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140 comments found!
Thread: Zipping PZ3 Runtime with Relitive FilePath - whats the trick ?? | Forum: Poser - OFFICIAL
Attached Link: Free Rigged Pig "Hormel Hog"
Thanks all for helping me develop my first ***custom figure*** and getting this ***CR2 packed up in a runtime. *** I promised to share the results with you. I have it ready in several formats. Check out the link on my casual game site, FarmPeeps.com. I am messing around with 3D in flash and WebGL and have the pig animated in a demo. If you can bear the cheesey site and make your way to the download, let me know what you think.Thread: Zipping PZ3 Runtime with Relitive FilePath - whats the trick ?? | Forum: Poser - OFFICIAL
Les, It is a completely new rigged mesh. Hormel Hog is his name. I wanted to see if I could achieve all steps in animated character development. Its not fancy or complicated however I tried to integrate most advanced and broadly supportedl features. His mouth is closed, and the rig is basic. The final result is a rigged collada, milkshape/blitz3d and pz2 versions. The PZ2 JP's are speherical augmented with teh new weight maps. This helps smooth out those chunky ham thighs bend.
I'll post a link to the down load pages as soon as they are uploaded. The beta will be given away until I think its quality is up to snuff. I am hoping to charge a few bucks down the road for character products if I get this done properly, unless if site advertising picks up more of the costs. Any feedback on the beta and site presentation is appreciated.
Thanks to all your help I now have a packged beta ready for evaluation. I took your guidance and went with the PZ2 base. One thing that really through me gfor a loop was because I was also working with a utility developer to fix the PZ3 runtime file associations.... but the utility had a bug because it couldnt handle weight maps. That issue and lots of false assumptions got me wrapped around the axel on packaging this thing. Incedently this experience also helped the utility developer identify a flaw in routines and issue a patch. Anoone using such runtime fix type tools check toee they have the latest version before starting your next project.
While I have experimented with making binary morphs for the character to turn Hormel, a highly refines and domesticated pig into into a ferrel hog. I havent finished those morph features yet, as I have to paint a new texture for thsi varient. I did use export as morph target, and import as such in Z-Brush. Havent stitched it back into poser yet.
Thread: Zipping PZ3 Runtime with Relitive FilePath - whats the trick ?? | Forum: Poser - OFFICIAL
Steve, that triggered some lightbulbs. I see what you are meaning, _before _ I package the "dummy" runtime it has to be linked to the poser library... I just figured that was only necessary at installation of the files if into a new runtime.
It must change some parameters or add files to make relative file references work. I used the script export scene to create the PZ3 and collect its files to a directory and then sorted the files into the dummy runtime. Bad assumption.
Thanks all for pointing me in the right direction.
Thread: Zipping PZ3 Runtime with Relitive FilePath - whats the trick ?? | Forum: Poser - OFFICIAL
Thanks for the responses. I need to better explain. Yes, its a new character model. A new rigged & textured quadroped. A pig/hog. I'm may be misinformed about using a Pz3 over a PZ2 however my intent was to strip down the PZ3 for the base character. I also include the varous PZ2 poses and morphs. A bit of back research and looking into the OLD refrences Secrets of Figure Creation P5... I see that they refrennce PZ2. SO PZ3 is whole scene - ok. I can test and try Pz2. Why I chose the PZ3, cause its what you get when you save teh file, and what Vue imports. Pz3 edit etc seemed to point me to this file as the main content manager for the runtime. Again Im probably wrong... I accept experience here. If someone is interested I can post a link to the file to mess with.
With respect to adding the runtime to the liibrary - well I am creating the runtime zip package from a dummy runtime directory folder set off the root of the drive. When I test the zip package I unzip with Winzip into a PRE loaded library runtime that doesnt include this product. I purposly set teh PZ3 with relative file referances so you can install it to any loaded runtime. (right?)
HISTORY: I made this in ZBrush it was painful getting it into poser...argh grouping and mesh tearing...to seperat obj or use a single mesh polygrouped... yada yada - head bang...then rigging nightmares and trying to get JPs and weightmaps tweaked to handle a hambone (Yikes!) thats A BROAD Mesh to crush lots of retopo detailing there... then the low poly versions. Create a walk BHV and poses. OK so near at the eend of th workflow and WINZIP and packaging are giving me fits. Arrgh. Now that was fun wasnt it.
Thread: Zipping PZ3 Runtime with Relitive FilePath - whats the trick ?? | Forum: Poser - OFFICIAL
Thread: DS4 Pro, Hex, Bryce all free now! | Forum: DAZ|Studio
"I had the free version of Daz, but hadn't looked at it." Still will be the case with most noobs that are looking for the thrills of a free download. Whoopdee!
I'm gonna ask for my $400 back.
Thread: Grotobot ver 2 on sale | Forum: 3D Modeling
Seems very similar to an app I use for bools http://moi3d.com/
MoI is designed more for CAD, as it works with 3GS, STL files and only exports OBJ. Interesting that the Grotobo "Vital" info page doesnt specify import/export formats. (?)
