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1,239 comments found!
well yeah, its possible they found a way around the problem, time will tell. my point was that while it kind of looks like the morph brush and reverse deformations are doing the same thing they really aren't, its really apples to oranges as far as how they act on the model.
Thread: Has the MorphBrush been fixed in Poser 8 ??? | Forum: Poser - OFFICIAL
Push pull is fine if you are working in a small area but in the case that JoePublic was demonstrating he was sculpting a large area and trying to smoth out what was very bumpy in the first place, you can see how far push pull got him, restore isnt really going to relax the surface in its new shape, it just pushes the mesh back towards its old shape, it still leaves a lot of distortion of the mesh, you really need smoothing to relax the mesh, this is true in pretty much any 3D program, even if you have all the fancy tools.
Thread: Has the MorphBrush been fixed in Poser 8 ??? | Forum: Poser - OFFICIAL
no it doesn't. we are discussing using morph loader pro along with an external modeler vs using the morph brush in poser. and which option gives more consistant results for the purpose.
Thread: Has the MorphBrush been fixed in Poser 8 ??? | Forum: Poser - OFFICIAL
Unless they have totally changed how the morph brush works, I tend to doubt it, becouse the morph brush relies on poser's ability to stack the morph before the joint, which will never give smooth results becouse the vertexes that were supposed to be in a precise spot in the joint falloff area are moved out of position it by the morph brush so are effected differently by the joint than they should, which doesnt happen with standard morphs which effect the mesh after the joint rotation. Studio's MLP reverse deformations, actually calculates the effect of the joint on the morph (as well as other morphs) rather than use the stack order trick, and zeros all those influences out in the morph,
Thread: Toes make no sense | Forum: Poser - OFFICIAL
Quote - That's a pretty good point, although it doesn't make modeling boots for him any easier (probably the OP's point).
Yeah IÂ hear you there, it does add some complication. though I came up with a solution where IÂ create a new modeling plane aligned to the bottom of the foot and build shoes based on that.
Thread: Apollo arms up | Forum: Poser - OFFICIAL
Quote - > Quote - Hi Dasquid
*How about an EULA that allows people to make clothes from parts of the mesh?"
That statement has nothing to do with existing Poser figures. I threw it out cause I'm putting together the eula for my figure and wanted to see what people thought of that idea.
Sorry about that misread or something.
Its your figure and your decision. I don't think there are many times when you would want to do that unless you wanted to make skin tight clothing though.
I disagree, such an option would be very useful for clothing makers even those who don't make skintight clothing, clothing made from the mesh will share the same density of mesh and poly loop flow so will bend with the same smoothness as the base figure. and that's true of loose as well as tight clothing. also I suspect that clothing made with the base figure mesh will morph better if you are using something like morphing clothes because it wont have to average between adjacent verts when calculating the morphs, and for those like myself who hand sculpt their own conformer morphs it would be a lot easier to keep alignment with the underlying mesh if the two meshes shared the same topology.
Thread: Toes make no sense | Forum: Poser - OFFICIAL
It has nothing to do with high heels, actually it has to do with how poser joints bend, if you start zeroed with the foot flat than you end up getting a nasty bulge in the front of the foot whenever you bend the foot down (the same thing that causes the bowling ball shoulders in a lot of figures). but if you start with the base position bent downward somewhat you get a much nicer shape when stretching the foot out and when its flat on the ground, best of both worlds. there are some who say that they will never want to stretch male figures feet out so why bother, well what about jumping poses when you fully extend the foot on takeoff?
Thread: Byson M4 - just wondering... | Forum: Poser - OFFICIAL
no just cr2 with the morph, no obj. its an old school method, you would than go and use morph manager to transfer the morphs into the proper cr2, its the way it would have been done before injection. but as has been said the package has been updated to the more modern injection pose system.
Thread: Byson M4 - just wondering... | Forum: Poser - OFFICIAL
you can use the free morph manager to transfer morphs from the byson figure to the m4 base. as I recall this is actually how all morph packages were always provided years back before the mil 3 figures popularized injection morph poses.
Thread: Fitting Clothing to a modified figure | Forum: Poser - OFFICIAL
Quote - Well, the shoes in the picture don't even have IK chains, so that's not the problem. The issue seems to be the scaling of the thighs and shins. I apply the same scaling to Cookie and the shoes, but the shoes still fail to conform properly when bending Cookie's shins. Any ideas how I could fix it?
Ah your figure modifications include scaling, unfortunately that is a known issue in poser, conforming clothing does not work properly with scaled bodyparts. has to do with how scaled joint centers do not translate between base figure and conformers.
Thread: Muscle morphs... Please, you gotta help me out... | Forum: Poser - OFFICIAL
Quote - Is that like that "Tailor" utility from Daz? The one that adds morphs to clothing?  It particular program didn't work all that well for me and i didn't bother reinstalling it after one of my many computer mishaps!
If it's better and easier to use and gives better results, I'll consider this one by Dimension3D.
Yeah Morphing Clothes is like the tailor but the results I have seen are quite a bit better than the tailor could ever produce, and it works hundreds of times faster.
Thread: Muscle morphs... Please, you gotta help me out... | Forum: Poser - OFFICIAL
Quote - Indeed, this Morphing Clothes seem to be the key...
Klebnor, you mentioned that I should load the morphs into V4, name and save, then use that object as the source in Morphing Clothes. But MC can only load cr2's and crz's. How do I save a Victoria 4 loaded with morphs as a cr2 or a crz?
simply inject the morphs, and resave the figure to your figure library under a new name and the morphs will be inbeded into the new figure (assuming you have external binary morphs turned off in your preferences)
Thread: Poser Rigging Insanity | Forum: Poser - OFFICIAL
Quote - I hate the fact that Poser puts them at 0,0,0 by default, but that's just how it is.
yep thats one of the many things that have always annoyed me with the poser joint editor, thankfully the Studio joint editor defaults to centering the falloff zones on the origin of the bone, between that an its other features I feel no interest in going back to the poser rigging tools.
Thread: Poser Rigging Insanity | Forum: Poser - OFFICIAL
yep you need to use spherical falloff zones to limit the area of influence there are two falloff zones just like with the angles everything inclosed in the green sphere is influenced at 100% and everything in the red zone is influenced from 100% at the edge of the green zone to zero percent at the edge of the red zone. this system replaces weight mapping, which is what the higher end suites like Maya use.
Thread: Replacing Gemoetry in Poser Files | Forum: Poser - OFFICIAL
Since the teeth are part of the head mesh in the mil 3 figures there really is no way of subtracting one set of teeth and adding another that I know of without loosing the morphs because you would be changing the mesh, and for morphs to work the mesh needs to retain the same point order as the original.
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Thread: Has the MorphBrush been fixed in Poser 8 ??? | Forum: Poser - OFFICIAL