![]() ![]() So, in this case I forget about Autogroup editor, from Cinema, material areas are properly assigned, I go directly to Poser and I do my grouping directly in Poser through the automatic autogroup future and that is it, problem solved. Images rendered in Poser Pro 2012 with Indirect Lighting (IDL). The boots shown in the images are from the Explorer V4 product. Model by Richard Duda, clean-up by JHoagland. I open in Poser the new generated obj from Autogroup Editor, it is redy for conforming in setup rooom through a blank cr2, I can conform it properly however my material areas are lost, one signle material, the default one for the entire clothes.Ĭause I own Poser pro 2012 one work around could be the automatic autogrouping future that comes with Poser. Created and tested in Poser has not been tested in DAZ Studio (but should probably work fine). However I need grouping for the conforming so, before go to Poser I go to Autogroup Editor for grouping, once I assigne grouping I loose my material areas info. In any case I end up with the same problem, once I export my obj from cinema, if I open it first in Poser everything is fine, my matrials are properly displaied, in the material room I can see properly one material for the wetsuit, one for the stripe. In this particular case I even tried with and without Poser preset, twiking the Ripptide setting, etc. I follow your suggestions, I exactly follow all the steps that you suggested, however what you told me to do is my normal workflow, I always export my obj as you told, I do all my export trough Riptide. Is it right the way that Cinema, I assigne to my wetsuit the multi materials info?Ĭould you please coment, tell me what I'm doing wrong? ![]() I'm a beginner, I spent weeks learning the entire workflow and now I'm stack cause this stupid problem, for sure something that I do wrong Yuo can see my wetsuit with the 2 separated materials regions.Īs soon as I import Victoria 4 obj as a base grouping mesh and assigne Victoria 4 groups I lose materials imformation, ending up in Poser with a props that yes is proper grouped for the setup room, ready to make it conforming, howhaver it has lost the material regions, I can ssigne only one material.Ĭolud you please be so kind, explain to me what I'm doing wrong? So, cause my wetsuit needs grouiping I export it to Autogroup Editor as you can see in photo, , The final goal is go to Poser to make conforming clothing so my wetsuit need the exact grouping as Victoria 4, the wetsuit is made from Victoria 4 and it is going to dress her. Covers setup to simulation of two cloth items that collide with. Poser pro 2012 clothing how to#Import in Cinema 4d, assigne selection tag, one for the wetsuit, one for the stripe and apply the 2 separated materials. A brief(an hurried) explanation of how to use a dynamic clothing item in Poser's Cloth Room. Still in Zbrush uv map as well textrures are done, I assinge a polygroup to the wetsuit, another one to the stripe and export as obj. The wetsuit needs a material, the stripe another one, so 2 different mats. ![]() In Zbrush I import Vicotia 4, trough the extract command I extract a clothes, a wetsuit, a simple exp to make you understand my question.Īs you can see in the photo my wetsuit is made by 2 separated parts: the wetsuit itself (red arrow 2) and the pink stripe (red arrow 1), the stripe is going to hold a zipper that I dont show to keep things easy. For weight mapped figures however, instead of special casing hard-coded bone names, to allow for greater flexibility in rigging designs and to remove the dependency on having extra bones soley for alignment purposes, DS4 always uses the vector between the origin of the following bone to its own endpoint for the alignment (using the vector between the origin of the host bone and its own endpoint as the target).I'm learning how to make conforming clothing for Poser figures. DS is consistent with this behaviour for legacy content, for compatibility reasons. The exceptions to this are with bones specifically named head, lhand and rhand, in addition to the last bone in each chain of the hierarchy, in which case Poser uses the vector between the origin of the conforming bone to its own endpoint. Poser uses the vector between the origin of the conforming bone to the origin of its first child bone, to align the conforming bone to the host bone (using the vector between the origin of the host bone and the origin of its first child bone as the target). Technical Issue: This step is required due to the differences between the applications, in how an item is fit to a figure more specifically, for weight mapped figures. ![]()
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