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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 6:57 am)



Subject: .cr2 Editing?


momodot ( ) posted Thu, 06 July 2000 at 7:38 PM · edited Tue, 26 November 2024 at 7:50 AM

I have an .obj I would like to use in place of the head on a Poser figure, and for a variety of reasons I don't want to do it with "substitute prop for body part" so can anyone tell me how to edit the .cr2 to look for my prop .obj in runtime/geometries in place of using the head on the P4 Man .obj? Or must I make a new .obj with the body and my object merged? Problem is I don't have good modeling software (Amorphium which does weird stuff to meshes), so doing it in the .cr2 would be better for me.



markm ( ) posted Thu, 06 July 2000 at 9:25 PM

I have done this before , using compose , load whateverfigure you want to use the head on then delete the head group , load your new head in ( be sure to check the merge with current file box) rename "whatever it is" using the name "head". Save all the groups in whatever file you keep your geometries in using whatvername you like . Then load the cr2 file from a figure that comes close to matching yours in a text editor and look for 2 figure resource lines and just change them to point to your geometry folder and the object be sure to spell them exactly as they are with the right case. After that save the file into your library and go into you library folder and rename the resulting .txt file to .cr2 . Open poser and load the figure from the library as normal . You may already know all this but I thought it might help.


Ghostofmacbeth ( ) posted Thu, 06 July 2000 at 9:42 PM

CR2 editing .. Just shudders



momodot ( ) posted Thu, 06 July 2000 at 10:18 PM

Marm, thank you, I can't wait to try this! I had tried something similar with Compose (though I worry about those pesky "origins" props can have) but I only changed ONE figure resource line in the .cr2 ... i hadn't realized another was hiding there! BIG THANK YOU. Maybe this will work yet!!



LoboUK ( ) posted Fri, 07 July 2000 at 4:51 AM

If you check over at the Props Guild, there's a tutorial by somebody or other which explains how to use John Stalling's excellent Poser Libary File Editor (which is available in Free Stuff) to add bushi's RealEyes to a CR2. You could use a similar technique to add the OBJ for your replacement head Paul


momodot ( ) posted Fri, 07 July 2000 at 8:45 AM

Lobo I'll check that out. Markm's method got me my prop in but floating over the neck, I need to try transforming the y-translation of the prop prior to the merge I guess. But still, with the prop where it was, when I tried to morph the prop it flew up even higher off the neck... where is all this y-translation stuff stored in my .OBJs? `dan



momodot ( ) posted Fri, 07 July 2000 at 8:50 AM

Eye problem also. I use a prop head and other wise futz with a figure and then correct the eyes to be in place, I save the figure as a character but when I open it the eyes are back in the default location... is thier a way I can save the modified eye location, I tried saving the as a face Posze but it didn't work, just try try again?



bloodsong ( ) posted Fri, 07 July 2000 at 10:46 AM

heyas; momo, bring the prop into poser, and position it over the p4 man's head. export it (make sure the figure is zeroed) from there, and use that obj to replace the head. i'm not sure you're getting any benefit from doing things via cr2 editing or compose vs replacing the body part with a prop. combining the new head into the obj won't get rid of the seams that will appear between the head and the neck. they're just not connected, either way you do it, ya know? :)


momodot ( ) posted Fri, 07 July 2000 at 11:10 AM

I will try your "re-origining" when I get home tonight. I had thought doing it with the .obj and .cr2 would elevate the "head flying off" problem I have been getting when I try to morph. The substitute body part with prop would be much easier. I'll let you know how it goes. Is thier a way to strip the Y-translation from the Morph Targets? Maybe if I import export each one as you suggest for the prop itself.



momodot ( ) posted Fri, 07 July 2000 at 12:35 PM

Bloodsong, your bit works great, mostly. For the main prop I can pose great etc., much easier than all this .cr2 stuff. But when I try to prepare morphs for the prop likewise, export/import/export/import, I get the piece flying off as the morph is dialed in, if I did the final export with "Morph/no world transformation" unchecked I get y-axis translation, if I did it with morph checked I get Z-axis translation. How come the morph is causing these translation effects? The modified propo was recentered on the neck before I exported it... how is it inteacting with the base prop to cause the translations? Thanks.



bloodsong ( ) posted Sat, 08 July 2000 at 8:50 AM

ummm... okay, after you place the obj on the neck and export it, you CAN'T use any morph targets you used to have for it. because the old morphs are in the old spot, so they will try to make the prop move towards that spot. what you need to do is put the obj in place, set each morph dial to 1 in turn, and export it again as a new morph target, then go and load them back in on the new base obj you made. i don't know what prop you're using, so i don't know how many morphs it may have... this could be a problem. :) oh, wait.. is that what you are doing? hmmm... i know this, hold on... did you put the figure at 0,0,0 before you placed the prop on the neck? (make sure both hip and body parts are zeroed)? and did you export the morph sets before or after you incorporated the prop into the figure? did you parent the prop to anything? doing that might 'move' it somehow. that's the best i can do without seeing it, or a picture of it... and the only other thing i can suggest is, export the morphed prop in place, then import the obj you just made, and adjust it so it is in the right spot, then re-export it and use THAT as your new morph target. (hint: outline mode is good to see if things line up.)


momodot ( ) posted Sat, 08 July 2000 at 10:42 AM

Thank you Bloodsong for trying to work this through for me. I might write you directly and send images if your new advise still isn't helping. What I had done was place the .obj export it and re-import it which was perfect. Then I did the same with the morphs, that is, rather than dialing the morph on to my object I imported the morph itself as a prop and placed it and then exported it, then I brought back the original prop, parented it, and dialled in the morph. It seemed somehow the placement of the morph in its proper place interacted with the base geometry so as to off set it y or z. Your idea of dialing in the morph and then properly repositioning the head and then exporting the sounds promising, I think I'm willing to do the work.



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