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105 comments found!
These things happen! I'm just glad you were able to kick the site up the butt on your end and I was able to get it. :D
Thread: "undefined" error message when adding product to cart | Forum: MarketPlace Customers
I was able to complete the checkout with you adding the product to my cart for me. Thanks very much for the help! :)
Thread: "undefined" error message when adding product to cart | Forum: MarketPlace Customers
I have restarted my browser and cleared my cache multiple times before I posted this thread, I was always getting the same error message. Since you added it to my cart, I can't try again without removing it from my cart. So I clicked on "Remove from Cart" and it gave me the same "undefined" error.
I'll try checking out. If I can checkout and the product shows up in my item history, then the error becomes irrelevant :)
I'll let you know how I get on.
Thread: Zbrush Character Morphs in Poser | Forum: Poser - OFFICIAL
AmbientShade posted at 11:49PM Thu, 16 November 2017 - #4318062
I checked in my 2014 game dev version and it's not there. It would have been in the morph settings menu when you click on the arrow to the right of the morph.
Not sure how to unlink morphs from fbms in 2014. It's been so long since I used 2014 it's easy to forget which features are in which version.
That's not a problem. It will be something for me to keep in mind when I'm working on future projects, having the neck included on the body morph when I create it in Zbrush rather than spinning the Poser dials. I will also experiment with my neck morph, if Spawning the full body morph to merge the face and neck will work for me.
I'm still learning how to read the flow of the topology, where I need to add the muscle definition and other details where I want them and for them to look anatomically correct. It might be something lots of people take for granted and it comes easy to them, but it's taking me a little time. When I was making my skin texture in Zbrush and was adding the displacement for the wrinkles on the knuckles etc, when it came to the elbows I put them in the wrong place! lol
Thread: Zbrush Character Morphs in Poser | Forum: Poser - OFFICIAL
AmbientShade posted at 5:50PM Thu, 16 November 2017 - #4317986
Ah. Apologies for not being more clear on this. You can have multiple sessions, as long as you send each stage of the morph back to Poser and save the figure to the library in order to save your work. If you save the figure in a zbrush format or if you close or even restart/start new scene in Poser or zbrush, then the goZ connection will be lost. It still exists in the cache but for whatever reason Poser will no longer recognize it as being connected to the same version of the figure you're working on - i.e, can't read it - so if you try to send it back to Poser later, it will import as a new, separate OBJ.
No need to apologise. I know I can send my figure back to Zbrush each time I start a new session, picking up where I left off. I just found that a bit tedious and I found it much more comfortable to have a Zbrush project file saved so that I could just get back into working on my morph without having to establish the Zbrush-Poser handshake and then have an "physical" .obj file to be importing the facial morph onto my figure. Because these were also my first facial morphs I made in Zbrush, I wanted to keep things simple and also I am thinking ahead of when I need to port these V4/M4 characters I've morphed over to a Genesis figure. I don't know how well that will work, but if it doesn't I would rather have my .obj morph on-hand so I can use that as a reference in Zbrush to recreate the morph or something similar on a Genesis figure. (I don't plan on doing anything like this for a while. I'm getting comfortable in Poser with making morphs and clothing and props before I add DS into the equation.)
Also, for the character morphs that I'm creating for commissions, working on a Zbrush project file has the added benefit that I can us using the Layers inside Zbrush. Any major changes to the mesh I have a new Layer and the different areas of the face are isolated in their own layer, which made it incredibly flexible to make quick easy changes. Don't like the nose? Turn off the visibility of the nose Layer and start again.
AmbientShade posted at 5:50PM Thu, 16 November 2017 - #4317986
In order to send a morphed figure to zbrush with the morph active, you need to check the box that says 'Export Posed'. Alternatively (and I just discovered this tonight, after using goz for a few years now) - you can open the Settings dialog on the morph dial and set it's min and max values to 1.000. Then when you zero the figure it will only zero out the rotations and the morph will stay at 1.0000 and Poser will send the morphed version of the figure over to zbrush without having to check 'export posed'.
Hey, what a neat little trick! I will have to make a note of this for later! :D
AmbientShade posted at 5:50PM Thu, 16 November 2017 - #4317986
If you have your own system now then a lot of that might not be of much use, but it's there if you decide to experiment with it later. The same method applies to morphing the base OBJ for the figure via goz - the only difference is that you'd import it from the library, send it to zbrush as an object instead of a figure, and then export it as a morph target and reload it via the load morph target menu option in Poser.
Exactly. Once I have spent more time working in Zbrush and Poser, making morphs and content, I could end up tweaking my workflow to improve its efficiency and stability. Its useful to have information like this in one spot, rather than wasting hours and hours wading through the internet and finding 9-out-10 broken links to try and find something that was found 6 months ago and you need a refresher.
