lesbentley opened this issue on Mar 31, 2008 ยท 137 posts
lesbentley posted Sat, 05 April 2008 at 1:37 PM
(I wrote this before seeing svdl's post above, that post furnishes a nice simple example of using 'createFullBodyMorph'. thanks svdl)
In "Injecting ERC slaving (part 2)" I mentioned some potential problems we may run into with the files we have been using to move the eyes. Essentially these boil down to the fact that other poses may try to use the same channels we have used as master channels. It would be nice if we could create new master channels dedicated to our own use. If you have P6 or later you can.
P6 introduced a new statement into Poser Script 'createFullBodyMorph', this statement can create new 'valueParm' (FBM) channels in the BODY actor. For example:
version
{
number 6
}
createFullBodyMorph Eyes_Side-Side
createFullBodyMorph Eyes_Up-Down
figure
{
}
}
The above file will create two new channels in the BODY, "valueParm Eyes_Side-Side" and "valueParm Eyes_Up-Down". Attached at the top of this post is a pz2 file that uses 'createFullBodyMorph' in yet another file to move the eyes.
Not only does this file overcome the potential problems with our other eye move poses, it can also be used on almost any figure, the only requirement is that the figure uses standard actor names for the eyes and BODY, and standard channel names in the eyes. Another nice thing about using 'createFullBodyMorph' is that forces a refresh of the parameters pallet.
The down sides are that it will only work in P6 or above, and it creates the master channels in the BODY, which is not as convenient as the head when it comes to moving the eyes.
If you inspect the file you will notice that there is less code to initialize the master channels. Because these are new channels, that we created, we can be confident that they have the default initial values, so we only need to set those values that we wish to be different from the defaults.
Because the channel type is valueParm, rather than targetGeom, I was able to change the 'trackingScale' in the master channels. This allowed me to use different 'deltaAddDelta' values in the slave channels. You should always consider the trackingScale of the master, and the deltaAddDelta of the slave in conjunction.
I feel that if you have P6, then this is the best of the eye move files, because it is more universal in what figures it can work on, and solves potential problems that the others had.
Poser 6 also introduced PMD files. There is a tutorial on "Poser 6 PMD Injection" at Nerd3D:
http://www.nerd3d.com/modules.php?name=Content&pa=showpage&pid=13