Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 08 9:27 am)
W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740
I'm sure it's a different problem.
The Unimesh skinning needed for SubD quickly reveals unwelded vertices.
To fix it, you have to export the whole mesh out of Poser, as you can't weld a single bodypart to a figure inside Poser.
Make sure Katie is completely zeroed.
Export her.
Import her into Wings3D.
Fix the hand the same way you already did. DO NOT MOVE/SCALE OR OTHERWISE ALTER THE REST OF THE MESH.
Do not move the hand either, or Poser won't be able to weld Katie back into a figure.
Export everything and replace the original object file with the fixed one.
(Make a backup first to be sure !)
Restart Poser and if you did everything correctly, the problem should be gone.
BUT...You changed the vertex count for the hand, so any previous morphs for it won't work anymore.
Quote - BUT...You changed the vertex count for the hand, so any previous morphs for it won't work anymore.
No. The vertex that's causing the problem, I leave there, just delete the two edges that aren't necessary. It's not a perfect fix, but just the hand by itself, I've done the skinning an subd, no problems. With the hand filling the work ares, I can see where the fix was done, but with it in a more normal view, I doubt it would be seen.
Off to exporting and thanks. Thought I'd have to do the whole figure, but Wings is gonna respond about like a geneva movement while I do it.
Doric.
The "I" in Doric is Silent.
Doric
The "I" in Doric is Silent.
The pic shows what i get in DS4 (we see the bad polys in the viewport), notice the tiny tri just above the middle of the pic, that is where the extra vertice for the bad poly is coming from.
THe render artifact isn't the objection. The objection is if I use SubD, what is noticible under close inspection becomes objectionable in the extreme. Deleting the vertex, this isn't going to solve it by itself. The line you see directly below it is two edges. Delete those, then delete the vertex to let the edge across the two points drop, then just cut that resulting edge and it should all be back to normal without messing up the ability to load morph targets. Now if I could figure out why when I try to export to wings, it crashes wings to the desktop, that problem would soon go away.
Doric
The "I" in Doric is Silent.
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Okay, it's irritating, but it can be taken care of with postwork. Until you want to try using subdivision. What happens then is something that would be a lot harder to do anything with.
Loading her hand into Wings, at first the problem isn't too easy to see, but move in close and there are a pair of triangles, base to base. Harder to describe how it looks, but the base of the triangles is the root of the problem, there are two edges that are not joined. There is also, when you look at it, a vertex that seems to have no function, although that vertex is not the problem,it's raised a litttle above the rest of the mesh, with edges going to two other vertex.
Deleting that vertex, no, it has to stay, period, unless you want to get into more work that you don't have to do. Deleting the unconnected edges, and doing nothing else, the bad faces snap together. Export back into Poser, do a render, the bad spot is gone.
NOw, the question is, once I have that done, how do I replace the bad hand with the repair job? Or, do I have to find the whole Katie mesh and work on that, then replace the original? I'd like to see it fixed, I do use Kate in more than an occasional render, get away from the crotch crunch when she bends and she'd be a nice little figure. OR as I do, put clothes on her and don't bend her that far. Weight mapping, the "one click" method, improves some of the bending, I'd like to see what it would look like with her smoothed with subdivision, then go to work on her face a little. But, until I can figure out how to fix her hand, subd is out.
Doric
The "I" in Doric is Silent.