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17 comments found!
I can'teven figure out which link on that site is the proper download... my AVG is blocking viruses on each tab.
Edit: Nevermind. It turns out after clicking the big Download next to the file that creates new pop ups, after 5 times and prompting a download not even related to the file, fonally nabbed it.
Remind me to never use that site again >.> but, thank you. This did fix my problem with the teeth. Now to make proper her leotard.
KarinaKiev posted at 4:28PM Tue, 24 March 2020 - #4384216
Have you also tried it with SASHA's original shaders?
Since I don't have the "Real Skin for V4" utility, I can't say much about it except that it's not a problem caused by SASHA. As you said, all V4 figures have the same problem, so it must be caused by that particular script.
You might want to try this:
https://www115.zippyshare.com/v/wqKPB3Yn/file.html
Unfortunately Rendo doesn't allow attaching ZIP files, thus I had to upload my own shader for the teeth at zippyshare.
The ZIP contains the shader (as a material collection - .mc5) and the thumbnail. Copy it to anywhere you want in your library.
Maybe it helps to fix your problem.
K
.
NOTE:
Select your figure, go to the Material Room, then click the library thumbnail. The shader will only replace the shaders for the teeth and gums, leaving everything else intact.
Thread: Sasha-16 firefly render issues | Forum: Poser - OFFICIAL
Thread: Hip movement independant of whole body? | Forum: Poser - OFFICIAL
I really cant stress how great this Sasha model is when it comes to ease of use, posing and simply avoiding headache scouring tabs for particular dials. And the weight mapping is phenominal
Thread: Hip movement independant of whole body? | Forum: Poser - OFFICIAL
Took her for a test drive and it is simply amazing. One problem i am having, however, is with an IK rig attached, her knees tend to bend in very odd ways, with the shin (not particularly the thigh) rotating a complete 90° at certain positions. Copying existing characters was a breeze, though. And her organization of morphs is robust yet concise. I was giving genesis 2 a test the other day and this has simply brought me back to generation1, again. I'll read the manual and see if my aforementioned problem is noted within.
I'llfigure it out. I thought i was being clever with my amateur puppeteering setup (which was working on a per load basis, loading a scene with "point at" actors ruins conforming figures until deleted) but this is simply amazing. KarinaKiev posted at 4:32AM Sun, 15 March 2020 - #4383600
Hello @Dowjonsie
I'm the creator of that figure, just back after a serious accident. To get the figure, look here:
sasha-16.forumprofi.de
Just remember the iron rule:
- Never, ever, ROTATE a figure (any figure!) by the hip in the Y-axis. Use the BODY actor instead!
- Also, never TRANSLATE (as in: move side-side etc.) a figure's hip. Use the BODY actor instead!
For more details why this is good practice please read the manual that comes with SASHA-16 to learn more about gimbal locks and actor offsets. After that, you'll have a much better understanding of how to pose and move figures in your scene without getting nausea...
HTH
Karina
- NOTE: yes, I'm still alive, though it was on a razor's edge... But Ukrainians are hard to kill you know :D
Thread: Hip movement independant of whole body? | Forum: Poser - OFFICIAL
Holy crap this is supreme! The organization. The ease of movement! I wanna support this absolute ladRetrowave posted at 11:01PM Sat, 14 March 2020 - #4383101
@Dowjonsie - Yes, it is possible as can be seen here (I think this is what you're refering to).
This is SASHA-16 with the whole figure selected, then you go EASYPOSING>TORSO>Hip Rotate X. You will notice that unlike other figures, everything above and below the hip stays vertical while the hip is rotated, very nice! Cannot tell you how it is being achieved as I've only recently installed her and she appears to have been created by some figure wizard who can do clever things with the Poser dials, but it does at least show that it is possible, which is not surprising actually since Poser is very powerful animation-wise under the hood (it's just got an atrociously clunky animation interface).
Thread: Hip movement independant of whole body? | Forum: Poser - OFFICIAL
My v4.2 has a bendwaist morph. Im not entirely sure where it came from. I think either The Girl 4 or Aiko4. No matter, i will be upgrading to Genesis 2 since she is backward compatible with v4 clothes and hair (to my knowledge). Im going to give Carrara a shot with an import scene since it has a native poser scene loader and try animation in that program.Boni posted at 10:39PM Tue, 10 March 2020 - #4383190
One thing I love about Antonia is that she has a separate hip joint just to bend the hip without moving the entire figure.
Thread: Hip movement independant of whole body? | Forum: Poser - OFFICIAL
Lol so... i created a control prop for most actors. Thighs, upper arms, abdomen, chest, head, hips... its essentially an archaic and amatuer puppeteering setup but holy hell it works and so far has actually been much, much easier to animate and pose with than individually orienting each body part. The extremities i left alone because of my characters posing but if she were standing, id do those instead of the upper limbs.
One problem to have shown is when an IK is attached, parented child bones to a point at actor lose fidelity. I.e. chest has a point at, ik on hand DO keep their orientation, however the upper and lower arms do not follow the hand.
Edit: as suspected, simply pointing the forearm to the hand and upperarm to the forearm fixes an attached ik.
This is awesome. An amateur setup yes but this is just great lol
Thread: Hip movement independant of whole body? | Forum: Poser - OFFICIAL
Dowjonsie posted at 9:01PM Tue, 10 March 2020 - #4383183
Hadnt read this before posting my quick bandage. Thanks, i will give this a shot. Can provide a more permanent means to what i am trying to achieve.
Edit: this screws up my apploed morph groups. Will have to save this attemot for a new run.
On another note, a properly orient prop for both the abdomen and chest to point at are goving me exquisite results span class="fg-mute">Azath posted at 8:55PM Tue, 10 March 2020 - #4383156
There is a simple way to achieve this option. In blender you mostly have a Pelvis and a Hip Ghostbone now if you want to have this option in Poser you will need to do it in the setup Room.
