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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 09 4:28 pm)
Not deliberately sounding like an ass, but that is one of tghe things that are covered in the manual. At least that's where I learned how to do it. I can elaborate if you need, but I'm on my way to bed.. it's 4 am here >_<
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You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
Using Poser since 2002. Currently at Version 11.1 - Win 10.
Bingo. You're done.
There are also other methods that can be very useful depending on your actual goals, but these tend to get progressively more difficult and will involve obj editing, cr2 editing and quite possibly some virgin sacrifices. We've had our fair share of them all. :p -Les
Over the years I have tried various different ways to inject new geometry into an actor. None of them have been completely satisfactory. The file below works to inject a head into any figure, but the drawback is the 'bend 0' statement seems to be necessary, otherwise Poser will slowdown or freeze. { //INJ P4HeadGeom2.pz2 version { number 3 } actor head { storageOffset 0 0 0 objFileGeom 0 0 :Runtime:Geometries:femaleHeadOnly:femaleHeadOnly.obj bend 0 } }
Unfortunately this only seems to work properly with an 'objFileGeom' statement as above. Trying to inject a whole figure geometry with a 'figureResFile' line does not seem to work properly. And 'geomCustom' also has its problems, mostly to do with the fact that Poser will write a new obj file, when a figure that has geomCustom in it is saved to a palette. The "femaleHeadOnly.obj" is from the "Head Woman.cr2", and is part of the optional additional content supplied on the P6 CD.
Most often you replace head. Here you have tutorial how to do:
http://www.sharecg.com/v/33316/PDF-Tutorial/Franken-Anime-Tutorial.-(PDF-version
I used similar trick to make clothed figure combinig conforming clothes and clothed figure.
Such figure is RAM friendly, takes less space on HD then figure + clothes), moreover is easy to pose (easy pick up body part which is not hidden under clothes).
For example: load original figure, load conforming clothes and boots. Set org fig IK off. Zero figure with joint editor window. Conform clothes and boots to org fig. Export obj for new figure.
Usually I save obj with:
original figure: head, neck, chest, left and right forearm, hands, fingers, thumbs
conforming cloth: chest, collars, arms, forearms, abdonmen, hip, thighs, shins
conforming boots: shins, feet, toes
Import saved obj and go to the setup room. Load bones from original figures. If you used loose clothes it is possible that you need fix some joints.
http://www.renderosity.com/mod/forumpro/showthread.php?message_id=3443915&ebot_calc_page#message_3443915
In this thread I describe an approach to not only replacing body parts, but grafting in entire new bone systems and using the objFIleGeom call to access the new geometries. There is a LOT more that can be done with this than what i think people normally delve into. -Les
Quote - Most often you replace head. Here you have tutorial how to do:
http://www.sharecg.com/v/33316/PDF-Tutorial/Franken-Anime-Tutorial.-(PDF-versionI used similar trick to make clothed figure combinig conforming clothes and clothed figure.
Such figure is RAM friendly, takes less space on HD then figure + clothes), moreover is easy to pose (easy pick up body part which is not hidden under clothes).
For example: load original figure, load conforming clothes and boots. Set org fig IK off. Zero figure with joint editor window. Conform clothes and boots to org fig. Export obj for new figure.
Usually I save obj with:
original figure: head, neck, chest, left and right forearm, hands, fingers, thumbs
conforming cloth: chest, collars, arms, forearms, abdonmen, hip, thighs, shins
conforming boots: shins, feet, toesImport saved obj and go to the setup room. Load bones from original figures. If you used loose clothes it is possible that you need fix some joints.
I've been doing that myself since I got comfortable with the setup room. That's really the way figures should be made. The idea that a clothed figure should actually be 5 or 6 or 7 or more figures is very cumbersome and inefficient.
I always forget that option! Damn, I need to start doing that again. I feel like a moron, now. :laugh: Live and relearn!
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together, we can save the world.--Nelson Mandela
An inconsistent hobgoblin is
the fool of little minds
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Today I learned that you can replace one or more body parts from one figure with something else from another figure. I was wondering whether anyone might care describe this process?