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1,532 comments found!
Humm another thought just occurred to me that the point of this thread may be exactly to frighten of present and future content creators form Poser and it's newer figure.. But that sounds too much like conspiracy theory...
Thread: Quickie Survey: What's Your Goto Figure in Poser? | Forum: Poser - OFFICIAL
At this point reading this thread it seems any effort i make now or in the future is useless. I don't really think I could ever make a living at this but it would be nice to offset the cost of the software needed, but it seems to me reading this that everyone is settled and happy with the status quo to the point that noting new for Poser is worth the effort involved in it's creation.
Am I true in this belief? would it be better just to let Poser content die out to the point where only approximately 15 year old figures are available to use in 10-15 year old technology? And that everything needed for those old figures and old technology has already been made so any attempt to add to it is useless?
Please let me know if what I am reading this correctly so I can move along now and now waste any more time effort and yes, money on this area of 3D.
My family will thank you
Thread: Setup Room issue with auto rigging a body suit I made for La'Femme | Forum: Poser 11 / Poser Pro 11 OFFICIAL Technical
P.S. sorry to reply so late but for some reason I'm not receiving alerts for this thread, I'll try and check it more often.
Thread: Setup Room issue with auto rigging a body suit I made for La'Femme | Forum: Poser 11 / Poser Pro 11 OFFICIAL Technical
Wolff this is the problem with using auto grouping and why most people prefer to group by hand in a program set up for it. places like gloves (fingers) the groups are so close that the autogrouping program in Poser some time gets confused and assigns some polys to the wrong group which causes it to look unwelded and create issues since those polys are trying to "follow" the wrong "bones". You CAN try to fix this with Posers internal grouping tool (You should read the documentation on this in the Poser manual). That should help with the gloves issues.
As for the wavy areas as ghost man said you have 2 options to try, use the weight mapping tool to smooth the weight maps in those areas. Or use the morphing tool to try to smooth the area with a morph. A combination of these two tools Should help with this issues. If not please send a couple of screen grabs, preferably on with a simple colored texture and the ground plane turned off, also if you could select the group with the waviness and open the weight mapping tools, in the tools select one of the operateions "exam: Bend, Twist, etc) so we can get an idea of where your weight mapping stands it would help a lot in trouble shooting.
Thread: Setup Room issue with auto rigging a body suit I made for La'Femme | Forum: Poser 11 / Poser Pro 11 OFFICIAL Technical
@RAMWolff The first problem that may be your issue that comes to mind, did you pregroup your figure with the correct figure groups to match the "Bones" in the rig? If you didn;t do this ahead of time in one of the grouping tool applications (or your modeler if it can do it) you probably received a "some vertices not grouped to a bone" or some such error. The groups in the conforming figure MUST match those in the figure it's conforming to.
In the video Chuck said not to use the auto grouping tool, I subscribe to this especially for content for sale. Hand grouping in a tool like UVMapper gives cleaner group lines. However if this is your first attempt to make conforming clothing go ahead and take your clothing back into the Set Up room and repeat the process but check the Auto Group box.
If this doesn't fix your problem you should at least get a chance to see the error message again and note down what it says.If this happenspost the error message and we can then try to help you again.
Thread: Posed export/Import for full body morph | Forum: Poser Python Scripting
adp, I'm still having some issues with exporting and importing some figures but I think I've found out why. some of the figures I've tried to use it with have UNWELDED groups, and at some point in the export, modeler, import process it appears that the groups have been welded. At least the difference in numbers of verts match up with the number that welding the verts in UVMapper pro. It may be the modelers I have doing this since my options are limited ( and this included loading the obj into Blender and re exporting it to load into Poser using your script. I haven't learned enough about Blender to prevent this YET. But I just wanted to let you know about this incase it happens to someone else.
BTW on some figure with welded obj this seems to work very good. At least when exporting and importing the same OBJ, which is as far as I've had time to try so far
Thread: WIP: Poser <-> Blender Bridge | Forum: Poser Python Scripting
adp001, I will look at that, mostly I use Silo, I also have Carrara 8 for some testing and have never noticed those commands but I will look, thanks for the quick reply
Thread: WIP: Poser <-> Blender Bridge | Forum: Poser Python Scripting
I have to say I'm extremely excite by this script a way import and export with reverse deformation is sorely needed in poser.I down loaded your scripts and tried for over an hour to get them to work. I tried to exprt with groups, I tried to export with the default settings I tried several figures and modelling tools. I tried to export to a number of newly created folders, and old working folders. However every time I tried to import a morph I got an error saying (to paraphrase) that the exported vertices number didn't match the import number.
