Goddess opened this issue on Feb 11, 2003 ยท 6 posts
Jaager posted Tue, 11 February 2003 at 5:35 PM
To put a finer point on all this: For a head character morph, you do not want the eye moving all over the place. There are poised poses that change the eye locations, so this should be the HeadSlot.fc2 = { version { number 4.01 } actor head:1 { channels { } } actor leftEye:1 { channels { translateX xtran { forceLimits 4 min 0 max 0 } translateY ytran { forceLimits 4 min 0 max 0 } translateZ ztran { forceLimits 4 min 0 max 0 } } } actor rightEye:1 { channels { translateX xtran { forceLimits 4 min 0 max 0 } translateY ytran { forceLimits 4 min 0 max 0 } translateZ ztran { forceLimits 4 min 0 max 0 } } } } Now, if your head morph has moved the eye sockets and you need to move the eyes to get them where they should be. You type the new value for the eye location in the min and max line for its trans. Never mind the dial value, with force limits on it can never be anything but min/max anyway. You can and probably will need to go one significant level more than Poser shows in it window. I usually just use this pose file = open in my TE to try different eye locations by typing them. Once a file is in the Poser library, you can change the guts of it and immediately use it while Poser is open. This does not work for CR2 files, though, Poser sucks them into RAM and uses them from there. Which is why using V2 as a regular figure to render is so taxing - it eats a lot of RAM for a million morphs you are not using. Inject all of the morphs into V3 and try to render it and you are really asking for a freeze or a crash.