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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 02 10:01 am)



Subject: Transmaps in P6


ghoyle1 ( ) posted Sat, 17 December 2005 at 2:22 PM ยท edited Sun, 02 February 2025 at 4:47 PM

I'm making a transmap to make a part of a character's leg disappeat (for a peg leg prop I'm making. I've created the transmap, have applied it to the leg material (and the feet and toenail materials, too), and it looks the way I want it to, so far. I want to be able to apply this transmap to other characters without overrwriting the character's texture; in other words, apply the transmap and leave the character undisturbed. Is there a way to create a material file that can do this?


SamTherapy ( ) posted Sat, 17 December 2005 at 2:44 PM

Dead easy if it's a set of Unimesh characters you're using. Just apply the same transmap to the character of your choice. Or am I missing a vital point here?

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ghoyle1 ( ) posted Sat, 17 December 2005 at 2:49 PM ยท edited Sat, 17 December 2005 at 2:49 PM

Well, I was hoping that I could set up a material set that would apply the character set to the leg, foot, and toenail materials simultaneously, without my having to go in and apply the transmaps individually. Sorry, guess I forgot to explain that.

Message edited on: 12/17/2005 14:49


SamTherapy ( ) posted Sat, 17 December 2005 at 2:55 PM

Erm, I think you can by saving the whole thing as a Material Collection. I haven't used the function so I don't know for sure how it works but I seem to recall it's a kind of P6 MAT file, which will load everything at once.

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ghoyle1 ( ) posted Sat, 17 December 2005 at 3:01 PM

I can save it as a materuial collection; that's no problem. The problem I'm having is saving the transmap as a material collection, without saving the skin as part of that. If I make a material collection with the transmap applied, it'll save the transmap, but it'll also save the skin texture. If I reapply the material collection to another character, the leg will disappear, but the skin will change, too. I want to be able to make the leg disappear without changing the skin of the character. Say I have a light-skinned character, and a dark-skinned character, and I want to be able to apply the material collection with the transmap to either one without changing the skin of either character.


nruddock ( ) posted Sat, 17 December 2005 at 3:01 PM

You'll need a script or utility like ShaderSpider to add extra nodes. Material collections (MC6 files), and material (MT5 files) can only be used to setup a complete shader tree. YMWV with P4/PP style MAT poses.


dadt ( ) posted Sat, 17 December 2005 at 3:17 PM

You don't need to use the map on the feet and toes, just turn off the visibility for those parts. The map is only needed for a body part where you want part of it visible. Doing it that way means you only apply the map to one part.


ghoyle1 ( ) posted Sat, 17 December 2005 at 10:00 PM

Yeah, but then I have to go to the hierarchy menu and turn off all those individual parts one by one. I basically want to be able to make them go away with one clik. It sounds like ShaderSpider's partial shaders are what I'm looking for, though I'm surprised there isn't a way to set that up manually in Poser 6. Guy


AntoniaTiger ( ) posted Sun, 18 December 2005 at 4:00 AM

There's very little difference between a material collection and a MAT Pose, just the filename and a little bit at the beginning. What you need to do is remove the material info that you don't want to change. A whole material is easy, even with a hand edit, and that would let you change the body texture without changing the head, for instance. More detailed trimming gets tricky. You need to retain the structure -- those nested brackets -- and the connections. I have several items which have partial MAT poses to add bumpmaps, but the whole structure of a P5 file is much more complicated... (Checks) Little_Dragon has done it for his Furrette 2 character. It looks obvious to me, but I'm not going to try to explain it...


ghoyle1 ( ) posted Sun, 18 December 2005 at 8:11 AM

I thought it was something like that, Antonia, but I haven't mucked about much with the workings of MAT files or material collections. I have messed around with cr2 files a bit, though. If you can think of any tips, I'd appreciate knowing about them. Guy


AntoniaTiger ( ) posted Sun, 18 December 2005 at 9:37 AM

Wll, the difference between Material, Material Collection, and MAT Pose seems to be pretty slight. They all start with the version number block. Then: Material: "actor $CURRENT" Material Collection: "mtlCollection" MAT Pose: "figure" The rest of the file is identical, but the basic Material files doesn't seem to care about the actual name used for the single material it contains. Now, I have examples of partial materials in MAT Pose files, but I haven't tried these in a Material file. And because a Material file replaces the whole shader tree, I doubt a partial one would do anything useful. It would have to be matched to the material it modified.


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