AmbientShade posted at 5:50PM Thu, 16 November 2017 - #4317986
Here's a link to a guide on creating INJ/REM files. Its rather old but it should still work. http://www.acrionx.com/3d_modelling_poser_tutorials/?pg=how_to_make_INJ_REM_Pose_files_for_Poser_custom_character_face_morphs
Any morph that spans two (or more) body parts is treated as a full body morph as far as I'm aware. I'm really not familiar these days with hand-coding INJ/REM files, but if I recall correctly, it will still inject the morph into the figure and set it for each body part that the morph affects, even if it is only one morph file that's being referenced. I use P11Pro which has a built-in morph injection exporter so I haven't needed to hand code injection files since I started using P11. I'm not 100% sure but 2014 may have the master synched option in the morph dial that is automatically checked on FBMs. So if you do need the morph to be separate morphs, then you can break them apart again by just unchecking 'Master Synched'. But that may only be a P11 feature.
Sorry for the wall of text, lol.
This tutorial is one of the ones I found, but running on zero sleep, stressed and sick it made very little sense to me and I just incredibly frustrated with it. Creating the INJ/REM files I've gotten worked out. Saving the figure as a .cr2 file, I then use Poser's Binary Editor to isolate the Zbrush morph and create the INJ file. Works like a dream. No mess, no fuss! :D And then for the body morphs that were made by spinning the dials, it's the same process of saving the .cr2 file but I then use Injection Pose Builder 1.5 to create the files. IPB was a bit of a pain to get to work, but now it does it's all good.
As for the master synched option... I can't say if Poser Pro 2014 has this or not because I don't know where to begin looking for it.
I'll give "Spawn Full Body Morph" a try and see if I can combine the head and neck morphs into a single injection. I don't need these to be separate, they just are because that was the way I knew how to make them. I would have liked the ear morph to be its own injection but something went hinky with it when I turned off the Layers of the rest of the face, keeping the ears isolated and my character in Poser deformed. I don't think it's nothing some more practice won't let me nut out so I can create a face and the ears and have the two separated so I can use the cute elf ears I make independently from the character they were originally made for.
lol No worries about the wall of text! It might be over a month after the fact but I'm just glad there is some helpful information coming in about this now. :)
Thread: Zbrush Character Morphs in Poser | Forum: Poser - OFFICIAL
Kazam561 posted at 5:36PM Wed, 15 November 2017 - #4317976
Hope this problem got solved. My apologies. I totally missed seeing this thread update. Not sure, but Notepad++ is open source license and free. As far as the error message, couldn't tell without seeing more. I'd suggest try opening it in poser, and saving the morph into your library, then open a new scene, try applying the morph and see if it still gives the error message.
Don't worry about missing the update. I managed to get it sorted in the end. The error message was happening even when I opened a fresh scene or closed Poser and launched the program anew. I was getting fed up butting heads with it and scrapped making my INJ morphs from the PMD file and managed to create the INJ and REM using Poser Binary Editor. Everything worked fine with this method. I just needed to keep in mind the names of my morphs so I knew what to search for. After doing 5 characters, I got into a nice rhythm. :)
AmbientShade posted at 5:35PM Wed, 15 November 2017 - #4317979
You didn't say what version of Poser you have. That's always important to note when asking how to do something specific.
If you have one of the pro versions, then you can combine multiple morph dials into one dial by going to the Figure menu and selecting "Spawn Full Body Morph". This will create a new FBM based on every morph you have active at the time. Active means anything with a value greater than zero. The dial will show up on the Parameters pallet under morphs.
If you have PP2014 or P11 Pro you can also use GoZ from Poser to ZBrush, sculpt your morph on the figure, and then send it back to Poser as an FBM. It has to be done all in one session though. If you close Poser or ZBrush at any point in the process then any work you've done in zbrush will be lost.
Apologies. At this time there were a few threads that I was posting at this time and I must have overlooked the version on this thread. I know it is important to note the version number and I usually do. I'm using Poser Pro 2014 with Zbrush 4r6.
The problem with GoZ is precisely what you mentioned - everything has to be done in one session. (Which was a subject for a different thread I posted at the same time as this one and had no luck with responses.) For doing corrections, GoZ is brilliant but for creating facial or bodymorphs - not so much. It doesn't matter though. I have perfected my workflow for creating facial morphs.
Doing your method for "Spawn Full Body Morph" I'm not sure how I will then be able to create the INJ/REM files because the morphs for the head and neck morphs, as I mentioned in my opening post, will still be separate and I won't have a single morph name to search for in Poser Binary Editor in editing the .cr2 file. This is how I ended up managing to create my INJ/REM files for the morphs I created in Zbrush.
Perhaps in later characters when I create the bodymorph in Zbrush, rather than spinning dials in Poser, I won't have any issues with the neck morph have a separate INJ file because I will include the neck on the body morph and it will have its own unique name that I need to isolate.
Thread: Zbrush Character Morphs in Poser | Forum: Poser - OFFICIAL
I've only seen the Johnny Depp version.
Back on topic though....
I have finished making my Zbrush morphs (for one character, still got another to do before this project is finished) and I'm trying to create a PMD INJ file but when I apply the INJ, I get an error message "The file being read is not a valid Poser file". It still appears to apply the morph to the character however.
