Forum: Poser - OFFICIAL


Subject: A new girl in town...

randym77 opened this issue on Sep 10, 2024 ยท 73 posts


randym77 posted Tue, 10 September 2024 at 3:47 PM

Looks like Dawn 2 is finally being released. Soon. (Hopefully not DAZ soon, lol.) They're supposed to announce it tomorrow.

I can't wait. She really looks amazing.


randym77 posted Wed, 11 September 2024 at 10:06 AM

Not in the RMP yet, but here's the announcement:

https://www.renderosity.com/article/28768/the-wait-is-over-hivewire-3ds-dawn-2


DeeceyArt posted Wed, 11 September 2024 at 1:34 PM

Hurray!  That is a figure I can get behind.


Rhia474 posted Wed, 11 September 2024 at 4:42 PM

Promo renders looks stunning. Now just need to know a. when it will be out and b. which of those renders was done in which software.


Rhia474 posted Thu, 12 September 2024 at 9:01 AM

Also, heads up, if you comment on the article linked above, it will be placed in moderation. I submitted one yesterday, it's still not posted. 

I understand the need to moderate, but that speed is a bit slow. 


JoePublic posted Thu, 12 September 2024 at 10:43 AM

Looks like they're afraid of less than enthusiastic comments.  Can't imagine why?  ;-P

*

All I have to say is: If they would have wanted a better looking, better bending Dawn, they could have had that 11 years ago:

https://www.renderosity.com/forums/threads/2871446

For Free.



randym77 posted Thu, 12 September 2024 at 10:54 AM

From the comments and such that have been posted over the years (!) at Hivewire, the emphasis isn't so much on better looking and better bending. They want to make her more morphable, easier for vendors to customize, and to take advantage of the new features of DS and Poser. Some of the "ethnic" faces posted are stunning.

I think that was the main problem with the original Dawn. It was so difficult to make her look different. She wasn't ugly, but she was instantly recognizable.



RedPhantom posted Thu, 12 September 2024 at 11:34 AM Site Admin

All comments for all articles are moderated.


Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage

Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10


Rhia474 posted Thu, 12 September 2024 at 1:27 PM

RedPhantom posted at 11:34 AM Thu, 12 September 2024 - #4489236

All comments for all articles are moderated.

Which is fine, let me be clear, spam is a constant issue. But it makes an odd impression when they are held for over 24 hours.


randym77 posted Thu, 12 September 2024 at 1:45 PM

Cath said at Hivewire that Dawn 2 should be in the RMP next week, if all goes according to plan. (Knock on wood.)


Rhia474 posted Thu, 12 September 2024 at 2:04 PM

Sweet, eager to try.


odf posted Thu, 12 September 2024 at 7:19 PM

Can't wait to play dress-up with the new doll.

-- I'm not mad at you, just Westphalian.


randym77 posted Fri, 13 September 2024 at 12:59 AM

She's in the RMP now!!!!



Nevertrumper posted Fri, 13 September 2024 at 12:59 AM

Dawn 2 is out.
I've never liked the first Dawn, but Dawn 2 looks indeed very promising.


ssgbryan posted Fri, 13 September 2024 at 1:25 PM

YES!!!!!!!!

I am so excited, I am ready to put her to work.

Well, after I download the new Poser interation & pay for what is in my cart.



TimaC posted Fri, 13 September 2024 at 2:51 PM Site Admin

Rhia474 posted at 9:01 AM Thu, 12 September 2024 - #4489227

Also, heads up, if you comment on the article linked above, it will be placed in moderation. I submitted one yesterday, it's still not posted. 

I understand the need to moderate, but that speed is a bit slow. 

Comments are moderated due to spam comments being posted, we approve them as fast as we can, there are several of us that check several times a day depending on our workload :)

TimaC posted Fri, 13 September 2024 at 2:52 PM Site Admin

JoePublic posted at 10:43 AM Thu, 12 September 2024 - #4489230

Looks like they're afraid of less than enthusiastic comments.  Can't imagine why?  ;-P

*

All I have to say is: If they would have wanted a better looking, better bending Dawn, they could have had that 11 years ago:

https://www.renderosity.com/forums/threads/2871446

For Free.


All comments are moderated, we aren't deleting the ones that we don't personally agree with, however, comments also have to abide by the TOS :)

randym77 posted Fri, 13 September 2024 at 5:12 PM

My computer has decided it hates Poser and won't run it. Mutter, grumble. No D2 renders for me today, unless I figure out what's going on. I have a feeling there's something wrong with my video card. 


Rhia474 posted Fri, 13 September 2024 at 5:17 PM

randym77 posted at 5:12 PM Fri, 13 September 2024 - #4489275

My computer has decided it hates Poser and won't run it. Mutter, grumble. No D2 renders for me today, unless I figure out what's going on. I have a feeling there's something wrong with my video card. 

Ohnoes, I hope that is just a glitch!! Keeping my fingers crossed for an easy fix.

