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Poser Technical F.A.Q (Last Updated: 2024 Dec 04 2:47 am)
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This is for Nursoda's Vila. She has no grasp channels at all. It works when I add them to her cr2 with MM4 but I'd like to be able to share the results. I'd prefer Grasp over the ERC methods, if only because then I can save hand poses.
lost in the wilderness
Poser 13, Poser11, Win7Pro 64, now with 24GB ram
ooh! i guess i can add my new render(only) machine! Win11, I7, RTX 3060 12GB
I don't think there is any way to inject hand grasp channels into a figure. The best way is undoubtedly to build them into the cr2. There is a readScript method for adding channels. A cr2 is constructed that only contains channels you desire to add. To this cr2 you then add a 'readScript' line that calls (imports) the rest of the figure into the new cr2. The cr2 must be saved to the same folder as the cr2 you want to add the channels to. Then you don't load the original cr2, but your new one instead. The figure number (:#) in your new cr2 should match the number in the cr2 you are calling. It will take longer to load than a normal cr2. I have not tested this extensively but it seems to work. Below is the text of a cr2 to load V4 with hand grasp. Note the readScript line near the start of the file:
{
//V4 Hand Grasp.cr2
version
{
number 4.01
}
readScript "Victoria 4.2.cr2"
actor rHand:1
{
channels
{
handGrasp grasp
{
name GetStringRes(1028,48)
initValue 0
hidden 0
forceLimits 0
min -100000
max 100000
trackingScale 0.2
keys
{
static 0
k 0 0
}
interpStyleLocked 0
}
thumbGrasp thumbGrasp
{
name GetStringRes(1028,49)
initValue 0
hidden 0
forceLimits 0
min -100000
max 100000
trackingScale 0.2
keys
{
static 0
k 0 0
}
interpStyleLocked 0
}
handSpread spread
{
name GetStringRes(1028,50)
initValue 0
hidden 0
forceLimits 0
min -100000
max 100000
trackingScale 0.2
keys
{
static 0
k 0 0
}
interpStyleLocked 0
}
}
}
actor lHand:1
{
channels
{
handGrasp grasp
{
name GetStringRes(1028,48)
initValue 0
hidden 0
forceLimits 0
min -100000
max 100000
trackingScale 0.2
keys
{
static 0
k 0 0
}
interpStyleLocked 0
}
thumbGrasp thumbGrasp
{
name GetStringRes(1028,49)
initValue 0
hidden 0
forceLimits 0
min -100000
max 100000
trackingScale 0.2
keys
{
static 0
k 0 0
}
interpStyleLocked 0
}
handSpread spread
{
name GetStringRes(1028,50)
initValue 0
hidden 0
forceLimits 0
min -100000
max 100000
trackingScale 0.2
keys
{
static 0
k 0 0
}
interpStyleLocked 0
}
}
}
}
thanks, les. i just tried your method & the figure loads fine but still no grasp dials are appearing. i've tried creating the needed channels with python then injecting with a pose file (no go) & making a pmd & injecting that (also no go). it may just require the old Morph Manager type of transfer.....sigh........
lost in the wilderness
Poser 13, Poser11, Win7Pro 64, now with 24GB ram
ooh! i guess i can add my new render(only) machine! Win11, I7, RTX 3060 12GB
i've only got PP2010 installed on this machine; guess i'll fire up the old clunker with P4/5/7 & try it there. i've had a lot of problems doing other things to Vila, so maybe it's her, maybe it's me, maybe it's PP2010....
but thank you again. -jan-
lost in the wilderness
Poser 13, Poser11, Win7Pro 64, now with 24GB ram
ooh! i guess i can add my new render(only) machine! Win11, I7, RTX 3060 12GB
update: got it working in P5 & 7, after correcting a spelling error (oops) . then tried again in PP2010 & it works now. yay! thank you! although i still wish there was a pz2 method.......
lost in the wilderness
Poser 13, Poser11, Win7Pro 64, now with 24GB ram
ooh! i guess i can add my new render(only) machine! Win11, I7, RTX 3060 12GB
Glad you got it working! I too wish there was a pz2 way to add new channels, it seems like such an obvious enhancement to Poser that would expand its capabilities tremendously. I've been wishing for it since P4, but unfortunately the developers of Poser don't seem to realise the opportunity they are missing. In P6 they added the "createFullBodyMorph" command, which was a step forwards, but only unleashed a small part of the potential.
i did manage to get a python script working that writes the needed channels into the hands, but applying a pose next doesn't do anything (the dials are there but don't do anything). but i'll keep trying it. your method at least got it working for me.
lost in the wilderness
Poser 13, Poser11, Win7Pro 64, now with 24GB ram
ooh! i guess i can add my new render(only) machine! Win11, I7, RTX 3060 12GB
Quote - i did manage to get a python script working that writes the needed channels into the hands, but applying a pose next doesn't do anything (the dials are there but don't do anything).
That's because the channels you create via Python are either "targetGeom" or "valueParm", AFAIK, there is no way to create other channel types via Poser Python unless you resort to text manipulation of the original file.
That's because the channels you create via Python are either "targetGeom" or "valueParm", AFAIK, there is no way to create other channel types via Poser Python unless you resort to text manipulation of the original file.
thanks for that explanation; it'll save me a lot of useless experimentation (at least on this project)......-j-
lost in the wilderness
Poser 13, Poser11, Win7Pro 64, now with 24GB ram
ooh! i guess i can add my new render(only) machine! Win11, I7, RTX 3060 12GB
Quote - Glad you got it working! I too wish there was a pz2 way to add new channels, it seems like such an obvious enhancement to Poser that would expand its capabilities tremendously. I've been wishing for it since P4, but unfortunately the developers of Poser don't seem to realise the opportunity they are missing. In P6 they added the "createFullBodyMorph" command, which was a step forwards, but only unleashed a small part of the potential.
Wasn`t the create full body morph in version 4 first or is it a different command you are referring to?
i believe he's referring to being able to create an FBM channel with a pose file, like this bit for example:
{
//based on HeelHelper.pz2 by Les Bentley
//this file only works in P6 and above
version
{
number 6
}
createFullBodyMorph Eyes Up-Down
createFullBodyMorph Eyes Side-Side
createFullBodyMorph Eyes Crossed
actor BODY
{
channels
{
valueParm Eyes Up-Down
{
name Eyes Up-Down
initValue 0
hidden 0........etc
lost in the wilderness
Poser 13, Poser11, Win7Pro 64, now with 24GB ram
ooh! i guess i can add my new render(only) machine! Win11, I7, RTX 3060 12GB
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Is there any way to add Grasp dials to a figure that lacks them, other than using Morph Manager or similar? I'd like to add them on the fly from within Poser if possible. Tried to make a pose injection, but not having any luck.
lost in the wilderness
Poser 13, Poser11, Win7Pro 64, now with 24GB ram
ooh! i guess i can add my new render(only) machine! Win11, I7, RTX 3060 12GB
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