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		<title>Kuroyume&#039;s DevelopmentZone &#187; Recent Posts</title>
		<link>http://www.kuroyumes-developmentzone.com/bbpress/</link>
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		<pubDate>Sat, 25 May 2013 10:02:21 +0000</pubDate>
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		<item>
			<title>Film42 on "Clothing dilema"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/clothing-dilema#post-140</link>
			<pubDate>Thu, 16 May 2013 02:47:54 +0000</pubDate>
			<dc:creator>Film42</dc:creator>
			<guid isPermaLink="false">140@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;Hi, Thanks for the advice.&#60;br /&#62;
I see what you mean. I had wondered about turning everything into polys.&#60;br /&#62;
Its a shame the cloak is not very easy to work with in poser, i would rather do that. I think i will try and learn the cloth room and maybe work out how to build my own cloak.&#60;/p&#62;
&#60;p&#62;Thanks again&#60;br /&#62;
Trev
&#60;/p&#62;</description>
		</item>
		<item>
			<title>admin on "Clothing dilema"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/clothing-dilema#post-139</link>
			<pubDate>Tue, 14 May 2013 19:40:03 +0000</pubDate>
			<dc:creator>admin</dc:creator>
			<guid isPermaLink="false">139@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;It probably isn't possible to combine the IPP joint system with C4D cloth dynamics because the latter takes 'full control' of the object for the dynamics simulation.  IPP is probably interrupting that control.  It might be best to use the Bake Poser Objects feature of IPP (under Actions).  Then set up for  cloth and belt the object to the poser character where it attaches (around the neck, I would imagine).&#60;/p&#62;
&#60;p&#62;I'd have to do some tests to see if there is some way to combine them in a manageable way that retains both 'results'.&#60;/p&#62;
&#60;p&#62;Thanks,&#60;br /&#62;
Robert
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Film42 on "Clothing dilema"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/clothing-dilema#post-138</link>
			<pubDate>Tue, 14 May 2013 13:31:59 +0000</pubDate>
			<dc:creator>Film42</dc:creator>
			<guid isPermaLink="false">138@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;Its a Poser object. I was thinking i should maybe turn it into a C4D object first?&#60;br /&#62;
What is the best way to attach so it can move with the main figure do you think?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>admin on "Clothing dilema"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/clothing-dilema#post-137</link>
			<pubDate>Tue, 14 May 2013 05:26:11 +0000</pubDate>
			<dc:creator>admin</dc:creator>
			<guid isPermaLink="false">137@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;Is the cloak an InterPoser figure or just a Cinema 4D Polygon object?  It is possible to use C4D Cloth with polygon objects attached to InterPoser figures.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Film42 on "Clothing dilema"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/clothing-dilema#post-136</link>
			<pubDate>Mon, 13 May 2013 16:34:12 +0000</pubDate>
			<dc:creator>Film42</dc:creator>
			<guid isPermaLink="false">136@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;I've got a poser character and a cloak. So I thought, give the cloak a cloth tag, activate the collider on the clothing below it and blow some wind at it. It just goes through as it happens.&#60;br /&#62;
I tried to belt one onto the other,with no success, but I realised none of this may work because its a sort of hybrid setup. Is something like this possible?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>admin on "Grasshopper mesh import Issue"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/grasshopper-mesh-import-issue#post-135</link>
			<pubDate>Sun, 05 May 2013 18:41:03 +0000</pubDate>
			<dc:creator>admin</dc:creator>
			<guid isPermaLink="false">135@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;Something about Grasshopper I think.  The first and last frame files have less lines (therefore less vertices/faces) than the frame files inbetween. That won't ever work.  The number of vertices and faces must remain constant throughout the animated object sequence.  There are very few wavefront object importers in general that can handle variable vertice/face counts.&#60;/p&#62;
