keihan opened this issue on Jan 07, 2002 ยท 16 posts
Jaager posted Tue, 08 January 2002 at 2:06 PM
Tuts? Other than a series of threads in the Poser forum, not that I know of. It is difficult to explain that way. All my characters are either V2 based, or are done by someone else, so no demos.
If you send me one, I will send it back set up like this.
All figure parameters in a CR2 can be altered by using a PZ2 (FC2). Other than the targetGeom _____ line, everything about a morph is a variable (except the format).
If instead of a pose setting:
targetGeom Monkey
{
key
{
k 0 1
}
}
you put the entire guts of another morph inside the { } for targetGeom Monkey, the morph Monkey becomes the morph that you substituted. It is just that simple.
Instead of targetGeom Monkey, I use targetGeom Body
targetGeom Body
{
name Body
initValue 0
hidden 1
forceLimits 4
min 0
max 1.0
trackingScale 0.05
keys
{
static 0
k 0 0
}
interpStyleLocked 0
indexes 0
numbDeltas 647
deltas
{
}
}
This is the morph.
numbDeltas 647 is the hip of blMilWom, every group has its own value, the head is 10041, just change this value to be that of the group and this morph will work on any group for any figure.
(hidden 1 don't work, damn it.)
If, when you substitute the guts of this morph in a pose file, with actual deltas, a k 0 1, will bring it in full on.
namne Body becomes name (character)
If you insert the header and key for a scale channel, in the pose file, it adjusts the scale, trans for the eyes -same thing (but for eyes you must also have min=max=key, or you are wasting your time, normal poses move the eye trans, you must lock the value)
And of course the materials can go in. Just don't put the whole section for each material !?! Only just the lines you actually change. If I have a bump map I like and you are not providing one, don't erase mine.