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



Subject: Adding moprhs to existing clothes


drifterlee ( ) posted Mon, 25 February 2008 at 5:52 AM · edited Sun, 02 February 2025 at 11:51 AM

Hi: Is there a way to add morphs to exshist conforming clothing? Sometimes I buy dresses that have no wind, knell, or sit poses etc. IS there some way I can add them myself?


PhilC ( ) posted Mon, 25 February 2008 at 6:25 AM

Yes, magnets and body handles can help. Here are links to tutorials on the subject.

Magnets (on screen video)

Body Handles (Web page)

Other joint parameter on screen videos:-
http://youtube.com/watch?v=q8jxSOL_MAM
http://youtube.com/watch?v=t6f6MXtKlbU
http://youtube.com/watch?v=Nggl2JSLLtc

http://youtube.com/watch?v=PfcPu83gZNs
http://youtube.com/watch?v=434MJDE4gEA

Hope that helps.


magnemoe ( ) posted Mon, 25 February 2008 at 8:31 AM

Will not the setup room destroy all morphs, Has not had much luck with the setup room myself.

I would love to have a knee bend handle or two on the MFD, it would make it much easier to pose it, the best would be one on the front and one on the back.  

Quote - Yes, magnets and body handles can help. Here are links to tutorials on the subject.

Magnets (on screen video)

Body Handles (Web page)

Other joint parameter on screen videos:-
http://youtube.com/watch?v=q8jxSOL_MAM
http://youtube.com/watch?v=t6f6MXtKlbU
http://youtube.com/watch?v=Nggl2JSLLtc

http://youtube.com/watch?v=PfcPu83gZNs
http://youtube.com/watch?v=434MJDE4gEA

Hope that helps.


bagoas ( ) posted Mon, 25 February 2008 at 12:14 PM

No need to go into the setup room when you want to add morphs. Creating and loading morphs is decribed in the Poser manual. Better still, use a magnet to get greater flexibility.


wdupre ( ) posted Mon, 25 February 2008 at 1:01 PM

I think magnemoe was refering to creating bodyhandles as far as the setup room is concerned, and no from my experience the setup room will not destroy morphs unless you regroup your mesh.



Conniekat8 ( ) posted Mon, 25 February 2008 at 3:20 PM

I don't know if this makes the process simpler or not, in my mext release I'm making my conforming clothing with INJ channels, and giving people an ungrouped zeroed mesh to use as morphing base if they want to.
It's more with add-on morph developer in mind, but individual users can take advantage of it too.

Hi, my namez: "NO, Bad Kitteh, NO!"  Whaz yurs?
BadKittehCo Store  BadKittehCo Freebies and product support


drifterlee ( ) posted Mon, 25 February 2008 at 4:02 PM

Thanks Phil and all!


Sabou ( ) posted Mon, 17 March 2008 at 3:40 PM

Making Bodyhandles is very easy with the tut from Phil. But how could i get these balls around my cloth whitch you can take for simple moving it around?


PhilC ( ) posted Mon, 17 March 2008 at 3:52 PM

Edit your CR2 file thus:-

   actor YOUR_BODY_HANDLE_NAME:1<br></br>
   {<br></br>
      storageOffset 0 0 0<br></br>
      objFileGeom 0 0
:Runtime:Geometries:Your Folder:Your_Body_Handle.obj<br></br>
   }<br></br>

Your_Body_Handle.obj must contain the group YOUR_BODY_HANDLE_NAME


Sabou ( ) posted Mon, 17 March 2008 at 4:25 PM

Oh, thank you very much phil.


Conniekat8 ( ) posted Mon, 17 March 2008 at 4:26 PM

Oh, cool, that's somethign I've needed to know too :)

Hi, my namez: "NO, Bad Kitteh, NO!"  Whaz yurs?
BadKittehCo Store  BadKittehCo Freebies and product support


lesbentley ( ) posted Mon, 17 March 2008 at 9:20 PM

Quote - Making Bodyhandles is very easy with the tut from Phil. But how could i get these balls around my cloth whitch you can take for simple moving it around?

There are a number of ways you could do it, here is one way to add a visible Handle object.

Poser must be set NOT to save compressed files in the General Preferences.

After going through the steps in Phil's tutorial, and returning to the pose room, save the figure back to a pallet. Load a poser primitive (or even better use your own low poly obj). Scale it appropriatly, and position it where you want the handle to be. Export it as an OBJ, using only 'Include existing groupes...' in the export options. Save it to your Poser folder as "z.obj".

Delete the prop from the scene. Import z.obj, all import options should be un-checked.

Open the z.pp2 that you just created in a text editor. What we are going to do is copy the 'geomCustom' section from the pp2 and paste it into the cr2. At the start of your pp2 file it should look something like this:

{

version
        {
        number 6
        }
prop z
        {
        

        }

prop z
        {
        name    z
        on
        bend 1
[etc, etc...]

Copy (Ctrl+C) the parts marked in red. Open the conformer cr2 in a new text editor window, find the declaration for the new bone in the list near the start of the file, eg: actor bone_1:1 {

        } 

Select the two lines marked in red and Paste the contents of the clipboard (Ctrl+V). Resave the cr2 file. Back in Poser, load the conformer. Select the body handle actor, from its Properties, set 'Bend' off, set 'Casts Shadows' off. Now set the Element Display Style to Cartoon (or Outline for less intrusive).

Open the material room, select the 'Preview' material, set the Diffuse colour to what you want for the body handle (I use bright green), set the Specular value to 0, set the Transparency value to 1, set the Transparency Falloff to 0. Go back to the pose room. Save the figure.


ssgbryan ( ) posted Tue, 18 March 2008 at 2:04 AM · edited Tue, 18 March 2008 at 2:10 AM

Am I the only person that uses WW2 to put morphs in clothing?

I use it for that all the time.

For example, I just ran BATLAB's YT shirt & jacket through WW2 & added not only the L3 morphs, but also every Laura FBM that I have.

It does get quite a bit larger, but that is because I have been too lazy to figure out which ones I need and which ones I don't.



-Timberwolf- ( ) posted Tue, 18 March 2008 at 6:34 AM

Quote - Am I the only person that uses WW2 to put morphs in clothing?

I use it for that all the time.

                                                                                                                     No ,you are not the only one.  ;)  In this case source and target figure is simply the same.Use the analyze tool first.Check add FBM and here we go .Your converted clothes have all FBMs now.


Sabou ( ) posted Tue, 18 March 2008 at 8:44 AM

Mhm, using WW2 should be an alternative. But i didn't know anything about handling ww2.


Sabou ( ) posted Tue, 18 March 2008 at 9:47 AM

Playing with making my handles there is another question. How can i make it, that my body handles are only for one piece of my skirt, means not for the hole skirt around but only for the left side par example.


PhilC ( ) posted Tue, 18 March 2008 at 9:53 AM

You'll need to include fall off zones in the Joint parameters.

These tutorials may help:-

http://youtube.com/watch?v=PfcPu83gZNs

http://youtube.com/watch?v=434MJDE4gEA


Sabou ( ) posted Tue, 18 March 2008 at 10:05 AM

Thank you Phil. I went and look for your tuts.


Sabou ( ) posted Wed, 19 March 2008 at 10:55 AM

Perfect, that works very well. But dialing the joints is a very sensible work.


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