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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 02 5:01 am)



Subject: what does the wm info do to the cr2 editors?


MistyLaraCarrara ( ) posted Sat, 02 March 2013 at 9:19 AM · edited Mon, 02 December 2024 at 5:59 AM

have you peeked in the cr2 to see where the wm goes?

i'm imagining some kind of deltas section.

 

just checked my itemlist for editor updates

"Poser version from 4 to 8"

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markschum ( ) posted Sat, 02 March 2013 at 7:06 PM

What happens depends on how the file is being parsed. At best there will be a line that is unknown or a block , at worst the parser fails.

Look in a cr2 and see how the weight map is handled.


MistyLaraCarrara ( ) posted Sun, 03 March 2013 at 12:22 PM · edited Sun, 03 March 2013 at 12:28 PM

just to verify, can't inj via pz2, wm info or animated joint info?

hypothetcally, if i made a character, A3 for example, 
and wanted to include some wmapping for her elbows or glutes, can't do it?
cuz pz2s are passive something or other ... ?

and wmapping is only for joint bending,
it wouldn't do anything for expression morphs?
would need to slave morphs?
but can a slaved morph kick in at a certain limit set on the parent morph?

but if it was for like, a jaw opening and closing via bones and a joint, 
then wm would come into effect?

and, can't inject a defined polys group for hair?

and morphs all move linearly?
closing eyelids don't really move up and down,
eyelids sort of bulge over the eyeball. 

so hypothetcally, if i made a character and made her eyes a lil bigger,
eyes open or eyes closed could work well,
but somewhere in between the blink, eyeball could poke through eyelids?

and making a cr2 as a smart parenting figure, example - wings to a chest,
it can cause some posers to crash?
 

and turn off ikeys for cloth collisions?



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WandW ( ) posted Sun, 03 March 2013 at 12:46 PM

Quote - just to verify, can't inj via pz2, wm info or animated joint info?

hypothetcally, if i made a character, A3 for example, 
and wanted to include some wmapping for her elbows or glutes, can't do it?
cuz pz2s are passive something or other ... ?

Nerd does it here...

http://www.nerd3d.com/modules.php?name=Content&pa=showpage&pid=23

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JoePublic ( ) posted Sun, 03 March 2013 at 10:26 PM · edited Sun, 03 March 2013 at 10:27 PM

"Nerd does it here..."

Just remember, if the weightmap hasn't been created 100% from scratch including new joint centers but was derived from the original spherical falloff zones, you can't distribute it without encoding.

It would be like re-distributing DAZ morphs.

 


pitklad ( ) posted Mon, 04 March 2013 at 5:40 AM

Thanks for the link Joe this tutorial gives many interesting possibilities...


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shvrdavid ( ) posted Mon, 04 March 2013 at 9:46 PM · edited Mon, 04 March 2013 at 9:47 PM

Quote - hypothetcally, if i made a character, A3 for example, and wanted to include some wmapping for her elbows or glutes, can't do it? cuz pz2s are passive something or other ... ?

You can chain load the character using read script commands and do all sorts of things to it. IE: a cr2 that did this

...

readscript A3.cr2

readscript mods.cr2

...

That will load A3 then whatever you have in mods.cr2  Just remember that you can not remove things, just add or change them. If anything needs removed a python script that modifies, saves, then reloads, will be required.

Quote - and wmapping is only for joint bending,
it wouldn't do anything for expression morphs?
would need to slave morphs?
but can a slaved morph kick in at a certain limit set on the parent morph?
but if it was for like, a jaw opening and closing via bones and a joint, 
then wm would come into effect?

You can bone rig expressions/muscle movement, etc... in Poser. Just keep in mind that a weight map can only move vertices on one axis. So you will need very careful bone origin and endpoints to take full advantage of all 3 axises of the bone.

You can slave morphs as well, dependencies can make them work off of a curve like you described. The higher the version of Poser, the more options there are for that.

Quote - and morphs all move linearly?
closing eyelids don't really move up and down,
eyelids sort of bulge over the eyeball. so hypothetcally, if i made a character and made her eyes a lil bigger, eyes open or eyes closed could work well,
but somewhere in between the blink, eyeball could poke through eyelids?

Morphs are 3 dimensional, so you can make morphs to aid scaling of eyelids, etc. If the eyelids are bone driven, you just set up the scaling channel to do it.



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MistyLaraCarrara ( ) posted Tue, 12 March 2013 at 1:36 AM

file_492529.jpg

thanks everyone ! :)

 

well, the weightmap section in the cr2 was pretty easy to find.

it seems the weight is applied to the vert.  guessing the next number is the weight? doesn't indicate green, red, or yellow. or not obvious.



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MistyLaraCarrara ( ) posted Tue, 12 March 2013 at 1:38 AM

file_492530.jpg

and PFE 3.3 reads the wm section.  i re-d/l to make sure i had the latest.



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