&#60;p&#62;See if you can get the first and last frame files to have the correct number of lines (7480) and it may work.  Maybe you can create a fake first and last frame in Grasshopper and skip import of them (?).&#60;/p&#62;
&#60;p&#62;Thanks,&#60;br /&#62;
Robert
&#60;/p&#62;</description>
		</item>
		<item>
			<title>admin on "Grasshopper mesh import Issue"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/grasshopper-mesh-import-issue#post-134</link>
			<pubDate>Sat, 04 May 2013 19:34:32 +0000</pubDate>
			<dc:creator>admin</dc:creator>
			<guid isPermaLink="false">134@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;I've checked the files and don't yet know what the problem is.  I'll have more time later in the week to do some more tests on them.&#60;/p&#62;
&#60;p&#62;Thanks,&#60;br /&#62;
Robert
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Gabriele_333 on "Grasshopper mesh import Issue"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/grasshopper-mesh-import-issue#post-133</link>
			<pubDate>Thu, 02 May 2013 07:39:13 +0000</pubDate>
			<dc:creator>Gabriele_333</dc:creator>
			<guid isPermaLink="false">133@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;sorry, can't attach .obj sequence, you can download it here:&#60;br /&#62;
&#60;a href=&#34;https://www.dropbox.com/s/0view3x41i0zyin/obj%20animation%20sequence.rar&#34; rel=&#34;nofollow&#34;&#62;https://www.dropbox.com/s/0view3x41i0zyin/obj%20animation%20sequence.rar&#60;/a&#62;
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Gabriele_333 on "Grasshopper mesh import Issue"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/grasshopper-mesh-import-issue#post-131</link>
			<pubDate>Thu, 02 May 2013 07:31:32 +0000</pubDate>
			<dc:creator>Gabriele_333</dc:creator>
			<guid isPermaLink="false">131@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;Hi, I have troubles by importing some meshes (a set of .obj files that combined create a 3D animation) from GrassHopper into Cinema4D.&#60;br /&#62;
I'm following this tutorial:     &#60;a href=&#34;http://vimeo.com/48021606&#34; rel=&#34;nofollow&#34;&#62;http://vimeo.com/48021606&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;If I import my meshes one by one into C4D the geometry keeps working, but, as I try to combine them with interposer it screws everything. What am I doing wrong? Note that no error were detected by the plugin (since I keep the standard fps=30, otherwise it crashes)&#60;/p&#62;
&#60;p&#62;Attached you find some .obj files and .jpeg that shows the expected result and the actual result
&#60;/p&#62;</description>
		</item>
		<item>
			<title>admin on "SoliChamfer"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/solichamfer#post-130</link>
			<pubDate>Thu, 02 May 2013 06:05:59 +0000</pubDate>
			<dc:creator>admin</dc:creator>
			<guid isPermaLink="false">130@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;Hello Michael,&#60;/p&#62;
&#60;p&#62;I've forwarded your email to me to Filip.  If you still have not had any response, I will email him again to see what is up.  I am sorry for any delay in getting your purchase resolved.&#60;/p&#62;
&#60;p&#62;Thanks,&#60;/p&#62;
&#60;p&#62;Robert
&#60;/p&#62;</description>
		</item>
		<item>
			<title>MAF on "SoliChamfer"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/solichamfer#post-129</link>
			<pubDate>Tue, 30 Apr 2013 23:55:13 +0000</pubDate>
			<dc:creator>MAF</dc:creator>
			<guid isPermaLink="false">129@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;Hello Robert,&#60;br /&#62;
I purchased the SC plugin through this site, they were very quick to take the payment however i am still waiting for any response or key. I have send out emails to both parties on this website and to the gmail of filip that i found on gcsociety. I am starting to get a little unsettled by this way of dealing, it doesn't seem to be a. Very effective way of handling. Please, can you follow up and resolve this issue so i can get what i payed for?&#60;br /&#62;
Many thanks, Michael
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Film42 on "C4D R14 Compatibility"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/c4d-r14-compatibility#post-128</link>
