Mon, Dec 2, 5:54 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

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



Subject: Another Stupid Question from the Peanut Gallery...what is "MOR"


starmkr ( ) posted Fri, 10 May 2002 at 9:08 AM · edited Mon, 02 December 2024 at 5:53 AM

In a lot of th new packages that I have bought here they have a "MOR" pose. What is it and what do I do with it. I checked the Poser Pro PDF and not in there. I just tried to do a search here and the page freezes... I hate having misunderstood words. Thank steve


Kiera ( ) posted Fri, 10 May 2002 at 9:15 AM

A "MOR" pose applies dial settings to a figure. After you apply it, the figure should change. In my store items, I use the term MOR to differentiate between MAT, which applies material settings.


starmkr ( ) posted Fri, 10 May 2002 at 9:25 AM

So it present Morph Dials?


Kiera ( ) posted Fri, 10 May 2002 at 9:35 AM

yes, it applies Morph dial settings.


eirian ( ) posted Fri, 10 May 2002 at 9:43 AM

It's poser shorthand :-) In theory: A "Pose" moves the body parts of the figure. (Poses can be saved with or without morph channels, but can't be saved with material settings: you have to create material poses manually.) Partial poses affect only specified body parts. A MAT (material) Pose changes the material settings without affecting the pose or morph channels. Sub-dividing MAT poses change the material settings only on specified body parts (eg to put stockings on a character without changing the main body or face texture). A MOR (morph) pose changes the morph channels without (if it's created correctly) affecting the pose. ...and all of the above should come as .pz2 files and "live" in the Poses library.


Marque ( ) posted Fri, 10 May 2002 at 10:07 AM

Is there any place that explains how to put something on a particular part of the body, say stockings or gloves without changing the rest of the map? Thanks, Marque


JOE LE GECKO ( ) posted Fri, 10 May 2002 at 10:50 AM

Change the "customMaterial 0" string. Just replace the 0 by 1 ( or 2 ... ). This way, you'll be able to change the hands-fingers texture without modifying the other body parts. The problem is that you can use MAT files after that, since they'll modify "channel" 0 but some parts will have a different one ( the one you used ). You need to make a MAT pose to bring back those parts to their initial state. Usually, make a MAT with "customMaterial 0" and NO_MAP everywhere, and you'll get back the body texture... joelegecko


Marque ( ) posted Fri, 10 May 2002 at 10:54 AM

Thanks! Off to try it. Marque


JOE LE GECKO ( ) posted Fri, 10 May 2002 at 11:07 AM

so boring we can't edit posts :( I've just read my post, and I mean you can't use MAT files after applying such a MAT pose, since the customMaterial is no longer 0 but 1 or 2... You'll have to look at the .cr2 file to find the "customMaterial" string, you may not find it in some MAT poses. joelegecko :)


starmkr ( ) posted Fri, 10 May 2002 at 11:45 AM

Thanks...I hate M.U.'s


Chailynne ( ) posted Fri, 10 May 2002 at 4:04 PM

Does this mean if we figure out how to make MOR files that some of our purchased characters could be changed into MOR files to save space on our drives instead of using them as character files? (not ones with custom morphs as I understand but dialed ones) So changing an older character to a MAT and MOR file would save space? I'm already planning on going through and making a bunch of MAT's for things I have textures for just to make them easier to use.


KattMan ( ) posted Fri, 10 May 2002 at 4:36 PM

Chailynne, that is exactly what it means. Mor files are also much smaller then CR2 files. ANd if you want a cheap tool to create these for you look in the sotre for my Poser Wizard!


eirian ( ) posted Fri, 10 May 2002 at 4:37 PM

Making a MOR pose is easy, as long as you don't use the full body morphs. Save the pose (any pose!) with morph channels included. Then open up the .pz2 in a text editor (notepad or whatever) and delete the rotate and translate values for each axis (x y z) from each body part. What's left is a bunch of settings for each body part that look like: targetGeom whatever { keys { k 0 0 } } Those are the morph channels. If all the xyz information is stripped out, what's left is a MOR pose. If you use the full body morphs, it's a little more complicated, as you have to add those to the .pz2 Poser won't save them automatically. Take a look at my Mike2 character pack (in freestuff): those are all MOR poses made on that principle. ...and, yes, if you can save a character that way you could remove the CR2 and still regain the character. Any character based on Victoria or Michael 2 should be in MOR format anyway: that's the only legal way to distribute those characters. Victoria or Michael 1 characters will mostly be in CR2 format with custom morphs: it's harder to make a MOR pose for them.


Chailynne ( ) posted Fri, 10 May 2002 at 5:26 PM

Thanks Kattman and Eirian. I'm going to have to take the easy way out and probably get Kattman's program when I get the chance. Looks like a good investment. :o)


bikermouse ( ) posted Sun, 12 May 2002 at 7:17 AM

not a stupid question. I was wondering about MOR files too. While we're near the subject all the MAT tutorials I read all seem to forget to tell you to include two closing brackets at the end of the file. } } Aren't these brackets necessary to tell Poser that the figure and the file are ending ? Message671410.jpg


starmkr ( ) posted Mon, 13 May 2002 at 9:47 AM

thanks guys for the help


atom123 ( ) posted Wed, 15 May 2002 at 12:10 AM

my god this is informative.... thanks


gstorme ( ) posted Wed, 15 May 2002 at 2:41 PM

KMI


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.