Starkdog opened this issue on Mar 12, 2005 ยท 16 posts
Starkdog posted Sat, 12 March 2005 at 1:13 AM
Starkdog posted Sat, 12 March 2005 at 1:13 AM
face_off posted Sat, 12 March 2005 at 1:30 AM
Interesting.....I created a skull cap by loading V3 into wings and chopping vertices until I was just left with a cap. Resulted in a perfect fit. What base model do you use for the edgelooping? Use the Geometeries:DAZPeople:blar.obj file, rather than something you've exported from P5. Also, do you zero the joint because you imported the cap?
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ynsaen posted Sat, 12 March 2005 at 1:31 AM
show a wireframe in poser of the skullcap. I suspect it's a normals issue from the modelling
thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)
anxcon posted Sat, 12 March 2005 at 1:39 AM
create a new group for the polys all the ones for where the skullcap is get added to that group, and that group of polys is made invisible, thus the new skullcap works perfectly
Starkdog posted Sat, 12 March 2005 at 2:19 AM
Starkdog posted Sat, 12 March 2005 at 2:20 AM
Netherworks posted Sat, 12 March 2005 at 3:15 AM
cherokee69 posted Sat, 12 March 2005 at 4:35 AM
Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=2149833
You could try it the way Doc geep did in his skull cap tutorial..seems to be much easier and a better fit.Olivier posted Sat, 12 March 2005 at 6:11 AM
I would recommend you to use the grouping tool on Laura's head, select the polygons you want and then click then "spawn prop" button. This will work perfectly without leaving Poser. ;)
steveshanks posted Sat, 12 March 2005 at 6:21 AM
Its just that its in exactly the same location as the parts that make up her head, you need to extrude the polys a little or try scaling the cap a bit, if your extrude in shade works the same as in cinema then extrude it a tiny bit then delete the polys it creates arounf the edges........Steve
geep posted Sat, 12 March 2005 at 8:13 AM
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
Starkdog posted Sat, 12 March 2005 at 12:15 PM
Thanks for the feedback everybody, but the skullcap I'm creating is going to be a base for a commercial hair prop ala Quarker and Kozaburo. By copying mesh and spawning a prop from that, I would be violating DAZ's copyright. I am trying to avoid the Alex Nesterenko/Alexa problem at 3DCommune/Daz. -The Starkdog
diolma posted Sat, 12 March 2005 at 2:07 PM
IMHO it is actually BETTER to have the skull-cap slightly smaller than the head, since: a) it is going to be made invisible anyway (usually), and b) it prevents any possiblity of "hovering hair". Just my 2-pennyworth... Cheers, Diolma
geep posted Sat, 12 March 2005 at 3:45 PM
Ok, den make da head Scale 99% afore ya makes da skull cap. ;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
ynsaen posted Sun, 13 March 2005 at 1:59 AM
I erred. I should have specified a Poser wireframe. The reason for seeing it there is so that it could be determined what the facets were doing inside poser, since that's the end program to be used. If netherwork's suggestion didn't help, then I'm going to suggest spawning a prop from within poser and seeing how that works.
thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)