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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 22 10:18 pm)



Subject: How can I force Poser to NOT rename props (magnets)?


shuy ( ) posted Sat, 13 August 2011 at 12:56 PM · edited Mon, 23 December 2024 at 6:25 AM

I made few props and add magnets to them. Later I created ERC morphs which worked perfect.

When I added this prop to scene, where were another magnets, Poser renemed my magnets adding "_1". Sometimes it happens even in "new" empty scene. What can I do to force Poser respect my names.

Of course magnets are already renamed (MagLt and MagRt), , to prevent creating next Mag 1, but Poser still create MagRt_1.

I have most problems with bookshell. You can download it here:

http://www.renderosity.com/mod/freestuff/details.php?item_id=65293


shuy ( ) posted Sat, 13 August 2011 at 1:18 PM · edited Sat, 13 August 2011 at 1:19 PM

file_471841.JPG

Examples - prop with magnet added to empty scene. Poser did not changed magnets name, but main prop name is changed - should be Shell1 not Shell1_1


shuy ( ) posted Sat, 13 August 2011 at 1:20 PM

file_471842.JPG

When I delete prop and load it again magnets names apear in property window.


Acadia ( ) posted Sat, 13 August 2011 at 1:53 PM

I don't know the answer to this. I have the same problem too.  Sometimes I get a message saying that 2 things have the same name and then it renames one of them.  For example the other day I had 2 Vicky figures in the scene.  At some point while working on the image, I got a message about 2 things having the same name.  Poser then renamed one of the figures to "Chain_1".  So instead of having 2 Vicky figures and 1 necklace in the menu listing, I ended up with 1 Vicky and 2 necklaces.  Was confusing as all heck!!!

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



nruddock ( ) posted Sat, 13 August 2011 at 2:18 PM

There is nothing you can do about this, it's how Poser deals with multiple copies of the same (by name) prop (or magnet).


shuy ( ) posted Sat, 13 August 2011 at 2:43 PM

Quote - There is nothing you can do about this, it's how Poser deals with multiple copies of the same (by name) prop (or magnet).

V4 breast magnets works correct, "Easy Breast V4" http://www.renderosity.com/mod/bcs/index.php?ViewProduct=74617 works correct.

There is something what can be done with that.


Netherworks ( ) posted Sat, 13 August 2011 at 2:58 PM

Give your magnets unique names under the properties tab.  Make sure to name all three parts: Magnet Deformer, Magnet Zone and Magnet Base to unique names.

For example, if a magnet set used to give your cabinet bulk you could rename it:

Mag Bulk

Zone Bulk

Base Bulk

.


jancory ( ) posted Sat, 13 August 2011 at 2:59 PM

parented props don't get the extra number. (i tried it with your Book just to make sure)  maybe that's why the easy breast product works?


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

 My Freebies



lesbentley ( ) posted Sat, 13 August 2011 at 3:41 PM

This is my suggestion. It sounds like you are already using unique names for your magnets, which is a good start. If you rename the magnets in Poser, it will only change the display name, not the internal name, so you need to do the renaming in a text editor, or a cr2 editor, so that you can change the internal name as well. You need to do the renaming by 'Search & Replace', so that you catch every instance of the name in the file, and you need to rename the Base, Mag, and Zone.

As you have found, Poser will sometimes add a "_1" to the name. The way round this is to put the "_1" in the name to start with. If the name already contains the "_1", Poser can't change the name by adding it, because it's already there. The combination of unique name and the _1 should insure that the magnet always loads with the same name.

Of course if you were to add a second instance of the same magnet, the name would still change and the second instance of "MagLt_1" would become "MagLt_2".


shuy ( ) posted Sat, 13 August 2011 at 4:20 PM · edited Sat, 13 August 2011 at 4:24 PM

Thanks Les.

Names are changed in Cr2editor. Names are changed everywhere even in "documentation" although I do not know what is this. You can check this prop.

I'll try trick with manually added _1 but I think I get XX_1_1.

Jancory - magnets zones and bases are parented to Shell1 and mags are parented to bases.

ERC Morphs works correct but I do not like additional dials apearing on props.


jancory ( ) posted Sat, 13 August 2011 at 4:43 PM

magnets must be a special case then....i hope you can get it working.  sorry i couldn't help.