RobZhena posted Sat, 14 September 2024 at 3:57 PM

My initial experimentation in Poser 11 with conforming Dawn clothing items is encouraging. In fact, the situation is similar to what I discovered conforming La Femme garments to La Femme 2. Counter-intuitively, do not copy joint zones from. Moving the hip forward a bit gets most clothing about right, and a little work with the Morph Brush, and you are good to go. With shoes and boots, do not copy joint zones from. Pose the foot and toes, and you again are close enough to make things right with the Morph Brush. To me, this makes Dawn 2.0 immediately useful.


DeeceyArt posted Sat, 14 September 2024 at 5:20 PM

randym77 posted at 5:12 PM Fri, 13 September 2024 - #4489275

My computer has decided it hates Poser and won't run it. Mutter, grumble. No D2 renders for me today, unless I figure out what's going on. I have a feeling there's something wrong with my video card. 

Have you updated your video drivers lately?

odf posted Sat, 14 September 2024 at 6:45 PM

Quick heads-up: I found that when I use "zero figure" on Dawn 2, it turns off the JCMs. Her joints don't all look great even with JCMs, but that's what dynamic clothes are for. :grin: Anyway, I think she's looking quite good overall and has a lot of neat features built in from the get-go. :thumbsup:

-- I'm not mad at you, just Westphalian.


RobZhena posted Sat, 14 September 2024 at 7:02 PM

odf posted at 6:45 PM Sat, 14 September 2024 - #4489339

Quick heads-up: I found that when I use "zero figure" on Dawn 2, it turns off the JCMs. Her joints don't all look great even with JCMs, but that's what dynamic clothes are for. :grin: Anyway, I think she's looking quite good overall and has a lot of neat features built in from the get-go. :thumbsup:

Good to know! Must use zero rotations.

randym77 posted Sat, 14 September 2024 at 8:54 PM

DeeceyArt posted at 5:20 PM Sat, 14 September 2024 - #4489334

randym77 posted at 5:12 PM Fri, 13 September 2024 - #4489275

My computer has decided it hates Poser and won't run it. Mutter, grumble. No D2 renders for me today, unless I figure out what's going on. I have a feeling there's something wrong with my video card. 

Have you updated your video drivers lately?
I've updated all my drivers, as well as my BIOS. I reinstalled Windows 11. Nothing seems to help. The problems with Poser seem to be getting worse. 

I do have an old laptop with Poser on it. I can use that. Though I don't dare use Superfly on it.


ghostship2 posted Sun, 22 September 2024 at 3:14 PM

So now that Dawn 2 is out and I've had it since like day 1...where the hell are all the cool, high res characters and clothing sets that I've seen over at Hivewire in their forums? the coolest thing I've seen so far is Ken's dial script for her.

Also there was ZERO fanfare about D2's release.The banner didn't even have ad copy on it so you knew what the hell it was selling.

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


Rhia474 posted Sun, 22 September 2024 at 4:04 PM

ghostship2 posted at 3:14 PM Sun, 22 September 2024 - #4489611

So now that Dawn 2 is out and I've had it since like day 1...where the hell are all the cool, high res characters and clothing sets that I've seen over at Hivewire in their forums? the coolest thing I've seen so far is Ken's dial script for her.

Also there was ZERO fanfare about D2's release.The banner didn't even have ad copy on it so you knew what the hell it was selling.

There was an email, but that's about it ; as per usual 98% of ads on this site are for DAZ products, despite the fact that Poser is their own software (I'll die on this hill). And the high rez stuff is coming per Cath over at the Hivewire forums, she is working on finishing them.

I agree though, the lack of content right now probably doesn't help, especially after the long wait.


randym77 posted Mon, 23 September 2024 at 11:21 AM

It is disappointing that there's not more stuff for Dawn 2, considering the delay. Literally years since they said she would be released soon. 

Though it sounds like part of it is changes to Superfly (and maybe DS as well?)  There have been two new versions of Poser released since work on D2 started.


randym77 posted Mon, 23 September 2024 at 11:27 AM

And FWIW, Hivewire has opened a thread for D2 problems/questions:

Questions/Issues with Dawn 2? Ask them here - all welcome to help! | HiveWire 3D Community


primorge posted Mon, 23 September 2024 at 12:07 PM

odf posted at 6:45 PM Sat, 14 September 2024 - #4489339

Quick heads-up: I found that when I use "zero figure" on Dawn 2, it turns off the JCMs. Her joints don't all look great even with JCMs, but that's what dynamic clothes are for. :grin: Anyway, I think she's looking quite good overall and has a lot of neat features built in from the get-go. :thumbsup:

Hm. Well considering that a JCM, functioning as it should, is only "on" (value beyond zero up to 1 typically) as the result of a rotation beyond 0 degrees (a morph dependency attached to a joint rotation) naturally the JCMs will be at a zero state when the figure is zero in all rotations. If you mean that zeroing the figure causes a joint dependant morph subtract value operation to kick on and stay in an on state from there forward... well major bug there.

Am I misunderstanding? I haven't really looked at the figure yet.


