1 threads found!
| Thread | Author | Replies | Views | Last Reply |
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211 comments found!
Quote - and then goes on to position the item at x, y, z.
My question is there a place to put in exact positions?
Click on the numeric field beside each respective parameter dial, You can type in whatever value you want.
Hey! His nose is dry! ... Someone should lick it, just in case. - Diego
Thread: animation frames (tween??) question | Forum: Poser - OFFICIAL
Are you doing this specifically for an animation or just to get the cloth draped properly? The reason I ask is because you said...
" I put my V4 in default position. Set key frame 1. Put my V4 into her final pose - and set keyframe 30. "
If you are just doing this for a still image, you don't really need to "animate" at all. - In your Simulation settings, set the following...
In the Simulation Range, set "Start Frame" to 1 and "End Frame" also to 1.
Then in Cloth Draping' set "Drape Frames" to 30.
OK this to close the Simulation Settings window, then Go to "Collide Against" and name the figures/body parts etc that are necessary. Be sure "Start Drape From Zero Pose" is ticked.
You don't really need to pose your figure in the default pose, Just give it the pose you want right there on Frame 1. And the hit the Calculate Simulation button. Poser should do the rest :)
Hey! His nose is dry! ... Someone should lick it, just in case. - Diego
Thread: animation frames (tween??) question | Forum: Poser - OFFICIAL
@jjroland -That's cool, Good luck with it
@Conniekat8 - Not really necessary to set specifically at 30, I pretty much just used that as an example since 30 frames is what jj mentioned in the original post.
Hey! His nose is dry! ... Someone should lick it, just in case. - Diego
Thread: Loading preexisting morphs from Lightwave in Poser | Forum: Poser - OFFICIAL
@Paloth - A little more info on how you went about exporting might help in solving the problem.
Did you create all the endomorphs before doing any freezing? Create Part Names like "head, neck, chest" etc ahead of exporting? Just some more details of exactly what process you took would maybe help pinpoint the cause.
Not sure what you're getting at when you say "freeze with the morph at it's most extreme??"
If you freeze the subpatches while the endo morph is in base mode, you should still be able to click through all the morphs you made and export them one by one since all the endomorphs would freeze right along with the base.
Could you elaborate on what exactly you did a bit more please?
Hey! His nose is dry! ... Someone should lick it, just in case. - Diego
Thread: Loading preexisting morphs from Lightwave in Poser | Forum: Poser - OFFICIAL
Thanks for the additional info. - Something you might try... select the head part of the frozen version of the figure, do a cut/paste to seperate it from the other body parts. (you could do this with all the body parts actually) - With the morphs in the "base" mode, export all the body parts as one .obj file (even though they are seperate objects now) Poser will load it as one object and weld the parts in the Setup Room.
Then export your head morphs as individual obj's. I have found this works for me. For some reason, Poser reacts differently when it recognizes the points where the head and neck seperate as a border edge rather than points in a continuous mesh, even though the points are occupying the exact same space.
Good luck with it!
Hey! His nose is dry! ... Someone should lick it, just in case. - Diego
Thread: Loading preexisting morphs from Lightwave in Poser | Forum: Poser - OFFICIAL
I have heard of people have that scaling problem before but I haven't experienced it myself.
I would suggest perhaps Not copying and pasting the morphed head into a seperate layer in LW. so you are exporting the exact same group of polygons each time, only reshaped.
Here's how I do it....
1 - Seperate all the body parts
2 - Export all parts as 1 .obj file.
3 - Select head and hit the = key to hide all non-selected parts.
4 - Apply morph to head and export to obj.
5 - Repeat with all morphs for the head.
(Then if applicable..)
6 Hit key to show all hidden objects.
7 Select any other body part that has morphs and repeat as needed..
I do all the obj exports in LW before I even bring anything into Poser. Not sure if this would have any real bearing on the outcome, seems like it shouldn't really matter but that's just the way my workflow goes.
Hope this helps you out ..
Hey! His nose is dry! ... Someone should lick it, just in case. - Diego
Thread: Loading preexisting morphs from Lightwave in Poser | Forum: Poser - OFFICIAL
Oh btw - just thought of this, When you import the obj into Poser, make sure you UNcheck all the tic boxes so Poser itself isn't resizing your main mesh!
Hey! His nose is dry! ... Someone should lick it, just in case. - Diego
Thread: Loading preexisting morphs from Lightwave in Poser | Forum: Poser - OFFICIAL
@Paloth - Glad to be of service! Good to see you got it working! :)
Hey! His nose is dry! ... Someone should lick it, just in case. - Diego
Thread: Loading preexisting morphs from Lightwave in Poser | Forum: Poser - OFFICIAL
Quote -
Load the endomorph model into Poser exactly the same way you do the original,
Now export the morphed parts from Poser as objs and re-import as morph targets...When you export just the head from LW, you end up with a different vertex order than when you export the head from Poser; different vertex order results in the morph blowing up.
Never had to do all that myself.. As I mentioned previously, if I cut the model into parts in LW before exporting the main mesh, I can export them all as one object and import that into Poser.. then export all morphed versions of the head to obj, and just load them into Poser as Morph Targets and the vertex order remains in tact.
Quote - BTW, In LW you pretty much have to subpatch to get a smooth render whereas POser has a rendertime setting that does subpatch smoothing for the render (about the only positive thing I have to say about Poser LOL).
Well, that all depends, both LW and Poser have a surface smoothing (I have recently heard it refered to as "phong shading") In Poser it is adjusted by the "Crease Angle" setting while in Lightwave it is called "Smoothing Threshold".
The render smoothing in Poser is a different thing, and is similar to subPatch type smoothing as you mentioned. The difference is the polygon mesh in Poser is already high density. A subPatch in Lightwave uses the vertices in a low density Polygon "cage" as control points in a spline based object.
How smooth the overall object will be at render time depends on the number of Patch Divisions you set it to when you render in LW. Poser doesn't handle spline based objects so any subPatched objects need to be "frozen" into a polygon mesh in order to be imported into Poser.
Once you do freeze the object in LW, you really don't need to "re-subpatch" it to get a decent render. But there's no reason why you can't do it . It would really depend on how dense your patch division setting was when you first froze the model.
Hey! His nose is dry! ... Someone should lick it, just in case. - Diego
Thread: Question to all animators - IK Goal | Forum: Poser - OFFICIAL
When IK is turned on, you can change the Parent of the goal object. Like if you have IK turned on for Left Arm, you can select the Left Hand and use menu "Object:Change Parent." and select a prop as the Parent to the hand. Put your prop where you want it in relation to the hand before preforming the parent change though. When you move the prop, the hand will follow its motion. Same can be said for leg/foot relationship with IK.
Does this sound like what you're aiming for?
Hey! His nose is dry! ... Someone should lick it, just in case. - Diego
Thread: Loading preexisting morphs from Lightwave in Poser | Forum: Poser - OFFICIAL

Quote - Put a Daz Poser mesh into LW and you need to subpatch it to get a smooth outline at rendertime.
Not So!!!!!!!! Here is a quick render of DAZ Victoria 4 in Lightwave NOT subpatched. (granted the edges of this particular render are a bit jagged but that is purely because I didn't use any anti-aliasing on this quickie render)
The v4 model has roughly 66,000 polygons in the entire figure. The purpose of subpatching is that this level of smoothness can be achieved with less than 10,000 polygons. LW people use less polys because by using the SubD mode, they CAN.
Hey! His nose is dry! ... Someone should lick it, just in case. - Diego
Thread: Loading preexisting morphs from Lightwave in Poser | Forum: Poser - OFFICIAL
I understand the point you're making but I think you may be misunderstanding mine. The subpatched object is not a polygon mesh. It is a spline based object. If you "freeze" the subpatched object you WILL turn it into a polygon mesh with easily 50,000 or more polys. The point is, in Poser you MUST use a polygon mesh, the .obj format does not support spline based models. Formats like .lwo (Lightwave object) or .mb (Maya binary) do.
And yes the reason for high poly count IS to add detail. With a subpatch object you can achieve a similar level of detail with less polygons.
Hey! His nose is dry! ... Someone should lick it, just in case. - Diego
Thread: Is there any way that I can turn Default P6 James or any Poser 4 person fat? | Forum: Poser - OFFICIAL
Have you tried using magnets?
Hey! His nose is dry! ... Someone should lick it, just in case. - Diego
Thread: Loading preexisting morphs from Lightwave in Poser | Forum: Poser - OFFICIAL
Quote - so I believe I fully understand your point. I always subpatch my organic models in LW, but a subpatched quad gets smoothed, it doesn't get more detail just from subpatching.
Well, no that really wasn't my point. I know that merely subpatching an object doesn't create more detail, but my point is you can achieve the same level of detail with less geometry in a subpatch object than you can in a polygon mesh. Regardless of how much detail you put into it.
Hey! His nose is dry! ... Someone should lick it, just in case. - Diego
Thread: OT it's not the software | Forum: Poser - OFFICIAL
Now that's pretty darn impressive!
Hey! His nose is dry! ... Someone should lick it, just in case. - Diego
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Thread: scaling | Forum: Poser - OFFICIAL