Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 06 7:01 am)
Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.
I just ran into a(nother) bug... if you Rename Growth Group, you LOOSE the grouping on the skullcap! (grrrr) So if you're going to rename them, do it before you set up the group. I'm not sure if it's recoverable or not yet - it still saved to disk ok, but I'm too tired to try to load it back in right now... I'll find out after I sleep ;).
Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.
Thanks Ron :) I'll be making skullcaps tonight... And Keith...I didn't mention how great this hair looks...
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woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound
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All things connect......Chief Seattle,
1854
Ya know I was just trying this a little bit ago. I haven't looked it up in the manual yet either. What I wanna know is how can I get my skullcap to look like the default ones, IE: with the nice texture, so that the scalp doesn't shine thru so much with fewer hairs. I tried simply cutting and pasting all the materials from the default skull cap to my new one (BTW the character is Judy based, but her head got reshaped by the faceroom so the defaul skullcaps won't fit.) But it was all screwed up. I think part of the problem is the figure I made the cap from had a faceroom skin. (Can you get rid of those?) Sorry if this isn't clear I just wanna know if you have been able to make a new skullcap with the Skullcap textures and transmaps applied that looks right. (Probably time to read the manual. :)) BTW the hair looks great very soft looking. the render time must be murder with 7000 hairs tho.
Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.
BTW, when you're creating growth groups, each polygon in the cap = one guide hair... the guide hairs are used for previewing, but can also be manipulated to style the hair. So, more polygons = more flexability for controlling clumps of hair, but you still control the total number of hairs on a per growth group basis, so unless you need a lot of specific control, you can probably get away with just using a spawned skullcap and not worry about adding resolution/polygons to the mesh.
Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.
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Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.