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48 comments found!
Thread: Adv Object Import Utility (proposal) | Forum: Poser Python Scripting
Quote - (sorry for the off topic, but maybe consider it a bump as well :) )
The only kind of bump that would save the topic of this thread would probably fall under 'divine intervention'. Which is probably how this halted.
Thread: Adv Object Import Utility (proposal) | Forum: Poser Python Scripting
Thread: Adv Object Import Utility (proposal) | Forum: Poser Python Scripting
The idea is to take an object whose parameters you have already defined (written down) to be scaled, rotated and transitioned so it can be placed precisely into place upon import. This way after you import into Poser you don't have to input the same data (numbers) manually everytime.
Then save that data for future use.
I understand most people would make everything properly to scale and in place in a modeling program but... ya know.
Know what I'm saying.
Thread: new script request | Forum: Poser Python Scripting
Quote - It appears to me that what you want to do is to select a small number of vertices easily and have precise control over their movement.
Pretty much the same way as you have with a Poser magnet.
So why not use a magnet?
Isn't there somewhat of a huge difference between (control) pointing your mouse at the screen and a cumbersome (XYZ controled) magnet. Just saying.
The morphing tool is a similar experience to pushing/pulling clay around also similar to 3D sculpting programs, completely different kind of interaction entirely.
Thread: Exporting 2 objects as one / Poser adding ":1" in the new OBJ | Forum: Poser - OFFICIAL
I'm sure that would be true if I were doing that but none of the check boxes are checked when I'm exporting.
Thread: Exporting 2 objects as one / Poser adding ":1" in the new OBJ | Forum: Poser - OFFICIAL
Thread: Heads up: DAZ base figures not free much longer | Forum: Poser - OFFICIAL
Thread: Why am I STILL getting Wishlist notifications? | Forum: Community Center
Quote - Maybe we need a second list called "I wish this was on sale" list. :biggrin:
and only get notifications for it...would be more useful...lol
Wouldn't that be something. And that'd be about right hunh.
Thread: Why am I STILL getting Wishlist notifications? | Forum: Community Center
Quote - Deleting my wishlist is NOT acceptable.
I use my wishlist to store all the interesting stuff I come across while browsing the Store, because there is so much stuff in there I would never find it again - in other words, I use it as a wishlist. I may purchase things off it, I may not, but if something in the store interests me I wishlist it.
I am not interested in knowing every time someting goes on sale. I check in often enough to know when stuff on my wishlist is on sale, and if I have money to spare I might buy something.
Is it so difficult to have an option to disable wishlist notifications?
Perhaps a more convenient way to go about it rather than waiting for a miracle to happen would be to take matters into your own hands and do a moc-wishlist by using your browsers bookmarking function. Create a bookmark folder called Renderosity Wishlist (or whatever) place all the links to all the things you have wishlisted in there and then you can actually remove things from your Renderosity Wishlist. I'm just saying. That's one alternative.
The only way change comes about is if you have a massive amount of people griping about it unfortunately and even then there's no guarantee. Although there's probably more people out there who'd rather have that notification of a sale.
Thread: Prop Deleter | Forum: Poser - OFFICIAL
Quote - > Quote - That gets quite tedious when deleting more than 2 or 3 props.
Tedious? :blink: ... It took me ~1 1/2 minutes to delete 50 box props.
If you want tedious, try rigging a complex figure. :lol:
You know there should be a way to AUTO collapse the 'chains' in the Hierarchy Editor for things like Figures. This WOULD in fact cut down on the amount of time one has to scroll through the Editor.
However unchecking Show Figures would work just as well since it would only show the props unfortunately it doesn't seem to account for Smart Props.
Thread: "Hide" one object from a light? | Forum: Poser - OFFICIAL
Quote - I think by far the simpler solution would be to add the include/exclude feature to Poser's lights.
Indeed and exactly.
Poser has a Utility Script that collects scene inventory right. I think if one wanted to they could extend another setting in the Light's Materials to add an Exclude Node.
Thread: Improving Poser's Poly Management | Forum: Poser - OFFICIAL
Quote -
Ya know I haven't been able to duplicate that problem making nearly the same thing. It has something to do with the vertices where the pipe meets the base.
Did you make the pipe separate from the floor base and then weld it? I can tell you that perhaps if you detach and mirror the pipe (or rotate the base) in the other direction and then weld it to the base that probably won't happen when you leave smooth on. I use to have a problem with exporting mirrored objects into Poser. I believe essentially what's happening is Poser is twisting that thing around in it's attempt to smooth it and it's based on the alignment of the vertices. I'm not even sure that adding an edge loop would correct (realigning the vertices) that for smoothing. That's my guess.
