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Poser Technical F.A.Q (Last Updated: 2024 Nov 13 12:50 am)
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This is the place you come to ask questions and share new ideas about using the internal file structure of Poser to push the program past it's normal limits.
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heyas; you can get pz2's to store any setting in the channels section of the cr2. (for body parts. materials aren't body part channels obviously, so i dunno how it notices those, but it does.) non-channel items cannot be applied via pz2s. (i tried making hand library entries that change the visible to 1/0 on all the hand/finger parts. no dice.) when you are creating scaling pz2s, keep in mind that if there are several scaling variants for your object, you need to save the scaling info for bits that dont change in all cases. with hair, once you stick it on a character, you're not likely to want to make the hair big again (it wouldnt fit). on my hawk/falcon species poses, i had to make sure to save the non-changed leg scaling channels, in case the user wanted to switch between a bird with scaled legs, and one without. also note that because the pose files use the key values, when you hit restore figure/element, they will revert to the pose-applied values, not the default load-in values.
Hi bloodsong!- Have you ever tried to get a pose to work with two figures? I'd like to do a CR2 with, say two versions of the same hair, one conformed for figure 1, the other conformed to the first hair., with different scaling on the second, then use a scaling pose to cahge the overall size, but retain the differences. What I really want to do is have a combination of poses and CR2s that will fit th ehair twice and some additional geometry (extra curls), I'm going to have to give this some thinking about how it could work.
heyas; grey_cat is right, jim. i did make mat poses for jelisa's gryphon that have all three figures' mats in one pose file. however, you need to select each of the 3 figures that make up the gryphon in turn, and apply it. i dont think the matpose matches the figure 'name' to each figure, i think it just goes and reads what material(s) are on each figure. it works because the two eagle figures in the character use the same maps, and the lion doesn't have any materials with the same names. (but i havent tested it.) the pose files i made for the gryphon, i made three separate pz2s for each part, and they have to be applied in a specific order. if you apply them in reverse order, the lion's pose file will affect the eagle's front legs and such. so in my opinion, mixed figure pz2's are not gonna be happening any time soon. :/
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I know this works, as this is the scaling pose that fits the San Francisco hair to the Pre Teen DAZ girl, and I've sold zillions of them, with no complaints. Anyway, Pose files don't contain BODY settings, or any scaling, but they can, and it will work. This way a 10K PZ2 can replace a 4 1/2 Mb CR2. Evberything was hand edited in, pulled from a saved CR2, and I only put in non- 1.00 settings. Also note the Y trans on the chest, that is a key to how it works. The way this has to be run is first conform the hair, (and it goes on all disorted), then conform it. The hair is a chest-neck-head conforming figure, not a prop. I assume (I haven't confirmed this) the joint centers all move to a new locations, as the hair seems to pose just as nice as the original. I also assume you could use this to make characters all scaled down, like eleves - use a CR2 with morphs for the body mesh changes and a scaling pose to make the figure small. I don't know why it wouldn't work. Anyway, I'm going to put the whole thing in, it isn't that long. This is the "big hair" one, incidently, there is also a "normal" one. ***********************************************{ version { number 4.01 } thighLength 0 actor BODY:2 { channels { scale scale { keys { k 0 0.85 } } } } actor chest:2 { channels { translateY ytran { keys { k 0 -0.010 } } scaleX xScale { keys { k 0 1.14 } } scaleY yScale { keys { k 0 1.05 } } scaleZ zScale { keys { k 0 1.1 } } } } actor neck:2 { channels { scaleX xScale { keys { k 0 1.14 } } scaleY yScale { keys { k 0 1.05 } } scaleZ zScale { keys { k 0 1.1 } } } } actor head:2 { channels { scaleX xScale { keys { k 0 1.14 } } scaleY yScale { keys { k 0 1.05 } } scaleZ zScale { keys { k 0 1.1 } } } } figure { } } { version { number 4.01 } thighLength 0 figure { } }