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Poser Technical F.A.Q (Last Updated: 2024 Nov 13 12:50 am)
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Or in the cr2, use a text editor's search function to search for the the 'display name' the name that appears at the top of the parameters pallet when that actor is selected. The actor's internal (bone) name will be a couple of lines or so above that.
actor lEye:1
{
name LeftEye
Xantor, I'm not sure I follow what you are saying here. Did the above answers help?
Quote - I checked the object in a text editor and there are no bone groups(groups named bone).
That sounds strange. If there are no groups defined in the obj, then you would not be able to rotate or translate body parts separately, the whole thing would just move as a block, like a single object pp2. The only time I remember seeing that is in conforming hair or shoes, where 'bend' is sufficient to the purpose.
can you copy and paste the part of the cr2 where a bone name is used ?
or tell us where the bone name appears ? I dont understand where you are having a problem. :(
If you open the Group Editor, and select a part name from the pulldown list , it should be shown in red on the figure. Just be careful you dont make or save changes. The other way you can tell is to look at the hierarchy editor, from that you can make some guesses about what names go with what body part.
You've got me confused. You want to know the internal names for the eyes, right? So, in Poser, you select an eye, you look in the properties tab of the parameters palette, you read the internal name (blue arrow in the image in my first post), you write it down on a piece of paper. The problem was to know the internal name, now you know the internal name. Problem solved, yes? The bone number will be the one written down on your piece of paper, is there some hole in my logic here?
Quote - Lesbentley, the internal names are not the same as the bone names.
Then I need to know what you mean by "bone names". What you showed in your last post is a joint parameter (JP) channel, the channel type is "jointX", and the channel name is "bone_9_jointx". The "bone_9" part of the channel name shows that it relates to an actor with the name "bone_9", and "bone_9" should be its 'otherActor'. You can always tell what other actor is implicated in a JP by looking at its 'otherActor' line.
In my view it is best to delete all the JPs from the eyes, and all the JPs from the head that have an eye as the 'otherActor'. Not everyone would agree with me on that though.
If you are rigging in Poser it is having a flaw with naming the correct internal names.
Often these are staying as BONE... in the joint parameters.
But in my experience all that stuff with the original internal BONE... named is not needed acording to the actual rigging. So mostly I prefer to go through the cr2 searching for "bone" and deleting all that stuff if the rigging is finished.
In cases where you are seeing "bone_19" or whatever, that is because whoever did the rig did not rename the bones to something meaningful. Those names are 100% arbitrary and could have been anything the rigger set them to. There is no way to guess what a given bone should be doing if the rigger didn't take the trouble to rename bones from their default names (bone1 bone2 bone3 etc).
Ah I understand what you were getting at now - you're right, a lot of parameter names do not match their actor name correctly for a rig done in Poser. I agree that it's ugly but I don't see how it affects anything, I only see this on joint falloff parameter entries and on smoothScale entries. Are you editing these by hand, and if so, what for? I can't think of any situation where this really matters, certainly I didn't notice it even when rigging this guy (nudity).
Looking at how eyes are done for most other figures (everything but the G2 figures, it seems) the trick seems to be to just delete those entire blocks that define falloff zones. jointX, jointY and twistZ entries. I hadn't actually looked at how this was done before, there may be more to it than this.
Hmm, I give up, what is the trick for eyes? I can see a way if you add an intermediate bone or if you turn off bending for the head, but these aren't the way figures are commonly rigged.
The "official way" (although I don't see any figures that are rigged this way) is with an intermediate bone:
http://poser.smithmicro.com/tutorials/Characters_rigging.html
I followed the tutorial at the link.
http://www.nerd3d.com/modules.php?name=Content&pa=showpage&pid=10
Thanks, I've read a lot of Nerd3D's tutorials but not that one.
edit: ah I see what I was missing (delete the jointx, jointy and twistz channels from the head, for each eye, as well as in the eyes themselves). I see the tutorial has something about supplying a * but deleting the channels entirely seems to be the way nearly everyone does this. Thanks, I'll remember that :)
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Is there any way to find out the body part name for a bone in a cr2?
I have a figure that I made that I need to edit the eyes to work properly but the eyes internal names are bones names and I need to know which they are to be able to edit them properly.