FireMonkey opened this issue on Oct 19, 2006 ยท 19 posts
nomuse posted Thu, 19 October 2006 at 3:30 PM
Interesting about the matrices. It is my understanding that the cr2 is patched and patched again onto a base that started back with Poser 1. As far as I know there IS no documentation on what it all means. Even the DAZ programmers leave certain lines alone because they don't know what they do and haven't the time to do trial and error trying to find out. The user base is in a worse fix. Seems odd, in a way, that the heart of Poser (it's DNA, as I think of it), is not better documented by the people who make the program. The cr2 is the key to get new content into the thing. You'd think they'd be like, oh, your average Quake engine and at least document the parts that level designer...new content providers need to get to. I personally find the "everything is a channel" format fairly easy to understand. It is a bit bothersome that the coding for a channel channel and a morph channel do not have the same headers, any more than the geometry pointer for a figure or a prop are the same, but it is pretty easy to intuit what is going on with the thing. It is really at the detailed level...at the long long stacks of unknown terms and once-in-a-blue-moon functions (like the rows and rows of data that all default to zero -- couldn't Poser just save its own cr2's without creating these empty lines?) I do like that the cr2 is plain text, can be edited in anything that can handle ASCII, and is somewhat internally self-documenting. What I fear is a change to it that makes it one giant table of hex, where you have to count to the 201th term, minus the number of colors multiplied by the lights in the scene plus a checksum......