_dodger opened this issue on Jan 20, 2003 ยท 6 posts
zukeprime posted Tue, 21 January 2003 at 3:03 PM
Dodger...after reading your post, I figured out another way to do it, though it would only be the head and neck area. Basically, this works the same way as the multi-arm figures you can build in Poser without having to modify the geometry. Basically it would go like this: First Section of the CR2: actor BODY:7 { } actor hip:7 { storageOffset 0 0 0 geomHandlerGeom 13 hip } actor abdomen:7 { storageOffset 0 0 0 geomHandlerGeom 13 abdomen } actor chest:7 { storageOffset 0 0 0 geomHandlerGeom 13 chest } actor neck:7 { storageOffset 0 0 0 geomHandlerGeom 13 neck } actor upNeck:7 { storageOffset 0 0 0 geomHandlerGeom 13 upNeck } actor head:7 { storageOffset 0 0 0 geomHandlerGeom 13 head } actor neck2:7 { storageOffset 0 0 0 geomHandlerGeom 13 neck } actor upNeck2:7 { storageOffset 0 0 0 geomHandlerGeom 13 upNeck } actor head2:7 { storageOffset 0 0 0 geomHandlerGeom 13 head } actor leftEye:7 { storageOffset 0 0 0 geomHandlerGeom 13 leftEye } actor rightEye:7 { storageOffset 0 0 0 geomHandlerGeom 13 rightEye } actor leftEye2:7 { storageOffset 0 0 0 geomHandlerGeom 13 leftEye } actor rightEye2:7 { storageOffset 0 0 0 geomHandlerGeom 13 rightEye } . . . 2nd Section (the main body of the CR2) The main body of the CR2 would be here. All references to neck, upperneck, Head, leftEye, and rightEye would have to be copied and duplicated into the CR2 with appropriate name changes (i.e. neck2, upperneck2, head2, etc...) . . . addChild hip:7 BODY:7 addChild abdomen:7 hip:7 addChild chest:7 abdomen:7 addChild neck:7 chest:7 addChild upNeck:7 neck:7 addChild head:7 upNeck:7 addChild leftEye:7 head:7 addChild rightEye:7 head:7 . . . 3rd Section (the 'figure' section of the CR2) weld abdomen:7 hip:7 weld chest:7 abdomen:7 weld neck:7 chest:7 weld upNeck:7 neck:7 weld head:7 upNeck:7 weld leftEye:7 head:7 weld rightEye:7 head:7 weld neck2:7 chest:7 weld upNeck2:7 neck2:7 weld head2:7 upNeck2:7 weld leftEye2:7 head2:7 weld rightEye2:7 head2:7 ******************************************* The key is that the 2nd head elements have to place a call to the original .obj file in the first part of the CR2. Note that: actor head2:7 { storageOffset 0 0 0 geomHandlerGeom 13 head } places a call to element 'head' I attempted to build this and render a 2-headed Vicky, but CR2 Editor choked on the head part of the CR2. I guess all those morphs for facial features was more than it could handle unfortunately.