Alternative PowerPose Templates (Genesis 1, 2, 3, 8, 8.1, 9)

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  • Dieggo MasamuneDieggo Masamune Posts: 23
    edited July 2024

    Thanks!

    Post edited by Dieggo Masamune on
  • I'm using Genesis 9 in a game i'm working on, this helped me a lot, thank you!

  • NorthOf45NorthOf45 Posts: 5,690

    Glad it can be put to good use!

  • jmucchiellojmucchiello Posts: 608

    NorthOf45 said:

    Studio has all the tools needed to create and edit the PowerPose templates (but not entirely user-friendly). These templates are editable, so feel free to experiment with your own mods if you prefer a different property, or want more controls.

    Right-click on the PowerPose background to select Edit Mode (sometimes it takes a couple of attempts if you move even one pixel when clicking the mouse button).

    This is an amazing thread. First problem I have is here. When I click Edit Mode, I get a popup:

    One or more templates that belong to the current set is protected. Template data loaded from a protected source cannot be edited.

     I using PowerPose Tools  2.16.0.1 with G9 figures. Did I miss a step?

    I'm going to download the G9 version 3 templates and try them as well. But I'd like to be able to edit.

  • NorthOf45NorthOf45 Posts: 5,690

    You need to put the new ones in place first, then make them the active set (if keeping more than one). You'll see my tag in the bottom corners (No45. G9 V3). Then you can get in to edit mode.

  • Hi guys, thanks for the help on this!!

    Can i ask a question? I'm doing a game in Unreal Engine using Genesis 9 and when i animate using power pose, the facial animations don't import on Unreal, i found out it's because PowerPose is animating Genesis 9's morphs and not it's bones. There's a way that i can change the morphs for the facial bones or someone already did that?

    Thanks in advance :)

  • NorthOf45NorthOf45 Posts: 5,690

    Hey Dieggo,

    The Head Controls template mainly uses Pose Controls because they are easier to use, and often have multiple morphs combined to work with otehr parts of the mesh (and that's what was used before when it was the only way to manipulate the face in PowerPose)

    The Face and Side templates manipulate the upper and lower face rig bones directly, but I don't know if you can get enough range of expressions just moving the bones. You would also need to control multiple bones to keep everything coordinated.

  • NorthOf45 said:

    Hey Dieggo,

    The Head Controls template mainly uses Pose Controls because they are easier to use, and often have multiple morphs combined to work with otehr parts of the mesh (and that's what was used before when it was the only way to manipulate the face in PowerPose)

    The Face and Side templates manipulate the upper and lower face rig bones directly, but I don't know if you can get enough range of expressions just moving the bones. You would also need to control multiple bones to keep everything coordinated.

     

    Hi there! Thanks for the answer and support!

    Oh i see, the problem is that not all animations using only facial morphs when exported look good on Unreal, most of them look a bit "glitchy" or even different from the original, and if i upload all facial morphs inside the FBX file, the model will become very heavy to load and to play :/ I 've been animating manually actually, i think i will have to keep it that way then, thank you so much!

  • This is interesting, do you have an all encompasing how-to-instal-where-to-instal document or tutorial we can get to set these up with?

  • NorthOf45NorthOf45 Posts: 5,690

    It should all be clear from the previous posts. Any all-encompassing tutorial will not add anything new. There is some flexibility on how you want to install them (i.e., multiple versions, when possible).

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