compiler opened this issue on Mar 06, 2004 ยท 15 posts
lesbentley posted Sat, 06 March 2004 at 8:52 PM
I am guessing that what you are trying to do here is build characters. Untill that program comes along here is how I do it. I make a copy of the cr2 and strip all the morph channels out of it, or all except expressions, phonims, and joint fixes, lets call this "B.cr2". I then construct my chatacter in another cr2 lets call it "A.cr2". In "A.cr2" I may use native morphs, morphs imported as obj files, and morphs spawned from magnets. Once I have the character looking the way I want I spawn a new morph for each actor to be affected. There are 3 reasons for spawning these new morphs: 1. To consolidate the influence of many morphs into one. 2. To provide a simple and consistent nameing scheme so that the morphs can be used for delta injection if required. 3. So I know which morphs to copy over when making the final cr2. The naming scheme I use is to name the morphs I spawn "Morph01", if there were to be a second morph in the actor I would name it "Morph02", but you might like to name the morphs after the character you are creating. After resaving "A.cr2" to a pallet, I load "A.cr2" and "B.cr2" into Morph Manager 4. I then copy "Morph01" from each actor of "A.cr2" into "B.cr2". Afrer "B.cr2" has been processed as above it can be loaded into Poser, and an FBM can be spawned if desired. This is the bare bones of the method I use, there are a few extra little tricks depending the desired result.