3 threads found!
Thread | Author | Replies | Views | Last Reply |
---|---|---|---|---|
jupiterkris | 4 | 313 | ||
jupiterkris | 5 | 58 | ||
jupiterkris | 1 | 58 |
116 comments found!
Dense P5 Hair Dense displacement maps Large texture maps Deep procedural shaders Large shadow maps Shadow casting lights Ray traced reflections Any more ? :)
Thread: Problem with ProPack and magnets | Forum: Poser Technical
I'm not sure but maybe null figures might solve the problem . If that were the case, you could check with Nerd - he has a tutorial on null figures ???
Thread: Problem with ProPack and magnets | Forum: Poser Technical
I'm not sure but I think it may work like this ... locked 0 deformTarget lButtock:1 baseProp Mag Base 8:1 addZone Mag Zone 10:1 transformPerVertex 1 } The above statement is from the magnet object 9:1. When loaded, it checks the actor lButtock:1 for a deformer channel statement which references itself . deltaAddDelta 1.000000 addZone 1 Mag Zone 10:1 deformerProp Mag 9:1 } If it finds itself as it does here, it doesn't duplicate a channel . But if it can't find a reference, it creates a deformer channel in lButtock:1 and sets it to 1 . If the magnet is parented to the figure and references a deformer channel in the clothing, there might be a problem, I think, if figures were already present in the scene prior to loading . That might throw off the referencing ???
Thread: Full Body Morphs - Requesting detailed information on cr2 code and its function | Forum: Poser Technical
I would just like to point out that a FBM uses ERC Why not just call them controllers and targets ? :P
Thread: Full Body Morphs - Requesting detailed information on cr2 code and its function | Forum: Poser Technical
Thread: Full Body Morphs - Requesting detailed information on cr2 code and its function | Forum: Poser Technical
Whooaaa there - get a hairnet .
This shouldn't take too long and you can make corrections if necessary .
Message edited on: 09/16/2004 15:15
Thread: Single MatPose for Multi OBJ calls within CR2 Possible? | Forum: Poser Technical
Wow great hair and great disussion . I think I've got a way to tie it all up . Involves using a single figure . First create the obj of 40 braids . Open the obj of a singl braid in a text editor . Rename it to the second braid with search and replace and save . eg base1 to base2, base1_seg1 to base2_seg1 and so on . Repeat 39 times . Import all 40 braids into Poser. Export all out into a single obj - check use internal names but not figure name . Next create the phi . Again use cut and paste from the original phi to create 40 parts . Generate the cr2 . Next, fix the cr2 . Open the properly jointed cr2 of a single braid in a text editor . Copy and paste out the entire actors channels section, from base to terminal segment, into a scrap file . Search and replace to rename to second braid, copy and paste over the corresponding section in the generated cr2 . Repeat for 39 braids . Finally, load the modified cr2 in Poser . Select the bases of each braid one at a time, turn off bends to disconnect the braid from the scalp piece . And spread them out . Hope it's useful :-)
Thread: Object import problem | Forum: Poser - OFFICIAL
It is likely a twisted face . If so, the only way is to excise it . Split the object, keep the working half, mirror and weld . You could use negative scale and flip to mirror, then export and import back with weld .
Thread: converting .BUM file to .JPG | Forum: Poser - OFFICIAL
Whoops, deleted my previous post becuz I was wrong about the bums . :P They are darkened embossings as stated and don't look particularly impressive . :> Anyway, if you're running windows, that old paint program - "paint" that comes with the os, loads bum directly and saves as jpg . Heh Heh . :)
Thread: ERROR: target geometry has wrong number of vertices? | Forum: Poser Technical
A few rules have to be observed in the exchange process .
When exporting from Poser, ensure that only a single complete object is selected, weld is turned off and that the morf option is checked .
When importing into the modeller, ensure that axes are not switched, original dimensions are preserved, and that object is imported as a single object .
In the modeller, modify only with transform and magnet tools .
When exporting from the modeller, ensure again that axes are not switched, original dimensions are preserved and in addition, local axes are used .
It is helpful to test unmodified first before proceeding with the resculpting; otherwise the efforts might be wasted .
That should cover it .
Message edited on: 09/13/2004 05:37
Thread: The one main feature I would like in Poser 6 | Forum: Poser - OFFICIAL
The one feature I want more than anything in Poser 6 is the ability to create my own characters and rig them . Unfortunately, that is not likely to happen . If you dissect the original characters, you will notice lots of non standard structural data . I think editng them in Poser would likely break the already fragile system; so they can only be safely edited in a seperate utility .
Thread: Two questions, something on UV Mapper and adding morphs to poser models. | Forum: Poser - OFFICIAL
"figureResFile" at first couple of lines ...
figureResFile :Runtime:Geometries:Animal:dolphHi.obj
Do a search and replace .
Transfroms like scale have centers . The pec fin likely doesn't have its center properly aligned .
Do the scale . Then go to Window>Joint Editor . Adjust the green cross hair which represents the fin center, till you're happy with it .
Message edited on: 09/12/2004 06:04
Thread: Two questions, something on UV Mapper and adding morphs to poser models. | Forum: Poser - OFFICIAL
Very rarely, the geometry resource file gets corrupted .
This manifests with weird displays you described .
After fixing the figResFile declararations in the cr2, delete the newName.rsr file in the geometries subdirectory and reload the character .
This will build a new .rsr file and the display should come out right .
The second question is very basic - Parameter dials are of many types ...
Transform dials are present by default . These are scale, rotate and translate dials which don't use morfs .
Morf dials are added - eg the blinking morfs .
They can be created from external morf targets (Object>Load Morf Target) or spawned from the current pose (Object>Spawn Morf Target) in Poser .
Message edited on: 09/12/2004 05:40
Thread: can someone tell me the way to parent this scene for animation | Forum: Poser - OFFICIAL
Sorry, I think I jumped the gun . I must admit Ockham's PointAt is way better, especially if the connection of the yoke to the harness is a single tie bar as it is - looks like a wooden piece from your picture . Here's a note about pointAt : If the tie bar doesn't point properly, you'd have to adjust the pointAt axis of the tie bar . Select the tie bar in Poser and go to Main Menu>Window>Join Editor . Look for the end point on the tie bar - it will be a red cross hair . Adjust it in relation to the green cross hair - which is the center point . The imaginary line from center to end point determines the pointAt axis of the tie bar .
Thread: V3 Clothing Creation Issue 02 | Forum: Poser Technical
Q - "Ask you self what in the cr2 could do this to her entire body ?"
Only the hip values ...
V3's hip JP may be off center .
Open the joint Editor and type in zero in X axis .
P4 hip example ...
actor hip:2
...
}
endPoint -0.003 0.492 -0.01
origin 0.00144378 0.424623 -0.00234829
orientation 0 0 0
displayOrigin 0
displayMode USEPARENT
customMaterial 0
locked 0
}
Note the miniscule X offset of 0.00144378 in P4 .
You may have to zero it in the cr2 .
PS - Zeroing it may affect the entire wardrobe . %P
A workaround may be to use pz2 joint injections to correct the offsets .
If that's the case, then it is a matter of bad jointing . :<
Message edited on: 09/09/2004 10:07
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
Thread: render times | Forum: Poser - OFFICIAL