Forum: Poser - OFFICIAL


Subject: Is it possible to script Master parameter injections?

vholf opened this issue on Jun 26, 2019 ยท 20 posts


unrealblue posted Mon, 01 July 2019 at 6:06 PM

Ah, got it. I missed putting in:

createFullBodyMorph Smile

Now I have a nice Master Control "Smile" for La Femme in a pz2 file that can be added to any LF based character.

Okay, now I need modify the Python that combines all the face chips with non-InitValues@lastframe into a single master and have it write that to a pz2. Then I can make expressions all day.

Here is the final working pz2. It makes a master called "Smile" in the BODY, with dependencies in a bunch of facial chips. I think this is the minimal pz2 to accomplish this:

{

version
    {
    number 11
    build 35540
    }

createFullBodyMorph Smile

actor BODY
    {
    channels
        {
        valueParm Smile
            {
            name Smile
            initValue 0
            hidden 0
            enabled 1
            forceLimits 0
            min 0
            max 1
            trackingScale 0.01
            masterSynched 0
            keys
                {
                static  0
                k  0  0
                }
            interpStyleLocked 0
            }
        }
    }

actor uLip
    {
    channels
        {
        rotateX xRotate
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength -2.000000
            deltaAddDelta -2.000000
            }
        translateY yTran
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength 0.000400
            deltaAddDelta 0.000400
            trackingScaleMult 0.100000
            }
        translateZ zTran
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength -0.000400
            deltaAddDelta -0.000400
            trackingScaleMult 0.100000
            }
        }
    }

actor dLip
    {
    channels
        {
        translateZ zTran
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength -0.000400
            deltaAddDelta -0.000400
            trackingScaleMult 0.100000
            }
        }
    }

actor rdLip
    {
    channels
        {
        translateY yTran
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength 0.000400
            deltaAddDelta 0.000400
            trackingScaleMult 0.100000
            }
        }
    }

actor ldLip
    {

    channels
        {
        translateY yTran
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength 0.000400
            deltaAddDelta 0.000400
            trackingScaleMult 0.100000
            }
        }
    }

actor ruLip
    {
    channels
        {
        rotateZ zRotate
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength -5.000000
            deltaAddDelta -5.000000
            }
        rotateY yRotate
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength 0.027000
            deltaAddDelta 0.027000
            }
        rotateX xRotate
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength -0.071900
            deltaAddDelta -0.071900
            }
        translateY yTran
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength -0.000200
            deltaAddDelta -0.000200
            trackingScaleMult 0.100000
            }
        translateZ zTran
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength -0.000800
            deltaAddDelta -0.000800
            trackingScaleMult 0.100000
            }
        }
    }

actor luLip
    {
    channels
        {
        rotateZ zRotate
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength 5.000000
            deltaAddDelta 5.000000
            }
        rotateY yRotate
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength -0.027000
            deltaAddDelta -0.027000
            }
        rotateX xRotate
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength -0.071900
            deltaAddDelta -0.071900
            }
        translateY yTran
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength -0.000200
            deltaAddDelta -0.000200
            trackingScaleMult 0.100000
            }
        translateZ zTran
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength -0.000800
            deltaAddDelta -0.000800
            trackingScaleMult 0.100000
            }
        }
    }

actor rLip
    {
    channels
        {
        rotateZ zRotate
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength -10.000000
            deltaAddDelta -10.000000
            }
        translateX xTran
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength -0.000800
            deltaAddDelta -0.000800
            trackingScaleMult 0.1
            }
        translateY yTran
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength 0.001100
            deltaAddDelta 0.001100
            trackingScaleMult 0.100000
            }
        translateZ zTran
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength -0.000400
            deltaAddDelta -0.000400
            trackingScaleMult 0.100000
            }
        }
    }

actor lLip
    {
    channels
        {
        rotateZ zRotate
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength 10.000000
            deltaAddDelta 10.000000
            }
        translateX xTran
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength 0.000800
            deltaAddDelta 0.000800
            trackingScaleMult 0.1
            }
        translateY yTran
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength 0.001100
            deltaAddDelta 0.001100
            trackingScaleMult 0.100000
            }
        translateZ zTran
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength -0.000400
            deltaAddDelta -0.000400
            trackingScaleMult 0.100000
            }
        }
    }

actor nose
    {
    channels
        {
        translateZ zTran
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength 0.000100
            deltaAddDelta 0.000100
            trackingScaleMult 0.100000
            }
        }
    }

actor rNostril
    {
    channels
        {
        rotateZ zRotate
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength 5.000000
            deltaAddDelta 5.000000
            }
        rotateY yRotate
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength -1.000000
            deltaAddDelta -1.000000
            }
    }

actor lNostril
    {
    channels
        {
        rotateZ zRotate
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength -5.000000
            deltaAddDelta -5.000000
            }
        rotateY yRotate
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength 1.000000
            deltaAddDelta 1.000000
            }
        }
    }

actor luCheek
    {
    channels
        {
        rotateX xRotate
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength -5.000000
            deltaAddDelta -5.000000
            }
        translateX xTran
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength 0.000800
            deltaAddDelta 0.000800
            trackingScaleMult 1
            }
        translateZ zTran
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength -0.000800
            deltaAddDelta -0.000800
            trackingScaleMult 0.100000
            }
        }
    }

actor ruCheek
    {
    channels
        {
        rotateX xRotate
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength -5.000000
            deltaAddDelta -5.000000
            }
        translateX xTran
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength -0.000800
            deltaAddDelta -0.000800
            trackingScaleMult 1
            }
        translateZ zTran
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength -0.000800
            deltaAddDelta -0.000800
            trackingScaleMult 0.100000
            }
        }
    }

actor rdCheek
    {
    channels
        {
        translateX xTran
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength -0.000800
            deltaAddDelta -0.000800
            trackingScaleMult 1
            }
        translateY yTran
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength 0.000400
            deltaAddDelta 0.000400
            trackingScaleMult 0.100000
            }
        translateZ zTran
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength 0.001100
            deltaAddDelta 0.001100
            trackingScaleMult 0.100000
            }
        }
    }

actor ldCheek
    {
    channels
        {
        translateX xTran
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength 0.000800
            deltaAddDelta 0.000800
            trackingScaleMult 1
            }
        translateY yTran
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength 0.000400
            deltaAddDelta 0.000400
            trackingScaleMult 0.100000
            }
        translateZ zTran
            {
            valueOpDeltaAdd
                Figure
                BODY
                Smile
            strength 0.001100
            deltaAddDelta 0.001100
            trackingScaleMult 0.100000
            }
        }
    }

}

This should be pretty simple to write to a file from dial settings.