alphauser51 opened this issue on Sep 21, 2004 ยท 3 posts
lesbentley posted Wed, 22 September 2004 at 8:30 AM
Attached Link: http://www.renderosity.com/messages.ez?ForumID=12390&Form.ShowMessage=1936474
If you are using P5 (or perhaps PP), then this script by Ockham (linked above) may prove usefull, I haven't had a chance to try it out yet.If you are using P4, or for some other reason Ockham's script does not solve the problem, then its down to text editing the BODY actor as sugested by Cage.
I have nothing against Cage's method, but I would like to point out some other methods that should achive much the same result in this case.
First with respect to an animation pose. If you save your BVH to an animation pose (pz2), you can open the pz2 in a text editor and type a BODY actor and the reqiired translation in by hand. You should only need to add translations for the first frame (k 0), these should persist through the rest of the animation. Example:
{<br></br><br></br>version<br></br> {<br></br> number 3.0<br></br> }<br></br><br></br>clearFigureKeys 30<br></br><br></br><br></br><br></br>actor hip:1<br></br> {<br></br> channels<br></br> {
The second method (only tested in P4) is to make a character that you can save BODY poses for. Poser refuses to save pose data for an actor named BODY, so:
Save a copy of your character to a pallet. Open the resulting cr2 in a text editor. Search and Replace all instances of the string "BODY" with (say) "BODY_A". Because the "BODY" is nolonger called "BODY", Poser will be fooled into saving pose data for it when you save a pose for the character.
Poser only has a problem SAVING pose data for a BODY, there is no problem in APPLYING it to a BODY. This means that you can convert a pz2 created by the above method so that it works with normal characters, just open the pz2 in a text editor, and do a Search and Replace of "BODY_A" with "BODY".