Mighty_Marcos opened this issue on Aug 16, 2004 ยท 4 posts
nomuse posted Wed, 18 August 2004 at 12:24 PM
Yah. AltGeom is a wonderful thing. As it happens, when I first gave it a try I couldn't find a tute, so I followed the suggestions and opened up the hands on one of the Poser2 figures. All the code is right there. AltGeom takes two different bits of code. The first is right above the channels section in the body part to be swapped; this bit calls for the obj file to be used and assigns a unique ID number; alternateGeom lArm_2 { name lArm objectFile 1002 :Runtime:Geometries:my_stuff:robot_hand2.obj } You need, as I recall, one of these statements for each additional geometry you want to add to the dial. The numbers must be unique to that figure and values from 1002 up are valid. The other statement comes in the channel statements and can be below morphs but must be above the scale dials, and creates the actual dial; geomChan handGeom { uniqueInterp name robot_arms initValue 0 hidden 0 force limits 4 min 0 max 5 tracking scale 0.045 keys { static 0 k 0 0 } interpStyleLocked 1 } This is an ordinary Poser dial, and can be edited, slaved, etc as any other dial (for instance, all the altGeoms can be slaved into the BODY channel to make them easier to find). Setting an upper limit on the dial is not really needed; Poser will allow you to "step through" only as many alternates as you have made available. Oh; note that within that alternate geometry .obj file the body part name must appear and be identical to the original body part. I hope this was clear. Pull apart something with altGeom dials (like the Poser2 figures) and take a look for yourself.