grafikdon opened this issue on Feb 13, 2002 ยท 7 posts
grafikdon posted Wed, 13 February 2002 at 3:26 AM
nyar1ath0tep posted Wed, 13 February 2002 at 3:26 PM
If you do it like a Poser figure, use a NURBS process to end up with a smoothly integrated figure, convert it to a vertex object (wavefront.obj file), name groups of polygons, apply parametric mapping. It's difficult to model body parts separately and then be sure they'll fit together well at the seams. If you use Carrara and create a basic shape like that, you can still select groups of polygons in the Vertex Modeller and name them. I don't know how to animate such a figure in Carrara (maybe using the Morpher extension), but it's S.O.P. to animate it in Poser.
grafikdon posted Wed, 13 February 2002 at 5:07 PM
Thanks a lot man,but ummm...what is S.O.P?
Kixum posted Wed, 13 February 2002 at 6:56 PM
Standard Operating Procedure
-Kix
grafikdon posted Wed, 13 February 2002 at 7:53 PM
He he he he he,got that,thanks fer da enlightenment,man(according to Lobo)
willf2 posted Wed, 13 February 2002 at 9:41 PM
Clint has a nice tut on converting the finished model to a Poser model at his site: http://webpages.charter.net/chawkins2/ There may be some more info listed in the tutorials section here for making the models.
litst posted Thu, 14 February 2002 at 4:07 PM
Attached Link: http://jabberdoggy.com/Tutorials/Gingerbread/CDProject/GBMan.exe
Terri Willis' gingerbread man tutorial is excellent too . To seperate body parts, then just make your selection, name the polygons (Selection menu) and they will appear as groups in UVmapper (and Poser too i guess) . This way, you don't lose the normals and the seams will look good . At the other end, all the edges will appear smooth .