Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 6:57 am)
Quote - Got a couple of questions
Whats with the JCM valueParm's, average Joe isn't meant to be able to play with JCM's directly, especially not ones in the Body of the figure.
What exactly does valueParm One do, I know that the scale dials in each joint are ERC'd to it as are a couple of JCM's, but I see no reason for it being there.
You're not alone. I got the exact same questions from the person who modified the CR2 for use in Antonia Polygon - Standard. :-)
The JCM valueParms in the body:
Development tool, plain and simple! It's much easier to treat the JCMs like normal PBMs and slave their master to the joint movement rather than fiddle with each channel individually. One can load alternative JCMs for the same joint and switch them on the fly, modify the strength, etc.
I guess for average Joe, a possible application of the channels would be to dial down a JCM if it leads to poke-through in some clothing that doesn't have the JCM, or something like that. But mostly, it's meant as a development tool.
I'm not entirely sure why I put them in the body, but I think it was because Poser has some restrictions that can bite you when you do multi-level ERC like that. The body is usually the best place to put intermediate channels.
The One channel:
Sometimes one needs to add (or multiply with, etc) a constant. The simplest example is a scale dial which is at zero for the normal size (100%), positive values for larger and negative values for smaller. You take the dial value, add 1 to it, and voila, you get the desired scale value. That's what the One channel is for. Poser does not have an ERC command to add a constant, so one has to introduce a channel with a constant value.
-- I'm not mad at you, just Westphalian.
The One channel is an excellent idea! I think every one should have at least one One channel, and perhaps even two One channels, though if there were two Ones I guess one of the Ones could not be a One and would have to be a Two. So one would have one Two channel and one One channel, instead of two One channels, but seeing as two and one are three, one could dispense with the two One channels 'One' and 'Two', and just have one 'Three' channel!
:blink:
Whew!
The One Channel topic has my head spinning...lol.
@Les: are you still wanting obj shapes for the earrings?
I have one that is sort of an octogon (or is it hexagon) that has stars embedded in the design. If you'd like to work it into an earring, let me know where to send it.
Let me introduce you to my multiple personalities. :)
BluEcho...Faery_Light...Faery_Souls.
Quote - Arrrgh!
I made a prop with the earrings and used "change parent" to parent them to her head.
But when I do a different pose with her, the earrings float in air, they do not move with her.
I forgot how to smart prop...sob!
In P4 smart proping was easy. You placed the prop to the body part it belonged to and in the heirarchy editor you parented it. Then you saved the prop where you wanted but were prompted if you wanted it as a Smart Prop.
I noticed P7 doesn't do that any more.
Quote - For some reason rendo'd ebot has decided again I'm not interested in following this thread. Guess I have like 2 months of catchup to do again. :sigh:
The trick as I've found is to return as soon as the email arrives that the thread of interest has been updated with new comment. if you fail to return after a few reminders it stops sending them and the BOT forgets you.
@Les: where would you like me to send it?
@Shante: I finally got it to smart prop. Had to edit the pp2 file and tell it to smartprop. lol
My problem noe is that I also saved it as a single earring character. I went to the setup room and added bones, named them and assigned materials.
It works fine but I don't remember how to add a second one so I can parent them amd have a morphable set...sigh.
And for some reason the textures work great as an mc6 set but when I make the into pz2 files they won't allpy to the earrings.
I used to know how to do all this stuff but lately my memory is shot.
Let me introduce you to my multiple personalities. :)
BluEcho...Faery_Light...Faery_Souls.
Les - you've made my day (again) - translating this into german was even more puzzeling and funny!
Shante: In fact it's good that parenting is not done automatically any longer as de-parenting is a bit tedious. There is no sense in parenting for instance a door, a stairway or a column to a character like you have them in many scene sets.
And dynamic clothes are not always parented to the same body part. While a blouse is best parented to the chest (usually) a skirt should be parented to the head and a handkerchief either to the hand or to the pocket of a blazer.
So now you simply choose the object, open the property tab and click the button for parenting and see the hirarchy editor.
I'm not always right, but my mistakes are more interesting!
And I am not strange, I am Limited Edition!
Are you ready for Antonia? Get her textures here:
The Home Of The Living Dolls
Quote - @Les: where would you like me to send it?