			<pubDate>Tue, 23 Apr 2013 02:37:16 +0000</pubDate>
			<dc:creator>Film42</dc:creator>
			<guid isPermaLink="false">128@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;Thanks for the quick reply Robert,&#60;br /&#62;
I have to say, your work is quite extraordinary. I have no idea where you even begin to create something like interposer, but its amazing.&#60;/p&#62;
&#60;p&#62;Now I have to find the cash to upgrade :(&#60;/p&#62;
&#60;p&#62;cheers&#60;br /&#62;
Trev
&#60;/p&#62;</description>
		</item>
		<item>
			<title>admin on "C4D R14 Compatibility"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/c4d-r14-compatibility#post-127</link>
			<pubDate>Mon, 22 Apr 2013 19:34:27 +0000</pubDate>
			<dc:creator>admin</dc:creator>
			<guid isPermaLink="false">127@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;The latest R13 plugins all work in R14.&#60;/p&#62;
&#60;p&#62;Thanks,&#60;br /&#62;
Robert
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Film42 on "C4D R14 Compatibility"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/c4d-r14-compatibility#post-126</link>
			<pubDate>Mon, 22 Apr 2013 08:13:31 +0000</pubDate>
			<dc:creator>Film42</dc:creator>
			<guid isPermaLink="false">126@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;Hey chaps,&#60;br /&#62;
I have read the latest info about working in R14, but being a bear of very little brain... is it saying it does work in R14 or... it doesn't?&#60;br /&#62;
All rather technical for me:).&#60;br /&#62;
I was thinking of upgrading C4D but am using Interposer pro so much, I would be screwed if it stopped working.&#60;/p&#62;
&#60;p&#62;ta&#60;br /&#62;
Trev
&#60;/p&#62;</description>
		</item>
		<item>
			<title>RS on "Any Tips / Tricks for reducing modele size?"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/any-tips-tricks-for-reducing-modele-size#post-125</link>
			<pubDate>Fri, 12 Apr 2013 04:48:28 +0000</pubDate>
			<dc:creator>RS</dc:creator>
			<guid isPermaLink="false">125@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;Wow thanks Robert for the quick reply, that seems to have done the trick :)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>admin on "Any Tips / Tricks for reducing modele size?"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/any-tips-tricks-for-reducing-modele-size#post-124</link>
			<pubDate>Thu, 11 Apr 2013 21:48:43 +0000</pubDate>
			<dc:creator>admin</dc:creator>
			<guid isPermaLink="false">124@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;Whether or not you are doing static poses or animation, you can Bake the figure into a static or PLA-animated mesh without all of the IPP stuff.  Just make sure to keep the original unbaked document if you need to make any tweaks or changes and bake again.  For conformed figures on the figure you want to select them as well (since they aren't technically considered 'children').  The Bake option and settings are on the main InterPoser Pro dialog under Actions-&#38;gt;Bake Poser Objects.&#60;/p&#62;
&#60;p&#62;Most the memory usage for a figure involves the weight maps, point and polygon selections, and, most importantly, the morphs.&#60;/p&#62;
&#60;p&#62;Hope that helps save your memory, time, and sanity!&#60;/p&#62;
&#60;p&#62;Robert
&#60;/p&#62;</description>
		</item>
		<item>
			<title>RS on "Any Tips / Tricks for reducing modele size?"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/any-tips-tricks-for-reducing-modele-size#post-123</link>
			<pubDate>Thu, 11 Apr 2013 13:48:11 +0000</pubDate>
			<dc:creator>RS</dc:creator>
			<guid isPermaLink="false">123@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;Hi, firstly thanks for a great program :)&#60;/p&#62;
&#60;p&#62;When I import a standard poser model into C4D R11.5 (64 bit) the size averages around 30MB. That's okay it just becomes tricky when more models are imported.&#60;/p&#62;
&#60;p&#62;I have managed to workaround this by posing models separately and then importing them into the scene one by one before rendering which is fine for me.&#60;/p&#62;
&#60;p&#62;Is there anyway to reduce the size of the model without sacrificing to much quality.&#60;br /&#62;
