Robo2010 opened this issue on Nov 18, 2005 ยท 17 posts
Robo2010 posted Fri, 18 November 2005 at 11:16 PM
nomuse posted Sat, 19 November 2005 at 3:04 AM
That'll be interesting. I suggest splitting off the pauldrons, faulds, couters, and any other piece that should really be stiff and jointed. Rig the underlying body with standard body parts (that makes it easier to take poses and use walk designer). Then, rig the "flapping bits" as independent body parts, using ERC to slave them to the underlying limbs. That way, you can keep the stiffness and shape in them, yet allow the basic body to bend properly. Remember, in Poser, it doesn't matter where the cut is between two pieces with a joint -- it matters where the joint parameters are set. It really is not possible to get an overlapping effect like those thigh pieces without adding some extra body parts.
xantor posted Sat, 19 November 2005 at 8:40 AM
If the parts don`t bend then switching off bend for each part should help with making the figure. If the body parts are not seperate then tearing will result.
nomuse posted Sat, 19 November 2005 at 3:10 PM
Can you post a wire? Be nice to see what the actual mesh looks like -- without textures or smoothing.
Robo2010 posted Sat, 19 November 2005 at 3:31 PM
Robo2010 posted Sat, 19 November 2005 at 3:32 PM
nomuse posted Sat, 19 November 2005 at 3:40 PM
Oh, my. You've got a few problem areas there. One of the biggest, that it isn't in anatomical position. That's gonna make it tougher already. You have any mesh editing tools available?
Robo2010 posted Sat, 19 November 2005 at 3:50 PM
Played around with texturing.
"You have any mesh editing tools available?"
I only know little about meshes. But maybe some help will be ok.
I have "Shade 7 E designer LE", "Wings3D", "PoseRay", and of course "Poser6".
Message edited on: 11/19/2005 15:56
nomuse posted Sat, 19 November 2005 at 4:09 PM
Shade or Wings will do. See if you can at least grab the arms and move them up. That'll make rigging a bit easier. From the looks of it, the only spot that will really bend smoothly is the inner elbow....for everything else, turn off bending first thing. As long as you have bending turned off the fact that this model is really a bunch of unlinked primitives will not be a big problem. Creating groups in Poser would be difficult for this one. With any luck the original model or even your conversion has different poly groups for all the little technical bits. Your best bet in any case is to set up your groups outside Poser. Again, try Wings or Shade for that task.
Robo2010 posted Sat, 19 November 2005 at 4:16 PM
"See if you can at least grab the arms and move them up. That'll make rigging a bit easier." Yes..will do. Give a day on this. Will give results when done. I am really not good in Shade. I do not know why I have it installed. Came with Poser(6). So, wings3D will be the solution on this at the moment. :-)
Robo2010 posted Sat, 19 November 2005 at 4:24 PM
geep posted Sat, 19 November 2005 at 5:13 PM
If the object is grouped ... In Poser, use the Group Edit Tool to "Spawn Props." This will give you a separate object for each group. Now you can go into the setup room and assign bones to the groups as required. cheers, dr geep ;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
Robo2010 posted Sat, 19 November 2005 at 5:53 PM
Hey Kewl!..Worked "Spawn Props". Thought about taking each piece and "parent" to the character, like Vic, and/or Micheal. The elemental is a outfit (armoured suit). Or go for the setup room and make posable. No/Yes? What do you think will be better?
Robo2010 posted Sat, 19 November 2005 at 6:08 PM
"Now you can go into the setup room and assign bones to the groups as required" This is what I did. 1.) Went into "PoseRay". Got all the materials in the 3DS file. Saved as Obj format. 2.) In Poser(6), imported obj file, "Rotated -90 to face on Z-axis. Scaled down to fit V3 (11.5%). 3.) Exported the Mesh checked marked: "Include Figure names in Polygon groups" and "Include existing groups in Polygon groups" 4.) Import Mesh. Now is all at 100% :-) 5.) Using the grouping tool; "Spawn Props" Now, I am stuck.
Robo2010 posted Sat, 19 November 2005 at 6:22 PM
11.5% is small. So my mind is going at million miles an hour trying to figure out how I am going to get this to work in poser. Fit characters and such.
xantor posted Sun, 20 November 2005 at 2:15 AM
You usually have to scale down meshes in poser to fit the figure, it shouldn`t be a problem if you scaled it down and then exported the mesh, when you reimport it, it will be the right size.
Robo2010 posted Sun, 20 November 2005 at 3:15 AM
I found a good size which is about 12.5%. Exported with group names and what I written above. Post #15.