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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 11 3:50 am)



Subject: Making Wymaster Magnet Set MORs?


Angelouscuitry ( ) posted Sun, 22 January 2006 at 11:55 AM · edited Wed, 12 February 2025 at 8:44 PM

I have two V3.PZ3s. One has all of my V3 MTs in it and is about 225MBs. The other is 20MBs, for rendering, and only contains the work I've done with the first scene. My problem is that the two files don't look exactly the same, even though they've both had the same MOR and MATs applied. I'm relatively sure this is because I've deleted some of Wymaster's magnets, and have set the other's values by hand. How would you suggest I approach getting the same number and values of magnets in each scene? I think the number of magnets could be solved easy of I were to Zero out all of the magnets in the bad scene(The one with less magents,) and then apply a Magnet MOR, of the good scene, but how are MORs made for sets of magnets? = )


ghelmer ( ) posted Sun, 22 January 2006 at 12:35 PM

You should just save the character you want to use (in state you desire) as a character cr3 in FIGURES and load that into your scene rather than remaking them everytime you want to use them. G

The GR00VY GH0ULIE!

You are pure, you are snow
We are the useless sluts that they mould
Rock n roll is our epiphany
Culture, alienation, boredom and despair


Dizzi ( ) posted Sun, 22 January 2006 at 1:57 PM

You can do the following: Open a text editor, then for each of the deformer props copy the information to the clipboard and paste it into your text editor. Then in the file that sould get the settings, just paste the content of the text file...



Angelouscuitry ( ) posted Mon, 23 January 2006 at 11:26 AM

ghelmer - I think you mean CR2, but that would save all of the MTs with it. The idea is definitely to have two files, because I don't use all of the MTs on every render. The first scene is to just shape and export from. The second scene is used to just import the newest export from the big scene, and then render with. It's much easier to render with a 20MB file than a 200MB file. Dizzi - This is what I'm trying to avoid, there must be 50-100 magnets, each with at least a dozen dials. ghelmer gave me an idea. If I could delete the the figure, from my small scene, without taking away any of the magnets, then I could import the big figure?


lesbentley ( ) posted Mon, 23 January 2006 at 5:27 PM · edited Mon, 23 January 2006 at 5:35 PM

Not sure I understand what you want to do here. Do you want to place the magnets from a figure in Big Scene on a figure in Small Scene?

If so you could save all the magnets in Big Scene to one pp2 (prop) file by using "Select Subset" (you will need to include Mags, Zones, and Bases), then apply the pp2 to the figure in Small Scene. The problem with this is that if you already had magnets (with none zero values) applied to the figure in Small Scene, you would have to delete them before applying the new set. An alternative to deleting them would be to set their influence to zero in the body parts, this could be done with a pose file, but either way 50+ mags would be a chore.

You could in theory make a pose file from the magnets in Big Scene and apply it to the magnets in Small Scene. There are some problems you might run into, but it may be worth a try.

The quick dirty way to make the pose is to save the Mags, Zones, and Bases, to a pp2. Open it in a text editor, delete all the geometry reffrence stuff at the start of the file, eg:

baseProp Mag Base 1:1<br></br>        {<br></br>   storageOffset 0 0.3487 0<br></br>    objFileGeom 0 0 :Runtime:geometries:deform:base.obj<br></br> }<br></br>etc, etc.

Delete the 'doc' section (near the end of the file), and add an empty 'figure' section in its palce, eg the end of your file should look like this:

figure<br></br>      {<br></br>   }<br></br>}

Now save the file to a pose folder with a pz2 file extension. There is some redundant stuff in this file, but that should do no harm. Note That a pz2 can only add deformTargets, it can't remove them. I'm not absolutly sure if such a pz2 can handle an edited Falloff Graph, but I think it should.

The problem with this pz2 approach is that you say you have deleted some of the magnets, obviously a pz2 can't work on a magnet that has been deleted, and if you try to add it back in, it will need the exact same name and number as the one that was deleted if the pose it to work correctly on it. Message edited on: 01/23/2006 17:35


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