I don't animate the models I basically just pose them for scenes in a storyboard so quality isn't really an issue.&#60;/p&#62;
&#60;p&#62;Thanks,
&#60;/p&#62;</description>
		</item>
		<item>
			<title>claudej on "Problem with Michael 4, Kids 4 with R13 that I don&#039;t have with R11.5"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/problem-with-michael-4-kids-4-with-r13-that-i-dont-have-with-r115#post-122</link>
			<pubDate>Wed, 10 Apr 2013 07:41:29 +0000</pubDate>
			<dc:creator>claudej</dc:creator>
			<guid isPermaLink="false">122@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;I had the same problem. So using Google I fell down on my own post. This one.&#60;/p&#62;
&#60;p&#62;Reading your reply, I probably have a morphs location storage. I have Poser 7, 8, Poser Pro 2010 and Poser Pro 2012 in the same Applications folder.  And I reinstalled Victoria 4 a few times and not the same list of Runtime libraries in 11.5 and 13.  &#60;/p&#62;
&#60;p&#62;I'll wait to buy a new computer in a few months and do a clean install of only Poser Pro 2012.&#60;/p&#62;
&#60;p&#62;Thanks for your answers
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Film42 on "C4D Materials settings"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/c4d-materials-settings#post-121</link>
			<pubDate>Tue, 09 Apr 2013 13:43:45 +0000</pubDate>
			<dc:creator>Film42</dc:creator>
			<guid isPermaLink="false">121@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;Thanks for the reply, I tried it, but there doesn't seem to be anything in the bump or SPD channels when its loaded.&#60;br /&#62;
I get the impression there is lots going on in the material room malarky that does't get ported across.&#60;br /&#62;
Its still amazing how it works at all, so its not the end of the World, as I am going for a graphic novel style anyhow. But I have started to get curious how to get perfection!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>admin on "C4D Materials settings"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/c4d-materials-settings#post-120</link>
			<pubDate>Mon, 08 Apr 2013 14:38:17 +0000</pubDate>
			<dc:creator>admin</dc:creator>
			<guid isPermaLink="false">120@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;Poser typically users either Bump map or Sub-Polygon Displacement to do 'surface' variation.  Most likely, the skin textures that you are using involve the latter.  In order to have them work in InterPoser Pro, you need to enable support for SPD in the Preferences.  In the main dialog, go to the Preferences tab then to Import then to Materials.  At the bottom is a boxed section &#34;Sub-Poly Displacement&#34; with a checkbox.  Check the checkbox to enable the recreation of the SPD texturing during import.  The default settings there should be sufficient.&#60;/p&#62;
&#60;p&#62;If &#34;Automatically Save Preferences&#34; is not enabled in the Preferences:General section, you can go to the Preferences:Management section and &#34;Save As Default&#34; to retain that change.&#60;/p&#62;
&#60;p&#62;Now when you import the figure or the materials that have SPD, it will be set up to use the C4D Displacement channel on the Materials for SPD.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Film42 on "C4D Materials settings"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/c4d-materials-settings#post-119</link>
			<pubDate>Mon, 08 Apr 2013 09:33:33 +0000</pubDate>
			<dc:creator>Film42</dc:creator>
			<guid isPermaLink="false">119@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;I am really getting stuck in to Interposer pro at last and have an enormous project planned with it, of course every time I get a good result, I want more. So the question..&#60;br /&#62;
Looking at the skin textures for V4, I notice that the bumps and subtleties that the render in Poser produces, are missing when they get to C4D.&#60;br /&#62;
I can recreate them by noise in the bump and try to get the SSS by fiddling luminance etc. But then I thought, maybe I have missed something when porting it across. I have loads of characters, so I hope it is the latter.&#60;/p&#62;
&#60;p&#62;Any thoughts out there?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>admin on "Weighted map Victoria 4.2"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/weighted-map-victoria-42#post-118</link>
