Forum: Poser - OFFICIAL


Subject: Need help about characters

Black_Star opened this issue on Nov 05, 2004 ยท 4 posts


Black_Star posted Fri, 05 November 2004 at 2:01 AM

Hy there! Let's asume that I have made a cloth from scratch in 3D Studio Max and I import it as whatever you want (.3ds or .obj) in Poser.Wich is the process of telling to Poser that I want to put that in the Characters library.Or maybe in the Hair library , if it is a hair mesh... Because as a raw 3D file imported in Poser , the only place where you can save it is in the Props library. In conclusion , how do I make cloth , clothing accesories and hair?I don't need the process of modeling explained , just the way I get them in the correct library in Poser , with the properties that each should have. Hope that you can help me! Best regards!


Little_Dragon posted Fri, 05 November 2004 at 3:20 AM

If it's intended as a hair prop, parent it to a character's head, then save it to the hair library.

Clothing is a bit more difficult.

In Poser 5, you can have dynamic-cloth props. These are saved to the props library. To make them act as clothing, you have to run them through a simulation in the Cloth Room.

But the greater majority of clothing items in Poser (both P4 and P5) are posable figures, just like the humans and animals. These are meshes which have been chopped up into body parts, then rigged with internal bones. They conform (or fit) to figures with matching joint parameters. And adequately explaining how all this is done would require several pages.

If you own Pro Pack or P5, Doctor Geep has a tutorial on the Setup Room you might find informative.

http://www.renderosity.com/messages.ez?ForumID=12356&Form.ShowMessage=1977525



HandspanStudios posted Sat, 06 November 2004 at 12:12 AM

Try Window>Heirarchy editor. If you have objects to make into a figure an option will show at the bottom called "Create New Figure". The H. editor is what alows you to tell Poser what part connects to what in a poseable figure. You also need to set up joints with the joint editor. If it's just one object that doesn't need joints you really would be better off saving it as a prop or hr2 file though. Just look at a human figure cr2 in the Heirarchy editor and you will get the idea of how the set up works.

"Your work is to keep cranking the flywheel that turns the gears that spin the belt in the engine of belief that keeps you and your desk in midair."

Annie Dillard


Black_Star posted Tue, 09 November 2004 at 2:49 AM

Thanks!Was helpfull! Best regards!