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

 My Freebies



lesbentley ( ) posted Sat, 13 August 2011 at 6:17 PM

I downloaded your "Furnitures props". The "Shell1.obj" seems to be missing.


vilters ( ) posted Sun, 14 August 2011 at 3:37 AM

As with loading multiple figures, or mutiple props, where poser also renames them for you, the best trick is to rename them yourself, before Poser does.

if you know you are going to import multiple magnets, rename them immediately after import to a name that makes sence to you.
As said, all 3, the magnet, the fall-off zone, and the base.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


shuy ( ) posted Sun, 14 August 2011 at 4:11 AM

Fixed obj files. 120 downloads and only one person noticed missing file :)

Vilters - you cannot change magnet's internal name in Poser.


vilters ( ) posted Sun, 14 August 2011 at 4:48 AM · edited Sun, 14 August 2011 at 5:02 AM

Content Advisory! This message contains nudity

file_471852.jpg

i just did. Imported a magnet on the right thight.

Came in as default : Mag 1, Mag Zone1, Mag Base1
Renamed them to Legmag,  Legzone, Legmagbase in the properties palette.

Imported a second magnet on the same thight
Came in as default again: Mag 1, Mag Zone1, Mag Base1

The renaming is also in the hierarchy editor, or am I missing a point here somewhere?

In the cr2 :

magnetDeformerProp Mag 1:1
 {
 name    Legmag

magnetDeformerProp Mag 2:1
 {
 name    Mag 1

And a third magnet would get : if you did not rename the second magnet to something else!

magnetDeformerProp Mag 3:1
{
name Mag 2

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


shuy ( ) posted Sun, 14 August 2011 at 5:02 AM

Internal names are still the same.

Anyway try save your figure with magnets in library and load it again.


vilters ( ) posted Sun, 14 August 2011 at 5:11 AM

Now IF poser finds another magnet, with the same name  already present in the scene , then it will change the imported magnets name.

It is like loading a second figure with the same name, or a second prop with the same name.

Ball
Ball_1
Ball_2
and so on.
A Magnet is just another prop, nothing more, nothing less. it just has 3 parts.
Mag, Magzone and Magbase.
So you will have to rename all 3.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters ( ) posted Sun, 14 August 2011 at 5:18 AM · edited Sun, 14 August 2011 at 5:18 AM

Content Advisory! This message contains nudity

file_471854.jpg

Sorry, just did so Saved to library, closed poser, restarted, loaded from library, See screengrab

Also see the edited post above from the cr2 internals.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


shuy ( ) posted Sun, 14 August 2011 at 5:23 AM · edited Sun, 14 August 2011 at 5:26 AM

Yes I know. Poser MUST do it. I've changed names of magnets before to prevent name corelation with random magnets which can be added to figure or sth else. In Cr2editor I've changed internal names as well.

If I load prop with magnet to empty scene, names are correct. If I delete prop scene is empty - there is no magnets nor props, but if I load prop with magnets again magnets names are changed and visible as a dials in prop window.

 

Summary - I do not mind _1 suffix unless it cause adding dial on prop with ERC morphs.

 

Try my freebie - it explain better then I can explain with may language skill ;)


lesbentley ( ) posted Sun, 14 August 2011 at 6:54 AM

file_471855.TXT

Shuy, I made a modified version of your Shell1.pp2, which I have named "Shell1A.pp2". I changed the names as I suggested in a previous post, namely:

Mag Base Lt_1
Mag Lt_1
Mag Zone Lt_1

Mag Base Rt_1
Mag Rt_1
Mag Zone Rt_1

Shell_1

For me in P6, the magnets load with the original names that I gave them, even when there were other magnets in the scene, and if I save the Shell_1 back to the library, the magnets still retain the original names I gave them. If I delete the Shell_1 and magnets, then load the Shell1A.pp2 again, the magnets still retain their original names.

I have attached the modified version of the file above. To attach it to this post I had to add a ".TXT" file extension, you will need to remove that before you can use the file.

Quote - If I delete prop scene is empty - there is no magnets nor props, but if I load prop with magnets again magnets names are changed and visible as a dials in prop window.

Remember your magnets are hidden from the menus. If you delete the Shell, the magnets will still be there in the scene. You have to delete the magnets as well as the Shell. If magnets are attached to a figure, deleting the figure will also delete the magnets, but it works differently for a prop. If magnets are attached to a prop, you need to delete both the prop and the magnets. As the magnets are hidden, you will need to use the Hierarchy Editor to select them.


lesbentley ( ) posted Sun, 14 August 2011 at 7:04 AM

Here is a tip, if you set the Y origin (a.k.a. "Center Point") of the Shell to be zero, when you scale it, it will remain on the floor. If you change the origin in the Poser interface, you will need to Memorize (Alt+Ctrl+E) the prop to make the change stick.


lesbentley ( ) posted Sun, 14 August 2011 at 7:16 AM

You have come up with an unusual and very clever way to open the doors. Never the less, I wonder if it is the best way, and what advantges, if any, it may have.

