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42 comments found!
Hi Fugazi,
My 'discovery' boils down to :the following:
In ZB I use the possibility to create new subgroups (masking>HidePts, PolyGroups>GroupVisible) that define areas where I want in Poser to use material.
Back in Poser I AssignMaterial to these subgroups (GroupingTool)
In the MaterialRoom I choose from the definied subgroup listing one of the new subgroups and load from the MaterialLibrary the wished for preinstalled material.
I hope you follow the procedure.
Greetings, EddyL
Thread: Meterials from ZBrush3.1 to Poser7 | Forum: Poser - OFFICIAL
THx,
I'm experimenting like you suggest and I make some interesting progress.
Grretings EddyL
Thread: Meterials from ZBrush3.1 to Poser7 | Forum: Poser - OFFICIAL
Thx Fugazi for your reply,
I do grasp the idea to use the alpha as a filter between texturemap and outcome but from there my understanding failes. Could you be somewhat more precise on which mathnode and how and where in the nodehierarchy to get the Posermaterials in?
Greetings EddyL
Thread: looping animation in separate layer | Forum: Poser - OFFICIAL
Thanks everybody for your swift answers.
Especially the Repeater-script seems to be promissing for my purposes.
And not the other script, Ockham, because in this project I'm not working with any Poserfigure but with morphing props and a moving camera.
So to let propA 'breath-like' morph I have to repeat animating the loaded inhalemorph first from 0 to 1 and then back to 0 again, and this for many times during the animation.
The same for the camera, which circles around propA going from 0 to 360 in 60 frames and this for many times, etc.
Now the Repeater-script asks for a selected figure; To make it work for the prop I placed the prop into the SetUpRoom and back to the PoserRoom to make it into a Figure. But in the proces I lost my loaded MT's. So the poor 'figured' prop can not breath anymore. So I loaded the MT again, but then Poser crashed. I think that the MT's made for the Prop do not work for a figured prop?
Anyhow, it's not working, maybe it is possible to make a little (?) adjustment to the Python-script so Repeater will work not only for a selected figure, but also for a selected prop, camera, light?
Or is there an other selution?
Waiting with full expectation ;-)
EddyL
Thread: looping animation in separate layer | Forum: Poser - OFFICIAL
Thanks for your reply, I already thought so, that it is not (yet) possible in Poser.
Maybe with some script-command but I'm not a Poser-script writer so, that's the end of my hopes. Just manual work. :-(
EddyL
Thread: Animating textures between keyframes? | Forum: Poser - OFFICIAL
Wow, Bagginshill and Ockham, you really gave me something to explore and start experimenting with. I come back with some "results"!
Thanks, EddyL
Thread: JamesG2 faceroom-problem | Forum: Poser - OFFICIAL
Hi,
Thx for your answer. I have downloaded these files and now it's working like it should! :-)
EddyL
Thread: Replace G2Head with new HeadProp | Forum: Poser - OFFICIAL
Thanks JonthCelt for your reply,
The MT-option that you mention is the normal way to do things in Poser, I know. But I was trying to make a workaround for a bug in ZBrush3 which makes it up till now impossible to load a MT in the good place.
But the creation of the HeadProp and Replacing the HeadBodyPart with this Prop keeps the rigging intact, so there won't be problems in the neckline though.
The Replacing-manner has some advantages especially if you want to break the polygonial count law. So you can add geometry which you can not do that easy with a MT. Or you could apply local subdivision to bring in some new details without the need for the more difficult (and in my opinion unreliable) displacementmapping.
I have already discovered a way to reimport the HeadObject without the need to manually resize and place the Object-to-be-replacing. Just export the Head as MT. Change the mesh in ZBrush3 and retexture the HeadUV. Then export the new Headtexture and export the mesh.
Finally import the mesh just like an object with nothing checked (so not load as MT). But Poser places this Object right on top of the old Head, ready for replacing so to say.
Greetings, EddyL
Thread: How do I make my girlfriend a poser model? | Forum: Poser - OFFICIAL
I make a lot of look-alikes (me, and my friends).
I base the males on M3 (DAZ-figure) and the females on V3 (also from DAZ)
Where needed I make a first 'approximation' of likeness with the whole body morphs
Then with the BodyPart morphs (DAZ injection morphs, you can buy them at DAZ3d)
And finally I export the bodyparts (mostly the head and neck) as MorphTargets from Poser into ZBrush. Especially with ZBrush 3 you can do wonders of tweaking the imported PoserBodypart. ZB3 has also the possibility to use ImagePlanes in combination with the imported PoserBodyPart. Really handy (but still buggy, helas) for tweaking into likeness.
BUT.. I suggest you to wait for the ServicePatch of ZBrush3 (promissed tobe there still in this month), because there are also some bugs that make it impossible to reimport the MorphTargets back into Poser in a secure manner.
BTW ZBrush2 is doing its own good job.
Thread: Product request/suggestion - Superhero Mask Morphs for M3/V3 | Forum: Poser - OFFICIAL
I never understood what these 'spandex' morphs do mean. What special things can you do with them?
Thread: Collision detection | Forum: Poser - OFFICIAL

Hope yiu understand now how it can be used.
Thread: Collision detection | Forum: Poser - OFFICIAL

Thread: displacement map from ZBrush3 applied to lowresmesh in Poser7 | Forum: Poser - OFFICIAL
Thanks Bagginsbill for your good help. Now I understand the negative issue better.
I uncheckes the Smooth polygons, but this didnot make any difference.
Greetings, EddyL
Thread: displacement map from ZBrush3 applied to lowresmesh in Poser7 | Forum: Poser - OFFICIAL

BTW: The displacement strength is set to 1,2
Thread: displacement map from ZBrush3 applied to lowresmesh in Poser7 | Forum: Poser - OFFICIAL

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Thread: Meterials from ZBrush3.1 to Poser7 | Forum: Poser - OFFICIAL