Forum: Poser - OFFICIAL


Subject: +++ DG#112 +++ Skull Caps +++ Page 1 ...

geep opened this issue on Mar 08, 2005 ยท 45 posts


geep posted Tue, 08 March 2005 at 9:46 AM

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



operaguy posted Tue, 08 March 2005 at 9:54 AM

puttin on my thinking cap


dallas40m posted Tue, 08 March 2005 at 10:01 AM

I want a seat in the back!! :D

Warmest Regards,

Dallas


Holli posted Tue, 08 March 2005 at 10:12 AM

Keep it going !


geep posted Tue, 08 March 2005 at 10:39 AM

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



Hyria posted Tue, 08 March 2005 at 10:41 AM

sits in another seat in the back row

Insanity is a waking state...Darkness is a being...Want To Play.........heheheheh


PapaBlueMarlin posted Tue, 08 March 2005 at 11:07 AM

This will be interesting :) For me the grouping tutorials look easy, but when you actually try to get straight lines and decent curves, it's much much harder in reality. I still haven't been able to nail it...



mikeberg posted Tue, 08 March 2005 at 11:12 AM

...


xoconostle posted Tue, 08 March 2005 at 11:12 AM

Same here, PapaBlueMarlin, same here. I do find that switching camera views helps a bit, but I always seem to need to do a lot of "clean up." Anyway, this tute is already funny. A welcome and unexpected subject. Teach on, Doc!


leather-guy posted Tue, 08 March 2005 at 11:20 AM

+++BookMarrque+++


Bobasaur posted Tue, 08 March 2005 at 12:00 PM

I sure hope Doc is planning to anesthetize NSG for this tutorial. For the sake of compassion, he should have a numbskull.

Before they made me they broke the mold!
http://home.roadrunner.com/~kflach/


FreeBass posted Tue, 08 March 2005 at 12:27 PM

Uhhh...Bobasaur? How would one tell if NaySay WAS anesthetized or not?



WARNING!

This user has been known to swear. A LOT!


geep posted Tue, 08 March 2005 at 12:35 PM

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



Bobasaur posted Tue, 08 March 2005 at 12:40 PM

In this tutorial thread, punning is one way to get a head, Considering his lack of education, It's good to see NSG going back to skull.

Before they made me they broke the mold!
http://home.roadrunner.com/~kflach/


geep posted Tue, 08 March 2005 at 12:45 PM

OOOOOOOOOOOOOOooooooooooooooooooooooo....................... That's sooooooo BAD ... that it's good! ;=]

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



geep posted Tue, 08 March 2005 at 12:46 PM

He was going to go to high school but ... ... he lost his ladder. ;=[

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



Bobasaur posted Tue, 08 March 2005 at 1:38 PM

We just need to make sure he stays away from those anime girls in their cute little Japanese skull-girl uniforms.

Before they made me they broke the mold!
http://home.roadrunner.com/~kflach/


Furyofaseraph posted Tue, 08 March 2005 at 1:48 PM

-_-... im done


geep posted Tue, 08 March 2005 at 3:08 PM

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



geep posted Tue, 08 March 2005 at 4:53 PM

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



Dave posted Wed, 09 March 2005 at 7:57 AM

late as usual...


pookah69 posted Wed, 09 March 2005 at 8:09 AM

Geep, thanks as always for your wonderful tutorials...would you mind explaining why we need skullcaps, as opposed to simply growing the hair right out of the head?


geep posted Wed, 09 March 2005 at 8:14 AM

re:" ... would you mind explaining why we need skullcaps, as opposed to simply growing the hair right out of the head?" No. ;=]

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



geep posted Wed, 09 March 2005 at 8:15 AM

I wouldn't mind at all ;=]

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



geep posted Wed, 09 March 2005 at 8:29 AM

Hi pookah69,

You do not need skullcaps to "grow" hair on a Poser figure's head.

You can "grow" hair on anything in Poser that has 1 or more polygons.

The reason to make a skullcap and "grow" hair on it rather than the head is ...

The hair (on the skullcap) is a separate object and can be used on different figures, with proper fitting of course.

Ok?