			<pubDate>Tue, 12 Mar 2013 21:10:31 +0000</pubDate>
			<dc:creator>admin</dc:creator>
			<guid isPermaLink="false">118@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;InterPoser Pro does not support Poser's new weight map system.  It only supports the old joint style prior to Poser 8.  I have already considered adding this to IPP since it would be closer to most rigging/skinning systems out there.  Currently though I am completing a new commercial plugin and my financial situation won't allow me to spend the required time to figure out and implement their weight system.  Here is hoping for a better future.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>rtamesis on "Weighted map Victoria 4.2"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/weighted-map-victoria-42#post-117</link>
			<pubDate>Tue, 12 Mar 2013 20:30:55 +0000</pubDate>
			<dc:creator>rtamesis</dc:creator>
			<guid isPermaLink="false">117@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;I'm having trouble using Interposer Pro to import RunTime DNA's Weighted Map V4 model (&#60;a href=&#34;http://www.runtimedna.com/WMV4.html&#34; rel=&#34;nofollow&#34;&#62;http://www.runtimedna.com/WMV4.html&#60;/a&#62;) into C4D R14. When I do so, I get this distorted figure as shown in the picture. Any suggestions on how to fix this? I'm also using Poser Pro 2012.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>TBA3D on "IPP libary editor navigation for mac"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/ipp-libary-editor-navigation-for-mac#post-115</link>
			<pubDate>Wed, 16 Jan 2013 11:37:05 +0000</pubDate>
			<dc:creator>TBA3D</dc:creator>
			<guid isPermaLink="false">115@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;Hi Robert,&#60;/p&#62;
&#60;p&#62;I hope you fix the &#34;IPP content libary editor navigation with keyboard&#34; bug, if you update IPP 2&#60;br /&#62;
(up-down-left-right arrow keys on the keyboard).&#60;/p&#62;
&#60;p&#62;Momently, you can navigate only with mouse clicks in the IPP content editor on mac!&#60;/p&#62;
&#60;p&#62;This would be very handy and speed up the workflow :-)&#60;/p&#62;
&#60;p&#62;Thanks and best regards,&#60;br /&#62;
Thomas
&#60;/p&#62;</description>
		</item>
		<item>
			<title>contrafibbularities on "Toggle buttons do not seem to work in R14"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/toggle-buttons-do-not-seem-to-be-working-in-r14#post-114</link>
			<pubDate>Wed, 19 Dec 2012 16:34:22 +0000</pubDate>
			<dc:creator>contrafibbularities</dc:creator>
			<guid isPermaLink="false">114@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;Robert, &#60;/p&#62;
&#60;p&#62;I've just downloaded and installed the update. The toggle buttons now work as expected in R14. Perfect! Thank you so much for fixing this issue so quickly! :-)&#60;/p&#62;
&#60;p&#62;Cheers,&#60;br /&#62;
Wolfgang
&#60;/p&#62;</description>
		</item>
		<item>
			<title>admin on "Toggle buttons do not seem to work in R14"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/toggle-buttons-do-not-seem-to-be-working-in-r14#post-113</link>
			<pubDate>Wed, 19 Dec 2012 08:57:12 +0000</pubDate>
			<dc:creator>admin</dc:creator>
			<guid isPermaLink="false">113@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;Wolfgang,&#60;/p&#62;
&#60;p&#62;A solution to this mess has been found and an update is available for download.  Thanks for alerting me to this situation and let me know if the issues are resolved for you.&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://www.kuroyumes-developmentzone.com/wp-content/uploads/2012/12/Greebler_R130_0104.zip&#34; rel=&#34;nofollow&#34;&#62;http://www.kuroyumes-developmentzone.com/wp-content/uploads/2012/12/Greebler_R130_0104.zip&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Thanks again,&#60;br /&#62;
Robert
&#60;/p&#62;</description>
		</item>
		<item>
			<title>admin on "Toggle buttons do not seem to work in R14"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/toggle-buttons-do-not-seem-to-be-working-in-r14#post-112</link>
			<pubDate>Tue, 18 Dec 2012 07:11:18 +0000</pubDate>
			<dc:creator>admin</dc:creator>
