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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 20 7:20 am)



Subject: Renaming Poser Internal Bone Names


keppel ( ) posted Sat, 01 August 2015 at 5:50 AM · edited Sun, 22 December 2024 at 2:01 PM

I've created a series of props that have all been rigged, grouped, textured etc.  The rigged part names have been all named correctly but the internal bone names still read as bone_1, bone_2 etc.  I took the model back into the Setup room thinking there might be a modify or rename function but I couldn't find one.  I also tried opening the cr2 file in a text editor and doing a find/replace search of bone name to part name but that didn't work either. Does anyone have any suggestions?  Is there a way to rename the internal bone names after the model is finished without having to start from scratch?

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AmbientShade ( ) posted Sat, 01 August 2015 at 6:01 AM

In the setup room you can rename internal bones in the Properties tab of the parameters menu by clicking on the name of the bone.

At least you should be able to.

You didn't specify which version of Poser you're using, but it should work with any version I think.



rokket ( ) posted Sat, 01 August 2015 at 6:14 AM

 Yep. This is Poser 9, but like Shane said, just click on the internal name and you should be able to rename it. Just remember to name it according to your grouping or it won't work.

file_9dcb88e0137649590b755372b040afad.jp 

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keppel ( ) posted Sat, 01 August 2015 at 6:41 AM

Thanks for the replies.

That was the first thing I tried but after renaming the internal bone name when I try to go back to the Pose room I get the message there are polygons not grouped.  On rokkets advice I checked the Group Editor and I have the bone names as the group names which probably explains why it didn't work.  When I rigged the models I created the bones and then grouped them using the default bone names that Poser assigned.  So maybe my question should be how do I change the group name so I can in turn then change the bone name?

I'm using Poser 10.

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3Dpixi ( ) posted Sat, 01 August 2015 at 7:06 AM · edited Sat, 01 August 2015 at 7:08 AM

As I learned you have to group before rigging and not after .. cause then indeed the bone does not know what part to refere to.
Also make sure while grouping the groupnames are exact the same as the bonenames .. [uppercase, lowercase etc]


rokket ( ) posted Sat, 01 August 2015 at 7:08 AM

 You can either do that in the group editor or export the .obj file and open it in whatever modeling program you created it in, the model should be grouped when you import it, so you can just rename the groups and then export it out.

That's the easiest way. 

If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.


3Dpixi ( ) posted Sat, 01 August 2015 at 7:20 AM · edited Sat, 01 August 2015 at 7:20 AM

 @ rokket : that's great to know .. so that makes the model work properly as well after you leave the Setup room having the pop-up no polygons found?

@ Keppel : I am about to rig an outfit later today myself so I love to know if it worked for you in case I get that pop-up :)


rokket ( ) posted Sat, 01 August 2015 at 7:37 AM

 The only problem I've encountered with that method is that sometimes the groups don't weld back together properly. You may have to play with the grouping tool to get them to behave. It's probably better to start from scratch and create the groups in your modeler first.

If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.


3Dpixi ( ) posted Sat, 01 August 2015 at 7:45 AM

 so best as I mentioned earlier to avoid? : first grouping in modeler - then rigging in Poser??


rokket ( ) posted Sat, 01 August 2015 at 7:56 AM

 Yep.

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keppel ( ) posted Sat, 01 August 2015 at 8:14 AM

I may have used the word "Group" in the wrong context above as I was referring to the assigning of polygons in the "Group" editor to the bone rather than any group name that was present in the obj.  My understanding is that all these assignations are written to the cr2 file.  Nevertheless I tried your suggestion of exporting the model from Poser as an obj, importing the obj into Blender, renamed all references to bone_"x" and then exported it out and unfortunately nothing appears to have changed. You mentioned that I can change the polygon "group" name in the group editor but I don't see where as the properties lists both the internal name and the part name as Model_SETUP.  

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3Dpixi ( ) posted Sat, 01 August 2015 at 9:15 AM

 @ Keppel : the reason giving you the advice grouping before rigging is because you mentioned the 'no polygons found' pop-up
as well to make sure the names are absolute exact the same .. both groups & bones have to be simulair

Sorry for the confusion from my side .. unfortunate have to admit my technical skills not reach THAT far yet :/
But pretty sure there are around able to help you with this

Maybe posting a screenshot helps you to make clear what you mean exactly?

@ Rokket : thanx for sharing your knowledge! .. it helps :)

 


rokket ( ) posted Sat, 01 August 2015 at 10:26 AM

 The group names assigned to the bone come from the grouping of the .obj file. What we are both trying to tell you is that you have to group the figure BEFORE you enter the setup room. If you chose the Auto grouping feature, the groups and the bones will be assigned as you are seeing them now.

There are several different ways of going about what you are trying to do. If you are going in with an original figure that you created, you have to group it first. Period. 

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rokket ( ) posted Sat, 01 August 2015 at 10:41 AM

 Here are a few different ways of creating a figure. Each one is starting out with a new import .obj file:

  1. Import the file with the grouping already assigned in your modeling program. This is done in most of them by assigning materials to the different sections of the model and naming it accordingly ( e.g. lShldr). Or you can assign the groups when you UV map the mesh. Once the mesh is in Poser and the groups are assigned, enter the setup room. You can either activate the bone tool or you can use a donor rig (like the DEV rigs that come with most figures).

  2. You import your mesh, bring another figure onto the stage (like V4 or whatever), open the grouping tool and select auto group according to: and select V4 or whatever.

  3.  You import your mesh and open the grouping tool and individually assign your groups.

Either way, no matter how you get the mesh grouped, it has to be done before you enter the setup room. That is why I was telling you to export your figure. You have to start over or live with the grouping and bone naming as is.

You also have to open the hierarchy editor and make sure that everything is parented correctly, and to the hip. 

If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.


AmbientShade ( ) posted Sat, 01 August 2015 at 10:53 AM

Side note: You can create groups with the grouping tool and then delete the main group and this prevents you from having to export and then re-import all the pieces. Doing it this way also avoids possible welding issues and asymmetry issues.

Also, PP2012 and 2014 allow you to auto group with an existing rig, so you don't have to manually create groups at all if you don't want to. You just select a character rig from the library in the setup room and the model will be grouped based on that rig.



rokket ( ) posted Sat, 01 August 2015 at 11:22 AM

 Poser 9 does that too. But if the figure the OP is using isn't a human....

If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.


keppel ( ) posted Sat, 01 August 2015 at 12:16 PM

"Either way, no matter how you get the mesh grouped, it has to be done before you enter the setup room. That is why I was telling you to export your figure. You have to start over or live with the grouping and bone naming as is."

Thanks for all you help and suggestions but the above statement from rokket I think settles the issue for me for these particular models.  I'll consider it a lesson learnt regarding the order that things need to be done.  As I mentioned in my first post these are props and not figures and they consist of only a couple of bones.  Changing the internal bone name was more of a cosmetic fix to keep the naming of a model part consistent across all areas it may be displayed. 

Again thanks for all the advice.

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EldritchCellar ( ) posted Sat, 01 August 2015 at 12:50 PM · edited Sat, 01 August 2015 at 12:51 PM

Just an additional little note, the 'polygons assigned to a bone' pop up is more annoying than dire. It's a nice heads up if you've botched up somewhere... but keep in mind that you can create additional bones in your figure not associated with any geometry, or ghost bones, which can be useful for adding additional actors to store erc controls for instance. Generally you would go into the .cr2, force limits on translations and rotations and hide associated dials for said actor. Or even delete channels outright.



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