Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)
ah hey beyond vr i am working on this now pulled your tut about a week ago.
am i to understand that making a morph injectible means using only the namespaces originally provided in the cr2 and that there is no other way to expand the number of morphs or namespaces in the original cr2 (by injecting, realizing that saving your own cr2 will let you do anything)
for instance, what if i wanted 100 morphs? your tut says there are only 30 extra spaces in the body parts, and looking into the cr2 i can confirm that. so do we have no way to expand this?
mucho gracias, great tutorial by the way ( and thank god, it was the only thing out there that could answer my question)
That's a question I hadn't anticipated. If this is for your personal use, I see no reason why you can't add more. For distribution this would not work.
If you have P6, and don't mind that version or above being the only ones capable of using the morphs, there is a way to do it using Poser's PMD files. Go to Nerd's site for the tutorial. I think it's nerd3d.com, but may be .net. I can't find a link right now.
I have been doing other things, and haven't worked with any figures for months, but I think that would be the way to go in your situation. Any other questions welcomed; I may get smarter in the meantime ;)
John
yeah thanks for the quick reply. i am working on it for distribution. not that it'll ever get that far..
and it would be nice to work in p5 too.
i have one more question wonder if you can help.
i set some morphs on a body part on v3. as anyone can tell, v3 has no real zero state that we can attain from a zero pose. to get a zero state, i export the figure at zero, then import the part in max from the original object, then set the mopher to reflect a minus state created from obj state minus the exported poser "zero" state. where the zero from poser reimported will deform if the dial is set to like 10 or 20, it takes up to 500 this way. (i have to do this to fix joint problems)
what i would like to do is isolate only the verts i want to change as the deltas in the cr2. so i went about with this experiment, cutting out unneccessary deltas (to save space, naturally.) i got the dials to spin and morph the object, but not to reflect a number, (while other morphs in the same cr2 that i hadn't cut out unneccessary deltas worked fine)
ever encounter this?
ah! actually i just found it. the number for indexes must be changed to reflect the number of deltas the file uses. excellent! now i can make super clean morphs that will hopefully not affect any other vertex no matter how far you push that dial, or no matter how many other morphs you stack upon it. not to mention easy on the ram...
thanks for your time and again for your tutorial.
Glad to help :) I figured that stuff out a couple of years ago when I volunteered to do it for an original figure. Didn't take Nostradamus to figure out it would be a hot topic, so I put it down while it was fresh in my mind.
I jump around, though, and my current obsession is with shaders. Nerd is simply one of the best sources for many things Poser. He's a treasure :)
Yeah, MTs can be confusing, like many things in Poser. I've been a "user" since P2, so a lot of things have just soaked in. Starting out now would be frightening ;)
John
It is O_o; lol And I have no idea what you two are talking about, in regards to delta inj, and stuff like that!!! Ah well, only time will tell!
As well, if I've got Poser 6, is there any way I can save the MATs in the Pose library, for P5- users?? Thanks! *And thanks again, great tutorial, John - I'm going to work with it, until I understand!
MAT poses are not something that Poser makes, though it can use them. They are basically CR2s or PP2s stripped down to the material info. Not too hard to do by hand for P4, but P5 or 6 makes a much longer list. MAT PoseEdit 3.0 can make them in P4 or P5 flavor, but it strips a few lines that P6 likes. There may be a better Python script around that does the job.
Another alternative, if it's something with only a few materials (unlike figures) is to save them to the Materials library as MT5 files that P5 can read. P6 can save all the materials to an MC6 file that, as the 6 implies, cannot be read by P5.
Each little improvement leads to compatibility headaches and workarounds. It's e-frontiers' way of keeping us on our toes ;)
John
Wow! So, say I'm "adding a new material" to my Material Library -->
>> If I just name it "Lip-Red.MT5" -- will it automatically convert over?? Mm .. I should hook up with someone who has P5 to test it out ^__^
Thanks, John.
Do any of you "save morph INJ" files within Poser? Or do you find it's easier opening those MC6/.etc files in Notepad, or other programs?? Thanks!
I really wanted to give -P5 users a chance for this stuff too ... graned, maybe it'll take me until I'm done learning to put out a good set O_o; haha
In P5 or 6, you can save any individual material you want, and apply it to any material on any other figure/prop. The Material Collections that P6 will save can include all or any of the materials of the figure/prop. You can select any you want to save from the list. They, however, will expect to see the same materials from which you saved them. Will give you an error, and ask if you want the materials created for you. Probably not a good idea ;)
Both of these options are great for props, which normally won't take a MAT pose.
INJ poses usually just inject morphs, though you can make a hybrid file that also changes the mats. Often, separate files are in the same folder. Depends on which is easier for your set.
I'm doing a set of props right now in P6, and making separate MT5s for P5. I will have to have someone check them in P5 for me, and also the geometry. You can't really claim compatibility unless you know for sure. BTW, I have WordPad as the default app for opening any of those files. If nothing else, you have to change the version number.
John
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Hiya everybody! I hope holidays went well for everybody?
Just a quickie question; I've yet to upgrade, so still with Poser 6 and: How can I save a character's morphs? I've gotten Aiko's bod just perfect for a particular character, now what would be the best way to save the morph injection for the full figure?
*Any help would be appreciated, thanks! I've heard once you need to "deselect the figure's Centre of Mass" while saving - but should I be "Including morph channels??"
I'm such a mess lol - every time I do just the HEAD INJ, it turns out fine - do I have to do something different for the body, and for the whole figure?? (How do I forget these things?!!)
Thanks, appreciated!
*hugs*
-Jen Dyck