			<guid isPermaLink="false">112@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;This is a bug in Cinema 4D R14 but Maxon's SDK support has provided a workaround.  I will endeavor to update the code and make sure that it works once again. :)&#60;/p&#62;
&#60;p&#62;Thanks,&#60;br /&#62;
Robert
&#60;/p&#62;</description>
		</item>
		<item>
			<title>contrafibbularities on "Toggle buttons do not seem to work in R14"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/toggle-buttons-do-not-seem-to-be-working-in-r14#post-111</link>
			<pubDate>Sun, 16 Dec 2012 03:40:05 +0000</pubDate>
			<dc:creator>contrafibbularities</dc:creator>
			<guid isPermaLink="false">111@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;Thank you very much for the info, Robert, it's much appreciated. :-) I'll be sending you an e-mail with my R13 serial shortly. &#60;/p&#62;
&#60;p&#62;Cheers,&#60;br /&#62;
Wolfgang
&#60;/p&#62;</description>
		</item>
		<item>
			<title>admin on "Toggle buttons do not seem to work in R14"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/toggle-buttons-do-not-seem-to-be-working-in-r14#post-110</link>
			<pubDate>Sat, 15 Dec 2012 19:06:04 +0000</pubDate>
			<dc:creator>admin</dc:creator>
			<guid isPermaLink="false">110@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;Unknown issue until know.  I have verified it and will attempt to fix the issue in R14.  Must be a difference in handling bitmap buttons from R13 to R14.&#60;/p&#62;
&#60;p&#62;Since you already have an R14 license, you only need to email me your R13 11-digit serial number so that I can get you an R13 Greebler serial number.&#60;/p&#62;
&#60;p&#62;Thanks,&#60;br /&#62;
Robert
&#60;/p&#62;</description>
		</item>
		<item>
			<title>contrafibbularities on "Toggle buttons do not seem to work in R14"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/toggle-buttons-do-not-seem-to-be-working-in-r14#post-109</link>
			<pubDate>Sat, 15 Dec 2012 12:00:30 +0000</pubDate>
			<dc:creator>contrafibbularities</dc:creator>
			<guid isPermaLink="false">109@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;Hi, &#60;/p&#62;
&#60;p&#62;first of all, I'd like to say that Greebler is one cool plugin and I'm having a lot of fun playing around with it! :-)&#60;/p&#62;
&#60;p&#62;I'm currently reading the very helpful manual and it seems I've come across an issue in R14 when trying one of the tips from the manual. &#60;/p&#62;
&#60;p&#62;According to the manual the bitpmap buttons for shapes etc. can be toggled on/off by clicking on them. However, clicking on any of these buttons has no effect at all in R14 Broadcast. All I can do to switch shapes etc. on/off is use &#34;Select all&#34; and &#34;Deselect all&#34;, but I cannot activate/deactivate individual bitmap buttons. I then tested the demo version of Greebler in R13 Broadcast and toggling those buttons works just fine there. I'm therefore wondering if this is a known issue in R14?&#60;/p&#62;
&#60;p&#62;Since I'm using both R13 and R14 Broadcast and would like to be able to use Greebler in R13 as well, I was also wondering whether it is necessary to buy a separate Greebler license for use in R13. &#60;/p&#62;
&#60;p&#62;Thanks in advance for your help!&#60;/p&#62;
&#60;p&#62;Cheers&#60;br /&#62;
Wolfgang
&#60;/p&#62;</description>
		</item>
		<item>
			<title>admin on "poser model with BVH into C4D issues"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/poser-model-with-bvh-into-c4d-issues#post-108</link>
			<pubDate>Thu, 29 Nov 2012 08:51:07 +0000</pubDate>
			<dc:creator>admin</dc:creator>
			<guid isPermaLink="false">108@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;Are you using InterPoser Pro?  In order to apply BVH onto any model anywhere, it needs a skeleton - in this case, an InterPoser Pro skeleton.&#60;/p&#62;
&#60;p&#62;Part of this may depend on the figure being used.  Poser 8 and 9 stock figures using the new joint system or weight maps are not working in InterPoser Pro because these are not supported yet.&#60;/p&#62;
&#60;p&#62;Steps to apply the BVH as a Poser pose using InterPoser Pro:&#60;/p&#62;
&#60;p&#62;1. Load the figure in Poser.&#60;br /&#62;
2. Apply the BVH to the figure in Poser.&#60;br /&#62;
3. Save the pose into the Poser Library under 'Pose'.  Make sure that you are saving the animation!&#60;br /&#62;