Afrodite-Ohki posted Mon, 23 September 2024 at 2:13 PM

... why did you post that on a thread about Dawn2? Make your figure her own thread.

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


primorge posted Mon, 23 September 2024 at 2:16 PM

Afrodite-Ohki posted at 2:13 PM Mon, 23 September 2024 - #4489646

... why did you post that on a thread about Dawn2? Make your figure her own thread.

Nah

odf posted Mon, 23 September 2024 at 6:34 PM

primorge posted at 12:07 PM Mon, 23 September 2024 - #4489640

odf posted at 6:45 PM Sat, 14 September 2024 - #4489339

Quick heads-up: I found that when I use "zero figure" on Dawn 2, it turns off the JCMs. Her joints don't all look great even with JCMs, but that's what dynamic clothes are for. :grin: Anyway, I think she's looking quite good overall and has a lot of neat features built in from the get-go. :thumbsup:

Hm. Well considering that a JCM, functioning as it should, is only "on" (value beyond zero up to 1 typically) as the result of a rotation beyond 0 degrees (a morph dependency attached to a joint rotation) naturally the JCMs will be at a zero state when the figure is zero in all rotations. If you mean that zeroing the figure causes a joint dependant morph subtract value operation to kick on and stay in an on state from there forward... well major bug there.

Am I misunderstanding? I haven't really looked at the figure yet.

There's a control parameter for turning all JCMs on or off. Zero figure sets that to off.

-- I'm not mad at you, just Westphalian.


Wolfenshire posted Tue, 24 September 2024 at 12:07 AM Site Admin

Off-topic/inappropriate comment/images removed.


Wolfenshire, Moderator/Community Leader



Versum posted Tue, 24 September 2024 at 6:31 AM

Wolfenshire posted at 12:07 AM Tue, 24 September 2024 - #4489671

Off-topic/inappropriate comment/image removed pending Staff Review.

Sad, it was quiet interesting to see another ( NEW GIRL IN TOWN ) 

The Thread title is not specific for DAWN2 . You People whine about creators leaving poser, so ask your self why. 

Afrodite-Ohki posted at 2:13 PM Mon, 23 September 2024 - #4489646

... why did you post that on a thread about Dawn2? Make your figure her own thread.

Reporting was inappropriate ... Topic does not specific say Dawn2 


DeeceyArt posted Tue, 24 September 2024 at 9:02 AM

Even though the thread title didn't mention Dawn 2 specifically, it was pretty clear that the thread was about Dawn 2.  I agree, the ball jointed figure should have been posted in its own thread.


randym77 posted Tue, 24 September 2024 at 9:47 AM

Yes, the balljoint figure should have its own thread. Maybe someone would be interested in her, but not look here because they're not interested in D2.

Someone should post about the JCM thing in the Hivewire problems thread. I am currently Poser-less and can't see the problem for myself. (Hoping to get my computer back today.)


Afrodite-Ohki posted Tue, 24 September 2024 at 10:30 AM

I know attempting of hijacking a thread when I see one, thanks, don't try to play innocent.


Thank you, moderation team.


I'd post something about D2 here to get us back on track, but haven't had the chance to get her yet, so if someone would please? :D

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Versum posted Tue, 24 September 2024 at 11:15 AM

Here you go this is a conforming outfit for Dawn. Almost done !

Catch these ghosts ...

Just wondering , had no Idea about those terrorists in here Hijacking threads !


randym77 posted Tue, 24 September 2024 at 12:01 PM

Looks great. And conforming, even. Seems like most clothing is dynamic these days. 


DeeceyArt posted Tue, 24 September 2024 at 12:33 PM

Here's another conforming set WIP. Still texturing. Larger version in my gallery.



primorge posted Tue, 24 September 2024 at 2:15 PM

Afrodite-Ohki posted at 10:30 AM Tue, 24 September 2024 - #4489694

I know attempting of hijacking a thread when I see one, thanks, don't try to play innocent.


Thank you, moderation team.


I'd post something about D2 here to get us back on track, but haven't had the chance to get her yet, so if someone would please? :D

I don't recall trying "to play innocent" of anything. Are you ladies thinking straight? Lol.


primorge posted Tue, 24 September 2024 at 3:44 PM

odf posted at 6:34 PM Mon, 23 September 2024 - #4489659

primorge posted at 12:07 PM Mon, 23 September 2024 - #4489640

odf posted at 6:45 PM Sat, 14 September 2024 - #4489339

Quick heads-up: I found that when I use "zero figure" on Dawn 2, it turns off the JCMs. Her joints don't all look great even with JCMs, but that's what dynamic clothes are for. :grin: Anyway, I think she's looking quite good overall and has a lot of neat features built in from the get-go. :thumbsup:

Hm. Well considering that a JCM, functioning as it should, is only "on" (value beyond zero up to 1 typically) as the result of a rotation beyond 0 degrees (a morph dependency attached to a joint rotation) naturally the JCMs will be at a zero state when the figure is zero in all rotations. If you mean that zeroing the figure causes a joint dependant morph subtract value operation to kick on and stay in an on state from there forward... well major bug there.

