Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 24 1:33 pm)
I'l try to give a quick workflow runthrough.
Your goal is to make Vicki 9.9's breasts look less realistic. You take the base figure into a modeling program and do a great job of it. Save your work as a new .obj with a readily identifiable name back to the same folder. Then open the .cr2 file in a text editor and change the two references to which .obj file/geometry file is used by the character to the new name.
The two key files to making a character go are the .obj and .cr2 file. If you save the morphs to an external file, you also have the .pmd file, but just leave that alone.
Quote - I'l try to give a quick workflow runthrough.
Your goal is to make Vicki 9.9's breasts look less realistic. You take the base figure into a modeling program and do a great job of it. Save your work as a new .obj with a readily identifiable name back to the same folder. Then open the .cr2 file in a text editor and change the two references to which .obj file/geometry file is used by the character to the new name.
The two key files to making a character go are the .obj and .cr2 file. If you save the morphs to an external file, you also have the .pmd file, but just leave that alone.
Extremely helpful. Thank you for breaking this down for me.
And thank you lesbentley, I'll look at that, too...
Hmm... I'm a bit daunted trying to identify anything in the cr2. Found a freeware cr2 editor but still couldn't make out how to make it plug (in this instance) M3's head to the head obj which I modified. Also couldn't find any online documentation or discussion of what one is looking at...
Then I tried to do this in Poser's Properties tab. But I'm assuming I have a vertex numbering problem because it came out looking like pinhead. I'd post a hilarious (but predictable) image but no longer see "upload image" option.
So I'm assuming that Poser exports the obj without changing the vertex numbering and that somewhere between importing and then exporting the obj to/from Maya 7 is where the renumbering is taking place.
Has anyone dealt with Maya 7's vertex numbering... situation?
Here's the very top of a .cr2 file:
version
{
number 6
}
morphBinaryFile :Runtime:libraries:character:!Frank'sPlace:Female:Victoria 4.pmd
figureResFile :Runtime:Geometries:DAZPeople:blMilWom_v4LowMat.obj
What I did with this file was combine a lot of the materials into a significantly fewer number of them and saved the .obj file under a different name, then had to change the name of the figureResFile. There's one other spot in the cr2 where you have to make the same change down below, but use the find feature to get there.
You could also import the newly morphed character into Poser and create a new character in the setup room quick and easy. If you morphed M3, just apply the M3 rig in the setup room. Takes a few seconds.
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I don't know why, but Full Body Morphs have long been a hurdle for me... Anyway, made some face/head mods to M3 and finally managed to convert them to a Full Body Morph. I know, it was totally straight forward...
What I want to be able to do is export that morph and then bring it back in to a baseline M3 in a new file -- so that I can work on different morphs in different files and then bring them together in a later figure/document.
Is that a possibility in Poser (7) or have I not been able to figure out how to do that because it cannot be done?