lesbentley opened this issue on Mar 31, 2008 ยท 137 posts
lesbentley posted Sat, 19 April 2008 at 4:05 PM
**Poses and Magnets (Part 2).**deformTarget (Add Target to Deform).
This is the revised safe version, though I will give instructions on how you can make it dangerous, if you are the daring type.
When you create a new magnet, the Mag only affects the the actor that was selected when you created the magnet. Sometimes you may also want the magnet to affect the actors on either side of that actor, or even all actors in the figure. From the Mag's Properties, you can use 'Add Element to Deform'. Internally to the Mag's code this adds a line "deformTarget [NameOfActor]". Sometimes you may find it easier to add a 'deformTarget' for all or most of the actors via a pose file. Often it does not matter if most actors are included as 'deformTarget' as only actors that are touched by the Mag Zone will be effected. Sometimes when actors are side by side and very close together like fingers, it may not be a good idea to include them automatically. Below is a pose file to include most (but not all) actors in most figures as deformTarget for the currently selected magnet.
{
//deformTarget.pz2
//Adds the following actors to Mag 1 as deformTarget.
version
{
number 3.00
}
magnetDeformerProp Mag 1
{
deformTarget hip
deformTarget abdomen
deformTarget chest
deformTarget neck
deformTarget upNeck
deformTarget head
deformTarget rCollar
deformTarget rShldr
deformTarget rForeArm
deformTarget rHand
deformTarget lCollar
deformTarget lShldr
deformTarget lForeArm
deformTarget lHand
deformTarget rButtock
deformTarget rThigh
deformTarget rShin
deformTarget rFoot
deformTarget rToe
deformTarget lButtock
deformTarget lThigh
deformTarget lShin
deformTarget lFoot
deformTarget lToe
deformTarget genital
}
figure
{
}
}
Once you have added a deformTarget there is no way to remove it, short of saving the magnet suite as a pp2 and text editing it.
In the above file, eyes, fingers, and individual toes, have been left out. You can of course edit the file to include or exclude any actors you like. The above file is for 'Mag 1', and will only work on 'Mag 1', it will not work on 'Mag 2'. You can also make a file that works on 'Mag 2' easily enough, just change the number in the above file. Of course you can include more than one Mag in the pose file. You could also make a generic version that will work on any Mag, but...
**!!! WARNING !!!**If you make the modification explained below, the file can, and probably will, CAUSE POSER TO CRASH, if it is applied whilst anything other than a Mag is the selected item.
This only works in P5 or above. If you replace "magnetDeformerProp Mag 1" in the above file with "actor $CURRENT", it can be used on any magnet. Very handy! The problem is that, you will also be able to apply it to anything else. If you inadvertently have something other than a Mag selected when you apply the pose, it can, and probably will, cause Poser to crash. You have been warned, try this at your own risk. Whilst a Poser crash is unlikely to cause any problems other than loss of unsaved work, if you have spent an hour or two working on a scene, then that is serious enough!
If you do a lot of morphing with magnets, you may want to make several versions of the file, one that affects only the actors in the right leg, one that affects only the left leg, one that affects only the arms, and one that affects only the central body parts. Why do this? For example, you might have a Mag on the rShin, but also want to include the rFoot and rThigh in the affect of the Mag, but you may need to have the Mag Zone so wide that it also covers part of the lShin and lThigh, which you do not want to affect, or you may want to make a "Fat" morph for the whole figure, but because the arms have a different orientation, you need to do them separately. - - - - - -
More on the topic of Poses and Magnets, shortly...