Am I misunderstanding? I haven't really looked at the figure yet.

There's a control parameter for turning all JCMs on or off. Zero figure sets that to off.
If the dependencies had been set up as 1 jcm off - 0 jcm on, I don't see why that would happen. I create those kind of switches all the time, you can then just create a global master to drive all the individual OFFs. Zero figure has no bearing on such a set up. Though La Femme has a different sort of solution, some clever dial gymnastics in there, IIRC it's an always 1 state, foregoing the individual dials, elegant... Been awhile since I looked at it. There must be a reason that it's set up in such a way but without seeing it I won't venture to guess. I'll get around to looking eventually, though I won't bother with this line of enquiry about Dawn's dials further and especially any unfortunate robot yoga shenanigans forthwith.

So my JCM OFFs are thusly...

The internals of such a thing example...

Apologies for the perceived Hijack Snafu, and the OT about Dawn Dial Mysteries...


randym77 posted Tue, 24 September 2024 at 11:25 PM

Adorable! Looks a little steampunk.

DeeceyArt posted at 12:33 PM Tue, 24 September 2024 - #4489698

Here's another conforming set WIP. Still texturing. Larger version in my gallery.




DeeceyArt posted Wed, 25 September 2024 at 8:14 AM

Yup it's steampunk.  Thanks!   


DreaminGirl posted Wed, 25 September 2024 at 11:51 AM

Remaking Carnie?



DeeceyArt posted Wed, 25 September 2024 at 12:30 PM

DreaminGirl posted at 11:51 AM Wed, 25 September 2024 - #4489734

Remaking Carnie?

Yes, wiith all new textures. The others were back in the V4 days and weren't really Superfly friendly.

Crystalis posted Wed, 25 September 2024 at 1:55 PM

DeeceyArt posted at 12:33 PM Tue, 24 September 2024 - #4489698

Here's another conforming set WIP. Still texturing. Larger version in my gallery.


She looks lovely. Her head texture doesn't seem to match her body texture, her face is very pale.

Versum posted Wed, 25 September 2024 at 2:58 PM

A little late for Halloween I guess but having fun fitting outfits, not my usual workflow, still undecided weather supporting Dawn or another base, If , when.

Dawn with Halloween Prototype Outfit , fitting process .  




randym77 posted Wed, 25 September 2024 at 11:52 PM

Nice. Definitely not too late for Halloween!


Versum posted Thu, 26 September 2024 at 4:59 AM

randym77 posted at 11:52 PM Wed, 25 September 2024 - #4489749

Nice. Definitely not too late for Halloween!

Thank you :)  ... Ohh I am a month off LOL, thought it would be this one , not really tradition in our place .  I study a little the options for  outfits, this bat Halloween outfit would be sort of super conforming  outfit . 2 piece, Hair and coat with the cape-wing.  Super conforming ?  because the coat Model has it's own skinning only joints of , abdomen, chest , arms are transferred to the outfit the rest has it's own movements, these Joints wilt be set up as non selectable parts avoiding to select the wrong part with the mouse.

The skinning of Dawn is not transferred to the outfit like it is normally done, the outfit keeps it's own sinning adapted to it's structure resulting to bend naturally with the doll that is wearing it. By just having to adapt the joints it also leaves the option open for other dolls to wear. 

This is a prototype method I am trying to develop, it seems to give very promising results. the model outfit does not depend on a specific donor anymore. 

    


Versum posted Thu, 26 September 2024 at 8:29 AM

Versum posted at 11:15 AM Tue, 24 September 2024 - #4489695

Here you go this is a conforming outfit for Dawn. Almost done !

Catch these ghosts ...


This would be a inversed conforming outfit. It covers most of of the figure also having it's own skinning. Dawn just like most figures are Triax in Poser, even that she has been made in DS probably using single skin (  New since Genessis 3 I think ) she must of been converted into triax for Poser. Outfits work single skin also in Poser for better results offering better cross compatibility to DS and Blender for example. ( existing DS Transporter not officially published ) 

In this example the Doll will be conformed to the outfit you control the outfit for movements, the outfit has no head joints this way the Dawn head in our case remains independent to Control. The small disadvantage is that Dawn Poses do not work perfectly on the outfit, Advantages are the superior smooth bending on the outfit skinned for the Model.  Dolls wearing clothes always get in conflict with the poses so at the end it does not really matter who is wearing who.


Versum posted Thu, 26 September 2024 at 9:13 AM

Forgot to say .... I also like the way she moves



Versum posted Sat, 28 September 2024 at 7:21 PM

This here might be something I might consider releasing ! a medusa tail and probably a sushi Tail that goes into the same genere or design.

Still Prototype ( Concept )  There would also be a head-dress and a collar chest armor. For the sushi not sure weather a Shark tail style or a feather style ! 



randym77 posted Sun, 29 September 2024 at 12:43 AM

I asked about the JCMs, and Hivewire has responded. Apparently that's how it's intended to work.