I'll IM you with my email address. I don't post it in the forums because of spiders and spam bots.
Quote - And for some reason the textures work great as an mc6 set but when I make the into pz2 files they won't allpy to the earrings.
I used to know how to do all this stuff but lately my memory is shot.
You did remember to change the line that says "mtlCollection" to say "figure", yes?
Quote - Les - you've made my day (again) - translating this into german was even more puzzeling and funny!
Shante: In fact it's good that parenting is not done automatically any longer as de-parenting is a bit tedious. There is no sense in parenting for instance a door, a stairway or a column to a character like you have them in many scene sets.
And dynamic clothes are not always parented to the same body part. While a blouse is best parented to the chest (usually) a skirt should be parented to the head and a handkerchief either to the hand or to the pocket of a blazer.
So now you simply choose the object, open the property tab and click the button for parenting and see the hirarchy editor.
I do use your methid. But, I think your method for simple props is a bit more tedious especially if you have a complex set with a lot of stuff and you have (which is the case with me) hundreds of smart prop stuff for older figures. If not smart propped to say V4 and then I try to repurpose them in V2 or DAZ Troll or some other figure, or vise versa, the prop drops into the scene up in the air or out of position(where it was originally placed when set up for original figure) instead of placing it within some proximity of the body part intended. Which means I gotta do a lot of searching amd mving around and repositioning.
So far most of my Smart props for Posette & V2 work for Antonia & V4. But any created in Poser 7 don't work even if applied to same figure. I have to reposition and repeant them. Really a hassle, especially as I said if you have a complex set or if the figure has been moved from default position.
also in case of earrings I have not ever found any reason to make simple stuff like that into a conformer. Repurposing ability of .pp2 files is wonderful for being able to use them on ALL figures as .PP2 files whereas done as confromers youy must use them on orifinally intended figure.
I need simple solutions to wade through all this. :)
What is this problem Mr Bently mentioned with P7 unable to export to obj files? I used to do that all the time in P4. I haven't had a chance to try it yet, but is P7's ability to do that really broken?
Quote - Yes, but they still won't apply.
I even tried in Poser 6 with no luck.
So I'll go ahead an add them to the Christmas Freebie pack and folks who want to can play around and make them work...lol.
I still prefer assigning regulat tex bum and ref maps to my figures. The advanced stuff in P7 is a pain my my old brokie heinie! And when I get a file that has all those raytrace materials assigned I go through hell to figure it and change for instance if it is too shiny or if I wanna asign a different tex or bump or reflection map.
also in case of earrings I have not ever found any reason to make simple stuff like that into a conformer.
As long as the earring are simple and static you can get away with a prop. But then you usually fight with endless tweaking to have the correct movement when the figure is posed. I have lots of earrings here that I hardly ever use because they do not act logical.*
I'm not always right, but my mistakes are more interesting!
And I am not strange, I am Limited Edition!
Are you ready for Antonia? Get her textures here:
The Home Of The Living Dolls
Quote - My problem now is that I also saved it as a single earring character. I went to the setup room and added bones, named them and assigned materials.
It works fine but I don't remember how to add a second one so I can parent them and have a morphable set...sigh.
I can't give you any advice on the setup room, I never use it, and don't know much about it.
In a strictly technical sense, the difference between an actor in a figure and a prop parented to a figure, is the way the element is addressed in the cr2. So a prop will look like this...
prop lEarring:1
{
name Earring Left
... and an actor will look like this.
actor lEarring:1
{
name Earring Left
So one way to add an actor to a figure is to parent a prop to the figure, then, in the Joint Editor, set up the 'origin' (joint center) as appropriate, and save the figure with a new name (if anything goes wrong you still have the original). Then open the saved cr2 in a text editor, use 'Search & Replace' (might be 'Find & Replace' in some editors) to replace the string "prop " (note the trailing space) with "actor " (note the trailing space), this converts the 'prop' into an 'actor' (body part).
The 'prop' that has been converted to an 'actor' still contains the data about its material settings within the actor itself, so you will probably want to move the 'material' code block[s] from the actor to the 'figure' section of the cr2. If you do that, you will need to set the value of the 'customMaterial' line in the actor to zero.