4. Load the figure in Cinema 4D using InterPoser Pro (with your Poser 9 Runtime Library added to Runtime Explorer - the correct one should be in your Users (Public) folder and not the Poser 9 install folder (!!)).&#60;br /&#62;
5. Find the pose that you saved to the Poser Library under 'Pose' and, with the figure selected in the Object Manager, click on the pose's icon to apply it to the figure.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>cleo on "Clothes"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/clothes#post-107</link>
			<pubDate>Thu, 29 Nov 2012 06:25:55 +0000</pubDate>
			<dc:creator>cleo</dc:creator>
			<guid isPermaLink="false">107@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;Thank you for your help. All my problems sorted themselves out with the new InterPoser Pro 1.9.9s.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Haricobean on "poser model with BVH into C4D issues"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/poser-model-with-bvh-into-c4d-issues#post-106</link>
			<pubDate>Wed, 28 Nov 2012 08:22:34 +0000</pubDate>
			<dc:creator>Haricobean</dc:creator>
			<guid isPermaLink="false">106@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;I have a poser character that I have imported a BVH file to in Poser 9. This all works fine in Poser however when I bring it into C4D using inter poser plugin the animation messes up.I had a look around and someone said that you can export the pz2 file to library and try and bring that in as the the runtime but that doesn't seem to work. If I inport the BVH onto T-posed model from poser uising iner poser it goes completely mad too&#60;/p&#62;
&#60;p&#62;if anyone knows a way to correct this I would be greatful.&#60;/p&#62;
&#60;p&#62;Thanks&#60;/p&#62;
&#60;p&#62;H
&#60;/p&#62;</description>
		</item>
		<item>
			<title>admin on "Clothes"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/clothes#post-105</link>
			<pubDate>Tue, 27 Nov 2012 08:00:10 +0000</pubDate>
			<dc:creator>admin</dc:creator>
			<guid isPermaLink="false">105@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;All of this is explained in the PDF documentation.&#60;/p&#62;
&#60;p&#62;The easiest way to conform a clothing figure to its target figure is to drag and drop the root object (the Polygon object) to be under the root object of the target figure.  You can drag an entire wardrobe at once and all will be conformed.&#60;/p&#62;
&#60;p&#62;You should be using InterPoser Pro 1.9.9s:&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://www.kuroyumes-developmentzone.com/wp-content/uploads/2011/06/interPoserPro_R110_199s.zip&#34; rel=&#34;nofollow&#34;&#62;http://www.kuroyumes-developmentzone.com/wp-content/uploads/2011/06/interPoserPro_R110_199s.zip&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;There is an option in the main dialog under the &#34;Runtime Explorer&#34;, Runtimes tab to &#34;Autoconform&#34; to the selected figure on import of a clothing item.&#60;/p&#62;
&#60;p&#62;Thanks,&#60;br /&#62;
Robert
&#60;/p&#62;</description>
		</item>
		<item>
			<title>cleo on "Clothes"</title>
			<link>http://www.kuroyumes-developmentzone.com/bbpress/topic/clothes#post-104</link>
			<pubDate>Tue, 27 Nov 2012 04:21:52 +0000</pubDate>
			<dc:creator>cleo</dc:creator>
			<guid isPermaLink="false">104@http://www.kuroyumes-developmentzone.com/bbpress/</guid>
			<description>&#60;p&#62;I was wondering if anyone can help. I apologise for the simplicity of this question but I am completely new to interposer pro. I have tried looking online for help but can't seem to find the solution anywhere.&#60;/p&#62;
&#60;p&#62;I am working over some already posed characters in cinema 4d. I need to re-clothe them but I can't seem to get the new clothing on the body correctly - it is offset and is taking a new shape but not correct to the body (the clothes are built for these characters). What is the process that you go through? I have been copy and pasting the clothes from a different character and then in the poser tag of the item I have dragged the character onto it and pressed conform. Do I need to move the previous body tag that the previous item of clothing had with it? Please help!!!!!!!!! Thank you in advance.
&#60;/p&#62;</description>
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