bandolin opened this issue on Jan 06, 2009 · 74 posts
svdl posted Sun, 18 January 2009 at 12:00 PM
OK, here we go.
First, you'll have to create the morphs themselves. I assume you've already made matching boot morphs in your modeling program.
Export a morph as Wavefront.OBJ, make sure the vertex ordering is the same as in the unmorphed boots. If you use the HABWare exporter for 3DS Max, you're - well, hosed. I have to check the newer gwObj exporter, it might be better.
Make sure the mesh is split the right way before exporting.
Then load the boots, make sure they're selected, and run this Python script: www.svdlinden.nl/webposerstuff/downloads/morphfromobjP6.zip It'll load the morph in the boots.
Next, conform the boots to Apollo, and save the boots to the library.
Open the resulting .cr2 in a text editor with search/replace capability. Replace all occurrences of :
Save the .cr2 file.
Ran into a little glitch: the latest version of CR2Builder (02m) doesn't seem to have the ERC utility anymore.
Version 02k has it though, and is still available from the same site.
It's easiest (but quite repetitive and boring) to build the ERC code using CR2Builder 02k.
Here are the steps:
That was the preparation
Now click the tab "Add" in the center of your screen.
Now expand the lShin actor on your boots in the left pane, and the Shin actor on Apollo in the right pane.
Remove the ":1" after lShin.
Now expand the lShin actor on your boots in the LEFT treeview pane (the SECOND instance of the lShin actor), expand the channels node and select the "targetGeom pDevShin" channel - I assume you've named the morphs in the boots exactly the same as the morphs in Apollo.
Now click the LEFTMOST "<-" button. This will add the ERC slaving code to your boots.
Go back to step 10), and select the next targetGeom in Apollo
Select the corresponding targetGeom in the boots.
Click the RIGHTMOST '<-" button, and remove the ":1" again;
and click the LEFTMOST "<-" button again.
Rinse and repeat for all targetGeom and xScale, yScale and zScale channels, rinse and repeat for all actors in the boots.
Tedious work, I agree. And all it does is add five lines to each channel in each actor:
valueOpDeltaAdd
Figure
deltaAddDelta 1.00000
This is the actual ERC slaving code.
Actually, I think I'd better write a Python script to do this kind of work. Fully automated and all, no chance for errors like forgetting to select the correct channel in the correct actor...
The fact that the figure numbers and body part numbers are left out of the ERC slaving code has a very nice advantage: if you load the boots while a morphed Apollo figure is selected in the scene, the boots will immediately copy the morph settings to themselves! Fully automatic.
Sorry for the long winded post...
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter