383 threads found!
Thread | Author | Replies | Views | Last Reply |
---|---|---|---|---|
sixus1 | 29 | 512 | ||
sixus1 | 25 | 596 | ||
sixus1 | 14 | 429 | ||
sixus1 | 17 | 493 | ||
sixus1 | 0 | 43 |
(none)
|
|
sixus1 | 10 | 341 | ||
sixus1 | 28 | 836 | ||
|
sixus1 | 157 | 4994 | |
sixus1 | 1 | 137 | ||
sixus1 | 2 | 74 | ||
sixus1 | 8 | 161 | ||
sixus1 | 0 | 86 |
(none)
|
|
sixus1 | 6 | 122 | ||
sixus1 | 14 | 337 | ||
sixus1 | 4 | 111 |
2,292 comments found!
If the user could select a vertex or polygon for an object to follow, then select an axis of that prop to always align to the normal of a polygon or vertex, then the object would follow rotationally quite well. Unfortunately, i don't think the folks who actually could implement something like this in the software are listening.
Thread: user preferences on rigid clothing elements | Forum: Poser - OFFICIAL
From what I see with those, it actually would still end up with the same technical problem as if I had the rigid elements as their own joints, particularly in the case of, say, buttons. The face chips can seem like a potential solution, but it appears that those still don't follow the underling joints, rather they control and move them. The difficulty of the rigid elements in clothing, again, specifically buttons, is that if they can follow a specific point on the mesh, that would be great, but that kind of thing has yet to be brought into Poser, leaving me with a situation where it looks like my options are: A. attempt to put on each button a morph for each rotation that corrects it; this is problematic though, in that 1. it actually ends up being 6 morphs to every joint that influences the area the button attaches to , made worse by 2. the fact that it's highly likely that as those morphs will actually compound and conflict with each other, creating even worse distortions than in the beginning B. rig the buttons with their own joints; once this is done, it is also possible to use dependencies and link their placements to the bending of joints to emulate the appearance of following the cloth, however a similar problem arises with the compounding of joint rotations/deformations as to the morph method C. have the buttons be separate, smart propped elements which will generally follow the joints, but could, and in many cases would need to be, adjusted by the user.
In the search for a solution that is completely hands off for the user, I've come up short on this time and again for nearly 20 years inside Poser, no matter what features are added, version after version. It's highly frustrating, and one of the things that made me almost entirely migrate to Daz Studio a few years back. To me, this is one of the single most glaring deficiencies in Poser, and I'm reaching out here to see if anyone has a preferred solution.
Note: in reply to thing about the restore morph brush... that only works if it is morphs causing the distortions. It's great for restoring elements back to their default state from within a bad morph, but the issue I have here isn't morph related.
Thread: user preferences on rigid clothing elements | Forum: Poser - OFFICIAL
Those are great, if you're working toward the cloth room, but that's not an option with the target of this project.
Thread: user preferences on rigid clothing elements | Forum: Poser - OFFICIAL
Specifically, what I'm looking for feedback on is what methods people prefer in Poser for keeping rigid items like buttons following the cloth. In Daz Studio, I use "rigid follow nodes" that are essentially these nodes that allow an object to be linked to an actual polygon or group of polygons and it follows those no matter what. It's kinda awesome, really. But Poser has never had anything like that. so it's always been a matter of faking the appearance of those elements in some way, so I'm curious what methods of that folks prefer. Some of the tricks I've used in the past for it are incredibly time intensive and frankly, when it comes to judging in terms of return on investment for products, it's usually far from worth it. There are lots of things I've ran into like that after walking away from Poser for a few years. I used to be dedicated to it, but DS really upped the game with things like rigid follow, and the single weight map methodology that is so similar to how I work in Maya, so yeah.. having really gotten used to all that stuff,but now coming back to Poser for a contract, I'm just trying to get some feedback and best assess the route I should take.
Thread: Glissandi creature concept, new line coming very soon | Forum: MarketPlace Showcase
...aaaaaaaand... the baby.
Glissandi Baby is an add on kit that combines my "The Baby for Genesis 8 Female" package with the female Glissandi, "Glissandra".
