the right-hand side in the Mat. Room. It's called Remove Extra Textures, or something like that. It cleans out all textures not connected to nodes (not being used in the prop or figure, in layman's terms).
Thread: Create and Import Morphs | Forum: Poser - OFFICIAL
It's not my technique, it's Smith-Micro's. I'm merely following directions. Not sure why it doesn't work for you, or how you export a morphed shape as an OBJ without clicking Save As Morph Target.
As for including groups, there is certainly no harm in doing it. For me, it's unnecessary if all I'm doing is exporting one morphed body part because I just select that part of the body when I load the morph target.  For a full body morph or several body parts, groups should definitely be included so Poser can sort out what goes where when the morph targets are loaded.
Thread: Create and Import Morphs | Forum: Poser - OFFICIAL
Quote - Export options should either be none or just "include existing groups in polygon groups"
You need to click "Save As MorphTarget" as well. Indeed, it is the whole reason for this method.Â
You don't even need to click "Existing groups" as long as you have the head (or other target part) selected when you import the morph target. "Include existing groups" merely tells Poser where to put the morph if you select a random body part or the whole body instead of the part you are working on.
By the way, if your head morphs make any changes to the neck, be sure to include Neck when you export (or save as a dialed pose).
.
Thread: looking for tutorial to make clothes super conforming | Forum: Poser - OFFICIAL
Superconforming is when the clothes automatically match the figure's morphs when you load it into the scene. So V4's "Tummy Out" dialed to 1.00 will be set that way in the clothing.
Of course the clothing must HAVE the morph in order to match the figure. For example if V4 has Amazon dialed up and the clothing doesn't have the Amazon morph, nothing will happen for that morph.
I believe they must have the same names, as well. At least internally.
I too would like to know how to set Superconforming, if I do not have a utility to do it for me.
(Before someone suggests that Poser 8's SR3 includes a function to superconform a piece of clothing... It doesn't work properly yet.)
Quote - Hey cheerio,
Um, gotta axe ... whatza dif 'tween "conforming" and "super conforming?"
Inquiring minds want to know.
cheers,
dr geep
;=]
Thread: Create and Import Morphs | Forum: Poser - OFFICIAL
It's strange that Poser includes the Ground by default; you have to de-select it. That's how it works, too, in the Subset dialog boxes elsewhere.
Why on earth would anyone want to export the Ground (a grid of lines at ground level) along with their OBJ? But that's the default.
Sometimes I wonder if someone who actually uses Poser picked some of the defaults in the program. Such as the Rotate tool being the default tool when you launch, instead of the much more commonly used Translate tool, which was the default until P8. Or the way-too-skinny scroll bars that are a challenge even with high-resolution mice.
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Thread: Victoria's Eyebrows | Forum: Poser - OFFICIAL