Load your figure " Doll " in the setup Room of Poser there you create a new bone in the body root of your Doll, Click the Body and place a Bone on the Hip level of the doll. Name the Bone Pelvis. you now have a Ghost bone. Drag and drop in the Hierarchy the Abdomen of the doll into the Pelvis bone. now the legs and hips are detached from the upper body.Drag and drop now the Hip into the Pelvis, go back to the Pose Room, Save your Figure.
you now have individual control for the Lower and upper part of the doll. Due the fact that the Hip never has been rigged you will have to make a little Adjustment with the zone XYZ influence between Hip and Abdomen using the Joint editor. not a biggie and should be done quickly .
Thread: Hip movement independant of whole body? | Forum: Poser - OFFICIAL
Hadnt read this before posting my quick bandage. Thanks, i will give this a shot. Can provide a more permanent means to what i am trying to achieve. span class="fg-mute">Azath posted at 8:55PM Tue, 10 March 2020 - #4383156
There is a simple way to achieve this option. In blender you mostly have a Pelvis and a Hip Ghostbone now if you want to have this option in Poser you will need to do it in the setup Room.
Load your figure " Doll " in the setup Room of Poser there you create a new bone in the body root of your Doll, Click the Body and place a Bone on the Hip level of the doll. Name the Bone Pelvis. you now have a Ghost bone. Drag and drop in the Hierarchy the Abdomen of the doll into the Pelvis bone. now the legs and hips are detached from the upper body.Drag and drop now the Hip into the Pelvis, go back to the Pose Room, Save your Figure.
you now have individual control for the Lower and upper part of the doll. Due the fact that the Hip never has been rigged you will have to make a little Adjustment with the zone XYZ influence between Hip and Abdomen using the Joint editor. not a biggie and should be done quickly .
Thread: Hip movement independant of whole body? | Forum: Poser - OFFICIAL
No, i am not talking about an IK. An IK would move the hip only independant of yhe hands and feet.
I figured out a way, nonetheless. For those interested, its an extremely simple process. Spawn a primitive (select an object you are not trying to aninate), and simply click either the chest or abdomen, go to the object menu at the top, and plint the chest or abdomen at the prop. With an IK enabled, this will give a remedial means of mpving the hip independant of the entire body.
Thread: Hip movement independant of whole body? | Forum: Poser - OFFICIAL
Sorry... maybe i need to clarify. When i say "whole body" i do not mean the body node. I know the hip can move independantly of this. By "whole body",i meant the entire body of the figure in question; ergo rotation and translation of the hip bone moves the abdomen and chest as if it were statue. What I am seeking is a means to translate/rotate the hip without mirroring the translation in the chest and abdomen. Say, as a belly dancer swings her hip, her upper body does not move in exact motion with it. It sways freely. Blender has a means of achieving this type of kinetic motion. I was hoping poser did, as well. I know i can, of course, pose the hip, THEN pose the chest and abdomen. But, again, i am looking for a means of streamlining this, to maintain the fidelity of the upperbody position withoit having to compare/contrast between multiple keyframes for an animation.
FVerbaas posted at 1:57AM Tue, 10 March 2020 - #4383076
The hip actor is a child of body actor but it has all 6 degrees of freedom and all 3 schaling directions, so yes hip motion can be independent of figure(body) motion.
If you do a pose of a couple talking you normally keep the body actors at their original zero place and you move the hip actors to ensure relative position.
Thread: Bulletphysics unworkable | Forum: Poser - OFFICIAL
This is useful. Im learning grouping and control props now so i think some knowledge there will go far come time for incorporating physics.
EClark1894 posted at 4:02AM Fri, 06 March 2020 - #4382690
Here is a thread I found at the old SM forum that MAY help. It doesn't explicitly lay out step by step what you need to do, but I thought it might help you figure it out.
https://forum.smithmicro.com/topic/2101/all-of-the-best-features-of-poser-in-one-animation-nsfw
Thread: Bulletphysics unworkable | Forum: Poser - OFFICIAL
I tried simply reducing the models poly count to 40k and that barely did any justice. As a matter of fact, it made things harder to work with, destroying all my grouped morph hierarchies. I would love if you could either provide a tutorial or some instructions to your wwy going about this.
adp001 posted at 5:59PM Thu, 05 March 2020 - #4382108
Physics engines aren't made to deal with high-res meshes (not only in Poser). Use a low-res proxie to manage objects with high poly-count.
Background: Even without anything special defined the physics-engine has to compute real hard maths for every single vertex (4 per polygon).
Thread: Bulletphysics unworkable | Forum: Poser - OFFICIAL
How do you mean? I am using Aiko 4 for v4. She apparently buffs the usual poly count to 133k. Just peeped that lmfao. Could i not just reduce her poly count to 40k ? What do you mean by a proxy?
adp001 posted at 5:39PM Thu, 05 March 2020 - #4382108
Physics engines aren't made to deal with high-res meshes (not only in Poser). Use a low-res proxie to manage objects with high poly-count.
Background: Even without anything special defined the physics-engine has to compute real hard maths for every single vertex (4 per polygon).
Thread: Bulletphysics unworkable | Forum: Poser - OFFICIAL
There is apparently a coding script to have bp utilize openGL for graphics computation. But i dont think poser makes use of this in any way.
an0malaus posted at 5:36PM Thu, 05 March 2020 - #4382111
Another question to ask will be (given some measure of doubt about multi-threaded bending improving performance) is the physics simulation code written to take advantage of multiple CPU cores/threads simultaneously? Do we have confirmation of that?
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Thread: Sasha-16 firefly render issues | Forum: Poser - OFFICIAL