Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 03 10:43 am)
I'm So-o-o-o-o-o excited to see this in the marketplace. I was on the beta team and realized early on what a game changer the script is.
Well V4 and all her varients already look like sisters hehe, but not different aged sisters. Jokes aside, it's a real poser breakthrough. It's going to make my comic making very different.
I aim to update it about once a month. Oh, and it's free!
@basicwiz: What one can try is to trick the program, by renaming the figures before installing the morph.
so:
spawn M4, spawn the the Kids 4
rename the kids 4 to XYZ
rename M4 to "The Kids 4"
Select XYZ and run the install morph script.
But I've never tested this yet. So this is not an official recommendation
Is this trick limited to Generation 4 figures, Hannes? Could I rename David 3 to 'M4' and, say, Luke 3 to 'The Kids 4' and have it work? The Gen 3 figures all use the same mesh, too...
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."Just a note: There's no reason why one couldn't remap the base models, that I know of. V4/M4/K4 all use the same mesh, AFAIK. Copy the original base .obj model, rename it so it doesn't replace your original model, then take that copy and remap it. Edit the CR2 to reflect the new reference .obj for the remapped model and, walla, have fun applying whatever textures for that geometry that you wish. (Some texture poses may not work, but that won't keep you from applying the textures to the model by hand, if necessary.)
Note: I've done it, but I've never done it with M4, though I probably should have tried it before posting this. :D I don't have the script mentioned, either, so I don't know how it works. I would imagine it just uses the CR2s as references, so you can control what specific .obj file those reference and remapped geometry, I also assume, is not going to effect the script being run. It's still the same geometry, just with a new UVmap that still obeys the same groupings.
The question is, why do it. In case you remap the M4, or V4, then I think you should name your new .obj like the old .obj with a prefix or suffix. The optimize bulge script tries to classify the figure based on the .obj name and if that is named totally different it will no longer recognize the figure.
Maybe it's been mentioned, but once a figure is morphed,mixed, and otherwise convoluted, can it be saved under a different name? As in, I have one I call Lynn, designed and dialed to seem about sixteen/seventeen. Applying the same morphs and textures to the K4mix, the effect of the same face is there, only on a body more like nine or ten. Could this be called Lynn 10 and saved or will I have to go through the hoops each time I want it? I know I should have tried, but this is just the results I want, being able to have the faces match the ages I want to use. This is down from the adults, which I'm so far pretty happy with.
But it can be made to work and that's all I care for right now.
Doric.
The "I" in Doric is Silent.
@doric: i do not fully understand. once you have set up the mix figure as described in the manual (convert bulge maps for optimal results), you can save that in the library for reuse. same for your other customizations. just save it as a new figure for reuse.
or is the problem that you already have certain customized figures that you want to add the mix effect to?
i have to leave for now. back in a few hours.
Quote - @wandw: v3 towards maddie
Ooo! That's neat!
I'll need to try it with JoePublic's V3WM. Thanx for checking, Hannes!
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."Quote - The question is, why do it. In case you remap the M4, or V4, then I think you should name your new .obj like the old .obj with a prefix or suffix. The optimize bulge script tries to classify the figure based on the .obj name and if that is named totally different it will no longer recognize the figure.
You can manually adjust the bulges without the script, yes? Besides, you can keep your old .obj files, rename them and adjust the path manually in the CR2, if you're desperate for a vanilla .obj with its original UVs loaded in the CR2.
But, since this script only adjusts the standard V4 mesh, remapping K4 in conjunction with using this script is completely unnecessary. Though, someone might want to remap V4 to use a K4 texture, but it's probably a waste to do that since there's so many good V4 textures out there. (A shortage of M4 by comparison, though.)
Quote - @doric: i do not fully understand. once you have set up the mix figure as described in the manual (convert bulge maps for optimal results), you can save that in the library for reuse. same for your other customizations. just save it as a new figure for reuse.
or is the problem that you already have certain customized figures that you want to add the mix effect to?
i have to leave for now. back in a few hours.
Okay, that's what I was wondering, and what I'll do. I started with a new V4, added the morphs and ++, started the script and put the Pez morph in. Works beautiful, and now that I know I can save it as a new character, it will be done. I haven't played with it much yet, just enough to find out the face stays looking like a younger version of the V4 figure I load in.
Or maybe I should load in the character morph before calling the script? (I might have done that too, not really sure. All I know is it came looking like I wanted.)
Doric.
The "I" in Doric is Silent.
