View Full Version : Poser Mesh and Character Studio not good idea?
Hi All
I've just had a major nightmare with major problems.
I've been given a rushed job where i needed a character, texture and poses.
My modelling ain't that great so i used a Poser mesh which was the worst idea ever, it would have been best to actually give modelling my own a shot.
Any way, it came to where i neede to pose the damn mesh with Character Studio for speed reasons, but it will not skin properly.
I move a hand and the finger mesh stay behind, i moved enveolpes and adjusted all settings but nothing.
I tried everything, even doing the tuts in the help files of CS.
So my question is, am i a dumb @#$$*!# idiot or is a poser mesh just a bad mesh to pose?
Thanx, i must say that i fear the first one....
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zahirpro
09-25-2002, 03:05 PM
Use Poser alone with it animation, and don't expore it to MAx, a POSER caracters in MAX is a big BUG
Thanx, i pretty much gathered that, but you don't have the same freedom in Poser as you do in Max that's why i exported it to Max in the first place.
sepehr
09-25-2002, 06:48 PM
Hey Fede
Why not using poser characters in Max?
I've used several times.
No problem.
Just weld the vertexes and remove isolated vertexes.
Then use some bulge effects,... in character studio.
Regards
Sepehr
PokeChop
09-25-2002, 08:13 PM
Howdy Fede. Now I have used poser models in Max several times when I needed a quickie animation done. What I usually do is use biped and the skin modifier because sometimes to me it is quicker to use the skin modifiers vertex assignment function to get things done quickly and make the fingers follow the hand and not be left behind like you mentioned. Now this is just the way I do it, not the right or wrong way, just the way I do it for quickie poser import animations. I do still use physique too with biped. Try the skin modifier. It can sometimes be a little more straight forward.
One thing I do though is export the poser model as a Wavefront OBJ from poser and then import it into Max with a plugin written for this purpose found on www.scriptspot.com and the model imports cleaner to me than the poser model exported in 3ds format. Then I will go into the model after it is in Max and slice any areas that need more verts to deform around the joints and such. I agree with you that poser model are not optimal to use as your mainstay for animation in Max, but I think they can be usable for certain situations.
I have included a recent project where this poser model was imported and textured in Max for a quickie animation and it worked great. Wouldn't do it everytime, but for this purpose, it got the project out the door and us paid on time.
Don't give up. You can do it. Others here including myself have made it happen. It just requires fiddling work up front, but it is possible. Take 10 deep breathes and get back at it! You can do it!
Yep - I agree with Pokechop... I've used Poser meshes with character studio and they've worked well for what they were for.
As for your immediate problem, the only thing I can think of is this - have you imported the Poser mesh as seperate objects (i.e. Hands, arms, thighs all seperate)? If so then you need to attach them (and weld the verts on the resultant mesh). That's the only other thing I can think of other than the envelopes :shrug:
Hey guys,
Thank you all for the input.
PokeChop: That is some great advice, thank you, i'll give it a shot and try again.
AJ_23: Thanx mate, the mesh is one object.
I need to get it to work cause i feel like a damn failure at the moment.
Later dudes.
PokeChop
09-26-2002, 02:10 PM
There ya go Fede! Anything worthwhile is never easy. Get back in there and kick it in the arse!
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