Since the twisting is occuring closest at the bottom from the base of the pipe.
No, that started off as a plain, flat round cylinder primitive with no height - one round 48 point polygon that I beveled all the way up through all the shapes, past the 90 degree bend, and over. So it was always just one object, never separated, never welded. I deleted that massive ngon at the end too, so that's not the problem.
This was then mirrored too by the way. And yes, I made sure the mirrored points were welded. The image shows only half of it. (It's part of a railing structure). I'll check it out later and see if I can do anything to it to make it work better with smoothing.
An interesting thing to note though. I made what you made in a similar fashion except I started with a flat 4x4 plain. Scaled in the 4 corners, chamfered and opened the center vertex. Then added some edges from the scaled in corners to the center opening. Then built it up from there including the pipe. Then I added a turbosmooth (setting of 2) modifier to the whole thing. Poser rendered that fairly quickly. Another way I did it was starting with a 48 sided cylinder and then making the pipe from a spline with 48 sides converting that to a polygon. Then welded the pipe to the base cylinder. Took Poser a hell of a lot longer to render that for some reason and I had no intersecting edges in the long open lengths of the pipe with both smooth on and off. Still rendered REALLY slowly. And I didn't get any twisting at render time. I even then added one edge loop. Still slow rendering. Although now that I think about it I didn't turn off smooth in the Render settings. Smooth is in 2 places, the object properties AND the Render settings.
By the way I'm using Max. Poser liked my turbosmoothed mesh more than the 48 sided mesh. The turbosmoothed mesh has slightly less than 48 sides and a higher polygon count. Rendered rather quickly.
Poser is weird man. Definitely. It's a love/hate relationship.
Thread: Improving Poser's Poly Management | Forum: Poser - OFFICIAL
Quote - > Quote - Are the vertices of the pipe end welded to the base? I'd say detach those vertices and try those as two separate objects instead if they are. I believe the 'twisting' is occuring from the base if they are welded together.
Although edge loops to keep the 'frame' intact with smoothing on is of course a good idea. Poser likes to balloon/break edge lengths where there are none intersecting those long lengths with smoothing on.
Yeah, they were welded. I haven't worried about adding new edge loops or anything though and I doubt I will. As I wrote above this was just a part of a simple and distant thing, and without smoothing on it looks fine.
But I'll definitely think about that for future objects I make for Poser. This was just an unusual thing I put together quickly - unusual in that I wouldn't normally have long polygons like that, but it made sense at the time considering the shape of the thing.
I still say though that there's something wrong with Poser's smoothing. Modo and Softimage don't do that to that object and I doubt that 3ds max, Lightwave or Maya would either. They'll make it look a little "mushy" around the base until a good smoothing angle is reached, but nothing like that wild distortion in the images.
But Poser isn't wrong of course, just different. ;-)
Ya know I haven't been able to duplicate that problem making nearly the same thing. It has something to do with the vertices where the pipe meets the base.
Did you make the pipe separate from the floor base and then weld it? I can tell you that perhaps if you detach and mirror the pipe (or rotate the base) in the other direction and then weld it to the base that probably won't happen when you leave smooth on. I use to have a problem with exporting mirrored objects into Poser. I believe essentially what's happening is Poser is twisting that thing around in it's attempt to smooth it and it's based on the alignment of the vertices. I'm not even sure that adding an edge loop would correct (realigning the vertices) that for smoothing. That's my guess.
Since the twisting is occuring closest at the bottom from the base of the pipe.
Thread: Improving Poser's Poly Management | Forum: Poser - OFFICIAL
Quote - Hmmm...
Can someone explain this?
(click thumb for larger image)
Modeled in Modo, quickie rendered in Poser Pro 2010...
The image on the left is how it appears in the preview in Poser. The middle image is wireframe. It's all quads, no tris, no ngons.
The right is how it renders with Poser's default smoothing of 80. It does this at 90, 89.99, 1, 45.... I wasn't about to try all the number combinations between 0 and 360. ;-)
The only way it looks normal in a render is to turn off smoothing for it. That doesn't happen in Softimage or Modo... just Poser and its... shall we say... unique ways... ;-)
Anyone, any ideas why this happens?
Are the vertices of the pipe end welded to the base? I'd say detach those vertices and try those as two separate objects instead if they are. I believe the 'twisting' is occuring from the base if they are welded together.
Although edge loops to keep the 'frame' intact with smoothing on is of course a good idea. Poser likes to balloon/break edge lengths where there are none intersecting those long lengths with smoothing on.
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Thread: Adv Object Import Utility (proposal) | Forum: Poser Python Scripting