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94 comments found!
For some reason, Poser has always been an exception.
Yep.
Everything (Max,Zbrush,Wings,Photoshop) was perfectly fine even with the "old" drivers on my 7 months old laptop.
Only Poser 8 needed the latest. (And is still unhappy sometimes)
Thread: P7 Screen Flash | Forum: Poser - OFFICIAL
Attached Link: http://www.howtogeek.com/howto/windows-vista/easily-disable-vistas-aero-before-running-an-application-such-as-a-video-game/
If you're running VISTA or 7, have you AERO enabled ?If so, try to disable it.
(Or let Poser 8 disable it for as long as it runs)
Fixed some "whiteouts" Poser 8 had when switching rooms.
Thread: Pose Fix Morphs | Forum: Poser - OFFICIAL
Yes, what phantom3D said.
The object file in the geometry folder is usually "pre-welded"
(Not all, but many are)
If you import it into ZBrush, it won't split when smoothed.
Let's call it "A"
Once you "call" it via a cr2, it is split into groups by Poser, which changes both vertex sequence and count.
That's just how Poser rigging works.
Let's call that "B"
You can morph the "A" object however you like as morphing doesn't change the vertex count or sequence.
But to use it as "Poser morphs" which other people can inject into their (split) Poser figures, you must first let Poser split it back into groups via a cr2 and THEN export the morphs for every bodypart..
There are several ways to automate this process, but IMO MorphLoaderPRO is the most convenient.
IF your goal is morphs made for Poser.
If you want to convert a figure for use in MAYA or Lightwave and rig it there, sorry, I'm not sure I can help.
Could it be you want to use the (premade) DAZ morphs in Lightwave or MAYA with weightmap rigging ?
If so, you'd need to export first the base mesh and then every single of those DAZ morphs as a welded object file using DAZ Studio and the rigging tools..
(You can also scale them up at the same time to better match MAYA's internal size)
Then you should have a set of DAZ morphs that work with a 100% welded object file.
Thread: Pose Fix Morphs | Forum: Poser - OFFICIAL
Hmm, I think you're mixing a few things up ?
If you export from Poser the correct way, the object file will be the exact same as the one you can find in the geometry folder.
Only if you chose "weld" from the export dialog the vertex order will be changed.
Of course an unwelded object will split when you try to smooth it in ZBrush or similar, but that's not Poser's fault.
The problem is that Studio and Poser rigging needs a grouped/split object to work, while other rigging systems work with an un-split object file.
So the actual "problem" is the Poser/Studio rigging.
But with MLP and the Morphbrush that "problem" is really not a problem anymore.
The only other solution would be to introduce weightmapping as a new rigging system, but this would:
a) Break compatibility with ABSOLUTELY EVERYTHING already out there
b) Cost lots of $$$ and time to implement
c) Would be no actual improvement anyway now that we finally have full control over how a mesh bends in both Poser and Studio.
So, hmm, I honestly don't see where the problem is ?
You want better joints in Poser or Studio ?
Two years ago that was a BIG problem.
But now you can have any joints you want.
:-)
Thread: Pose Fix Morphs | Forum: Poser - OFFICIAL
Hm, no.
Studio has an object exporter that lets you export a welded and/or scaled copy of the mesh.
I actually don't know if that copy has the exact same vertex order as the unwelded original. (I doubt it)
But it doesn't matter, because MLP can take that copy as a whole and translate it back into a useable full body morph for you with basically a single mouseclick.
It "memorises" the original vertex count and order and just restores it to split the welded mesh back into the standard grouped poser mesh.
It then uses that re-split mesh to create morphs for you.
It also "memorises" joint deformations.
If you posed the mesh before exporting, save the pose, then "feed" MLP the pose tile and it will subtract the deformations from the new morphs you did.
Great little tool. Really wouldn't know how to work without it anymore.
Thread: Pose Fix Morphs | Forum: Poser - OFFICIAL
"I don't suppose it lets you export figures without munging the vertex order..."
Studio's MorphLoaderPro can do exactly that.
You export a welded and/or posed figure, safe the pose, then do with the mesh anything you want in a modeller, and finally MLP will turn everything back into a working figure with a nice orderly set of morphs with all joint deformations edited out.
Thread: Pose Fix Morphs | Forum: Poser - OFFICIAL
Actually, they did.
A lot ! ;-)
Less than 5 minutes for both shoulders.
