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  • barbultbarbult Posts: 24,243

    jsdaz_5811013940 said:

    One problem with Hposes. When saving hierarchical poses, there is no  capacity to save pose controls. So a pose for G8 that uses "fingers grasp" fails when saved as an Hpose. Is there a workaround? Also the inability to shift-click and select many items at once is mildly annoying.

    Thanks

    You can bake the pose controls to actual bone rotations (Bake to Transform = Shift B) before saving the hierarchical pose. Bake to Transform is very slow, so be patient. At the end, your fingers grasp pose control will be zeroed out and the individual finger bone rotation will have been set instead. The pose in the viewport will look the same. The hierarchical pose will be saved and applied properly.

  • Excellent. Tried that. Works great

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,209

    I have no problem with Hposes either if they also include normal poses and materials as well

  • kyoto kidkyoto kid Posts: 41,044
    edited October 2021

    ...recently ran into an issue with a hair product (Primavera Hair) that had H-presets which would prevented me from changing the colour maps when parented to a G3F figure..

    I have a thread in the Nuts & Bolts forum about the matter so won't bother repeating it here, but suffice to say it is a real bother and then some. 

    Like a few others here, I primarily use G3 and have a number script tools to convert clothing and characters from G8 to G3 (both genders). The only one I don't have are the hair converters as I never saw hair to be as problematic as clothing and skins as if all else failed, it could easily be parented and fit manually (which preserves all the movement and adjustment bones). 

    More than a little disappointed as I have been waiting for nice long wavy hair that had volume (like the Pixar character, Merida had).

    Now I know the pitfalls others have experienced about Hierarchical content as I didn't quite understand it before.

    Post edited by kyoto kid on
  • The other day, I wanted to render a scene with all the texture options for a bunch of swimwear parts, to help figure out kitbashed combinations. Everything was going smoothly until I got to the Isla Bikini top. I have 32 different textures for it, so I should be able to just load 32 copies of it into the scene, and apply one texture to each, right? Wrong. I had to load a G8F figure into the scene, then fit each copy to her, texture it, and unparent it before moving on to the next copy. This was a royal pain, and took much longer than everything else in the scene combined.

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