So that's the technical difference between a 'prop' and an 'actor', just the name used to address the element. But there are other things that usually go with being an actor. The translation channels are usually hidden in an actor, and the 'material' code is usually moved into the 'figure' section of the cr2.
You are a permanent source of 3D-wisdom, Les! Thanks a lot from me as well, this is very interesting and very good explained!
I'm not always right, but my mistakes are more interesting!
And I am not strange, I am Limited Edition!
Are you ready for Antonia? Get her textures here:
The Home Of The Living Dolls
@Les:Thanks for that information. I've saved it to my files. :)
@Saintfox:I added the character file that I made the prop from but it is a single obj, not a pair.
Anyone can just use it to make a morphable pair for any character they want.
It has the bones set-up added to it but may need someone with mor eexperience in the joint editor to adjust it.
There are two sets of earrings in the pack.
On a side note...I just added Jorita for Antonia to my store catalog (not this store, the other one. Don't think I'm allowed to say which onet here.
Let me introduce you to my multiple personalities. :)
BluEcho...Faery_Light...Faery_Souls.
Quote - As long as the earring are simple and static you can get away with a prop.
SaintFox makes a good point about using smart props. But I have had an idea. :woot:
What if I make a generic conforming DIY Earrings figure for Antonia ("DIY"=do it yourself). It would work like this. The conforming figure would have three parts to each earring. Each part would have some simple "place-holder" geometry, perhaps just a cross-hair. The user would then load their own geometry into the scene, and use 'Replace Body Part with Prop' to insert their own geometry into the figure, then save the figure back to the Figures palette with a new name as their own custom earrings. If the user did not need all three parts to the earring, the unneeded parts could be hidden from the menus.
Perhaps there is some snag that I have not thought of, but on the face of it, I can't see why it would not work well.
This is weight mapped Antonia beta 10. Finished the weight mapping I believe. Later there will be a package of the figure out. But I thought you all might like a sneek peek.
@SF:I love the new look on Antonia's Freesite!
BTW: I uploaded my CP store link last week but it isn't showing on the site.
Also, when I try to upload another store link it takes me to the product upload page.
Let me introduce you to my multiple personalities. :)
BluEcho...Faery_Light...Faery_Souls.
Congratulations Diogenes!:thumbupboth:
I'm still a P6 user, so can't try out your weight mapped version, but it's good to know that Antonia is keeping up with the latest developements.
@BluEcho,
Quote - Would it just be for creating our own sets or for freebies or products?
It could be used for making freebies or commercial products. The original cr2 itself would be in the public domain, but anything you add, any geometry, textures, or changes made to the cr2, would be your work to sell or give away as you see fit. I guess in this respect it would be much the same as any other conforming figure, where the underlying cr2 might be derived from a DAZ, or Curious Labs figure, but everything else in the conformer belongs to a third party vendor.
Amelia for Antonia Polygon
http://www.runtimedna.com/Amelia-for-An ... lygon.html
All the best.
LROG
Who honors those we love for the very life we live?, Who sends monsters to kill us?, and at the same time sings that we will never die., Who teaches us whats real?, and how to laugh at lies?, Who decides why we live and what we'll die to defend?, Who chains us?, and Who holds the key that can set us free... It's You!, You have all the weapons you need., Now Fight!
Antonia Hide - Show
http://www.sharecg.com/v/57293/view/11/ ... ide---Show
Thanks for testing Raine.
All the best.
LROG
Who honors those we love for the very life we live?, Who sends monsters to kill us?, and at the same time sings that we will never die., Who teaches us whats real?, and how to laugh at lies?, Who decides why we live and what we'll die to defend?, Who chains us?, and Who holds the key that can set us free... It's You!, You have all the weapons you need., Now Fight!
Quote - also in case of earrings I have not ever found any reason to make simple stuff like that into a conformer.
As long as the earring are simple and static you can get away with a prop. But then you usually fight with endless tweaking to have the correct movement when the figure is posed. I have lots of earrings here that I hardly ever use because they do not act logical.*
being slow with most things poser, i am not one to give any argument or else but all my applied props parented to head especially, work fine. i agree with hip & chest and sometimes abdomen, but being able to multi-purpose a prop outweighs any little extra tweaking.
Quote - I guess for average Joe, a possible application of the channels would be to dial down a JCM if it leads to poke-through in some clothing that doesn't have the JCM, or something like that. But mostly, it's meant as a development tool.
