Sat, Nov 23, 2:36 PM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)



Subject: Poser 6 and Python


randym77 ( ) posted Fri, 08 April 2005 at 11:16 AM · edited Sat, 23 November 2024 at 2:28 PM

Do all the Poser 5 Python scripts work in Poser 6? My favorite, Ockham's "delete lights" script? PhilC's Clothing Creator?


PhilC ( ) posted Fri, 08 April 2005 at 11:24 AM

I can confirm that the Clothing Creator works in Poser 6. Templates are now available for James and Jessi. Incidentally I have just completed the templates for Koshini, Ichiro and Krystal also.

philc_agatha_white_on_black.jpg


ockham ( ) posted Fri, 08 April 2005 at 11:26 AM

Most of my stuff works, including Delete Lights. Some actually works better: my DeleteProps used to leave Poser holding a false list of the props, and now it doesn't. Must be better handling of deletion in the internals. One doesn't work: SaveImage. (I don't think this is in freestuff, but it's one I use a lot.)

My python page
My ShareCG freebies


ockham ( ) posted Fri, 08 April 2005 at 11:35 AM

One hint: scripts that use a PYD module will need to have that module in the P6 runtime, as well as moving the script itself. If you don't want to reinstall, look at the runtime/Python/DLLs and runtime/Python/Lib folders; you can probably tell by dates and names which PYD files are not part of the standard stuff. (My PYD files all start with an underscore and an uppercase letter, like _Talkbubmodule22.pyd while the standard stuff is all lower-case.) Copy those PYDs into the corresponding P6 folders.

My python page
My ShareCG freebies


randym77 ( ) posted Fri, 08 April 2005 at 11:41 AM

Thanks! Good to know.

And I was wondering, lazy soul that I am, if I could just tell P6 to look next door in the P5 Python folder. Guess not. :-)


ockham ( ) posted Fri, 08 April 2005 at 11:49 AM

For the vast majority of scripts, that will be fine. I don't think any of my commonly used ones have PYD helper files. But if you've set up a set of sub-palettes, you will need to transfer all of that, because the palette lookup doesn't work across runtimes. (The alternate-runtime setup for libraries doesn't include Python.)

My python page
My ShareCG freebies


thefixer ( ) posted Fri, 08 April 2005 at 11:49 AM

"Delete lights" is one of the many default python scripts that comes with Poser6. thefixer poser coordinator

Injustice will be avenged.
Cofiwch Dryweryn.


maxxxmodelz ( ) posted Fri, 08 April 2005 at 11:52 AM

Didn't I read somewhere that Poser is now more 'fully open' to Python in P6 than previous versions? If so, I wonder what new potential this gives it.


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB GPU.


ockham ( ) posted Fri, 08 April 2005 at 11:56 AM

"Fully open" means that the shader nodes and dynamic cloth and hair parameters are now controllable. Far as I can tell at this point, some other long-standing 'hopes' have not been satisfied. Still can't save the render from a new window, and there's no access to walk designer or point-at internals.

My python page
My ShareCG freebies


yggdrasil ( ) posted Fri, 08 April 2005 at 12:25 PM

Umm, didn't someone mention a few days ago that P6 Mac still has an issue with tkinter based scripts?

Mark


nruddock ( ) posted Fri, 08 April 2005 at 1:47 PM

The tkinter on Macs is still hosed, but for simple situations the alternative Dialog calls are usable (and cross platform).

I found two (now confirmed) bugs, one for the Cloth Room interface, one for ShaderNodeInput.


Tguyus ( ) posted Fri, 08 April 2005 at 4:04 PM

ockham >> Some actually works better: my DeleteProps
used to leave Poser holding a false list of
the props, and now it doesn't.

[Hi ockham!] I was testing a bunch of scripts in P6 last week and got the following error for delprops:

:0: SyntaxWarning: name 'Deletables' is assigned to before global declaration

The script ran anyway despite this message, but I wonder what it means. Might be some problem with my particular setup, though.

Hope you're enjoying P6! I'm getting to like it better and better. TG


Macsen ( ) posted Fri, 08 April 2005 at 9:25 PM

If it's more open.. maybe someone will (PLEASE!!) create one that translates P4 materials into P5-6 Materials (move Gradient Bumps into Bumps, and all the other stuff that I've never been aware of). maybe it can be done, maybe not with what nruddock said with "ShaderNodeInput"... who knows.. I forgot how to program anything about 13 years ago.

Rick


nruddock ( ) posted Fri, 08 April 2005 at 10:17 PM

Fortunately the bug with ShaderNodeInput has a workaround.
Funnily enough, I was writing a script to move the Bump maps when I discovered it.
I got a little side tracked by the alternative Dialog stuff, and DAZ's March Madness, but I'll post a first version later this weekend.


randym77 ( ) posted Sat, 09 April 2005 at 5:29 AM

How about one that translates P5 materials into P6?


Macsen ( ) posted Sat, 09 April 2005 at 8:41 AM

I don't know what needs to be translated from P5 into P6.
My copy of P5, since neither hair nor cloth worked all that well, is still installed but never used (at least very little). but I'm sure that SOMETHING will need translating on that part... and that one will be good too... (not of use for me tough).
It's just good that the material room works better with python now...
Now an Idea.. if Gradient bump does not render in Firefly (manual says... ) what about an option to "copy" the nodes.. so one can still use the p4 renderer AND firefly.
I hope you put that script for free... no dough since P6


nruddock ( ) posted Sat, 09 April 2005 at 8:47 AM

What exactly would you want the script to do ? I didn't think there was that much difference between P5 and P6 materials.


randym77 ( ) posted Sat, 09 April 2005 at 9:53 AM

file_216225.jpg

I have a ton of MAT files, made by myself and others using the outline given in this well-known tutorial:

http://www.enmeshed.com/shadermagic/

But the P6 skin shader node is different. If you use P5 MAT files that use the skin shader node in P6, the result isn't pretty. Example is our lovely model, Victoria 3, wearing the DAZ high-res universal textures. In P6, with the MAT file from the tutorial, she looks like she's three days dead.

Apparently, the solution is to add an extra node between the skin shader and the texture map.


nruddock ( ) posted Sat, 09 April 2005 at 10:24 AM

Ok, I understand now. Before and after screenshots of the material room would be good, along with any other hints as to how you want input values / colours setup when adding the new node (or a link to a thread where the fix was discussed).


randym77 ( ) posted Sat, 09 April 2005 at 10:34 AM

Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=2187315

Here's the thread where the change in the shaders was discussed.


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.