Thread: It's a shame this board doesn't get used more | Forum: MarketPlace Showcase
Thread: It's a shame this board doesn't get used more | Forum: MarketPlace Showcase
Honestly... I have no idea. Really. I get kinda lost under the volume of rules there are everywhere for what people can or should post in one place or another. Not even talking Rendo specifically... just in general. I think that's a lot of why social media has supplanted the older forum model quite a bit, because it's so wide open.
Thread: It's a shame this board doesn't get used more | Forum: MarketPlace Showcase
Personally speaking, i already am overwhelmed. As a full time artist/content creator, the amount of channels that are available now for communication can feel impossible to keep on top of, so I've tended to pear down my activities to just the one or two places that seem to get the most activity for me, which for a long, long time now has really been almost entirely Facebook. My own website has some built in social media integration for when I post something there, so those posts aggregate through FB, Twitter and a couple other places. If there were a way to have that kind of functionality here or in reverse, where posts on the forums here could aggregate out just like they do from my own site, then I would likely make this my primary point of contact, with that then rippling outward. Until then, though, I just don't know what, if any, effect it would have and since this is business for me as much as it is art, I have to be very conscious of that stuff. It's just a rarity, too, that I even got wind of this thread or visited this forum, and did so entirely at the request of a Rendo admin. I've had a strong relationship with Rendo for literally as long as it has existed and would love to see the site take some steps forward like this, to better integrate itself into the world of modern social media. The possibilities form that are limitless for artists, vendors, and Rendo alike. -Les
Thread: Sixus1's Lamia for V4 character. her eye close morphs do not work. help | Forum: MarketPlace Customers
Thread: Sixus1's Lamia for V4 character. her eye close morphs do not work. help | Forum: MarketPlace Customers
I spent some time drilling... and I mean DRILLING down through the mess that is the network of readscripts and ERC's that make up V4's face morphs. Since the way we accomplished what was essentially a VERY early form of geografting (this is now a standardized and streamlined thing we can do through the interface in Daz Studio whereas for Poser, we developed a for a long time ago, but it was always a painful, lengthy scripting process with more hurdles than an Olympic event...), somewhere in the iterations of this through the years, it appears that some of the ERC in the V4 eyes section of code was altered. I have a new copy of this now saved out with this corrected and will make it available later today. If anyone would like to provide a moment of assistance in testing it before I send in as an update to the store, just PM me on site about it.Thanks! -Les
Thread: Sixus1's Lamia for V4 character. her eye close morphs do not work. help | Forum: MarketPlace Customers
Hey there. Jenn just pointed this thread to me and I just caught as I am turning in for the night, but I will be looking into this in the morning and getting back to you here asap.
Thread: Transfer Tool Problem | Forum: DAZ|Studio
Stuck in production right now, but soon as I have an opportunity to put up a screenie, I'm sure that will help
Thread: Transfer Tool Problem | Forum: DAZ|Studio
There are a number of things that can cause that crinkle. My first suggestion would be to look at any JCM's autogenerated and remove the influence from their vertices. Next stop would be looking at skin weights, which will doubtless need tweaking anyway before all is said and done. Going from V4 to anything in Daz Studio is doable, but has some hurdles. Let me know, and spread the word, please that I'm curious, as to whether this is something folks might be interested in one of our Sixus1 Mentoring teaching products touching on. If there's enough interest, then we can block out time for it and see where it leads.
Thread: Faunessa for G3F problems with morphs | Forum: MarketPlace Customers
Sorry for the delayed response. I've been sort of bogged down a bit lately with some client work and haven't kept up with things at Rendo as well as I should, though that is being rectified as of now. It's late here on memorial day right now, but I will be checking into this in the morning. -Les
Thread: Help with umbrella figure Poser 9 | Forum: New Poser Users Help
Glad you got something worked out there. P9, I'm pretty sure, does have the ability to edit skin weights, btw, but in a case like this where all that's needed is for vertices to travel along a straight vector, a morph is a perfectly fine option. -Les
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
Thread: user preferences on rigid clothing elements | Forum: Poser - OFFICIAL