Well average Joe won't be doing that in DS if the rest of the outfits are like Netherworks Bra & Panties, it's JCM's are setup the same as 'toni's, as a result they are super-conforming to her's, so any changes made to 'toni's valueParms to fix 'poke-through' will result in the outfit 'distorting'.
Quote - > Quote - I guess for average Joe, a possible application of the channels would be to dial down a JCM if it leads to poke-through in some clothing that doesn't have the JCM, or something like that. But mostly, it's meant as a development tool.
Well average Joe won't be doing that in DS if the rest of the outfits are like Netherworks Bra & Panties, it's JCM's are setup the same as 'toni's, as a result they are super-conforming to her's, so any changes made to 'toni's valueParms to fix 'poke-through' will result in the outfit 'distorting'.
Yes, if all clothes were super-conforming, that would be best.
-- I'm not mad at you, just Westphalian.
And you were several hundred percent correct! THANKS!!
Playing now....
Quote - This is weight mapped Antonia beta 10. Finished the weight mapping I believe. Later there will be a package of the figure out. But I thought you all might like a sneek peek.
Have been a Poser absentee for ages now and have usually used V3-4 or Poser women. Got to say (in local parlance) that I'm absolutely gobsmacked about how naturally beautiful Antonia is. If I can find time between OU study, writing, family stuff etc I so want to play with her (in the best possible taste of course) :lol: Well done!!!!!
My aspiration: to make a decent Poser Render I'm an Oldie, a goldie, but not a miracle worker :-)
http://www.sharecg.com/v/57313/view/11/Poser/Antonia---Hair-Fits-III
Antonia hair fits for: Eurydice Hair, Feliciana Hair, Frovida Hair, Galatea Hair, Glaukia Hair, Hermes Hair, Hesperia Hair, Iaso Hair, Kerkyra Hair and Kosmos Hair.
STORE: https://www.renderosity.com/marketplace/vendors/3Dream
FREEBIES: https://www.renderosity.com/users/3Dream/freestuff
3Dream is there a Antonia fit for Egypt Hair? Cheers
Custom built computer 128 gigs RAM,4 Terabyte hard drive, NVIDIA RTX 4060 TI 16 GIG Gig,12 TH Generation Intel i9, Dual LG Screens, 0/S Windows 11, networked to a Special 12th Generation intel I9, RTX 3060 12 Gig, Windows 11,64 gigs RAM, Dual Phillips Screens, 2 Terabyte SSD Hard Drive plus 1 Terabyte Hard Drive,3rd Computer intel i7,128 gigs ram, Graphics Card NVIDIA RTX 3060 Gig,1 Terabyte Hard Drive, OS Windows 11 64 Bit Dual Samsung Syncmaster 226bw Screens.Plus INFINITY Laptop 64 Bit,64 gigs RAM.Intel i9 chip.Windows 11 Pro and Ultimate. 4 x 2 Terrabyte Hard Drives and 2 x 2 Terrabyte external USB Hard drives. All Posers from 4 to Poser 2010 and 2012, 2014. Poser 11 and 12, 13, Hexagon 2.5 64 Bit, Carrara 8.5 Pro 64 bit, Adobe Photoshop CS4 Creative Production Suite. Adobe Photoshop CC 2024, Vue 10 and 10.5 Infinite Vue 11 14.5 Infinite plus Vue 15 and 16 Infinite, Vue 2023 and 2024, Plant Catologue, DAZ Studio 4.23, iClone 7 with 3DXchange and Character Creator 3, Nikon D3 Camera with several lenses. Nikon Z 6 ii and Z5. 180-600mm lens, 24-70 mm lens with adapter.Just added 2x 2 Terrabyte portable hard drives.
Check this out!!!!!!!!
Sweater Dress - Antonia Polygon
http://www.contentparadise.com/productd ... ?pid=17905
Grab it while it is that price!!!!!!!!
All the best.
LROG
Who honors those we love for the very life we live?, Who sends monsters to kill us?, and at the same time sings that we will never die., Who teaches us whats real?, and how to laugh at lies?, Who decides why we live and what we'll die to defend?, Who chains us?, and Who holds the key that can set us free... It's You!, You have all the weapons you need., Now Fight!
