Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 28 11:20 am)
Attached Link: http://groups.yahoo.com/group/PoserTECH
kuroyume, To see alternate geom in action, I suggest you get Jeff Howarth's 'dial-a-prop' from Poser Tech. He's pretty expert in the whole thing. Although he did warn me that it's not 100% reliable. I think he also has a tute on it there. I'm sorry I can't give you detailed info. It's all on my other computer which has currently gone ga-ga (I'm now re-installing the system). Argh!! macThanks for the suggestion and link, maclean! :) Will check this "dial-a-prop" idea out.
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
I'm using Poser 4, and I never could get alternateGeom to work for props including the dial-a-prop. I'd sugest using a figure. The classic example of using alternateGeom is the hands in the "Skeleton Woman.cr2", the relevent parts in the hands are the alternateGeom statments, and the channel for the dial to swap the geometry "geomChan handGeom". It does not matter if the obj files have differing numbers of vertices.
Can you specify more than one alternate geometry per part? Sorry about my lack of knowledge here, the only alternate geometry that I've see much of is the hip for Michael. Will have to examine the info on it in "Secrets of Figure Creation" and from whatever tutorials can be found. :)
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
I don't think there is any limit on the number of alternate geometrys, the Skeleton Woman has 19 in each hand. The geometry swaping can be implimented via a dial in the actor to be affected (or in an actor lower in the parenting hierachie). You should have a look in the hands of the Skeleton Woman.cr2 (it comes with Poser) to see how it is implimented.
I'll do that and use it as an example.
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
After rereading the section on "Geometry Swapping" in "Secrets of Figure Creation" and looking over the Skeleton Woman.CR2, I think that it makes sense now. :) Here's another question: For this product, it is very possible that there will be more "selections" in the future. Will this require a new CR2 (as well as the alternate geometry files) to include every new set (with the previous ones)? I'll take it that "morph injection" is the only alternative and will avoid that for awhile.
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
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I'm currently creating a prop of which parts should be able to be exchanged for other parts. For instance, this prop is a stand and I'd like the "feet" to be changed to different types. Don't want morphing, just alternate geometries for this and other parts of the model. Should it just be separate parts (geometries) that can be loaded separately? Or should it be a figure (CR2) with alternate geometries listed? Caveat is that the alternate parts will not have the same number of vertices/polygons and will have different texture maps. There are no "moving parts" - bone/joint requirements. Just want to be able to swap parts to allow variety without creating a new full model for each one (which stands at 24 varieties so far by intermixing parts). Thanks, Kuroyume0161
C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.
-- Bjarne Stroustrup
Contact Me | Kuroyume's DevelopmentZone