Quote - Open up the Runtime>Python>poserscripts>scriptsmenu folder and see if the script is in the scripts menu folder. If for some reason it doesn't end up in the scriptsmenu folder, it won't show up in the scripts drop down.
That's where it is, why Poser won't see it but sees everything else remains a mystery to me. I'll be working on it later, but I found a workaround for now that seems to do what I wanted it to.
Doric.
The "I" in Doric is Silent.
Did you restart Poser after copying it to scriptsmenu?
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."Which david is that?
Love esther
I aim to update it about once a month. Oh, and it's free!
he looks really nice.
I aim to update it about once a month. Oh, and it's free!
I am just realizing, that many (most?) custom characters come with injection but without a full body morph dial. I think for mixer I should make a script to add the missing FBM parameter. Then these are better to use with mixer. Because one can reduce the intensity.
If mixing 0.5 to K4 one should set a character to 0.5 too.
This could bring much more flexibility. For example, when using Mixer, V4 and a morph like GND.
Then the figure looks very odd, not very beautiful. But if GND is reduced accordingly, then it gets much much better.
Yes, I think I make a script to link any custom character morph reducing its effect accordingly.
Quote - ...Yes, I think I make a script to link any custom character morph reducing its effect accordingly.
That would be very nice.
Could you, for instance, create a FMB of the target figure, since you can also use a morphed V4/M4 for the target, along side the K4 morph dial?
So, let's say you load up a custom V4/M4. You run your program and it generates the K4 Mix dial and also generates a dial for the original set of morphs active on that figure, but as a FBM. So, you could adjust not only the K4Mix dial, but the FBM dial, as well. (Some morph settings may not work well, here, for FBM's to geometry, like some of the Morphform settings that involve scaling.)
It'd go without saying that this would be an "extra" companion script or a toggle settign on the existing one, not something that is in the standard script and is unswitchable. Not everyone would want their target figure's current morph settings turned into an FBM and those individual settings reset to zero.
Quote - Cool! It would be very useful!
BTW... I made a David/Matt mix... works like a charm! With this script you have given us a wealth of "new" characters to play with! I cannot thank you enough!
Wait.. What?
This works directly on the geometry and isn't tied to a static set of geometry, like V4/M4, but calcs the vertice changes directly between two "morphed" models of the same geometry?
Whoa... I thought it ref'd the object files due to hard-code, didn't realize it was calling them from the CR2 of the figure... If so, you've got a one-click solution for any two CR2s that ref the same geometry, whether they're "figures" or not.
Someone please correct me if I have misinterpreted how the script works relative to what was reported in that quote. Meanwhile, I'm going to fire up Poser and start yanking CR2s around and open up their guts in order to experiment. :)
There are certain technical assumptions made, when I was making it for M4 K4.
Its reducing M4 JCMs when the morph is dialed, for example, so they do not distort the smaller figure. These are recognized by name (JCMxxxx, JSMxxxx). I didnt check if this the same for DAZ3, for example. But looking at David, he seems to follow the same pattern.
So yes, its working directly on the geometry, mainly.
Whats M4/V4 hard-coded is the bulge intensity tweak script. This is looking for specific obj files to detect figure type. So this wont work with DAZ3, but if DAZ3 bulge intensity is in general not very different between the figures, then this wouldnt matter so much. One has to try and see. The M4 vs K4 bulge settings are similar, with V4, there is more difference.
And yes, what you write about custom characters, I'm thinking about this too.
Been playing with Unicornst M4 Nicolas, and the script. First, I'm using that morph because it gives me kinda the look I'm after, only with the "young" dialed in pretty heavy in the adult form. But, I've been playing with this trying to scale and dial it down to a younger, young teen figure, and Nicolas doesn't fit that easily. Ran the script, almost just a one click and I have what I was looking for. THen, the M4 Cowboy clothes, Okay, I had to hide most of the body in the shirt, big deal, it looks great!
I've also been playing with the V4 Pez, getting just as good results from the figure, but still have to see what clothes I've got that will match what I want the character to be. This script, or set of scripts is great!
I have to admit the first time I tried to put both morphed characters in a scene, the results were less than what I expected, but the remove corruption took care of that nicely. Probably this is going to be one of the most useful things I've put any money on. Goes without saying I'm having fun, but I just said it anyhow.
Doric.
The "I" in Doric is Silent.
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Attached Link: link to MP product
I was a tester of this script but I have no financial gain.I just think this is a real milestone for us poser users.
MY ONLINE COMIC IS NOW LIVE
I aim to update it about once a month. Oh, and it's free!