Forum: Poser - OFFICIAL


Subject: Trying to figure out make Inj and Rem files

Zephre opened this issue on Jun 02, 2004 ยท 8 posts


lesbentley posted Wed, 02 June 2004 at 3:33 PM

Some of us have been making and using Delta (morph) Injection Poses long before Victoria 3 or Injection Magic (whatever that is) came into being. First you need to understand how pose files work. A pz2 (or any Poser library file) has its contents enclosed within opening "{" and closning "}" braces. After the opening brace there may be an optional 'version' block.

version
        {
        number 
        }

Then come the various actors (or other eliments like props, lights, cameras, materials). Within each actor is a channels section. Within the channels section are the individual channels that the pose will affect. - - - - - -

Here is an example of a Delta Injection poses for one channel (targetGeom RoundFace) in one actor (head): { // "NointNose.pz2" a Delta Injection Pose for the P4 Nude Woman. // Note that this pose will overwrite the deltas in the "targetGeom RoundFace" channel. version { number }

actor head
    {
    channels
        {
        targetGeom RoundFace
            {
            name PointNose
            initValue 0
            hidden 0
            forceLimits 4
            min -100000
            max 100000
            trackingScale 0.02
            keys
                {
                static 0
                k 0  0
                }
            interpStyleLocked 0
            indexes 1
            numbDeltas 3470
            deltas
                {
                d 1514 0 0 0.01614654
                }
            }
        }
    }
figure
    {
    }
}

I'm going to walk you through an an example of craeting a Delta Injection Pose (DIP), for the 'P4 Nude Woman' head, using a text editor and the free utility 'Morph Manager 4' (MM4). You will need a pz2 template file to use in MM4, you can use the one linked above, which will work for most characters. 1). Make a template pz2 file for your character, or use the one provided in the link above. 2). Put your morph target(s) into a character by whatever means you chose, set its value to "1.000" on its dial. In this example I have named the morph "Morph01". Save the character back to a pallet, name it "Z" (for example), this is just a tempory file you will delete it later. 3). Load the character (Z.cr2) into the left hand window of MM4. Load the template pz2 into the right hand window of MM4. 4). In the left hand window expand the 'head' actor and 'MORPHS' by clicking on the "+". Right click on the morph you want to use and select 'Copy' from the context menu. If desired repeat this step to copy more morphs. 5). In the right window select the morph you copied, chose 'Properties' from the context menu, select the first line in the 'Block Info' box (targetGeom *), select 'Change Data' and rename it to match the name of a targetGeom (morph) channel that exists in the target cr2. Select the second line (name *) and change the data to reflect the name you want displayed on the dial for this morph. 6. Save the template pz2 file in the left hand window back to a Pose pallet, giving it a new and final name. Test it in Poser. If all is well, delete the 'Z.cr2' file. The pz2 you have created may contain a lot of empty actors, if you are only injecting morphs into the head then you only need the head actor in the pz2, so if you like you can open it in a text editor and remove all the unused actors to save a bit of disk space, though the file will work fine if you leave all the actors in. The file to remove the deltas and hide the dial from the interface is quite simple: { version { number }

actor 
        {
        channels
                {
                targetGeom 
                        {
                        hidden 1
                        keys
                                {
                                k  0  0
                                }
                        indexes 0
                        numbDeltas 0
                        deltas
                                {
                                } 
                        }
                }
        }
}

This is just one way of creating these files, there are numerous ways you could achive the same result.