I worked directly on the posed mesh in Poser 8.
No welding, no exporting, no nothing.
Pose the mesh, start Poser's magic wa..., ermm, morphbrush, and just fix anything you want.
Thread: Pose Fix Morphs | Forum: Poser - OFFICIAL
"The problem I am used to in Poser is that morphs get applied before the pose, so that any fix to the arm made while the arm is down won't correspond to the fix needed to be applied to the up/zero position arm prior to appling the pose. I want to fix the pose in ZBrush and convert it to a morph. This will require transforming all of the deltas from the local surface coordinates of the posed mesh to the local surface coordinates of the default pose mesh, to the best of my understanding."
The Poser MorphBrush uses a custom channel that applies the morph before the joint deformations.
You can also move a morph manually in the cr2 to be applied that way.
Thread: Pose Fix Morphs | Forum: Poser - OFFICIAL
Like phantom3D said, MorphLoader Pro in DAZ Studio can do what you want.
I load the figure into Studio, pose it, and export the posed, welded and upscaled object to ZBrush.
Then I'm finished I export the fixed object using MLP to convert it into morphs.
Finally I export the cr2 including the fix morphs back to Poser.
One drawback: Studio's and Poser's joint handling is (slightly) different.
The fix morphs made using Studio will work perfectly in Studio, but only "almost perfectly" in Poser.
So I usually need a little bit of additional MorphBrush work to "fix" the "fix-poses" for Poser.
Works quite well, but of course a "reverse morphing" system based solely on the Poser rigging (especially now that we can have multiple capsule shaped falloff zones) would be even better !
So if you'd write such a system for Poser, I'd definitely buy it !
(Hates bad joints !) ;-)
Thread: ??? for the pythonheads | Forum: Poser - OFFICIAL
Thread: ??? for the pythonheads | Forum: Poser - OFFICIAL
Problem is, there are only 588 lines in that script !
LOL !
Thread: ??? for the pythonheads | Forum: Poser - OFFICIAL
I just deleted the "comment" block and the initial popup is gone.
Still getting another popup when I close MagCloner.
(see pic)
Any idea what I can do to get rid it, too ?
Thread: Question re: Creating a hybrid figure | Forum: Poser - OFFICIAL
"I'm wondering, now, though if this isn't something I could simply correct within Wings..."
Yes you can, but it's tedious work as you have to do it for every single vertex you accidently moved that is part of a seam between two bodyparts.
Use the "scale uniform" command in Wings to move the vertices back to to where they should be.
So if there is a seam between neck and head because you moved the neck, import the head and the neck.
DO NOT MOVE THE HEAD !
Do that with every vertex you moved to stitch the two bodypart together again.
The distance needs to be exactly "0" between for every vertex of adjacent bodyparts or otherwise Poser can't weld them together.
Thread: ??? for the pythonheads | Forum: Poser - OFFICIAL
Here are the comments, but the only "unusual" I see is the @ in the third line ?
# Script: MagClonerV1n.py
# Author: bushi (PoserPython.com) - bushi@velocitus.net
# Description: This script mirrors magnets on a Poser figure.
# After selecting the magnets to use, you can either
# clone the magnets to the opposite side of the
# figure or delete the selected magnets.
# System: Poser Pro, Poser 5
# active scrollbox.
# scrollbox.
Maybe I should just try deleting all comments ?
Thread: ??? for the pythonheads | Forum: Poser - OFFICIAL
Hmm,
I opened it up in EditPad Lite but I see no line numbers.
Here is the first block without the annotations:
from Tkinter import *
import poser,string
scene = poser.Scene()
class App:
def init(self, master):
self.MainButtonWidth = 9
self.FullActorList = []
self.DeformerList = []
self.MagnetList = []
self.MagnetPairsList = []
self.FigureSelected = 'no'
self.FromQuit = 'no'
self.CloneDone = 'no'
self.FullParameterList1 = []
self.Frame4ButtonWidth = 3
self.Mode = 0
self.SaveCurrentFigureName = ''
self.InactiveMags = []
self.ActiveMags = []
self.InactiveMagNames = []
self.ActiveMagNames = []
self.ReselectMags = 'yes'
self.UndoDictionary =
self.UndoCount = 0
self.MagnetDictionary =
self.MagnetCount = 0
self.DummyFont = ('Arial','1')
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Thread: P7 Screen Flash | Forum: Poser - OFFICIAL