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Advisories: nudity
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poliakis | 6 | 268 |
14 comments found!
Thread: Looking for pilots for reverse deformations morph loader | Forum: Poser - OFFICIAL
Quote -
Maybe someone can help me where to get an "as-is" no-warranty disclaimer that I could use?
You could look at the FTC site, especially this link: www.ftc.gov/bcp/edu/resources/forms/buyers.pdf :lol:
More seriously, you could use any limited warranty statement that you will easily find on shareware programs for example.
Ooh, and BTW, I WANT to use your soft, even with no warranty at all :biggrin:
Cheers
Thread: Finally! | Forum: Poser - OFFICIAL
Attached Link: Brad Symmetrical
No, the mesh is not symmetrical but now it's weldedI remember you used C4D and as i don't like the GUI of this prog I don't use it, so I don't know how to make symmetrical a mesh. So i fired up modo and i have translated some of the vertices of the central YZ plane and have launched several times the symmetrical tool. Now the mesh is symmetrical at 1 um precision ( modo can't do more :lol:).
I've attached the mesh (hope this works).
Cheers.
Thread: Finally! | Forum: Poser - OFFICIAL
hoplaa : Ya, i know this program, but i prefer to work on a welded mesh: it's much simplier and quicker to get the desired results
Mike: for the trans maps, really I don't mind: the simpler for you will be ok
What i'm worry about it's that the mesh doesn't seem to be symmetrical: for example, the line of the central vertices of the hip is shiftted on the X axis around 30 um (micro meter) from the center of symmetry (plane YZ) when the same line on the head is shifted a little bit more (around 130 um) .
As a result, for example with modo I can't apply symmetrical deformations, nor use the symmetrical tool to make this mesh symmetrical :m_cry:
The central vertices of the mesh must be on the YZ plane for my progie to work in a symmetrical way (at least, to the extend of my knowledge, may be there's a way but i don't know what it can be)
If you could have a look at that it would be great
Cheers
Thread: Finally! | Forum: Poser - OFFICIAL
Quote - ]
I will upload a welded obj. I guess I should just start using the geometries folder. :)
Ya that would be fantastic
Quote -
I'm not sure what you mean by double? Do you mean the trans map geometry? IE Brows, some on the hip and some on the genbase? That extra geometry is set up with a material zone for trans mapped hair. I Have set it up so that it is controlled by the underlying body part but has its own sub grouping so you can easily get to the geometry underneath if you wish, but usually if you are making morphs you will (I think) want to morph it as well, so that your trans mapped hair will fit the morphed geometry. Does this sound right to you?
Oh my bad :blink: ... completely forgotten that part of the standard mesh, as i've never used it. Please just ignore my remark
Quote -
Glad you like him.
Sure I do. May be I could finally get rid of all these jcm (:cursing:) when bending the arms and the legs.
Cheers
Thread: Finally! | Forum: Poser - OFFICIAL
Wow, fantastic figure :woot: Now we can "sit down" our figures :thumbupboth:
And... ahem... the figure is complete too :wub: (very complete indeed :lol:)
But... all the parts in the obj file are not welded with each other so ... how to make full body morphs outside poser (with another 3d editor), in particular, when using smooth tools across the part edges :m_confused2:
Another thing too: some parts are "double" (the hip and the genbase for example) .... and I don't understand the use of it
Cheers
Thread: Finally! | Forum: Poser - OFFICIAL
Thread: Complete anatomy for M4 | Forum: Poser - OFFICIAL
Quote - Morphs are near impossible, there's simply not enough polygons in that area
That's definitively the problem: u can't even cut inside the mesh to bridge some other vertices to the original geometry, a trick that can be done to add genitals to M4 without adding a new figure.
The sole solution is to cut a part of the mesh, losing the welding of the hip to the others parts ( right and left thighs) in the original mesh (but not of course inside poser), then importing a "foreign" part into blMilMan_m4b.obj. I have taken a part of the hip of the Appolo Maximus geometry, then welded this part to the remaining hip and thighs.
Thread: M4's neck | Forum: Poser - OFFICIAL
Use any modeler of your taste (i personnally use modo), and translate the whole head horizontaly with a linear falloff (between the base of the neck and let's say the third of the neck).
Pull the whole thing downwards as wanted, then saved every part (head, neck, eyes, tongue parts , teeth ...) in separate morphs.
Finally use an (erc) master morph to command all that.
Thread: Remove all unwanted Custom_Morph chanells | Forum: Poser - OFFICIAL
Quote - Surely it must be possible to add dials only to body parts which are affected by the morph?
If you know how, please, please, please tell me
Thread: Morph on a posed body part | Forum: Poser - OFFICIAL
Thread: Morph on a posed body part | Forum: Poser - OFFICIAL
Applying directly the morphing tool in poser without exporting anything is a good start point, though in posed body parts this tool (in particuliar in smoothing) seems to have a curious behavior. The tool works much better when applied in a separate prop (exported body part).
Anyway, for smoothing contiguous body parts (for example hip + rthigh) you have to export a welded geometry of your posed figure, and the same problem will arise when importing back the modified body parts (plus the vertices mixing, fortunately resolvable with a free tool like morpher)
Thread: Morph on a posed body part | Forum: Poser - OFFICIAL
Thx for your answer
Actually, as i was (and i'm still) desesperated with this problem, i've tried your solution a while ago playing with different magnets, trying to adjust different mag zones etc... The result is that, in your own words, i was never "happy" with this solution, the main reason being for once the complexity and the number of objects needed to perform (in an unsatisfactoy way) this operation, and the second the fact that with other blending parameters all the adjustemnts with all the mag must be done again, while, with morphs, ERC techniques can adjust automatically the values needed.
The main problem remains to understand why a morph, while adequate in an exported bended geometry, still remains unfitted when apllied on the original bended mesh. As matter a fact, the "custom_morph" created with the morphing tools in poser has its targetgeom data after all the world transformations in the actor part of the cr2 file, while a "normal" morph has its data just after the "groups" declaration in the channels, meaning that rotating or bending a geometry must have an influence on the morph data. So i've tried to put the morphed data also after the world transformations, but with no chance either :cursing:
So still desesperated ...
Regards
PK
Thread: Morph on a posed body part | Forum: Poser - OFFICIAL
Oups, all the pix are invisible
Sorry for that, u can watch all the six of them at http://www.4shared.com/file/116539753/e7b09664/1_-_M4_posed.html
Sorry again (my first post )
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Thread: Looking for pilots for reverse deformations morph loader | Forum: Poser - OFFICIAL