A more usual way would be to make a compound pp2 that references a seperate obj files for the Shell and each door. Or make the item a figure, with seperate actors for the Shell and each door. I would like to hear your thoughts on this.


shuy ( ) posted Sun, 14 August 2011 at 7:33 AM · edited Sun, 14 August 2011 at 7:38 AM

Thanks for checking. I see that problem apears only if I load=>delete and load again shell. It does not happen if I create new scene both for your shell1A and mine shell1. Magnets are deleted with props, but names stay in Poser cashe. Hierarchy editor was first what I checked.

I tried add another prop with another magnets and later load shell - worked correct. Then I think it is acceptable.

I did not want to confuse unexperienced users, 2 morphs changing the same can be misleading. Anyway I forgot add to archive 2 obj - it was much more misleading :)

Moreover this shell would work better as a figure, but I do not like to have many figures in scene. Long prop list is ok, but i prefere only few figures.

 

I treated it as a experiment with ERC and magnets. I noticed, that some figure morphs, work much better with magnets then with normal morph targets. For example legs or arms lenght. It only require separate magnet for each body part. I wanted to be sure that I can create ERC dials before I start add magnets to each finger :)

 

Magnets would be very useful tool unless problem with names, and no access to falloff zones data via Poser interface. ctrl c/v does not works with fallof zone and manual setting on graph editor never give the same results.


lesbentley ( ) posted Sun, 14 August 2011 at 8:47 AM

Quote - Magnets are deleted with props...

If that's so, then things have changed since P6 (the only version I have), magnets are most certainly not deleted with props in P6. The one exception to that is if the prop is parented to a figure. Deleting a figure will delete everything parented to it, including props, and anything parented to those props. As you have said that deleting the Shell then loading a new instance of it causes the magnets to be renamed, perhaps you will forgive me if I remain a little sceptical about whether things really have changed since P6. Saving the scene after deleting the Shell, then examining it in a cr2 editor to see if the magnets are still there or not should settle the matter one way or the other.

Quote - I treated it as a experiment with ERC and magnets. I noticed, that some figure morphs, work much better with magnets then with normal morph targets. For example legs or arms lenght.

Another place where morphs are a bad idea is for implementing rotations, as morphs can only move deltas in straight lines.

Quote - Magnets would be very useful tool unless problem with names, and no access to falloff zones data via Poser interface. ctrl c/v does not works with falloff zone and manual setting on graph editor never give the same results.

In the pp2, the falloff curve is near the bottom of the 'sphereZoneProp', and looks like this:

        newFalloffCurve
        falloffCpt 0 1
        falloffCpt 0.2 1
        falloffCpt 0.8 1
        falloffCpt 1 1
        endFalloffCurve

With a saved pp2, you can use a text editor to copy the falloff curve and paste it into a different magnet. Yes, it's a PITA, but at least it can be done. The falloff curve itself is always symmetrical, as opposed to the Zone which can be shaped by scaling, when the Zone is scaled the falloff curve scales with it.

One problem with magnets (unless they fixed it since P6) is the Zone geometry. Even if you use a null.obj, after a save and reload of a pz3 (scene) the original sphere geometry will be restored to the Zone.


shuy ( ) posted Sun, 14 August 2011 at 8:58 AM

file_471856.JPG

> Quote - In the pp2, the falloff curve is near the bottom of the 'sphereZoneProp', and looks like this: > >         newFalloffCurve >         falloffCpt 0 1 >         falloffCpt 0.2 1 >         falloffCpt 0.8 1 >         falloffCpt 1 1 >         endFalloffCurve > > With a saved pp2, you can use a text editor to copy the falloff curve and paste it into a different magnet. Yes, it's a PITA, but at least it can be done. The falloff curve itself is always symmetrical, as opposed to the Zone which can be shaped by scaling, when the Zone is scaled the falloff curve scales with it. > > One problem with magnets (unless they fixed it since P6) is the Zone geometry. Even if you use a null.obj, after a save and reload of a pz3 (scene) the original sphere geometry will be restored to the Zone.

I know that I can copy fallof parameter hacking pz2 or cr2 files, but would be grat if it was possible via Poser interface. I use file compression, then unpacking file every time I want to change something is annoying.

