Thu, Dec 26, 8:14 PM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 26 8:04 pm)



Subject: Creating Poser Based Product Files with a mac


uncle808us ( ) posted Mon, 17 January 2011 at 1:08 PM · edited Thu, 26 December 2024 at 7:47 PM

I want to make poser props with moving parts for Poser6+

Right now I have to edit the pp2 file which is a lot of work. Changing the texture lines from:/Users/robertthompson/Desktop/Cheetah/Prop name/

to: :Runtime:textures:uncle808us:Propname:

If there are any Mac users doing this type of thing I could use some help(advice) getting my files ready for product sales. Any tips or tutorials would be most helpful. I also need to understand the hierarchy a bit better for the moving parts as well as the stationary bits and scaling the entire prop.

Thanks and I hope I'm clear enough in my questions.

MacBook Pro OSX El Capitan Ver 10.11.6


wolf359 ( ) posted Mon, 17 January 2011 at 4:26 PM

Quote - If there are any Mac users doing this type of thing I could use some help(advice) getting my files ready for product sales. Any tips or tutorials would be most helpful.

http://www.renderosity.com/news.php?viewStory=13759

 

 

Cant Help With the prop Riggin but I Imagine there are many tutorials for that online

 

 

Cheers



My website

YouTube Channel



nruddock ( ) posted Mon, 17 January 2011 at 4:55 PM

One key thing for hierarchical props is to get the origin of each piece in the right place.

This is critical for any part that need to rotate, for those parts that are only going to translate its less so, but it does make things tidier.


lesbentley ( ) posted Mon, 17 January 2011 at 7:52 PM · edited Mon, 17 January 2011 at 7:59 PM

file_464165.jpg

(click image for larger view)

Quote - I want to make poser props with moving parts for Poser6+

Right now I have to edit the pp2 file which is a lot of work. Changing the texture lines from:/Users/robertthompson/Desktop/Cheetah/Prop name/

to: :Runtime:textures:uncle808us:Propname:

I'm not a Mac user, but you could make life easier for yourself, by putting the textures in the correct plase to start with. Namely:
 
Runtimetetexturesuncle808usPropname

You would still need to edit the lines, to replace "" with ":", and to delete anything proceeding "Runtime", but at least the changes needed would be more obvious, and you will be able to test the props to see if they work. If the props use external geometry, you need to use a similar format for the references as you did with the textures, except using the "Geometries" folder in place of "textures".

Replacing the incorrect references with the correct ones should be easy. Almost all text editors Have a "Search & Replace" function (sometimes named "Replace" or "Find & Replace"). Use the incorrect reference as the Search string, and the correct reference as the Replace String. Once you have typed the string, it only takes a couple of seconds to process the whole file. Some text editors even allow you to process multiple files in one operation (see top image above).

Quote - I also need to understand the hierarchy a bit better for the moving parts as well as the stationary bits and scaling the entire prop.

You can view and change the hierarchy in the Hierarchy Editor.

As nruddock pointed out the important thing is the position of the origin of each element. You can display the origin of the prop by selecting that option in the props Properties (see bottom left image), then selecting the GROUND plain, then reselecting the prop. You will then see three new dials in the prop that allow you to adjust its origin. After adjusting the origin, Memorize the prop to bake the changes in. Very important, only adjust the origin when the prop has all its translations and rotations at zero, and all its scale dials at 100%! Before saving the prop, turn off the origin display.

The origin is the point around which the prop will rotate, and when scaled it will scale outwards from the origin. The origin is also the place at which a child prop will be attached to its parent.

As for scaling, in the normal course of things a prop will use "propergatingscale" channels. In that case, scaling a prop will scale all its descendants. Remember, the scaling happens outwards from the origin.

To get a grasp of how it works, load three or four box props, separate them a bit, change the origins, then parent them together (see bottom right image). Experimenting is the best way to learn. Try things, and see what happens!


grichter ( ) posted Mon, 17 January 2011 at 9:15 PM

Origins as both nruddock and Mr. Bently stated is very important. To give you an example where vendors screw up the orgins of props a lot is dangling prop earrings. They leave the origin at the center of the earring. So  if the character leans their head and you want to change the earring to match or look like gravity has taken effect, you have to move the orgin from the center to where it should be which is where it attaches to the ear. Because if you don't and you rotate the earring, it moves off the ear, because it is rotating around the center point which is below the ear. Move the origin to the attachment point and you can rotate to you hearts content to match how gravity would effect a dangling earring.

 

If you stop and think about it for a second, a door rotates at the edge not the center of the door, unless you made a revoling door. A lever door handle rotates at the center of the shaft not at the center of the lever of the handle. Pretty basic stuff.

 

As Les says play around. But don't do like me and screw things up a couple of times, before the light goes on and you have that, Oh now I get it momment, especially as it relates to prop scaling! :laugh:

Gary

"Those who lose themselves in a passion lose less than those who lose their passion"


uncle808us ( ) posted Tue, 18 January 2011 at 11:07 AM

Thanks Guys I know about orgins and the hierarchy that was no problem Thanks. The pp2 edit is a whole confusing story for me though.

MacBook Pro OSX El Capitan Ver 10.11.6


uncle808us ( ) posted Tue, 18 January 2011 at 1:01 PM

Found this and it worked for my pp2 problem.

 Move the textures before applying them to your model in the modeller and they will export from that with the correct paths and import into Poser with the correct paths.

MacBook Pro OSX El Capitan Ver 10.11.6


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.