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80 comments found!
if all you want is the eyes to move in place: 1) import the main obj and each eye as separate objects 2) parent each eye to the main object 3) for each eye, open the joint editor. move the green crosshair to the center of the eyeball. move the red crosshair in front of the pupil. 4) save to character library as new figure.
Thread: Some observations on conformers | Forum: Poser Technical
what's probably happening is that the parts of the conformer that fall within the blend zones of either parent or child of the respective actors in the base figure must reference those actors. since the shin part of the sandals falls well within the green 100% zone, outside the thigh/shin blend zone, no reference to the thigh is needed.
Thread: Some observations on conformers | Forum: Poser Technical
unless i've misunderstood the technique described, i don't believe that references to all the actors between the hip and those actually used in the conforming piece(s) are necessary. i've made numerous conforming items that included only the BODY, and the parent of the first actor and the child of the last actor, and even the parent & child might not be (always?) necessary. i've already made a pair of mid-calf sandals that include only the BODY, shin, foot and toe actors. referencing the thigh was not necessary. my conforming armband included only the BODY, collar, shoulder & forearm, and my conforming bracelet included only the shoulder, forearm & hand.
Thread: Props do not find their right places | Forum: Poser Technical
a smart prop is locked to the parent such that moving the figure (or the specific part of the figure the prop is parented to) will move the prop with it. as mentioned above, the parent figure has to be loaded into the scene before the prop. if you're not sure whether your prop is correctly locked to the parent figure, move the figure. if the prop is left behind, it's not "smart". this can be confusing when the prop appears to load in the proper position. but only a smart prop will both load properly and lock to the parent. the only way to be sure is to move the parent.
Thread: Conforming brain smashing problem (going crazy) | Forum: Poser Technical
mistake #1: you based your shirt on an exported obj. (it's a mistake most people make.) you should always base your clothing on the actual obj files sitting in the runtime:geometries folder.
Thread: Props do not find their right places | Forum: Poser Technical
only characters may act as a smart parent to a prop. you cannot make a prop a parent to a smart prop. is your ship a character (cr2) or a prop (pp2)?
Thread: PC/Mac? Quick question... | Forum: Poser Technical
you'll need to run the pc files thru poser maconverter by martinc before using them on the mac. (the rsrs are not even used by the mac.) it can convert files back & forth between platforms. you can find it here in the free stuff utilities section as well as martinc's site at www.soft-rabbit.com.
Thread: Lightwave to Poser problem w/textures. | Forum: Poser Technical
you're very welcome -- but don't throw out uvmapper just yet! you'll find that it has features lw hasn't or does better, just as you'll find that lw has features that outdo uvmapper. one thing i also learned was that lw allows you to create uv's while doing operations like extrudes & sweeps. so you can make say, a belt that curves thru 3d space, while its uv map is perfectly straight, and thus far easier to paint on. because of features like this i learned that uvs are something you should think about throughout the modeling process, instead of something you do at the end.
Thread: Lightwave to Poser problem w/textures. | Forum: Poser Technical
you need to (1) create a uv map for your model. this translates the models 3d info onto a 2d space. then you need to (2) open the surface editor and assign each material to the uv map. to create a uv map go to the map tab and select "make uvs". select a mapping mode (planar, cylindrical, spherical, etc) & an axis & hit ok. next, to see your map, select "t" from the lower right portion of the main window, and change the display mode of any one of your viewports to "uv texture". for each texture you assign to the model, you need to also assign at least one surface attribute to the map. i usually use the "color" attribute. open the surface editor. select the "t" button next to the attribute name, which opens a new window. select the "projection" pulldown menu & select "uv". this will create a new pulldown "uvmap" which lists all available maps. select the one you just made. you're done. this of course is just a very rudimentary runthru of the process -- lw's mapping tools are pretty involved and require experimentation. also, there is steve cox's free & easy-to-use uvmapper. (uvmapper.com) i use both lightwave & uvmapper for all my models.
Thread: Multiple objFileGeom or objFile in a .pp2 ? | Forum: Poser Technical
as far as i know, only scene files (pz3) and character files (cr2) may contain or reference multiple geometries. i haven't seen any prop files (pp2) that do this ...
Thread: DYSTOPIA - Coming Soon... | Forum: MarketPlace Showcase
Thread: look out! lucifer's on the loose! | Forum: MarketPlace Showcase
actually, the correct response would have been: holy flying rodents, batman -- that's incredible! but thanx anyway! ;>)
Thread: lucifer is coming! -- phase 3 | Forum: MarketPlace Showcase
not to worry folks, he's due out this month, though i can't give a more precise eta than that. his riding gear will be available separately. and no transparency maps are used with the figure, if that's what's being referred to.
Thread: lucifer is coming! phase 2 ... | Forum: MarketPlace Showcase
i expect to unleash him & his accessories sometime in january, at which time i'll have determined a price.
Thread: lucifer is coming! phase 2 ... | Forum: MarketPlace Showcase
you have my permission feel perfectly free to make whatever add-ons you like -- and feel perfectly free to charge money for them as well. the only reservations i would have are the usual ones about not distributing any parts of the original mesh or textures.
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Thread: Boning | Forum: Poser Technical