Good question - BTW. ;=]

cheers,
dr geep
;=]

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



randym77 posted Wed, 09 March 2005 at 10:39 AM

Is there any way to make low-res skullcaps? The lower the better, for dynamic hair. Like, 8 to 12 polygons maybe?


geep posted Wed, 09 March 2005 at 11:10 AM

Sure ... how about a skullcap using 1 polygon?

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



geep posted Wed, 09 March 2005 at 11:13 AM

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



geep posted Wed, 09 March 2005 at 11:14 AM

*** POP QUIZ *** How many polygons are in NaySay's new SkullCap? ;=]

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



Bobasaur posted Wed, 09 March 2005 at 11:51 AM

All of them!

Before they made me they broke the mold!
http://home.roadrunner.com/~kflach/


geep posted Wed, 09 March 2005 at 1:01 PM

Give that man a GOLD STAR !!! (lol) ;=]

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



geep posted Wed, 09 March 2005 at 1:02 PM

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



geep posted Wed, 09 March 2005 at 1:04 PM

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



geep posted Wed, 09 March 2005 at 1:07 PM

[ HAIR it is Folks !](http://www.renderosity.com/messages.ez?ForumID=12356&Form.ShowMessage=1703708) <---- CLICK LINK

cheers,
dr geep
;=] Message edited on: 03/09/2005 13:08

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



geep posted Wed, 09 March 2005 at 1:10 PM

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



Trinity7 posted Wed, 09 March 2005 at 11:01 PM

my question is can this be done in daz studio as well or is it exclusive to poser.....i have both but poser is down right now?


geep posted Thu, 10 March 2005 at 6:46 AM

Can "what" be done in D|S? Make a skullcap? Make hair? ;=]

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



Tiny posted Sat, 12 March 2005 at 6:19 AM

Trinity7 >can this be done in daz studio< DAZ studio do not handle dynamic hair.



mikeberg posted Sat, 12 March 2005 at 8:23 AM

..


Trinity7 posted Sat, 12 March 2005 at 12:39 PM

thanx for the info guys...guess i will have to get poser up and running again....keeps crashing on me....in response to geep.....i have a skull cap and masa's fur fur program....


Vially posted Sun, 17 April 2005 at 8:25 AM

Okay, This raises some questions: 1. Is the skullcap now a savable prop? 2. Is the hair growth group only constrained to that skullcap (I.E. a part of the same prop) 3. Can the skullcap be pulled into - say 3DMax and/or Maya and altered, or does that change the dynamics of the cap/head relationship? Someone mentioned Polys, what is a good rule of thumb for a poly count in a skullcap (or any cap for that matter?)


randym77 posted Sun, 17 April 2005 at 8:55 AM

The skullcap is a savable prop. You can pull it into other software. The dynamic hair won't go with it, though. (Except in Vue, if you have Mover.) Most other apps can't read Poser's dynamic hair.

As for polys...the Genesis hair skullcap has about 200 polys. I've seen as few as 8 used. IME, CL recommended way too high a resolution back when P5 was released. The dynamic hair they included with P5 was so high-res that it didn't work properly in the Hair Room. For a long time, people thought collision detection was broken. Actually, it isn't. It works fine. You just have to use a resolution low enough so Poser doesn't choke on the calculations.

And I think CL understands that now. In P5, the skullcaps for the included dynamic hair had over 1,000 polys. That's just too much, even for the best computers. In P6, the skullcaps have only about 100 polys. Much more manageable!

Image is dynamic hair grown on the Genesis Hair skullcap. Collision detection is working, as you can see by the way the hair lies along the shoulder. If I'd gone higher-res, the hair would be passing through her shoulder at that point.


Vially posted Sun, 17 April 2005 at 5:47 PM

Thanks for the info :) Okay so I make a skullcap, I make the hair groups, then I descide that the cap needs just a little tweeking to get an area right. I pull it into 3DMax, move some things around and bring it back into Poser... What happens to the relationship between the original hair growths and the new skullcap? Is that broken basicly making it so a person has to start over in the hair growth aspect, or will they still apply as before?


randym77 posted Sun, 17 April 2005 at 5:54 PM

I think you have to start over. The exported OBJ won't have any hair info with it. So when it's brought back in, it won't have any hair info, either.

It's the same with transparency. Exported models lose transparency info.


Vially posted Sun, 17 April 2005 at 6:30 PM

See, now this is why I ask these questions BEFORE I spent 5 hours working on something :)