"Yes zero figure turns off the JCMs and all morphs. Restore figure will leave the JCMs on."

I don't get it. Maybe it's the DS way of doing things or something, but I don't understand the benefits of doing it that way in Poser.



FVerbaas posted Sun, 29 September 2024 at 4:33 AM Forum Coordinator

Hmm. Looks like I have to build in a master dial that forces this one to 1 at dial value 0.


Bejaymac posted Mon, 30 September 2024 at 4:22 PM

randym77 posted at 12:43 AM Sun, 29 September 2024 - #4489845

I asked about the JCMs, and Hivewire has responded. Apparently that's how it's intended to work.

"Yes zero figure turns off the JCMs and all morphs. Restore figure will leave the JCMs on."

I don't get it. Maybe it's the DS way of doing things or something, but I don't understand the benefits of doing it that way in Poser.


It's similar to how Genesis 9 works.

Zeroing a figure has always been a dumb thing to do in Poser as well as Studio, when you zero the figure you also zero the rigging, which means the figure now has a high chance of suffering gimbal lock, restoring puts the figure back into it's memorized state which will avoid gimbal lock.


Varnayrah posted Tue, 08 October 2024 at 8:34 AM

She sure looks good, but...

Victoria 3

Victoria 4

Dawn

Project Evolution

La Femme

La Femme 2


....

I'm not sure if I want to an can afford to equip yet another female poser figure :-/


Is there something that really makes her stand out compared to the others?


Liquid_Ice posted Wed, 09 October 2024 at 12:13 PM

Varnayrah posted at 8:34 AM Tue, 8 October 2024 - #4490091

She sure looks good, but...

Victoria 3

Victoria 4

Dawn

Project Evolution

La Femme

La Femme 2


....

I'm not sure if I want to an can afford to equip yet another female poser figure :-/


Is there something that really makes her stand out compared to the others?

Personally i dont think she stands out. However i saw up coming stuff and that looks terrific.

FVerbaas posted Fri, 11 October 2024 at 9:25 AM Forum Coordinator

What makes her stand apart from the other figures you mention is that she is available for both Poser and DS and thus, in theory, it would be easier to make supporting items for her that serve both worlds. Rigging systems may be different but a geometry facet is a geometry facet, a morph delta is a morph delta and a texture map is a texture map. The other differences between Poser and DS systems are mere  administration and should be open to automatic conversion. 

Somehow however this is not capitalised on in the communications so I am not sure about the value in practice.  

The face is plain for easy character morphing. The body looks realistic and is easy to play with. She takes Victoria poses quite well.


Bejaymac posted Fri, 11 October 2024 at 11:13 AM

FVerbaas posted at 9:25 AM Fri, 11 October 2024 - #4490192

What makes her stand apart from the other figures you mention is that she is available for both Poser and DS and thus, in theory, it would be easier to make supporting items for her that serve both worlds. Rigging systems may be different but a geometry facet is a geometry facet, a morph delta is a morph delta and a texture map is a texture map. The other differences between Poser and DS systems are mere  administration and should be open to automatic conversion. 

Want a bet

In Poser a figure is a skeleton made from a collection of bones, the mesh is split into a collection of props, each prop parented to the appropriate bone (LThigh prop to LThigh bone, Head prop to Head bone etc), move a bone and the prop moves with it, joint parameters are really only there to smooth the area where the props meet. Now morph's need direct access to the mesh to work, so in Poser that means a FBM is actually a collection of PBM's and are located on the bone (targetGeom) with the ERC linking them to a valueParm in the BODY.

In DS4 a figure is a fully welded mesh and a skeleton made from a collection of bones, the root node of the skeleton is parented to the mesh, so move the mesh and the skeleton moves with it, move a bone and nothing happens to the mesh, that's what the WM's are for. Now because the mesh is basically the root node of a figure it means all morphs and pose controls have to be located there as well, so in DS4 every morph is an FBM wether it moves one vertex or every vertex.

That is what I refer to as the Genesis system and it's the only system DS4 has, so if it comes through an import plugin then it has to be converted to that system, and yes that includes Poser content.

I know from personal experience that getting a Poser only morph into the DS4 version of Dawn 1 was a lot of work, I have the knowledge and skills to do it, but a good 99% of the DS user base doesn't, especially if they don't have a copy of P9+.


Nevertrumper posted Sat, 12 October 2024 at 4:58 AM

Bejaymac posted at 11:13 AM Fri, 11 October 2024 - #4490194


In DS4 a figure is a fully welded mesh and a skeleton made from a collection of bones, the root node of the skeleton is parented to the mesh, so move the mesh and the skeleton moves with it, move a bone and nothing happens to the mesh, that's what the WM's are for. Now because the mesh is basically the root node of a figure it means all morphs and pose controls have to be located there as well, so in DS4 every morph is an FBM wether it moves one vertex or every vertex.

