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Genesis in Poser
Posted: 23 May 2012 02:52 PM   [ Ignore ]
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For more information on using the Cr2 Exporter, please refer to the following thread on the old forums:


http://forumarchive.daz3d.com/viewtopic.php?t=175224


Please feel free to also use this thread to post renders of your Genesis in Poser experiments as well as to discuss how it is going…tips and tricks and anything else you feel other members also attempting this may want/need to know smile

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Posted: 24 May 2012 05:11 AM   [ Ignore ]   [ # 1 ]
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Hello


The “doll” in my w.i.p. image here is, so far, as far as I’ve got…

It is due to be posed some more, by the way… was just sitting handy after I’d been playing around with the CR2 exporter.


However, since I got the Genesis Evolution Morphs, I am determined to experiment some more on this front.


Obviously, without subdivision of the exported Genesis mesh, there are some limitations. But I *think* the non-subdivided mesh will still work well for me in Poser, in due course, for crowd scenes (e.g. lower poly count and I could make a lot of different body shapes, quickly, to make a crowd realistic).


Clothing is currently also an issue though, still, relative to this… I think?


What I’m further curious about is whether, if I posed the CR2 Genesis in Poser, and then exported in pose as an obj, subdivided it in (e.g.) Hexagon quickly and then brought it back into Poser… how would that affect the UV mappings?


Is there a viable… if somewhat convoluted… workflow possible somewhere in that idea??


cheers wink

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Posted: 02 June 2012 10:24 AM   [ Ignore ]   [ # 2 ]
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Here are some of my observations…


With smoothing on and a crease angle of 170 for the figure, it works quite well naked.

However, Clothing is problematic, as the conforming doesn’t work properly in Poser on clothing exported form Studio.  It can be fitted by conforming the clothing after morphing the figure and selecting Copy Joint Parameters from the Figure menu (I don’t know if this is in Poser 9). This procedure (which is much improved in Poser SR-2) gives decent results on reasonably tight fitting clothing.  I haven’t yet tried it on a skirt, but I’d expect it not to work as well, nor on shoes…
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This from Wim van De Bospoort (I’ve done it without reconnecting the bump/displacement/specular maps; only fixing the eyelash transparency, and it gives good results with less work).....
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I attach the missing bump/displacement/specular map textures in Poser, correct the [eyelash] transparency map and then save it as a materical collection.
Then I load a V4 and apply the material collection to it. Then I run EZSkin on it and save the result again as material collection.
Then the last step is to apply this new material collection again to the genesis figure with answering “No” to add additional material zones.
Now the genesis figure has its own textures with EZSkin applied.
All of the material zones in genesis have the same name as in V4 so applying the material collection applies it to the correct material zones.

Having said that - it is a bit of a hazzle to find out how strong the displacement should be. A too high value does not seem to work well with the subdivided mesh. Also the shadow bias has to be increased a little to prevent artefacts. I raise it from the default 0.8 to 1.3 and that seems to fix it (this is when displacement is used)

EZSkin applies Bagginsbill’s VSS skin shaders for Poser 9 and PP 2012 automatically,  and can be downloaded here…

http://snarlygribbly.org/3d/forum/viewforum.php?f=6

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Posted: 02 June 2012 02:50 PM   [ Ignore ]   [ # 3 ]
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The problem with conformers is that Poser isn’t matching animated joint centres in the conformed clothing to the conformee - in theory it could possibly be fixed by copying the ERC setup for the morph from the parent figure to the conformer, which could probably be done with a Python script now they have made the feature available to Python (it wasn’t in the original release, not sure if it was added in SR1 or SR2). However, I’m not certain that would fully work.

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Posted: 02 June 2012 08:04 PM   [ Ignore ]   [ # 4 ]
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Richard,
The problem is that something isn’t super-conforming that should be; the clothing should be picking up the morphs/scaling from the figure, with the ERC’ s handled within in the figure.  This gave us fits when we were working on Outfitter for V4WM; we realized that the ERCs transferred to the clothing were resulting in the application of the helper-bone rotations twice, and removing them fixed it.  My guess is that it is the joint centers that are not super-conforming; I don’t know if this is an issue with the exported clothing or is a limitation of Poser.

I’ve tried running exported Genesis clothing through Outfitter to make sure everything was carried over, but Outfitter blew up. However,  I haven’t tried it since SR-2 came out….

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Posted: 03 June 2012 06:54 AM   [ Ignore ]   [ # 5 ]
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Yes, the joint centre ERC is what I’ve been told isn’t getting picked up by the conformers. I was speculating that placing the ERC in the conformers as well as the base figure might work, but I wasn’t sure the super-coforming would kick it through from conformer morph to conformer joint centre.

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Posted: 15 June 2012 01:59 PM   [ Ignore ]   [ # 6 ]
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I’ve got a new tut out in the store on the topic:

http://www.daz3d.com/shop/new-releases/genesis-to-poser-cr2

it’s certainly possible to get clothing working better, though there are still issues - including, bizzarely, all the clothing’s morphs locking up.