Thread: Desperate for results! | Forum: 3D Modeling
Thanks all. I have been able to edit the mtl/obj set to properly group, hierarchy (PHI) and texture map the OBJ. AT this point I am using seperate texture maps for each of the 31 groups. From what I have learned about OBJ/MTL render app compatability and editing, I think I can replace the individual texture files with a single merged texture map with VT indicies referencing the UV grouping regions. Here sopem links that helped orient me
http://nendowingsmirai.yuku.com/topic/5556#.TyVwwVyCl5Y
http://www.blender.org/development/release-logs/blender-243/render-baking/
Thread: "What 3D Program Should I buy?" | Forum: 3D Modeling
I disagree... ok I added that to get a response in fustration. I just have been down this windy road a bit too long. :)
RobinsVail: Very helpful comments. In thread same forum "Desperate for Results" I explain some of my trials and issues. I have /do use Blender quite a bit but early on when the docs were more sparse, I got involved with other approaches and use blender to convert of explore compapatability. I probably am overlooking a valuable tool under my nose. The "-Cookie" need to google that ... Oh wow. Cool. Nope never been to this Tutorial page. :)
Regarding the real studio pipeline and the base app. It always seems to comeback to autodesk. Just seems no way around it unless you can figure how to pull off miricales with Wings or Blender. I thought ZBrush would be up to the task, it probably is but its certainly not as easy as slapping some polypaint and export... not for something that will be extensible in multiple rendering apps.
Thread: Desperate for results! | Forum: 3D Modeling
Shawn
Thanks for insightful replies.
RE: >>For every modeling/rendering program, there is another version of the OBJ format. No two programs import/export the same OBJ format.<< this explains my fustration. So I gather the various 3D apps look for the general OBJ structure and verticy addresses and then builds from there. What they take from the data they do, and append more metadata properties as needed in the MTL? In other words they interpret what they can, processess and add value, and append thier app specific data as needed to the files. To learn more rather than look at my modelers output I need to examine my render's desired INPUT. OK! A direction....
Background being in CAD / Engineering I decided to give subd character modeling a try. Ultimately my objective being to learn to make "retail quality" 3D characters and props, in the mean time I get up to speed I use what I can to render still images for themed web sites. With that goal, I figure I should aim to make open architecture and broad use to make the most of each model. That result would be multi-resolution model & texture packs, with collada and milkshape rigged versions. I'm thinking this would be the aim of most general content developers. (?)
Is there a .DAE de-compiler (or source) that allows you to examine DAE file structure ?
Thread: Desperate for results! | Forum: 3D Modeling
Concise question: What is the complete file structure of an .obj and refrencing .mtl for a structured (grouped) mesh and associated texture map?
Reason: I can't seem to find consistant refrence file examples to parse, and none of the configurations for the 3d tools I use seem to perform this properly. Wikipedia on obj doesnt provide enough detail, example. I need this to understand what I am fuindamentally doing wrong, and why my texture maps and not being applied to my welded grouped mesh. I tried refrencing individual map (.jpg) for each group, and or an consolidted map in the MTL. I am thinking there is no cooresponding vertice map to orient the texture map placement. Where in a MTL or OBJ is this information coded?
Thread: "What 3D Program Should I buy?" | Forum: 3D Modeling
I disagree. This guidance for hobbystys to experiment with what you have and see what you need dowen the road can be as discouraging as leading some into a vast desert and say, pick a path to get home. There must be experienced artists here who know a workable pipeline without using an Autodesk product, but EVERY tut I see engages some autodesk app some point. I have tried many of the apps suggested, and while they do accomplish the features they advertise all seem like 80 percent solutions to me and require integration with some other app to produce results. Its this point your left in the lurch trying to figure out whats needed, making the wrong choice and realizing youv headed down a dead end, or after retopoing, morphing, and rebuilding UV your mesh for the umpteenth times your in a never ending circle. What we need is a concise, referencable pipeline or complete specs on how to edit dae,obj and mtls by hand. I would prefer to edit by text than visually modifying with more 3d tools at this point.
Thread: Poser Grouping and Rigging Importd Obj's - At Wits End!!!! | Forum: Poser - OFFICIAL
Thanks for the assist. The missing step did in fact load the groups, howeverthe auto bone / group didnt link right. Basically it lost its hierarchy. Fixing this in hierarchy editor (crash 3 times, must go real slow grouping) Reboned and regrouped in it after a few crashed. and now out of memory... whoah. low poly, and I have 8gbs. Even my complex Vue scenes dont do this. The instability is almost as madding as the human interface. I'm about ready to toss Poser aside and see if DAZ or Blender is up to the rigging task.
Thread: Poser Grouping and Rigging Importd Obj's - At Wits End!!!! | Forum: Poser - OFFICIAL
Ah...... the missing step! =>>> delete the model in the scene and load the figure from the "New Figure" folder.
Forest through the trees syndrome I think. I've been learning so many new apps my heads gonna explode! Focus man!
Thanks for the re-formating Dr Geeps! The black font was inadvertant, from typo check on external editor paste. I do things the hard, wrong way at first :blink:
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Thread: Zipping PZ3 Runtime with Relitive FilePath - whats the trick ?? | Forum: Poser - OFFICIAL