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321 comments found!
Thread: Conforming Hair Invisible When Converted and Imported from Daz Studio | Forum: Poser 12
I'm working from a shared Runtime. Also, if there was a linking issue, I think it would affect clothing items too, since I use the same folder for those.
Anyway, I'm making some partial progress, at
least. If I extract the rigging from the hair in DS using the "Extract
donor figure" opton, export that as a CR2, load the OBJ into Poser, go
into the Setup Room, and apply the rigging from the exported donor to
the OBJ, the hair remains visible in Poser. However, when conformed to
the figure, at some point (it varies with the particular hair item), the
mesh just breaks apart. The part closest to the head follows the figure's pose, the rest stays put in default position.
Thread: Conforming Hair Invisible When Converted and Imported from Daz Studio | Forum: Poser 12
Hborre, what exactly do you mean by "linked"? Do you mean sharing the same directory or files meant for Poser containing references to Daz files?
Thread: Conforming Hair Invisible When Converted and Imported from Daz Studio | Forum: Poser 12
Thanks for the input, guys! Y-Phil, forcing Poser to show backfacing polygons didn't change anything. Evergas, if I switch to wireframe view in Studio, the hair appears in mesh form as expected. It seems to be a very fine mesh, so I have to zoom in quite a bit to differentiate the polygons, but it appears to be mesh-based nonetheless. Hborre, I just bought Ashendun, a G9 hair item by the same vendor as Voss. When I try to bring that into Poser, I get a skull cap but nothing else. Checking for a wireframe on it appears to show a very fine mesh, just like Elene.
Thread: Dark Halo on Edge of Conforming Genitalia | Forum: Poser - OFFICIAL
Nice thought, but I just tried it, and it didn't work. Besides, even if it did, the Color channel of the PhysicalSurface root node seems to have diffuse shading built into it, but the more advanced shader that I actually want to use (not the bare-bones one I've used here for troubleshooting purposes) has its own diffuse/SSS shading, so I'm not sure how I'd plug everything in without doubling up on the shading. I even tried using a CyclesSurface root node again, which is what I was using when I first noticed the problem. That still didn't work either. This is all in Poser 12.
Thread: Dark Halo on Edge of Conforming Genitalia | Forum: Poser - OFFICIAL
Thanks for the ideas, guys! After an extended break from all things Poser, I decided to tackle this anew! I'm still stumped, but I think I got a few more clues. The dark halo goes away if (1) I render in FireFly instead of SuperFly, or (2) I disable the genital geometry from casting any shadows.
Thread: Getting Poser to Work on ARM Processors? | Forum: Poser - OFFICIAL
I'm suspicious that the Poser installer has such a detection mechanism. I don't know why, but I have a feeling that it would actually work fine if I could just get past that trigger and thus let the built-in x64 emulator do its job.I'm aware that installers for some software intended for windows computers will fail to proceed if they detect a CPU that is not x86/x64, as the ARM CPUs will be.
Thread: Getting Poser to Work on ARM Processors? | Forum: Poser - OFFICIAL
Thanks for the info, guys! Poser 12 runs on ARM-based Mac systems via Rosetta, so I'm looking into the possibility of downloading a Mac virtualization program, installing Rosetta on it, and trying to run the Poser installer in that. Any prognosis on my chances of success?
Another alternative I'm looking at is just buying an Intel CPU like this and paying a local repair service to swap it into my tablet. I'm not sure if it'll fit, though.
Thread: Dark Halo on Edge of Conforming Genitalia | Forum: Poser - OFFICIAL
You mean the Transparency_Edge channel, right? Yeah, I tried that. It didn't change a thing. And in any case, the shader I actually intend to use on the final product is designed with a Cycles root node rather than a PoserSurface root node, and I don't have a clue how to imitate the effects of the edge transparency channel in a Cycles shader.
Thread: Dark Halo on Edge of Conforming Genitalia | Forum: Poser - OFFICIAL
Thanks for the tips, guys! Rokket, the texture/shader set I'm constructing has an option for female pubic hair, and the dark halo is evident even when the carpet matches the drapes, so to speak. The dark halo does disappear when I get rid of the transparency altogether, but a clear seam along the top edge of the genital geometry takes its place. Ghostship2, I've scaled up the genitalia a bit (up to 102%, if I recall correctly) to minimize or eliminate collisions in at least roughly the same way that a morph would, but the problem remains. The dark halo might get a bit lighter, but if anything, it also gets a bit wider.
