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433 comments found!
Animation is interesting. I converted all the figures to Simple Bones Single Skin, zeroed the figure on frame 1 with the pose on frame 30. When exporting I unchecked "Save every frame as keyframe" as it didn't seem to work with that option checked; when importing to Lightwave Layout I selected Maya style joints - that played the animation for the figure but not the conformers. Back in Poser I used Combine Figures and got it to work apart from the rifle which did not combine and remained as a separate figure.
Anyone else got any insights?
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Thread: How to export a posed and clothed FBX from Poser 11 Pro? | Forum: Poser 11 / Poser Pro 11 OFFICIAL Technical
Final report for now ;)
I can save a posed figure plus clothing out as obj, reimport to Poser as obj, then save as FBX and get that into Lightwave Modeller like so -
Poser -
Lightwave -
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Thread: How to export a posed and clothed FBX from Poser 11 Pro? | Forum: Poser 11 / Poser Pro 11 OFFICIAL Technical
Well unless I'm missing something, exporting a posed figure with clothing isn't simple. So far I have only got results by exporting to obj first then reimporting that to Poser and saving as FBX. What I haven't had time to try is making a simple animation and exporting that rather than a single frame.
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Thread: Selection question | Forum: Poser - OFFICIAL
On the Parameters and Properties palette, at the top opposite the body part name, there are two white symbols: < >. Clicking on those will go through the selections you've made.
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Thread: How to export a posed and clothed FBX from Poser 11 Pro? | Forum: Poser 11 / Poser Pro 11 OFFICIAL Technical
I have exported LF with rigging into Lightwave by converting the Skinning method to Single Skin Simple Bones. Exporting a posed figure should be simpler but I haven't tried it myself yet. Make sure that subdivision is disabled (Preview level is set to 0) - if you need subD it will need to be applied in your target app. There is an option to embed textures within an FBX file but you will almost certainly need to rebuild shaders in your target app.
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Thread: Two Way Mirror | Forum: Poser - OFFICIAL
According to search results, "for the two-way mirror to work it is essential that the room you want to look into is brighter than the room you are stood in". I'd suggest setting up the environment and see what the results are like before adjusting the material?
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Thread: Snarly's scripts and Poser 12 | Forum: Poser 12
Snarly - I can find time to help with testing and documentation should you need it.
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Thread: Let's have a debate! | Forum: Poser - OFFICIAL
ROTFL - not sure where I got ED from. croissant is wonderfully apposite because I am cheap, flaky and go stale very quickly.
Anyway, this thread needs a new question - I think structure's answer is pretty definitive ;)
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Thread: Let's have a debate! | Forum: Poser - OFFICIAL
@ED - This is what I remember, I'm sure I'll get corrected if I get it wrong. SM had a solid team and did good work with versions 9 thru 11, but in 2016, something like 6 months or so after P11 released (somewhere round about SR4?), it was decided higher up in the corporate structure that costs must be cut, so the entire Poser team were 'let go'. Some 15-20 people I think, and some of them had been on that team for a lot of years. Work was outsourced for a while to a small team in Portugal, and the 3D path feature was added, but development pretty much fell off a cliff until Renderosity bought Poser.
If memory serves, Teyon went to work for a game studio and has posted in these forums a few times, though not recently.
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Thread: Scatter skin nodes - somewhere between CHICKEN and SKIN ... | Forum: Poser - OFFICIAL
I think the parameter to experiment with in the scatter node is the Scale. IIRC it relates to the size of the object where lower values result in more scattering - I used to set something around 1.5 to 1.8 for a human figure, though it has been quite a few years since I've used it ;)
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Thread: Superfly lighting problem | Forum: Poser - OFFICIAL
If you've baked an object space normal it will be tied to that geometry - it won't work correctly on any other object. You could bake/create a tangent space normal, but then the results may differ between engines as Preview, Firefly and Superfly each have a different tangent basis. If you're making a wood material that can be applied to any model and used in any engine, bump is the way to go.
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Thread: Superfly lighting problem | Forum: Poser - OFFICIAL
@GMM why use a normal map and a bump map when they have the same purpose? Unhook the normal map - these are not the same as other texture maps, they are more like code and can cause trouble if not created and used properly. Out of interest, where/how are you creating the maps you're using?
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Thread: Scatter Tool | Forum: Poser - OFFICIAL
Can't disagree ;)
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Thread: Scatter Tool | Forum: Poser - OFFICIAL
Go into your account, downloadable products, then download the files again. That's what I just did and the read me states 1.01.
There is also a thread in the forum called Product Updates - Main Notification which can be added to a Watch list.
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Thread: LF Eye Artifact | Forum: Poser - OFFICIAL
I don't believe it's possible to copyright node setups unless they are ridiculously complex, and that's a big maybe. bb used to post stuff he made with MatMatic which had highly convoluted node setups, as they were built automatically by scripting - a case could be made for copyright in that scenario as it is vanishingly unlikely that someone else could come up with the same setup independently.
For the rest though, as everyone is using the same built-in nodes it is very likely that different people would come to the same setups for same materials, so copyright would not be possible.
So I would say that EldritchCellar is right ... but I'm no expert ;)
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Thread: How to export a posed and clothed FBX from Poser 11 Pro? | Forum: Poser 11 / Poser Pro 11 OFFICIAL Technical