Itt is not geometry, you cannot select it. It is kond of phantom/mark which shows where mag zone is placed. (I do not know why and who need it). You can delete zone phantom removing "buildSphere" attribute.


lesbentley ( ) posted Sun, 14 August 2011 at 10:18 AM

file_471858.jpg

The geometry for the Mag Zone is real, and you can select it (at least in P6). The Zone uses the same geometry as the ball primitive "ball.obj".

If you need proof, try this. Under the 'Geometries' folder, find the 'props' folder. Rename the "ball.obj" as "ball.BAK". Make a copy of the "box.obj" and rename it as "ball.obj". Now create a new magnet in Poser, the new magnet will have a box shaped geometry for the Zone. Of course this does not change the effective shape of the zone itself, the geometry is only a visual icon to show you where the Zone is, and what shape it has, but the geometry associated with it is real Poser geometry. Same goes for the lights and cameras.

Quote - (I do not know why and who need it)

I would be absolutely lost without the Zone geometry. How else would I know where the Zone is and what shape and orientation it has in the scene? Same goes for the Base, at least until the initial position has been set. The geometry for the Mag on the other hand is fairly useless, and I often hide the Mag geometry before I start using the magnet. I have even considered replacing the default Mag geometry with a null.obj.

Deleting the "buildSphere" attribute will remove the zone geometry, but only temporarily. If you save the scene from poser and reopen it, the zone geometry will be back. Again I must qualify all this by saying this is how it works in P6, later versions may work differently.


lesbentley ( ) posted Sun, 14 August 2011 at 11:14 AM

Another point to note. You can inject a falloff curve into a Zone. So if you have some particular shape that you use a lot, you can put it in a cm2 file in the camera folder and apply it to any Mag Zone. Here is an example of a completely flat curve with no falloff:

{
//ZONE-01.cm2
version
    {
    number 5
    }
actor $CURRENT
    {
    newFalloffCurve
    falloffCpt 0 1
    falloffCpt 1 1
    endFalloffCurve
    }
}

Note the use of "actor $CURRENT" (which only works in P5 or above), this means that it will be applied to the selected actor, whatever that actor is. You should be VERY CAREFUL to have a Zone selected when you apply this, if you apply it to something other than a Mag Zone it may have an undesirable effect, it might even wreck your scene.

The reason I suggest saving this as a cm2 to the camera folder, is because a pz2 can only be applied if there is a figure in the scene.


lesbentley ( ) posted Sun, 14 August 2011 at 11:26 AM · edited Sun, 14 August 2011 at 11:33 AM

You probably know this, but for the benifit of others who may be reading this thread, the first value in a falloffCpt line is the distance from the center of the Zone as a percentage of the redius where "1" is equal to 100%, and the second value is the strength of the Mag at that point with "1" being full strength.

You can have as many falloffCpt (Control Point) lines as you want, but there should be a minimum of two.


shuy ( ) posted Sun, 14 August 2011 at 11:37 AM

I think you are right - it must be P6 specific zone display. P7 has not this problem.

Injecting fallof curve looks very interesting. Anyway I'm little bit affraid - I'm very distracted and I'm sure I would inject curve in sth else :) Do you know which way I can change magnet pp2 to parent it to selected body part?

It would be great, if I could save magnet in library and later select body parts and load the same magnet to each of them.


lesbentley ( ) posted Sun, 14 August 2011 at 2:48 PM

Quote - Do you know which way I can change magnet pp2 to parent it to selected body part?

No way I know of to automatically have it change to the selected body part. Unfortunately "actor $CURRENT" will not work in the smartparent line.

You can use a pose file to change the 'smartparent' line. But I'm not sure that is any easier than just going into the Object menu and using "Change Parent".

{

version
    {
    number 3
    }

baseProp Mag Base 1
    {
    smartparent head
    }
sphereZoneProp Mag Zone 1
    {
    smartparent head
    }
}

The snag with using a pz2 is that the number of the magnet in the pz2 must match the number of the magnet in the scene, including any "_".

If you are just interested in having symetrical magnets on diffrent sides of the figure, you can use ERC to have one magnet mirror another magnet. See my freebie "MirrorMags32" at sharecg for an example, and ockham has a py script that will create a copy of a magnet on the opposite side of a figure.


shuy ( ) posted Sun, 14 August 2011 at 3:44 PM

I tried your mirrors already, but I can use it when all magnets on roght or left are adjusted.

Anyway I think I can save pose for 1 magnet and later applay it to all, 1 by 1.


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