Hborre, I've tested the expressions in Poser, and at least the smiling and frowning morphs appear to work just fine even without any help from Willdial's utility. Aside from this genital issue, I've only noticed two other issues with G9 in Poser
(1) The conforming mouth geometry goes weirdly askew when conformed to a morphed base and attempting to follow the morph(s). In most cases, though, you can probably get away with just not transferring the morph(s), since the mouth is not one of those parts that needs to adhere tightly to the exact shape of its host.
(2) Nipple and navel morphs seem only available in HD form and don't appear to do much if anything. I suspect this has something to do with relying on Daz's native subdivision method. I've experimented with using displacement mapping as an alternative, but no success as of yet.
Other than that, just using Daz's built-in CR2 exporter seems to work surprisingly well, assuming you turn off subdivision, set the mesh to base resolution, and convert all weight maps to TriAx before exporting.
Thread: Control Skin Color, Eye Color, & More via Parameter Dials Just Like Morphs! | Forum: MarketPlace Showcase
There's actually a dial for that very feature! The palms (and soles) can either be the same color as the rest of the figure or they can look like this (or anywhere in between):
That's just a quick sample (default scene, default SuperFly settings). If you want a more polished sample, just let me know!
Thread: Installing Third-Party Packages into Poser's Internal Python Installation | Forum: Poser Python Scripting
Well, it took me a bit to figure out that I had to restart Poser for it to take effect, but Y-Phil's solution worked for me too! Thanks, guys! If you're interested, here's the freebie.
Thread: Installing Third-Party Packages into Poser's Internal Python Installation | Forum: Poser Python Scripting
I don't think so, unfortunately. It gave me this.
ERROR: Could not find a version that satisfies the requirement packageName (from versions: none).
Thread: Scripted Shader Node Animation | Forum: Poser Python Scripting
Nope, no luck on my end. I even tried it on my tablet, where the Poser 12 installation is much fresher (though it was version 12.0.5), and I didn't get an error, but I didn't get any visible dials either. I'm beginning to suspect it may indeed be a problem with Poser 12 itself.I have tested the following version extensively with Poser 11 and it works fine. If it doesn't work in P12, then P12 seems to be broken :)
try:
import poser
except ImportError:
import POSER_FAKE as poser
scene = poser.Scene()
character = scene.CurrentFigure()
actor = character.Actor("Body")
materials = actor.Materials()
main = ["SkinHead", "SkinLimbs", "SkinTorso", "Iris", "Fingernails", "Teeth", "Gums", "Tongue"]
for (material, zone) in [(mat, mat.Name()) for mat in actor.Materials() if mat.Name() in main]:
nodes = material.ShaderTree().Nodes()
for node in [n for n in nodes if "||" in n.Name()]:
label, p, numberstring = node.Name().partition("||")
numberlist = [int(n) for n in numberstring.strip().split("_")]
for number in numberlist:
if hasattr(node.Input(number), "SetAnimated"):
node.Input(number).SetAnimated(1)
else:
raise AttributeError("Number does not exist")
scene.DrawAll()
for number in numberlist:
inp = node.Input(number) # type: poser.ShaderNodeInputType
parameter = inp.Parameters()
for parameter in [p for p in inp.Parameters() if p]:
identifier = zone + "_" + label + "_" + inp.Name()
parameter.SetInternalName(identifier)
parameter.SetName(identifier)
print(identifier)
Thread: Scripted Shader Node Animation | Forum: Poser Python Scripting
Thanks for all the suggestions, guys! Alas, it has so far been to no avail. With a temporary focus on just animating the right node inputs and getting the corresponding dials to appear (i.e. no renaming yet), my code now looks like this:
import poser
scene = poser.Scene()
character = scene.CurrentFigure()
actor = character.Actor("Body")
materials = actor.Materials()
main = ["SkinHead","SkinLimbs","SkinTorso","Iris","Fingernails","Teeth","Gums","Tongue"]
for (material,zone) in [(mat,mat.Name()) for mat in materials if mat.Name() in main]:
nodes = (material.ShaderTree()).Nodes()
for node in [element for element in nodes if " || " in element.Name()]:
label,numbers = (node.Name()).split(" || ",1)
indices = [int(number) for number in numbers.split("_")]
name = node.InternalName()
print("\t"+label)
for index in indices:
input = node.Input(index)
print("\t\t"+input.Name())
input.SetAnimated(1)
scene.DrawAll()
The same problem persists. The node inputs display as animated (with the white key symbol) in the Material Room, but the Parameters palette in the Pose Room remains barren, which means the dials are most likely not being created, and any attempt to rename them is doomed to fail.
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Thread: Calling "Remove Detached Nodes" Wacro in a Script | Forum: Poser Python Scripting