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408 comments found!
They just put out a bulletin saying that it will come out in March 2023. Looks like they’ve been concentrating on speeding up and improving the quality of renders. I hope they also resolved the Unimesh issue as well.
Thread: Poser 12 Mac doesn't always load libraries when starting up | Forum: Poser 12
I have multiple libraries when I start up Poser. Does this bug affect only those with multiple libraries or does it also affect those with only the default Poser library?
Thread: Unimesh Exporter Python script for Poser 12 | Forum: MarketPlace Showcase
In Poser 12 for Mac, it appears to be able to initialize the figure, but the button for exporting the unimesh morph target doesn't give me the option of being able to save it anywhere.
Thread: Using Zwrap plugin to make facial morphs for Poser figures | Forum: Poser - OFFICIAL
I've tried using a GoZ imported poser figure and then using it to send it back to Poser, but the problem is that Zbrush changes its name when exporting via GoZ. As a result, it comes back to Poser as a prop rather than as a morph. I've found no solution so far to this.
Thread: Using Zwrap plugin to make facial morphs for Poser figures | Forum: Poser - OFFICIAL
After much experimentation today, I found that the only way to make it work for Poser is to
1. first export the figure base mesh as an obj file with As Morph Target, Include body part names in polygon groups, and Include figure names in polygon groups as the only options checked and then
2. import that as a tool into Zbrush. I mask out everything except the head mesh, taking care to also mask out the eyelashes and the inner mouth. I then add the target mesh as another subtool using the Subtool Master Zplugin, scale it as close as possible so that its head is more or less the same as the poser figure's head and align it as closely as possible with the eyes as a reference point.
3. Fire up ZWrap in the plugin, follow the instructions with regards to assigning corresponding points on the two meshes and then start wrapping.
4. Depending on how you mask the area between the head and neck, you will get varying degrees of separation between the two areas. You will have to then try to approximate their edges as best as you can using Zbrush's topological move brush and touch up some areas such as the eyelids.
5. Export the Zwrapped mesh as an obj file and import that into Poser with everything checked off.
6. Use the Grouping tool to select the head and neck and create props out of those areas.
7. Export the head and neck props as separate obj files and check only Morph targets.
8. Bring in the Poser figure that you want to receive the morphs. Select the head and load the head morph file using the Properties tab button. The new morph will be in the Propertes tab of the head at the bottom. Do the same for the neck.
Thread: Using Zwrap plugin to make facial morphs for Poser figures | Forum: Poser - OFFICIAL
This is a screenshot of his post where he mentioned the video tutorial using Wrap and some additional steps he did to convert those Star Trek characters to G8
Thread: Using Zwrap plugin to make facial morphs for Poser figures | Forum: Poser - OFFICIAL
I searched his posts and it looks like he uses the standalone app Wrap3, made by the same makers of ZWrap. He also posted this tutorial video there.
Thread: Using Zwrap plugin to make facial morphs for Poser figures | Forum: Poser - OFFICIAL
For those unfamiliar with Zwrap, here's a Youtube video that shows what it's used for by production studios.
https://www.youtube.com/watch?v=ori2aTm3IPg
Thread: Using Zwrap plugin to make facial morphs for Poser figures | Forum: Poser - OFFICIAL
Yes, the resulting prop is a full figure mesh. All that Zwrap does is move the vertices of the imported Poser base mesh in Zbrush to conform with the topology of the target; it does not add new topology any more than using Zbrush's move tools or brushes. I'm thinking that this may be a bug in Poser's implementation of GoZ. I may have to look into exporting the modified model as an obj file as you suggested earlier and do it the way Poser morphs were made with Zbrush before GoZ came around.
Thread: Poser Dev Team is Hiring | Forum: Poser - OFFICIAL
I hope that whoever you hire can update Poser to at least surpass Realillusion’s Character Creator 4’s features as well as its Headshot plug-in capabilities.
Thread: Project Evolution ONE now available here | Forum: Poser - OFFICIAL
I don’t think it completely lost support. I’m using it and have started trying to make useful morphs to transform the base characters.
Thread: Project Evolution ONE now available here | Forum: Poser - OFFICIAL
Nagra_00_, thank you for doing a great job on your PE foot morphs. They definitely help make the top of PE's feet more realistic. Is there anything you can do to further improve the soles of PE's feet? Her feet currently make her look flat footed with not much of an arch, and the base of her toes are aligned too horizontally instead of being at a descending curve from the big toe to the little toe. Thanks again for your foot morphs.
Thread: Project Evolution ONE now available here | Forum: Poser - OFFICIAL
I’ve been trying to recreate some of my old V2 and V3 characters using PE to take advantage of its features, and one thing PE definitely needs are more facial morphs to customize small details such as the shape of the nose profile or the width of the eyelids and the shape of the head. Otherwise, PE is close to perfect for me.
Thread: New Poser Wishlist | Forum: Poser - OFFICIAL
DAZ made a big announcement recently about their bridge to Cinema 4D. I use Cinema 4D for my rendering and animation, and having a bridge from Poser to Cinema 4D and other apps like Maya would be a great thing.
Thread: Evolution Free Content BONANZA! | Forum: Freestuff
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Thread: Poser 13 | Forum: Poser - OFFICIAL