Poser pro 2012 clothing8/5/2023 If any problems occur, go back and edit the mesh BEFORE the conversion, as triangles can actually make editing a bit awkward. Some say that, since COLLADA converts the meshand such to triangles, anyhow, it's easier to simply see how the mesh reacts after it's been converted to this formtat. The recommendation is to actually go about your regular business, modelling, UVMapping, rigging, etc. I'll definitely still be experimenting with all of this, though, just to make sure things work as they ought to, and to iron out any problems, if and when they don't!ĮDIT 3: I've received a bit more advice in the Polygons vs. Further, as long as the original object, such as a piece of mesh clothing, was built around a reference object from SL, such as one of the avatar's the mesh clothing was meant for, the mesh should scale properly even when using the in-world building tools. Apparently, scaling, in theory, at least, shouldn't be a real issue, as the Mesh/Upload Model UI has, on its third tab, the option to adjust the object's scaling. My hope is that, once I've figured out how to properly bring my models in-world using Poser, I'l be able to go over my steps for others who are just as interested in using Poser for rigging and exporting meshes.ĮDIT 2: Of course, just as soon as I hit the post button, I discovered that someone was actually able to give me a pretty good answer to the issue of scaling. I'll probably start trying a few things on the SL Beta Grid, as recommended in the wiki, to get some practice before committing some actual L$ to uploading mesh on the main grid. After reading through the wiki, watching the Kettle Quest videos, and asking some questions concerning the use of Poser, specifically, I now seem to have some kind of basic idea of what I need to do when playing around with meshes in SL. At this particular moment, I'm still trying to work out what mesh is all about, and how to adapt creating and uploading meshes using my preferred software, so I at least have some idea of what I'm doing. I may have to find out about this when I'm finally able to get to the experimentation phase in all this. I've yet to receive any answers regarding the scaling of mesh objects when exported from Poser, yet. For those familiar with making conforming clothing for Poser figures, this should be a familiar step. In regards to creating clothing meshes for attachment to the avatar, I've learned that it's very important to not skip the step of properly grouping the mesh to match the groups used in the SL avatar mesh: . (See EDIT 3 I got this incorrect, the first time) I may have to break and make use of Blender for this feature. I've read that Blender is actually very good at such conversions, creating as few triangles as possible, thus keeping the polygon count low. Triangles, , I was advised that when one has completed the mesh in one's preferred modelling program, one should convert it to triangular faces before UVMapping and rigging the mesh, as the automatic triangulation done by exporting it in COLLADA format after these steps are completed can cause potential distortions and problems. (See EDIT 3 I got this incorrect, the first time) I've discovered that, in regards to the question of Polygons vs. But I'm trying to do what I can to avoid using Blender as much as possible, for a variety of reasons. Another alternative to explore is using Blender for exporting the final product in COLLADA format. My own solution is to simply use what I have, and if, in the future, there any compatibility problems arise due to 2010 no longer being supported, I'll simply use Daz|Studio 4 to export my meshes, after they've been rigged in Poser, as Daz3D will continue to support its software. However, with the upcoming release of Poser 9.Pro 2012, any further support for 8/2010 will no longer be available. According to SmithMicro Tech Support, Poser Pro 2010 uses the latest version of COLLADA. The answer to my original question seems to be that there shouldn't be any real issues exporting files from Poser for import into SL. dae files to import into SL? If this is the case, then I'll be glad, as it means I don't need to concern myself with accquiring new software-and learning it-in order to participate in mesh creation on SL. My question is whether or not Poser has been successfully used to create the. Poser supports the importation and exportation of. Now that mesh is available, I see I need my mesh files to be in. OBJ file in Anim8or, get it mapped in UVMapper, then import it into Poser, if it needed rigging. Before mesh went world-wide, I was planning on creating the raw. I've been trying to look up as much as possible on the subject of how uploading mesh works in SL.
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