hhfspinball opened this issue on Aug 16, 2012 · 11 posts
hhfspinball posted Thu, 16 August 2012 at 7:23 AM
I am working with P7 and am trying to further my knowledge. I am a vend here (hhfspinball) and am trying to make a figure. This is my first so I am looking for someone to help me understand how to group the bones to the individual body parts. I made a simple figure with no detail humanoid in shape no fingers or toes. My problem is I can load the obj file into Poser7, apply texture to it, send it into the Setup Room. I use the Bone generator and start at the Hip and work my way out from there in the order of the heirarchy for other poser figures. Once the bones are made I name all the bones so that the internal bone name and the Name are the samein each bone, (ie... Hip, Abdomen etc) once i'm done I try to get the group editor to group the figure part with the bone but seem to be having an issue because when I check for multi-group faces, I get all of them lit up, and when I check the non grouped faces I get none but when I try to leave the Setup Room it tells me that I have polygons that are not grouped to a bone and wants to know if I want to leave anyway. I know it has to clear this stage in order to be a figure but I can't find the issue. maybe it's how i'm doing the setup. anyone wish to help out? I have a really detailed clawbot and a fully detailed robotic warrior I am working on but if I cant get this part down I might as well stop making them and go back to rooms and simple props.
Bill
PhilC posted Thu, 16 August 2012 at 8:28 AM
This series of video tutorials explain what you need to do.
Paloth posted Thu, 16 August 2012 at 8:29 AM
What program did you use to make the figure? I ask because some modelers allow you to select a group of polys and "create part." In this way you can create parts and the names for them before importing the object into Poser. When you assign bones in the Setup Room, be sure the name for each bone (internal name) is exactly the same as the part name. Hopefully you won't need to use Poser's group editor.
Download my free stuff here: http://www.renderosity.com/homepage.php?page=2&userid=323368
Teyon posted Thu, 16 August 2012 at 8:33 AM
Hmmm....I'm going to have to tell the office that they left this tutorial out when they updated the site.:
http://poser.smithmicro.com/tutorials/Characters_grouping.html
http://poser.smithmicro.com/tutorials/Characters_rigging.html
These two tutorials should answer your question. Basically, you're doing it backwards. Load the obj, group the obj and THEN go to the setup room and put bones in the figure. The internal names of the bones should match the group names of the figure exactly. Exit setup room and edit joints.
Teyon posted Thu, 16 August 2012 at 8:34 AM
Oh....look what happened while I was hunting down the tutorial. lol. I'm always getting beaten to the punch. :D
hhfspinball posted Thu, 16 August 2012 at 5:04 PM
thanks folks, I'll give it a try. I used wings to make the figure as I don't have the money for some of the better ones. Wings offers a good system but lacks in areas I wish it had. To get the parts seperate, I would need to make seperate them first then export as an obj. I haven't trird to send out multi named parts as a single unit yet though. will give it a try to see what happens
hhfspinball posted Fri, 17 August 2012 at 7:24 PM
Well Phil and Teyon, I tried the tutorials and still nothing. got a feeling it's my comp. this dino is finally showing it's age. I noticed that my progs have been running a little slower lately. Just tried to applying textures to the parts that will make up the hands and the poser prog could only run half the textures. I pulled some of the parts out and tried again and it (poser) ran fine. apparently either i have a bad ram or my process is going out. gonna have to up-grade. found a really good one for about $900. it's a little steep but it comes with windows 7, 2T of process and 16 g of storage with a 3rd gen intel proc. also comes with 28" mon,mouse and board. thinking about getting it. they'll take payments. about $40 a month.
jjroland posted Fri, 17 August 2012 at 8:39 PM
Pretty sure you can build your own for less than that.
I am: aka Velocity3d
hhfspinball posted Sat, 18 August 2012 at 6:34 AM
yeah probably jj, i know this dual processer in this thing cant handle it. gonna have to upgrade to a quad core. already have 3.5 g of free memory, i just cant render the images or work with daz. got rhino for a modeling prog but am forced to use wings because this dino stumbles alot.
Lyrra posted Sat, 18 August 2012 at 8:32 PM
My original figure process goes pretty much like this:
Model in c4d, export as obj
Map with UVlayout
Adjust map and set materials in Uvmapper ( this also gives a good preview of what a model looks like in poser)
Group with AutoGroupEditor or UvMapper
Use PHI Builder to create a hierarchy file, following poser's internal logic for symmettry and such
Import obj to poser, convert PHI and then its weeks of fiddling with joints :)
Poser's own grouping tool is usually VERY fristrating to use, and the setup room can be tempermental, for non conforming items I find the PHI builder method to be less annoying
Note: Poser likes putting bones on backwards. Keep an eye out for that
The basic rigging approach hasn't changed appreciably since poser 4 or so, so older tutorials should be fine. Poser has added capsule rigging and wightmapping on top of the classic rigging, and you can experiment with them after you get the basic rigging set.
Lyrra
imagination304 posted Sat, 18 August 2012 at 10:34 PM
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