TheAwkwardEli opened this issue on Dec 18, 2015 ยท 5 posts
TheAwkwardEli posted Fri, 18 December 2015 at 12:42 AM
I made a model in maya and then imported that into poser. After some tutorials i started grouping each polygon and welding them to a modified mannequin skeleton. the problem is that when i move joints the groups do not stay attached. here is the link to my obj and my poser save. https://drive.google.com/folderview?id=0B1Kxn-jSGuCxY3Y4OExRVW9Idk0&usp=sharing
thanks in advance
BionicRooster posted Fri, 18 December 2015 at 1:43 PM Forum Moderator
I was going to say Bend wasn't turned on, but it i, You do happen to have a copy of the head in there as well, a duplicate.
Try importing all the body parts into Poser, one by one, open up the Hierarchy window, and parent the bones together in the proper order. Once that is done, click the "Create Figure" at the bottom of the Hierarchy window. Now there's an assembled, boned, and grouped Figure in your "New Figures" folder. Start a new scene (save the one with imported pieces just in case you need to re-do anything, t save time), and load Figure from New Figures folder. You'll now want to assign materials, edit Joint position/rotations if necessary, etc, then save the figure into the folder you plan on storing it. This will now save the figure, and OBJ file to the that folder.
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Morkonan posted Sat, 19 December 2015 at 12:12 AM
There are smoothing dials in the figure. Was this figure "smoothed" (Subdivided) in Poser and then you tried to rig it like that? I don't have a version of Poser that does sub-d (I have Snarlgribbly's script, which kind of does that.). However, I would think, and I'm just speaking with no practical knowledge of Poser SubD, that it's "dynamic" and does not actually, permanently, sub-d the figure, since that would mess up all sorts of stuff. It would probably have to hold a reference-figure for the SubD in memory, and the dynamically sub-d it in the display. Such a figure might be able to be saved with a "subd" attribute, but it wouldn't truly be sub-d'd "in real life." In other words: The object file, itself, would not be sub-d. And, since the vertice information is critical for rigging, you might have presented Poser with a problem it couldn't handle, if that's what you did. The CR2 (or saved pz3 file) directly references the wavefront object file, itself. THAT is the geometry that is being referenced,first, before anything else is applied to the geometry/figure according to the CR2's other qualities. (Magnets, rigging, jcm, etc.) If your base object's verts don't match up with what the CR2 thinks is supposed to be there, then you get problems...(Though, some things are not problems at all and the CR2 can, and will, ignore them.)
Sub-D the actual geometry outside of Poser and, preferably, group it outside of Poser, as well. I never group in Poser unless forced to, since I hate the tools it has for that. It should be very easy to do in Maya. Just copy the faces for a group from the original mesh, paste them right back, rename them to the group you want them to belong to, then do the rest of the groups like that. You will export a "multi-grouped" figure mesh and the mesh will NOT be contiguous. But, that's what Poser likes for its basic rigging scheme and it avoids having to deal with the grouping tool at all... which I detest. :)
PhilC posted Sat, 19 December 2015 at 10:19 AM
I downloaded the files and would make the following observations.
Your OBJ file does not contain sufficient body part groups, did you try and assign groups using the Poser grouping tool. Strongly suggest that you group in a third party application such as UVMapper or Blender. You can use the grouping tool but it is very easy to get polygons in multiple groups or unassigned.
Inspecting the figure's hierarchy indicated that you have parts attached to parts that they should not be. For example the head is attached to the hip.
You have duplicate geometry present. Select the BODY and translate along the Z axis and you will find a copy of the head left behind.
Joint rotations, the first order of rotation MUST be axial to the body part. The hands and head do not appear to be.
You have made a start and that is good. I suggest that there is too much wrong to be able to correct what you have, it will just be an exercise in frustration. Rather treat it as a learning process and start over. To that end you may find my series of video tutorials helpful. http://www.philc.net/rigging1.php
Again, good start, now let us go forward from there.
EldritchCellar posted Sat, 19 December 2015 at 3:42 PM
I agree with PhilC. I began fixing your mesh and decided that it would be too much time invested away from my own figure creations, I can offer these suggestions; the crest spines/plates need to either be clean separated geometry neatly embedded in the neck/head or continuous with the entire mesh, as it stands it's a hacked up mess. You have a bunch of hidden geometry and isolated vertices. The mesh is asymmetrical, cut the entire mesh in 2 with a uninterrupted center loop, delete one side, flatten along the x axis the resulting large center face and mirror the other side. You need a chest group as a buffer body part group from the head and limbs in relation to the hip, and sufficient geometry in areas of deformation. I would also use a hip/thighs/shin/foot/toe hierarchy for the legs. The final figure mesh should have more loops following the rule of 3 at all joints or another level of subdivision overall. Assign your materials and groups in an external app and try having a tidy continuously welded mesh, grouped, as your referenced .obj in geometries. Frequently Poser mucks up the generated .obj when you save your figure to the library. Best to have complete control by referencing a tidy .obj by the resulting .cr2 rather than let Poser decide these things for you. Poser's grouping tool is useful for regrouping operations via materials, spawning props, and creating custom/alternate grouping mannikins for morph target creation and such, don't rely on the grouping tool for any serious selection of polys for body part groups or any auto grouping features... best to perform these tasks manually/externally. Center and scale your final mesh in relation to the poser workspace before rigging, in particular centered X axis.
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