I'm open (very) to accept this as user error, but I can't think of anything else to try. I get the with both the Manipulate morph and the FullBody morph scripts.
Any suggestions would be welcome as I really want to see this work?
Mike
Thread: Morphing L'Homme | Forum: Poser - OFFICIAL
YEah as I said LHomme's joint centers were moved during the morph to accommodate longer/shorted joint lever actions. I'm Glad that set up worked, I had thought of that last night but didn;t have a chance to test it. One major point tho, since the morph that was reimported into Poser also contains the basic LHomme morphs it would infringe on Rendo's copy rights to distribute it in that condition, perhaps the dial LHomme to minus 1 and spawn a new morph target might get rid of that, I'm not sure, and would try it before trying to make a commercial or freebie morph.
Thread: Morphing L'Homme | Forum: Poser - OFFICIAL
adp001, reading the discussion (as far as I could understand it, I'm afraid I have again little knowledge of Python, at 65 I have hard enough time learning Poser, Zbrush and Substance, my last foray into programming was Basic, LOL) This looks VERY interesting. I've d/led your zips, and plan to givr them a try... Is there any particular place I should place them in the poser folders?
Thread: Morphing L'Homme | Forum: Poser - OFFICIAL
Unfortunately LHomme has a number of joint center movements and JCM that aren't the same as LaFemme's,
Thread: Morphing L'Homme | Forum: Poser - OFFICIAL
This is a complicated problem and I'm afraid I have no real answer for you at this time, unless you have access to Zbrush and GoZ, at least as far as my knowledge goes. I do not use blender so I have no idea if it contains a process that would help with this. DAZ Studio's Morph Loader Pro contains a process but again my knowledge is limited so I couldn;t begin to say if there is any way to use it in this case. The problem is Reverse Deformation, in short a way to take posing and or existing morph data out of the morphs you are writing back to poser from your program. LHomme is a morph and if you simply export his existing shape (when turned on) out of Poser and work on it in a modelling program, then save an OBJ of your morphed LHomme, it reads back into Poser with the information of both LHomme's morph with your morph 's information superimposed over it, so when you dial in your New morph you are dialing LHomme's existing morph also, causing in affect the LHomme morph dialed to 2 rather than 1 with your morph changes included. LHomme was morphed, I believe, using GOZ which contains Reverse Deformation, in effect subtracting the LHomme base morph and leaving only the changes you made in the program and creating a morph with just your information (very simplified, sorry). So you could use GoZ to make your morph. There WAS an app named Poser Morph Loader that independantly did this so that posed or morphed object could be saved out and read back into Poser with only changed information creating a NEW Morph without pre-existing information> However Colorcurvature, it's author, hasn't been active in a long while, The app is listed as "unavailable" when searched in the marketplace, and I can't find an active link by searching the web. Other than those 2 options I have no real advise but I would hope someone reading this might have some knowledge of how this could be done in Blender.I've been trying to think of a work around for this but haven;t come up with one so far. Maybe someone else has an idea, I would be very interested in that as well.
Thread: Need some advice | Forum: 3D Modeling
If this is a faster than light ship a pod would probably be the best bet. Probably with a way to enter suspended animation while a SOS beacon sounds off, in case there isn't a habitable planet in range. They may never get picked up but at least it would save them form the more unpleasant ways to die (loss of life support, starvation etc). It depends on whither the crew sits around in vacc suits or not. If the don;t an escape hatch isn't really practical anyway.maybe the vacc suits contain a way to go into S/A. Be better again than those worse ways to die (adding insanity from loneliness to the list)
Thread: WIP - L'Homme Community Request Morph Pack | Forum: Poser - OFFICIAL
Any time, but I just thought of one contradiction to the , the Dev Rig OBJ doesn;t have the six pack abs that Lhomme has so any thing is that area that needs the existing abs will probable need to be made on him. The Dev Rig is purposely smoothed to reflect clothing
Thread: WIP - L'Homme Community Request Morph Pack | Forum: Poser - OFFICIAL
AO, if you are going to make morphs like that I might suggest you make them in the Dev Rig then transfer them to LH lower rez? That's w bit easier than trying to ADD them to the HR pack after the fact (if you want them for clothing) also the HR obj is very high rez so easier to sculpt on if that's how you are making them
Just a suggestion to think about
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Thread: Quickie Survey: What's Your Goto Figure in Poser? | Forum: Poser - OFFICIAL