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569 comments found!
hmm, well those links do have a lot of information about the cr2 file, all about how it is built, doesn't quite tell me what i need to extract the geometry though
Thread: Manual geometry extraction? | Forum: Poser Technical
Thread: Manual geometry extraction? | Forum: Poser Technical
well i think it would be, but there are tons of extra lines in a cr2 for the different groups, and the tutorial assumes they aren't there since its dealing with a pp2. according to the instructions they would fall in with the other stuff to be deleted lol, so obviously it wouldn't work. i tried just leaving them in there and doing it the same otherwise but it just loaded a blank character, i mean there was no object on the screen even though i didnt get an error. i know there is a way to do it because anyone who sells poseable figures on DAZ does it every time; some of them use cr2editor, but a lot of them do it manually, and right now cr2editor (or the version i have at least) rips the obj it creates apart, which means i need to do it myself; which is cool as i should learn how to do it manually anyway
Thread: Manual geometry extraction? | Forum: Poser Technical
That tutorial is helpful, and its a great backup for prop files. unfortunately it wont work with cr2 files, only pp2. i need to extract the geometry from a poseable figure which is saved as a cr2 ;/
Thread: Conforming Figure Issue | Forum: Poser Technical
Finally did it :) with one adjustment, here is a recap: i made a box, imported it into poser * the settings i checked were 150% standard figure size, equalize normals (or whatever that setting is) AND offset. i offsetted it by 0.4 on the Y axis, because otherwise, if you import it placed on the floor, at ANY % of figure size vicki's feet stick out the bottom. this way i have her entire body in the box and can even make conforming sandals lol if i wanted. then i export Vicki's whole body + the box as an obj, which i import into my modeler. dont delete the box in the modeler but i hid it, so it wont get in the way. then you just model all the clothing you want, stick on her where it's supposed to go, and when finished export JUST the clothing, and the box back into poser. then in poser you spawn props, hide the box and poof, your clothing is exactly where it should be placed. then you delete the box, make the joint settings conforming, and you're done. thanks a lot for your help guys! Brian
Thread: Conforming Figure Issue | Forum: Poser Technical
ah i see. and i thought i was so clever, so in your modeler basically you just need to make sure vicki's feet are exactly at the bottom of the box
Thread: Conforming Figure Issue | Forum: Poser Technical
aha, falloff zones may help. i had another idea though, ok, what if i put the mesh on her perfectly in my modeler, then export vicki WITH the clothing on her already, import into poser at 100% standard figure size, wont it be placed perfectly already? seems like that should work
Thread: Conforming Figure Issue | Forum: Poser Technical
hmm, looked at the tutorial. lots of useful stuff there, most of which im already familiar with though. my thing is still getting items to conform correctly; i can place it on vicki perfect, but then once then joint centers are where they need to be there is usually some skin showing through somewhere. im going to try that box method
Thread: Conforming Figure Issue | Forum: Poser Technical
hmm that might the problem i used to have; to fix it i do this: import figure to poser, then spawn props to get the objects, delete any objects you dont need, then do hierarchy editor to form the hierarchy, then create new figure, then open a blank document, import the figure from the library (that you just created) THEN do the joint parameters. if you do the joints before you add it to the library, your figure might explode when you bring it back in.
Thread: Conforming Figure Issue | Forum: Poser Technical
yeah i think so... need to sleep now but tomorrow ill see if i cant get this down, thanks for all the help!
Thread: Conforming Figure Issue | Forum: Poser Technical
ooooh, i think i see now, you use the box as a test, see how big it translates to, then build the mesh based on that
Thread: Conforming Figure Issue | Forum: Poser Technical
Thread: Conforming Figure Issue | Forum: Poser Technical
hmm. scale is a matter of taste though right? i mean as long as you scale it till its really close you should be ok? cause for me, if i export an obj from poser, it never comes in remembering the size or scale it was when i exported it, which means i have no options for controlling the size of any obj i work with in poser, except by manually scaling it to fit right. so i guess ill just do the joint things as you said, and have to eyeball the scale. that should work right though shouldn't it? thanks a lot :)
Thread: Conforming Figure Issue | Forum: Poser Technical
Cool that is a very big help, definitely enough to get started on :) how do you know you have the joints at exactly the same place though? how would you check i wonder. do you copy in the joint editor the exact location of the center points of the joints for the figure? also, in rhino, which i use, the model always exports so that it is below the floor when i get to poser, which means id have to adjust it quite a bit to make it fit perfectly in place, as well as change the scale, you cant export from rhino the correct scale from poser right off, at least not that i know of.
Thread: Millennium Null not working anymore | Forum: Poser Technical
hmm, i will try to do the global replace, it's not that big a deal since i can still get to where i need to go; but the odd thing is some of the figures when saved to the library under a name, like "demon" for example, actually DO work with the null... seems weird since they aren't all named figure 1, and the ones that are don't always work hehe. In general i always seem to be able to get the null to work for me in the end though; i really appreciate the help :)
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Thread: Manual geometry extraction? | Forum: Poser Technical