Forum: Poser Python Scripting


Subject: Spawn Character script

svdl opened this issue on Mar 28, 2006 · 112 posts


lesbentley posted Sun, 23 December 2007 at 12:13 PM

Thanks svdl, for your wonderful SpawnCharacterP6.py script. It has proved very useful.

I use it on V3RR, I don't know if V3 is the same, but V3RR has targetGeom channels in the eyes, unfortunatly the "CorneaBulge" and "IrisIn" channels are set to 1.000 by default. I wonder if you would concidder including an exclusion switch for eye morph channels in  any future version? Whilst it is easy enough to zero these morphs, I keep forgetting to do so, with the result that I end up having to edit them out of the pz2.

Quote: "Working on a more user-friendly version. The current script should work on non-Millenium 3 figures too - including non-human figures."

Any news of the new version "ConsolidateMorphs". The ability to use this script on other figures would be a great advantage to me. I did use the SpawnCharacterP6 script on a mechanical figure once, but had to rename the actors and morph channels, then change them back after creating the pz2s, then edit the pz2s.

I realize this project would be a lot of work, so I don't blame you if you have dropped it, but I can't help hoping it's still in the pipeline.

As to the chained ERC, I would be happy to forgo support for that, as many figures don't use it, and the script would be very usefull for those figures that don't. It might even be usefull for figures that do use chained ERC, as I don't mind getting my hands dirty in a text editor to fix things.

I suspect that the best solution to many of the problems you face may be to have a list box (if that's the right phraise) with all targetGeom channels selected by default, the user could then deselect any morphs they don't want included in the consolidation and slaved to the valueParm, eg JCMs. If this could could allow the user to deselect a whole actor as well, all the better.

With scaling a simple checkbox to include or exclude scaling globally should surfice. The same for eye translations.

@Angelouscuitry

Quote: "At some point somebody told me that the INJ'/REM sets, that SpawnCharacter creates, contains proprietary DAZ3D Morph Data; hence are not distributeable!"

It depends. If you used any DAZ morphs (strictly speaking deltas), either by dialing them directly in the actors, or indirectly via FBM (valueParm) dials, then the injections will not be distributable, at least that's DAZ's position as I understand it. The best way to be sure you don't anger DAZ or anyone else, is to load your own custom murphs in a delta stripped version of the figure. DAZ provide such delta stripped versions for many of their figures, or you can create your own. There is nothing svdl can do to fix this, you either use other peoples deltas, in which case you can't distribute the morphs (unless you use RTEncoder or Objaction Mover, and a file containing the deltas as a seed), or you use your own deltas, in which case you can distribute. But no technical fix that svdl can come up with can turn DAZ's property into your property. Delta injections produced by SpawnCharacterP6.py are exactly the same as delta injections produced by any other means in this respect.