Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 20 7:20 am)
I was thinking that as far as the crunching in the top part...if you used her rig and then deleted the extra bones....if she has eye bones then when you deleted one then the head bone would move towards the eye that was left and mess up your JP. Tip: When using a donor rig and deleting extra bones, use the hierarchy editor to parent those parts to the body. For example, the eyes. Also, just to be safe, always keep one bone beyond what you need. For example, the dress above should have a neck bone in it, but not the head. I am not sure about the dress if it is supposed to be a one piece though. --Rebekah--
looks like the groups are broken up across bones other than what they should be. My suggestion is to look at the groups in something like UVmapper or back in c4d. From what I understand about c4d, you should be able to regroup it in there, export and have poser read that properly; at least that's what I do out of Maya. :) BTW: if you post a screegrab out of the setup room with everything set to outline mode, I could probably tell you a lot more about where the actual problem is. -Les
I can't help, but I can offer encouragement... if you finish it, I'll buy it! Misaki needs more clothes, and this looks like a very attractive item.
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TG
Ok, here's the problem, and it's one of Poser's biggies: one parent group cannot share a single connection across two groups. The "Y" shape connection of your buttock (?) pieces to the hip is where the problem is occuring. In order to have those two groups you'd have to assign a strip of polys down the center to the hip so that the "Y" connection is broken up, leaving buttock groups connecting only to the hip rather than meeting each other the way they do. My suggestion on a piece like this, however is actually to take all the polys currently in the buttocks and below, group them into the hip, then add a set of dummy bones that are parented to the hip. These extra bones should get no geometry grouped to them; just make sure they are parented to the hip and that the geometry is in the hip group as described and these extra bones will have influence over that geometry in a very smooth way. For my own work, I sometimes will put entire chains of dummy bones inside long clothing, then setup ERC based remote control rigs that allow one to control these bones from the hip or body rather than having to drill through the dropdowns. Anyway, that's the method I would use here. If you try going that route keep one big thing in mind: you will be spending a fair amount of time dealing with spherical falloffs on the dummy bones otherwise things like twisting and bending of them will send the bottom of the skirt flying into the stratosphere. :) =Les
TG
Yeah I would use a single hip area, you could create ghost bones and morphs to help in teh skirt posing. The chest seems like you have moved the chest bone or that you deletedd the neck and the upper part of the chest bone 'snapped' to the left collar bone. You can bring it back into the setup room and try to straighten it in there or use the chest side to side after it is conformed to line it up and then go to edit and memorize > figure. Sixus is correct that it is nice to have the next bone in the chain present even though it has no polies attached to it. it will sometimes help in teh posing aspect of the clothing. Ya gotta remember that song, the hip bones connected to the butt bones, the butt bones connected to the thigh bones ;)
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Hi Torulf, You can make your groups in Cinema 4d.Model your dress as one item.
Divide up your model by setting selection tags for each group you want your item to have in Poser then use the Split to Object plug in available free from the attached link to split the selections into seperate obj.
Shoshanna
edited for typos :-)
Message edited on: 11/21/2004 05:40
Attached Link: http://www.fignations.com/jelisa/tutorials/c4d1.html
Here's a link to a tutorial which explains it very clearly :-)Message edited on: 11/21/2004 05:41
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TG