I have double and triple checked the code in the .pz2 file for the INJ and it checks out to me. I have got DarkEdge's tutorial open and frozen where he is showing the code for the INJ file and it matches, other than the obvious differences in the name of the morph and the folder it is in.
Any ideas what could be causing this? Is it something as simple as me creating the file using Notepad whereas Ray used Notepad++?
Thread: Zbrush Character Morphs in Poser | Forum: Poser - OFFICIAL
Possibly. I'm not familiar with the quote. But it sounds about right! You just need to add a high percentage of frustration in there and that will be the formula. ;)
Thread: Zbrush Character Morphs in Poser | Forum: Poser - OFFICIAL
Yup, I have. Perseverance, frustration and no sleep for the last two days I have gotten it working. :)
Thread: Zbrush Character Morphs in Poser | Forum: Poser - OFFICIAL
Thanks, but no the video doesn't help. He only included the head when he exported and, as seems to be the way that happens with 3D, he used different export settings and a different method for the full body. I must have seen five different combination of settings when exporting from Poser! Personally, I haven't had an issues with exporting the obj from Poser, so I'm going to continue doing this rather than tracking the base geometry in my runtime.
What I ended up doing last night was exporting the head, neck and the eyes and then separating the eyes into a Subtool of their own. This didn't cause any problems with exporting the head from Zbrush and loading the morph, but it allowed me to keep an eye on the eyes and make sure there was no poke-through. I also masked out the mouth when I was adjusting the jaw and chin, just so it wouldn't move as much and I think, so far, that has avoided any ugliness with things going crazy when I try to apply an expression to the face.
Thanks anyway, Kazam561.
Thread: Zbrush Character Morphs in Poser | Forum: Poser - OFFICIAL
The eyes only deformed a little but I imported a second model including the eyes to see where I needed to pull out the bottom lids to correct the poke-through. For that reason, my next import had the eyes, just to make it easier for me the second time around.
As for correcting the jawline deformation, it would have been impossible to do that in Poser because the amount of morphing I did with the face wrecked the alignment of the jaw so when I had the character smile or open her mouth, it was a huge mess. I'm starting again because of the mess, so I'm going to try and limit the amount of deformation around the jawline and mouth so this doesn't happen again.
I looked for both Zbrush specific and I looked for character creation in general. A lot of what I found wasn't relevant or there were dead links - the vast majority of information I could find took me to dead links - so that's why I tried to focus the searches for Zbrush and get more specific with my pipeline.
Thread: Zbrush Character Morphs in Poser | Forum: Poser - OFFICIAL
Oh, thank you very much! The thing that I read the other week I remember vaguely that it was somehow done inside Poser to merge the dials together, but I can't remember the specifics. This way is much simpler though!
Unfortunately, the morphs that I spent 8 hours creating last night are no good because when I was testing it in Poser I discovered that the jawline was deformed too much and when the character smiles, her bottom teeth poke through her chin and she just looks very ugly. I have to start from scratch, which has left me feeling very bummed.
I have spent a few hours tonight searching Google (which isn't helping me feel less bummed about the wasted time) for a current method of exporting the figure from Poser to create the morphs. Can you please confirm that exporting only the head and neck is the correct approach for creating the facial morphs? Do I need to include the teeth and the tongue and the eyes as well? Or should I be taking the complete figure into Zbrush and separating the head and body from the eyes and teeth and tongue into different Subtools?
What little I can find is only exporting the head and the neck, while the rest of what I find in my searches take me to dead links. It's incredibly frustrating.
Thread: Changing username request? | Forum: MarketPlace Customers
Very weird about the email. It was sitting in my Sent Emails folder. Oh well, no matter! It's changed now and that's the main thing. Thanks very much! :D
Thread: Strange behaviour in Material Room with PHC Nykta | Forum: Poser - OFFICIAL
No, unfortunately the problem is still there and I have no idea what is causing it. I think it's just me being 'special' that I can get this problem on both of my machines, running the same version of Poser, with the same content, the same Windows Ultimate 64-bit.
It doesn't matter though. It is easy enough to delete the nodes and recreate them every time I want to make some adjustments to the Diffuse colour to darken the textures up a little bit. It's an awesome product though, and this little niggle isn't going to stop me from using PHC on Nykta. Even if I have to wrestle nodes into submission! ;)
I am still hopeful that someone, somewhere will either know what is causing this problem or someone else is having the problem as well. Right now, I'm just living with it and hoping it doesn't appear anywhere else.
Thread: Strange behaviour in Material Room with PHC Nykta | Forum: Poser - OFFICIAL
I just tried looking at the cr2 file in Poser File Editor, comparing Nykta with the PHC texture applied and the original file, but it is as I said previously: I don't understand what I am looking at, or even know what I am looking for. To me, the cr2 files look the same. I have tried everything I can think of, it happens on two of my machines running Poser Pro 2014, with the most current SR, Peggy/P3D-Art has never seen this before and 01Sculp behaves normally for her, and so far no one on the forum has come forward having this problem themselves...
I'll just live with it, and hope the problem never happens on something with a more complex shader.
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Thread: "undefined" error message when adding product to cart | Forum: MarketPlace Customers