Veritas777 opened this issue on Oct 15, 2003 ยท 78 posts
Crescent posted Fri, 17 October 2003 at 9:10 AM
I'll try to get a real tut up in a few days. V3 is actually easier than M3 for this tutorial. The head and body line up properly so you won't need to tweak the eyes or the head JP.
When I talk about a block, I mean look for a specific phrase, then grab it and everything that follows it within the curly braces.
The prop AnimeEye1_1:1 block would be:
prop AnimeEye1_1:1
{
storageOffset 0 0 0
objFileGeom 0 0 :Runtime:Geometries:StudioMaya:Anime:AnimeEye1.obj
}
Quick and dirty (emphasis on dirty, not quick) .cr2 hack that I did:
For V3, follow the Yamato tutorial as writ. (I did not use the neck part. It may work better with that neck, it may work well enough with the V3 neck. Try which ever one you want.) For M3, follow the Yamato tutorial but move AnimeDoll around until her head fits over M3's body properly. I did not use the new neck they provided. It may work better than the V3 or M3 neck, I don't know. For the head export, do NOT check "As Morph target." You need to get the location change recorded. When you import the two items together, export them as one unit (like the tutorial) but again, do NOT check "As Morph target."
I saved my hybrid as :Runtime:Geometries:DAZPeople:AnimeM3.obj so if you save your hybrid differently, please change accordingly.
Open up AnimeDoll.cr2 and M3 sr1.cr2 in a text editor, preferably in separate windows so you can quickly go back and forth. You'll be cutting from AnimeDoll and pasting into M3.
Save the M3 sr1.cr2 under a new name. Mine is AnimeM3.cr2. Do it right away so you don't hate yourself later. ;-)
In the new AnimeM3.cr2 file:
Replace the two lines that say ":Runtime:Geometries:DAZPeople:blMilMan_m3.obj" with ":Runtime:Geometries:DAZPeople:AnimeM3.obj" This tells the .cr2 file to load your hybrid mesh.
At the end of the actor blocks (actor lToe:1 is the last one), add:
prop AnimeEye1_1:1
{
storageOffset 0 0 0
objFileGeom 0 0 :Runtime:Geometries:StudioMaya:Anime:AnimeEye1.obj
}
prop AnimeEye1_2:1
{
storageOffset 0 0 0
objFileGeom 0 0 :Runtime:Geometries:StudioMaya:Anime:AnimeEye1.obj
}
This adds the eyes to the file.
Highlight and delete the entire "actor head:1", "actor leftEye:1" and "actor rightEye:1" blocks.
In AnimeDoll.cr2
Highlight and copy the entire "actor head:1", "actor leftEye:1" and "actor rightEye:1"
In AnimeM3:
Paste the "actor head:1", "actor leftEye:1" and "actor rightEye:1" block that you copied from AnimeDoll.cr2 in the hole that you made deleting the original ones from AnimeM3. (i.e. between "actor neck:1" and "actor rCollar:1")
In AnimeDoll.cr2:
Copy the "prop AnimeEye1_1:1" and "prop AnimeEye1_2:1" blocks. They're located after "actor lToe:1".
In AnimeM3.cr2:
Paste the "prop AnimeEye1_1:1" and "prop AnimeEye1_2:1" blocks just after "actor lToe:1".
At the end of the "addChild" statements, add:
addChild AnimeEye1_1:1
leftEye:1
addChild AnimeEye1_2:1
rightEye:1
Now look at all the materials listed after the weld statements. Delete all the materials that have to do with M3's head. (SkinHead, SkinScalp, etc.)
In AnimeDoll.cr2:
Copy all the materials that have to do with the head.
In AnimeM3.cr2:
Paste in all the materials from AnimeDoll that have to do with the head.
Whew! Save that pup!
The .cr2 is done, you'll just need to do some minor tweaks for M3. (AnimeV3 shouldn't need these last few steps.)
When you load up AnimeM3, you'll notice that the eye props are missing. They're actually just misplaced. You'll need to select each one and change the positioning. I ended up with xTrans of .021/-.021 (left/right eye), yTrans of .023, and zTrans of .013.
Also, the neck may not bend properly with the head. Select the head and open up the Joint Editor window. You'll see a green/red X appear. Move it up a bit. (Sorry, I didn't record how far up.) You can test it by bending the head after each tweak of the X. When the neck bends smoothly with the head, you've got it. (I got it on the first try, so it can't be that difficult.)
Resave the character into the library. Ta Da!
Like I said, this ain't easy, but if you take your time and follow these steps, you'll get pretty good results. If anything is not clear, or if I missed something, please let me know.
Cheers!