Quote -
http://www.sharecg.com/v/57313/view/11/Poser/Antonia---Hair-Fits-III
Antonia hair fits for: Eurydice Hair, Feliciana Hair, Frovida Hair, Galatea Hair, Glaukia Hair, Hermes Hair, Hesperia Hair, Iaso Hair, Kerkyra Hair and Kosmos Hair.
GALATEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA! <3
Thank you!
- - - - - -
Feel free to call me Ohki!
Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.
Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.
I own a lot of your Poser hair products, and I cannot thank you enough for your generosity in making hair fits for Antonia. I can highly recommend your work to anyone looking for quality and versitile hair.
I have added the links to my Antonia links threads at PoserPlace.
lmk
Probably edited for spelling, grammer, punctuation, or typos.
If your a member at poserworld, they have a complete outfit for Antonia :)
Poser 9 SR3 and 8 sr3
=================
Processor Type: AMD Phenom II 830 Quad-Core
2.80GHz, 4000MHz System Bus, 2MB L2 Cache + 6MB Shared L3 Cache
Hard Drive Size: 1TB
Processor - Clock Speed: 2.8 GHz
Operating System: Windows 7 Home Premium 64-bit
Graphics Type: ATI Radeon HD 4200
•ATI Radeon HD 4200 integrated graphics
System Ram: 8GB
http://www.sharecg.com/v/57500/view/11/Poser/Antonia---Hair-Fits-IV
Antonia Hair fits for: Kybele Hair, Laneana Hair, Leandro Hair, Lethe Hair, Leto Hair, Melia Hair, Moira Hair, Music Diva Hair, Nabia Hair and Nefeli Hair.
STORE: https://www.renderosity.com/marketplace/vendors/3Dream
FREEBIES: https://www.renderosity.com/users/3Dream/freestuff
There's a new Antonia outfit for sale at RDNA: Eternal Frost.
It looks really interesting. It's dynamic, with dynamic hair fur trim and advanced Poser shaders.
Wow. Used the instructions for weight mapping clothing for Antonia (well written and useful!) And this is what I came up with! I can honestly say I am terribly spoiled and never want to rig another conforming piece of clothing!
Glitterati, she looks good. I have downloaded the Antonia-WM Betta 10. Will the weight-mapped package you mentioned be a free one or a merchant one and where will will it be.
Also, will one have to buy clothes specially WMapped or should present free clothes or merchant ones out already fit the WM version. I just bought Brynne by Wild Designs and she is lovely. I am in the process of doing a render with her, got her set up to render but had to go out and visit my sister in law in hospital, so will finish it tomorrow.
I also want to thank 3Dreams for the Antonia hair fits. Jan
Quote - Glitterati, she looks good. I have downloaded the Antonia-WM Betta 10. Will the weight-mapped package you mentioned be a free one or a merchant one and where will will it be.
Also, will one have to buy clothes specially WMapped or should present free clothes or merchant ones out already fit the WM version. I just bought Brynne by Wild Designs and she is lovely. I am in the process of doing a render with her, got her set up to render but had to go out and visit my sister in law in hospital, so will finish it tomorrow.
I also want to thank 3Dreams for the Antonia hair fits. Jan
Thank you, PointLady
The Weight Mapped version of Antonia will be free. I'm not sure how vendors will package weight mapped clothing, but I have 2 outfits which I intend to release soon. They will contain both the conforming version and the weight mapped version in the same package.
You will have to convert clothing for the weight mapped version, but it truly is simple to do. I'm not sure if the PDF ReadMe is included in your downloaded beta, but if you look at Attachment A5, the instructions are there. You will need Poser2012 to do the conversion, I believe.
All of the Antonia-Standard morphs are available to the weight mapped version, just inject the weight mapped version like you do the Standard version.
Good wishes to you and your sister.
And, where are my manners? Thank you, 3Dream, for the hair fits. As you can see in the render above, Akaste hair is great on Antonia!
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Got a couple of questions
Whats with the JCM valueParm's, average Joe isn't meant to be able to play with JCM's directly, especially not ones in the Body of the figure.
What exactly does valueParm One do, I know that the scale dials in each joint are ERC'd to it as are a couple of JCM's, but I see no reason for it being there.