That is what I refer to as the Genesis system and it's the only system DS4 has, so if it comes through an import plugin then it has to be converted to that system, and yes that includes Poser content.


No, that is not a "Genesis system" only, this is how figures in 3d apps usually work.
Poser has the unusual system by cracking the mesh into its groups, witch leads into a lot of difficulties, like double vertices along the group edges for example.
It happened to often that, when creating custom morphs those edges got drawn apart, especially with a smoothing brush.
This is one of the glitches I passionately hate about Poser. 


unrealblue posted Sun, 13 October 2024 at 4:11 AM

I know from personal experience that getting a Poser only morph into the DS4 version of Dawn 1 was a lot of work, I have the knowledge and skills to do it, but a good 99% of the DS user base doesn't, especially if they don't have a copy of P9+.

Can't DS import a morph from an OBJ (same vert order and face defs as the original)?  The same way Poser can "load FBM" from a file?  In Poser you can do this either with a morphed (but split and Poser vert ordered OBJ) or a morphed version of the original mesh.

If so, then it's easy, no?  Export the morphed mesh in either app as an OBJ then apply/import it in the other.

Also, when creating custom morphs on an un-morphed figure, wouldn't you just import that OBJ into (say) Blender, sculpt it, then export the OBJ back out and import that?  Blender keeps the vert order so long as you don't change the vert count (split or weld).  

According to my testing, this seems to work because poser splits the same OBJ the same way every time.  If you bring in a poser ordered OBJ, it's already in the order poser needs so it works.  If you bring in a OBJ with original order, then it splits it the same way it did when creating the figure which produces the same poser order, so it works.

The difference is outside: sculpting a split mesh es no bueno.  It tears.

Anyway...

If you want to *further* morph a Poser morphed figure, you can export that OBJ and use a script (I have one) in Blender that applies the Poser vert ordered OBJ exported shape back onto an original vert ordered shape.  Takes about 1 second.  I can either make a new OBJ from that Poser exported mesh, or APPLY that shape as a shape key to an existing blender OBJ (imported original OBJ mesh).  Then export whatever shape keys (combined or otherwise) are applied to that mesh as an OBJ suitable to apply as a FBM.  I do it all the time.

Here's a sculpt I'm working on for Dawn 2, in Blender.  It's a shape key on the original Dawn 2 OBJ in a stack with a bunch of other "morphs".  I export that object in OBJ form with whatever morph(s) I want, and it just loads as a FBM.

The panel I wrote looks like this:

It takes 2 meshes (to calculate the mapping between the original vert order and Poser's vert order).  Then there's the 2 working meshes.  They are the morphed meshes.  One is poser vert order, the other is original vert order.  "Cast unimesh" applies the shape of a morphed original mesh to a poser ordered mesh.  (Not typically useful, but I needed it for something).  "Make unimesh"  applies the poser vert ordered mesh shape to a copy of the original mesh.  If the mesh is chosen, it either makes its shape the same as the Poser mesh OR adds a shape key with those vert positions (super convenient).  If the shape isn't chosen, it copies the original then applies the Poser vert positions to the correct verts (as determined from the map it calculates from the first two meshes).


Here is Dawn 2, with multiple shape keys (ie: "morphs") some of which are selected, all at a value of 1 (doesn't have to be, the value is also a slider 0-1).  When I sculpt, whichever shape key is selected is where the vert values being affected.  This helps me tune morphs so they work well together.  I can apply multiples, but select which ONE I'm modifying when I sculpt.

When I want that (or those) morphs in Poser as a single morph, I export the Blender Object in OBJ format, then I can load that as a FBM.








I'm thinking about putting two script together.  One in Poser, one In blender.  In poser, you'd select all the morphs you want to export and it exports each as an OBJ into a single directory.  In Blender, it imports those OBJs as Shape keys on a single Object.

Maybe two more parts: import that directory as a bunch of FBMs in poser, and export those shape keys as a bunch of OBJs from Blender.

Then I could bring a figure into Blender, with all the morphs I like, tweak/tune those morphs, maybe adding some.  And setup that figure with all those morphs, back in Poser.

At this point, it's just some scripting.  The essentials already work :)


Dawn 2.  Just the character and muscle morphs (made in Blender).  One click each, applied as FBM in Poser.  10 minutes to make those shorts and top.  roughed in blender, using the "fit brush" in poser, back in blender for quad remesh, solidifying edges, import into Poser, one click setup applied Dawn 2 as Donor rig.  one button copied character and muscle morphs.  In Poser I only had to use the smooth brush at the joints as the WM from Dawn 2 will not produce the correct movement for leg and arm openings.

No correction morphs.  And she's not bent to her limits (and she works best with limits.  They are really well setup.)

This is a v4 pose with only a few degrees of correction in the legs.  LF hair.  No corrections beyond Y and Z.

Single HDRI.  Ground as shadow catcher.  One button click (Ken's script) with a couple of checkboxes.  Superfly (ie: CyclesX) on MBP M3max (128GB RAM) 40GPU cores.  Took under 2 minutes, for 1200x1200px.

