12 threads found!
Thread | Author | Replies | Views | Last Reply |
---|---|---|---|---|
Parthius | 9 | 212 | ||
Parthius | 6 | 583 | ||
Parthius | 11 | 951 | ||
Parthius | 7 | 488 | ||
Parthius | 2 | 69 | ||
Parthius | 6 | 160 | ||
Parthius | 2 | 1131 | ||
Parthius | 31 | 711 | ||
Parthius | 20 | 236 | ||
Parthius | 2 | 12 | ||
Parthius | 11 | 47 | ||
Parthius | 5 | 102 |
81 comments found!
The interesting question at this point is what is actually happening? DS indicates that it is having issues with the weights from either the cr2 or the pz3, but then loads the figure that bends pretty closely to Poser and exports weight maps via Collada that work fine in Maya. So either it is reading them or generating ones that deform the arms very close to what Poser does (at least for the pose I tried).
Thread: V4-WM import issue | Forum: DAZ|Studio
Poser only supports one weightmap per joint, so it is incompatible with Daz "tri-axial" weightmapped figures, but DS supports both traditional and their tri-axial weight maps, so I believe that it is only the tri-axial weighting that is incompatible between the two.
Certainly, V4-WM poses in DS and when exported via Collada has all of her weight maps, so DS is keeping the "poser" weight maps. Very strange...
Thread: V4-WM is Here! | Forum: Poser - OFFICIAL
Poser only supports one weightmap per joint, so it is incompatible with Daz "tri-axial" weightmapped figures, but DS supports both traditional and their tri-axial weight maps, so I believe that it is only the tri-axial weighting that is incompatible between the two.
Certainly, V4-WM poses in DS and when exported via Collada has all of her weight maps, so DS is keeping the "poser" weight maps.
Thread: V4-WM is Here! | Forum: Poser - OFFICIAL
When I import V4-WM into DS, I get the following message many times: Warning: "Vertex index for weight map out of range on line xxxxxx". Does anyone know what the issue is?
Thread: obj export woes... | Forum: Poser - OFFICIAL
That has been a longstanding issue with Poser, it even cuts the mesh for weightmapped figures (just verified that with V4_WM). The two work-arounds (in addition to just using the original mesh) are to export from POser and then weld the duplicated vertices/seams in another application (e.g. UVMapper or any modeling program) or to load it in Daz Studio instead and export from it. DS does not slice the mesh. The Poser export followed by a weld will change the vertex order, so that won't work for developing morphs (unless you can get a utility to reorder them), but it should work fine for a self-contained animation. All in all, if you need the mesh exported whole, DS is your best bet.
Thread: Vue 10.5 external render issue | Forum: Vue
One is similar, the other is much older, but it doesn't work on any subset including just on the host machine.
Thread: Vue 10.5 external render issue | Forum: Vue
Everything is a new install so the rendercows match Vue. They work great for small scenes. They just barf on my gigabye (file size) scene.
Thread: Vue 10.5 external render issue | Forum: Vue
I meant the external stand alone renderer option that runs on the same system (non-hypervue, non-network). I experimented with it this morning and it doesn't work even for simple stuff.
Thread: Rigging Question | Forum: DAZ|Studio
Thread: Rigging Question | Forum: DAZ|Studio
I'm finally getting back to this and I can't figure out how to freeze ERC. I would greatly appreciate it if someone could enlighten me!
Some documentation would go a long way towards making figuring this out a less frustrating experience...
Thread: Best source for realistic trees? | Forum: Vue
Thread: Best source for realistic trees? | Forum: Vue
Thanks, I am playing with a trial version of XFrog, and like being able to manually vary their base models (trees in the open grow very different from trees in a forest and I can build in that variation). Onyxtree is another procedural modeler, but it is more expensive that XFrog (currently on sale) and at least I know what I am getting with XFrog because of the free 30 day trial.
Thread: Genesis to Poser Experiment | Forum: Poser - OFFICIAL
Thread: Genesis to Poser Experiment | Forum: Poser - OFFICIAL
vilters,
Last time I looked, Poser only supports rendertime smoothing and not subdivision surfaces. Freezing the subdivision back to polygons and then smoothing can be desirable when Poser doesn't support subd.
6300 poly's for the base mesh, adding nails, teeth, etc, she is listed as 76,160 polygons (comparable to Genesis frozen at subd1), and as you pointed out, she is not compatible with Poser. With more poly's, you can model in more detail, with less you have to rely more on displacement maps. What is best all depends both on what you want to do and what app you are using.
SoulTaker,
I verified it last night and thought it might be of interest to someone so I posted what I'd learned. In the past there has been interest in getting Genesis and/or V5 into Poser and this seemed relevant.
Thread: Rigging Question | Forum: DAZ|Studio
It did change the basic figure unfortunately (so I had to change it back). I'll try experimenting with ERC freeze. THanks!
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
Thread: V4-WM import issue | Forum: DAZ|Studio