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Posted: 15 June 2012 02:27 PM   [ Ignore ]   [ # 7 ]
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Cliff Bowman - 15 June 2012 01:59 PM

I’ve got a new tut out in the store on the topic:

http://www.daz3d.com/shop/new-releases/genesis-to-poser-cr2

it’s certainly possible to get clothing working better, though there are still issues - including, bizzarely, all the clothing’s morphs locking up.

Cliff, could you tell me what the scripts do?
Is there one for animated joints?

I have been able to cloth the genesis figure and add hair as long as there are no single axis scaling involved. Do the scripts and the tutorial add value beyond that (automating of the adding of morphs for genesis in DS4 for example)

I noticed the morphs locking up for clothing as well. Also the problem that all morphs are hidden in the bodyparts of the cloth

 

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Posted: 15 June 2012 02:41 PM   [ Ignore ]   [ # 8 ]
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WimvdB - 15 June 2012 02:27 PM

Cliff, could you tell me what the scripts do?
Is there one for animated joints?

I have been able to cloth the genesis figure and add hair as long as there are no single axis scaling involved. Do the scripts and the tutorial add value beyond that (automating of the adding of morphs for genesis in DS4 for example)

I noticed the morphs locking up for clothing as well. Also the problem that all morphs are hidden in the bodyparts of the cloth


I’ve got a (confirmed) bug report in on the locked morphs issue.

There are two scripts - but i was hoping to be a lot more coy about the scripts for at least a BIT longer!

One script fixes up all the joints of the selected conformer to match the underlying Genesis figure (whatever character it has applied - and wherever it’s joints have been moved to) and the other does the same but for all conformers attached to the selected Genesis figure in one go. Really quick, and easy.

In this image I’ve manually tweaked some materials, and run one quick script, to get from the top image to the bottom one.

 

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Posted: 15 June 2012 02:48 PM   [ Ignore ]   [ # 9 ]
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To be perfectly honest, humans aren’t really my bag (I mostly prefer toons, monsters, and animals) so I don’t have a lot of clothing for Genesis - but shoes don’t seem to be much of a problem.

Now I’m going to run away before I get accused of commercialising this thread too much (A bit is OK to be informative, but I don’t want to turn this into a marketing zone).

Cheers,

Cliff

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Posted: 15 June 2012 02:58 PM   [ Ignore ]   [ # 10 ]
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Thanks Cliff,
good enough for me to give it a try

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Posted: 15 June 2012 03:17 PM   [ Ignore ]   [ # 11 ]
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I’m hoping that between the tutorial being in the store and the competition, we can show DAZ that there’s a bunch of support for both DAZ and Genesis - from people who, like me, just happen to prefer Poser smile

So don’t forget to render something up for the competition!

Cheers,

Cliff

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Posted: 15 June 2012 03:56 PM   [ Ignore ]   [ # 12 ]
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Your exporter tutorial is pretty much the same as I do, except that I have tried this without “zeroing” the figure and this seemed to work and had the advantage of not having to redial the morphs because they were already set.
For clothing my experience is pretty much the same, except that I deleted the genesis figure before exporting the cloth - if that is not needed, it is a timesaver.

Regarding applying/correcting the textures in Poser. I am used to Snarlygribbly’s EZSkin and while it does not work directly (because of the autogenerating name for the obj file), there is a trick to get it to the genesis figure. Use the following steps: Load the genesis figure (no need to correct the textures), and save the material collection to a temp fille in the library. Now load a V4 figure (or M4) and apply the material collection while ignoring errors. Now use EZSkin on the V4 and save the result as a temp file material collection. Now you can delete the V4 again and then load the new material collection onto the genesis figure (ignoring the errors). Now you have a correct SSS material on your genesis figure.

I have tried the scripts now and they seem to work fine in most circumstances. You have to be careful though to export all the morphs from the genesis figure in the clothing.
You also have to reapply the script when you use the morphs on genesis (which is only a very minor inconvenience)

The scripts are a lot easier as moving the joints by hand in the joint editor, so they are really useful

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Posted: 15 June 2012 04:00 PM   [ Ignore ]   [ # 13 ]
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One thing I forgot to add: the Match Endpoints when conforming was introduced to fix a problem with M4, but it does seem to help with genesis as well - usually when there is a problem in the chest area

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Posted: 15 June 2012 06:36 PM   [ Ignore ]   [ # 14 ]
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so if I got this I could use M5 and V5 in poser but would those figures still be really low poly like in the first experiments with the daz studio cR2 exporter?  ARe the lcothes low poly too?
love esther

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Posted: 15 June 2012 08:20 PM   [ Ignore ]   [ # 15 ]
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Cliff Bowman - 15 June 2012 01:59 PM

I’ve got a new tut out in the store on the topic:

http://www.daz3d.com/shop/new-releases/genesis-to-poser-cr2

it’s certainly possible to get clothing working better, though there are still issues - including, bizzarely, all the clothing’s morphs locking up.

Looks good.

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