I have found Dawn 2 to be the easiest figure to work with (in Poser) and sculpt in Blender and Poser.  Her rig bends very well.  Probably the second best I've seen, but with waaaaay less complexity.  Which is what makes her so easy to work with.

I can't answer how easy for DS.  But if DS can import a shaped OBJ as a morph, then, when sculpting in Blender, it should be as easy as Poser, which is literally 2 clicks: export Object as OBJ from blender, load FBM from file in Poser.



FVerbaas posted Sun, 13 October 2024 at 4:55 AM Forum Coordinator

@Bejaymac: true, but again that all is just a matter administration. On loading the figure mesh Poser duplicates vertices when the facets they define are members of different groups that have the names of body parts. That's all there is to it. The problems are:

1 This subdivision is not transparent to the user. The .obj that is generated with the. cr2 is exposed and may overwrite the original. That is bad. Had it been named differently, say have extension .pfg (PoserFigureGeometry) and preferably be in a binary format nobody would have known or cared. 

2 Poser does not keep record of the relationship between the original figure mesh vertex number and body part mesh vertex number, or if it does, this is not exposed or utilised: this is again a matter of administration.  Note that the Python method 'unimeshinfo()' yields a weled mesh and a with full mapping of the relationships that is stable on reload.    

3 Same holds for the fbm's. Poser simply exposes more than it should do, and yes this clutters the parameter list to an irritating level. Exposure of parameters, again, is just an administrative thing.  


FVerbaas posted Sun, 13 October 2024 at 5:02 AM Forum Coordinator

@unrealblue:  Fully agreed there! 


Bejaymac posted Sun, 13 October 2024 at 6:00 AM

@ Nevertrumper, do you see me mention other software or figures for other software, no I haven't, I was trying to explain the difference between a Poser figure and a DS4 figure for people that have no idea there is a difference. Trust me most of the community (both sides) have no clue, all they see is the shape and that they can dress them up.

So most have no idea of how big a headache it is to convert content made for the Poser version of a figure, into something the DS version can use.

They also have no idea that Poser content doesn't work as is in DS4, it all has to be redesigned by the importer into a basic version of Genesis, that is why I refer to it as the Genesis system. The problem is Poser content converts badly, they bend like a wet noodle, most morph ERC won't work especially if it's setup to avoid Cross Talk, V4's magnets don't work, and you can't INJect morphs. So extra coding was added to make it "appear" that it all still works the same, it doesn't, but as most users couldn't find their own backside with both hands, it does what is needed.


@ unrealblue, last time I had a character morph come with an OBJ was probably Posette. Dawn 1 didn't have INJection channels and I'm betting Dawn 2 doesn't either, DS needs channels in the Poser figure otherwise you can't use INJ/REM PZ2's, and PMDs only load when called from a CR2, so if a DS user doesn't have a copy of at least P9 then they have a headache getting an OBJ of the morph to use on the DS version of Dawn 2.

It can still be done, but you need to know your way around the inside of a CR2, as you will need to create a "loader" CR2, one that loads the figure, any PMD's as well as add in every valueParm and targetGeom channel the morph has. All that just to get the morph into the Poser version in DS, just so you can export an OBJ to use on the DS version.

Now I've lost count how many "loaders" I've made since my Poser 4 days, so I have the knowledge and skills to do that, there aren't many that can say the same, especially not on the DS side of the fence.

Oh and btw I also explained how to do this over on the old Hivewire site (before they got hacked) for Dawn 1.


unrealblue posted Mon, 14 October 2024 at 2:02 AM

@ unrealblue, last time I had a character morph come with an OBJ was probably Posette. Dawn 1 didn't have INJection channels and I'm betting Dawn 2 doesn't either, DS needs channels in the Poser figure otherwise you can't use INJ/REM PZ2's, and PMDs only load when called from a CR2, so if a DS user doesn't have a copy of at least P9 then they have a headache getting an OBJ of the morph to use on the DS version of Dawn 2.

It can still be done, but you need to know your way around the inside of a CR2, as you will need to create a "loader" CR2, one that loads the figure, any PMD's as well as add in every valueParm and targetGeom channel the morph has. All that just to get the morph into the Poser version in DS, just so you can export an OBJ to use on the DS version.

Now I've lost count how many "loaders" I've made since my Poser 4 days, so I have the knowledge and skills to do that, there aren't many that can say the same, especially not on the DS side of the fence.

Oh and btw I also explained how to do this over on the old Hivewire site (before they got hacked) for Dawn 1.

I'm not talking about a character morph *supplied* as an OBJ.  I'm talking about *making* one.   You don't need a morphed OBJ.

What's needed is:

- the original unimesh OBJ file.  This is referred to in the CR2.  It's in the geometries folder.  With few exceptions (none of the major figures) it is "unimesh".  That is, a single mesh with face groups named for the eventual actors.  But the mesh is not split; there are no co-located verts.

