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50 comments found!
Quote - You need to uncompress it.ย A cr2 is plain text...
Can't believe this but I am going to ask for a step by step way to uncompress it?
Thread: How To Change Figures UV Map? | Forum: Poser - OFFICIAL
I got the textpad you talked about and still see this stuff. How do I make it readable in order to edit it?
Thread: How To Change Figures UV Map? | Forum: Poser - OFFICIAL
Quote - You could export the zeroed figureย as an obj, but you could simply use the one on disk.ย The compressed one for Sydney is called SydneyG2.obz, and lives in your Poser content folder under runtime/libraries/sharacter/people/SydneyG2.ย The compressed cr2 is SydneyG2.crz.
ย
Once you have the obj, here's how to map it using Uvmapper...
http://www.uvmapper.com/tutorials/tutorial_classic_win.html
ย
Be sure to work on copies of the original...
I got the obj remapped but am stuck on how to edit the cr2. I open it in notepad and it has A LOT of funny looking letters. How do I edit it?
Thread: How To Change Figures UV Map? | Forum: Poser - OFFICIAL
Quote - The UV mapping is part of the .obj file.ย You would first remap it and then make a copy of the cr2 and, usingย a text editor,ย change the two .obj references to point to the remapped one...
ย
EDIT; the native Poser files are compressed, so you will need to decompress .obj the .obz file for whichever figure you are using before you can remap it, and the .cr2 from the .crz before yopu can edit it.ย There is a script on the Scripts menu to do this, or you can do it in 7-zip...
Thanks, I think you know exactly what I want to do. But I am a little confused as to the actual process. Do I first export the G2 figure from poser as an obj? Then do I remap it in wings or blender? After saving the newly mapped obj what exactly am I changing in a text editor?
Thread: How To Change Figures UV Map? | Forum: Poser - OFFICIAL
Quote - quick note
you wont be able to give away or sell any textures you make with a remapped doll
(at least not easily)
blender has the tools as well butย is oneย heck of a learning curve ;-)
have fun
Not worried about that since I wasn't planning on selling since it is their figure. But I do still want to know so that I can use it. I do believe I have the tools. I use wings 3d and have blender as well. I am just not sure what the process would be to actualy remap the figure while still keeping the dials for them in poser.
Thread: Poser 6 and simulating impact | Forum: Poser - OFFICIAL
Quote - In P6 you can do a pretty good job with waves and magnets.ย The "victim" object needs to have a fairly dense mesh so the deformers can move the surface in detail.ย
First: Animate the "weapon" and "victim" to form the hit.
Second: Add a magnet to the "weapon", and set the magnet's Objects Affected pulldown to include the "victim" object.ย Then play around with the magnet and its zone until it makes a good dent in the "victim" as the "weapon" approaches.
Third:ย Add a wave to the "victim", and play around with the wave and its zone until it shows the kind of ripples you want.ย Animate the Phase and Amplitude so the ripples begin just after impact and fade out shortly thereafter.
Thanks, Do you think you could direct me to a tutorial on the create wave option and how to use the wave?
Thread: How do you make a morph work like this? | Forum: Poser - OFFICIAL
Well...it worked with 2 morphs doing what I wanted...but then when I tried to use a 3rd morph it was messed up again. I would rather not have to create a new morph for every keyframe and have to turn one off and one on.
I am making a body part that kinda moves around in random directions. There are about 4 parts that move. They need to be posed independant of each other in animation. For some reason turning one morph on making part a move right is making part b turn north ifย it's morph is onย and such.
Thread: How do you make a morph work like this? | Forum: Poser - OFFICIAL
Quote - I don't do animation. Can't help you there.
Thanks though because you gave me an idea. I tried making the first frame with the morph 1 on and the morph 2 off and then made the 120th frame with the morph 1 off and morph 2 on. The animation worked great because as morph 1 went down morph 2 went up by the same settings so that they balanced each other out.
Thread: How do you make a morph work like this? | Forum: Poser - OFFICIAL
Quote - Not sure I'm on the page, but let me take a whack at this...
When you make a morph and activate it, the base mesh is deformed. When you make an additional morph and export it, you are exporting the sum of all changes made... that is morph1 + morph 2. When you reload morph 2, you now have morph1 (already active in the figure) + morph1 (in the exported morph file) + morph 2 (the new morph.) Try turning off morph 1 and see if that doesn't solve your problem.
If it does, then here is how to do what you want:
Make morph 1.
Save it.
Activate morph 1.
Create morph 2.
Turn OFF morph 1.
Save morph 2.
You will now have two morphs that will behave independently of one another.
I think you are very close to what I need...maybe even exactly on it. So you are saying to load the morph 1 to the figure and then when I want to change it load morph 2 and turn morph 1 off?
Because you are right in that when I turn morph 1 off and load morph 2 it works. I only wonder how turning them on and off will look in animation?
Thread: Looks fine in wings3d but not in poser 6 | Forum: Poser - OFFICIAL
Quote - I think tris are probably valid enough in a model like this one?
It's just when they're long and thin that they become an issue... am I right in understanding that?
All I know is that when I subdivided it into quads it fixed the problem...it did however make a bump outwards though. But I think that is due to the way the edges are at different "x-trans" positions...with the middle being further out and the side edges being in a little.
Thread: Poser 6 Animation | Forum: Poser - OFFICIAL
Thanks Dr Geep, I have looked at other tutorials of yours and they help a lot. I will have to take a look here too.
Thread: Looks fine in wings3d but not in poser 6 | Forum: Poser - OFFICIAL
Quote - The cleft is there in the model it seems. You ย have tris where you don't need them (down the center there), which may clean things up but you should watch this video for help on making your models cleaner:
ย
http://youtu.be/k_S1INdEmdI
ย
Though you may not be subdividing your model, there are important notes in the video on how to avoid the very thing you're seeing.
ย
Thanks, that taught me a lot. I made the change to quads and it seems to have cleared the issue with the cleft. Only now there is a buldge lol. Guess I need to keep learning.
Thread: Looks fine in wings3d but not in poser 6 | Forum: Poser - OFFICIAL
Thread: Wings 3d and poser 6...How do you import obj into poser with different selectabl | Forum: Poser - OFFICIAL
Thanks guys. I actually was trying to model the sword in wings and then import it into poser. From there I was going to apply a texture to the blade and then to the hilt. For some reason when I had assigned a material to each part in wings it did not make a difference in poser. BUT I found out that when I exported it from wings I had to first make a uv map with the seperate parts. It seems to have worked. I guess that is what I needed.
Thread: Morphs? | Forum: Poser - OFFICIAL
Just found a tutorial on morphing by Dr. Geep. It helped. If anyone wants to know where it is just google dr geep morph wings3d.
EDIT: I actually just tried it out. It worked but I have a problem. I loaded the morph target to the head. Then I set the dial to 1. It moved the lips up as I wanted. BUT it moved the whole head up along a y axis as well and stretched the neck. I made no change to these things in wings. Help???
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Thread: How To Change Figures UV Map? | Forum: Poser - OFFICIAL