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Hey, all!
Okay. Strange problem; the solution I'm after may not even be the best solution. Hopefully someone can say so. (Searched the forums history, and only found one similar post. His solution didn't cover this.)
Been using Poser for a bunchteen years. Hate it; aside from the wide selection of models to use, it's horrific in terms of interface, and a total loss for serious animation. Studying Max now with an eye toward a demo reel in a couple of years. Heh.
Only thing that slowed me down in terms of actually making a vid (I have several scripts, and two start-of-storyboards) was having to make my own actors from scratch. Still something I'm practicing and learning, but I missed my Poser inventory.
Through serendipity (Smith-Micro's PoserMax (or whatever they call it) never worked (at all, let alone well), but I understand it wouldn't be what I wanted anyway, which was my Poser figure accessible to all controls in Max), found a way to get my Poser actors (with their clothing; I don't do Painted-On) into Max and Motion Builder, with their skeletons. I was a happy ferret for a while there.
However, on investigation (like, first time I tried to use 'em), I found that each figure that's coming over (in the illustrations, Girl, Girl Suit, and Girl Coat. The Girl Boots may be a separate figure too) has its own skeleton. It's frequently hard to pick the individual skeleton apart, too.
<Illustration Alpha - beautiful import, but...>
Have also found that although the proper skeleton(s) is there, it's not actually bound in any way to the model (some bones work, some don't. Dang). Not a problem; the current lesson I'm working is with skeletons and skin.
<Illustration Bravo - too many skeletons!>
I also notice than when the skeleton does move the mesh, it doesn't necessarily move it correctly, so I know if I keep any skeletons I'm going to have rigging work to do. Don't mind this.
<Illustration Charlie - don't wear stretch pants!>
First real question, though: is it possible to eliminate the 'extra' skeletons (some of my Poser actors have more than two actors per 'being'...) and bind all of the 'actors' (girl, suit, jacket, boots) to the main actor's skeleton?
Second question: if the first isn't possible, or isn't feasible, would I be better off not worrying about the skeletons, and simply take the actor(s) and create a Biped skeleton for them? In this case, is is possible to bind more than one mesh to a biped bone? I'd like to be able to move the figure and have her clothing and jacket (and boots!) move along with her.
Third question: if neither of the above is the best solution (or is best partially), would I be better off (in terms of the extra actors like clothing) using Dynamic Cloth? Most of the clothing I put on my actors could probably live that way (especially as I understand in Cloth Simulation that I can specify different types of cloths--stiff, soft, whatever), with me still rigging bones and binding for boots and mittens and such things. (I haven't tried dynamic cloth yet.)
Final Solution (so to speak): would I be better off if I simply combined the clothing meshes with the actor mesh? Or removed 'extra' geometry and made the whole actor-clothing mesh a single one, and then bipedded/skeletoned it? (Latest version of Poser has a Combine Meshes/Remove Hidden [basically, consolidate all the actors and clothing into one well-behaved mesh] feature, but it didn't improve anything I use it for, so the upgrade's a no-go. Max have any such feature?)
And yeah, I realize this is above my current pay grade (I'm working through the basic Autodesk Max tutorials even as I dart about more complex subjects like a brain-dead hummingbird), but sometimes doing something 'later' in the pipeline o' learning helps me figure out something earlier.
Thanks to anyone who can help with this!
Davey (noob, but working on it)
Solved! Go to Solution.