- a Poser (non welded) but zero'd OBJ export of the same figure.  This produces a Poser vert ordered OBJ, with the same face groups, *but* co-located verts (duplicated verts that are shared verts when Poser splits the mesh, effectively making a new one).

If you create a dict of verts (keyed on a tuple of xyz ) for each mesh, with an array of indexes at the vert, the keys of one mesh will == the keys of the other.  The only difference is, the Poser split mesh will have different indexes for each key, and some keys will have multiple indexes (the split verts: two or more  verts at the same xyz).  This is why I save the indexes as a list keyed on the vert XYZ.  To make it faster, the XYZ are converted to INTs (multiplied by 10^6, which in controlled with a precision slider).  a dict keyed on a tuple of INTs is very faster lookup.

This creates a map between indexes.  You can use the second (Poser vert dict) index, get the key, use that key for the first mesh (original vert dict) and grab it's index.  Set that vert in the original OBJ to the position of the vert in the second OBJ.  Do this for all the verts.  The result, the first OBJ (original) is now shaped like the second (Poser).  The mapping *and* setting of verts for meshes of "figure vert count" takes under a second.

Using this script, I can take a figure morphed in Poser, export that as a Poser OBJ, "convert" the Poser OBJ back to an original OBJ format (but shaped like the Poser morph).  Then use that in DS or Poser.

In it's simplest form, you apply a specific morph in Poser, take it through Blender into an OBJ you can use to load that same morph in DS.  No file editing.  Entire process takes under a minute (if you've setup the map and know the process).

The entire script is not very long.  It just iterates through the verts.  For a figure like Dawn 2 this is well under 50k verts.  Blender's python can do than in a small fraction of a second.

Anyway, I'm about to setup a pair of scripts to batch this.  Batch export the morphs from a figure, then Blender batch import them as shape keys, then Blender, batch export a dir of morph OBJs.  Which I think can be batch imported in DS.

More to come :)

I wrote this to make it easy to Blender-sculpt morphs for Poser.  But the same technique produces OBJs suitable for using to load a morph in DS.  And it also allows exporting a figure's morphs from Poser to DS without having to edit files or using anything other than FREE Blender and Add-on script.  That seems like something to *me* :D

Cheers!



unrealblue posted Mon, 14 October 2024 at 2:08 AM

Same morph, imported into DS:

This is a morph I'm working on for Dawn 2.  The morph was done in Poser AND Blender.  The end result is a Blender Object "Dawn 2" with a shape key "muscle" (other morphs are other shape keys).  I export the finished shape from Blender as an OBJ and imported it into both Poser and DS.  

(It's a work in progress, not done.  Just started.)

The point is, I can take a shape back and forth between Poser and Blender and, from Blender, produce a morph that can be used in Poser *and* DS.

Of course, if I want to distribute that morph for Poser, then I *do* have to edit files.  But, for creators, that's only a last step.  Being able to move the morph between apps easily is all I've done.  And, if it's something you're just using yourself, you don't have to make it "distributable" :)


unrealblue posted Wed, 16 October 2024 at 11:16 PM

Wow, this is the least talked about figure *ever*.

And she's so nice.


jimros posted Thu, 17 October 2024 at 1:31 AM

So true, disappointing the lack of content so far, basic conforming clothing not seen yet, hopefully soon


Rhia474 posted Thu, 17 October 2024 at 9:44 AM

Yeah, as I said over on Hivewire, I think the boat was missed with her release without all that content/morphs/ textures/ shapes that was showed before. As she is now, she was a blip on the radar of most users-- it doesn't help that the quality of promos for her content (not for her) was...not the best, but that's my usual soapbox so I get off of it.

I take her out and stare at her in Poser and try to spin something of her that doesn't look like all the other twentysomething pale skinned figures out there and am uninspired.


Versum posted Thu, 17 October 2024 at 7:03 PM

Was waiting for a Hype before starting to support Dawn, she is a great figure, she has potential. 

Anyway .... here a little trick if someone wants to make some neat textures for Dawn , a little helpful timesaver. I am not that much into making Dolls preferring to make my standalone models, so this might speed up things a little and make her more versatile

https://blendermarket.com/products/auto-painter-ai  

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Nevertrumper posted Fri, 18 October 2024 at 1:11 PM

Nevertrumper posted at 1:09 PM Fri, 18 October 2024 - #4490466
Versum posted at 9:13 AM Thu, 26 September 2024 - #4489762

Forgot to say .... I also like the way she moves


Is it meant ironical?
This pose looks terrible. Her neck looks brocken, her shoulders dislocated and the Thigh joint bending is off. 


Versum posted Fri, 18 October 2024 at 4:17 PM

sort of :)

Actually do not even try turning the head .... with open mouth this gives a quiet amazing effect ! neck twist works so la la . There is allot that needs to be fixed for sure .... The conflict is redistribution after fixing these, then also conforming outfits that would need to be updated. A high risk for creator investing time into it same thing with other models that tried replacing V4 ( New Flagships are a very bad idea )