unrealblue opened this issue on Feb 23, 2021 ยท 7 posts
unrealblue posted Tue, 23 February 2021 at 6:00 PM
A bug?
Rigging from La Femme HR dev rig. I checked. it's symmetric (waist and ab movements. And the underlying mesh is symmetric).
Importing an exactly symmetric clothing mesh (tights, done in blender), which is very close fitting (no poke through), with actor seams that very closely match La Femme actor seams.
The result is not even close to symmetric. The donor mesh and target mesh are symmetric. The target mesh was created in blender, using an applied mirror modifier. The x axis is locked to symmetry, in edit. It's symmetric according to python (dumping verts produces an array of symmetric verts)
And yet, although the HR rig bends symmetrically, the target rig does not. Moreover, when I apply rig symmetry to the resulting clothing mesh, nothing is fixed. The asymmetry is actually in the bulge weights. The rotation weights seem to be correct.
Since the donor and target meshes are symmetric, this has to do with poser's calculation when it transfers bulges. Moreover, applying the rig symmetry doesn't change it. Something is wrong in how bulges are being calculated in symmetry (which is probably the same as mesh to mesh transfer, since it's copying a vector from one vert to another).
ghostman posted Wed, 24 February 2021 at 3:03 AM
It's a known issue that the Bulge maps isn't symmetrical and they are looking in to it.
"Dream like you'll live forever. Live like you'll die tomorrow."
unrealblue posted Wed, 24 February 2021 at 4:55 AM
Ah. I beat my head against this one all day. I've about had it with trying to rig in Poser. It's just way too brutal. For each joint, there's the rotation (2 sides), plus 2 bulges with two side. For 3 axis. That's 18 weight maps per joint. To be done with the most brutal to use GUI/tools.
the rigging paint tools are difficult. The fact that you can't affect verts inside the target object. Like when the cloth is inside La Femme, it's impossible to affect those clothing verts. I have to keep turning La Femme on and off.
The bulges. It would be nice if the affected portion was indicated. left-right pos-neg. For bend? Which is which? When limiting by material, nothing indicates that the limit is in effect.
Each vert has a vector (the rotation or bulge) relative to the center. It would be nice if they were indicated (maybe can flip little yellow arrows at vert on and off). The arrow gives the direction that the weight will push the vert. Even better, HAVE THE FRIGGIN COMPUTER DO THIS. For goodness sake, the target mesh is KNOWN. The source mesh is KNOWN. The vector of the weight is KNOWN. Calculating the intersection of the source vertex along a vector to another mesh is a solved problem. How hard is it for the computer to do this? At least so that the clothing mesh is kept outside of the target mesh.
I'm not sure it's worth the time. I can manipulate meshes way faster in blender, cycles works better there as well. Plus, I can go blender to Radeon Pro. I'm just not sure what Poser gives me any more. Sigh....
I'm tired. My head hurts.
unrealblue posted Wed, 24 February 2021 at 4:57 AM
I'd go dynamic, except there's no way to get thickness except displacement maps, and micro-displacement doesn't work. And there's no elasticity in cloth. And heaven forbid you're doing anything even remotely complex. Even with 18 cores, Poser grinds to a halt.
nerd posted Wed, 24 February 2021 at 2:14 PM Forum Moderator
To mirror trouble some bulge maps. ...
bwldrd posted Thu, 25 February 2021 at 9:39 PM
Until the issue is fixed, this workaround should probably be stickied in the forums
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Consider me insane if you wish, but is your reality any better?
unrealblue posted Mon, 01 March 2021 at 12:37 AM
Yes! I knew there had to be a hack-around. This is one I need to print and tape to the wall next to my screen. :D
thank you muchly, nerd.
I would pay money for a "Lore of Poser" website. Sections: materials, nodes, render settings, lighting, effects, meshes, modeling (meshes for clothing), rigging, morphs.
I finally found a way to make rounded edges combined with mat zones that let you use morph brushes to easily correct the edges for morphs, while keeping the geometry more or less stable. That one was driving me crazy when dealign with the thigh-hip joint (and JCM) complexity. I sure wish Poser's smooth tool morph tool pinned the boundary loops like blender's sculpt smooth.