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Poser Technical F.A.Q (Last Updated: 2024 Nov 13 12:50 am)

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Subject: Prop Posing Angst Revisited: Tales of the Unscalable


Strangechilde ( ) posted Fri, 31 May 2002 at 4:51 PM · edited Fri, 29 November 2024 at 9:12 AM

file_10772.jpg

Hello all! I'm not technically knowledgeable in any way, shape or form, but LesBentley suggested I post this question here in th ehope that one of you might know the answer. I'm trying to make a pose file that will make Awful Soul's Awful Mecha Eyes fit Caleb68's recently released Spider Alien, pictured above with Awful Soul's eyes (both are in the Marketplace here). I'm having trouble with the scaling. I have generated pose files for the eyes properly positioned and scaled, but when I apply the pose file to a newly loaded eye, the scaling doesn't come through. They go right where they're supposed to go, and I can rescale them easily enough manually, but I was hoping to put together a pose file set for the Spider Alien for Freestuff, and it would be better if it worked right out of the box, as it were. Can anyone tell me what I'm doing wrongly? Thanks very much!


geep ( ) posted Fri, 31 May 2002 at 8:10 PM
  1. Rescale the eyes [to the size you want] and then export them as a separate object (.obj).
    [use the 'group tool' to create separate object (
    .obj)]

  2. Import the (*.obj) eyes. They will import at the same size you exported them except their "scale" will now read 100%.

  3. Reassemble the eyes (i.e., parent to main figure) and save figure*.

  4. Load new figure* and adjust joint params and resave new figure.

... and that's all there is to it!

cheers,
dr geep
;=]

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



Ajax ( ) posted Sat, 01 June 2002 at 1:59 AM

That would work, Dr Geep, but I think Strangechilde wants to be able to distribute the result in free stuff, which means a pose is the way to do it. Strangechilde, there's no way to save scale info in a pose using Poser. You have to open the pose in a text editor and write in the code that controls the scale. It's not hard really. If you have any scale controlling poses in your library, take a look inside them and see how it's done.


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Strangechilde ( ) posted Sat, 01 June 2002 at 2:35 AM

Thanks Dr. Geep, but not only is Ajax right, but that's way too hard for me. ;) Ah yes, Ajax. Thanks. Lesbentley was helping me out with that very thing, and told me some code to put in-- for some reason it didn't work. Lesbentley has kindly offered to look over the pose file to see what might be wrong. Hopefully whatever silly thing I've done will turn up! :)


geep ( ) posted Sat, 01 June 2002 at 9:21 AM

... brain surgery is NOT for everyone. ;=]

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



Strangechilde ( ) posted Sat, 01 June 2002 at 9:32 AM

...or even cybernetic eyeball surgery. ;


ElectricAardvark ( ) posted Sun, 02 June 2002 at 10:39 PM

Why not just make it a full body morph for each eye? ~EA


Ajax ( ) posted Mon, 03 June 2002 at 8:28 AM

The eyes are separate props from a different product to the figure. Got an idea. Do those eyes have external geometry? If so, you could set them up as smart props and distribute the pp2 files. That would solve the problem nicely. You can only do it if the geometry is external though.


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lesbentley ( ) posted Mon, 03 June 2002 at 11:59 AM

I have inserted the following code into Strangechilde's pose files, and sent them back to him/her. To my understanding this code should work to scale the eyes to 340%, but I could be wrong, and have on way of checking, as I do not have the files that the pose acts on. prop Mecha_right:1 { channels { #----New code starts---- propagatingScale scale { keys { k 0 3.4 } } #-----New code ends---- targetGeom Open_2 { keys


Strangechilde ( ) posted Mon, 03 June 2002 at 5:44 PM

WOO HOO! Lesbentley has turned my garbled files into something that works! Loaded poses. Applied. Eyes popped right into place, just where and just the size they should be! Thank you so very much!!! ElectricAardvark-- I did try your suggestion, but either I didn't understand quite what I should do or it just didn't work in this case. I'm not sure if having the eyes already smart-propped to the loaded figure makes a difference... perhaps I should have loaded the eyes by themselves, applied the pose and the scaling, then generated a full body morph for the prop? I don't know. In any case, I have pose files now that do what I hoped they would, and I hope that by studying them I can learn something about the way these files work. :) Thanks to everybody who responded! This place is way better than a subscription-based tech-support zone by a zillion degrees!


Ajax ( ) posted Mon, 03 June 2002 at 8:13 PM

Woops, sorry. The first line of my last post was meant to be a statement of why ElectricAardvark's suggestion wouldn't work. I should have made that clearer.


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ElectricAardvark ( ) posted Mon, 03 June 2002 at 9:04 PM

The eyes are separate props from a different product to the figure. I know this, I have these eyes. You could still do it as a morph target set.


Ajax ( ) posted Tue, 04 June 2002 at 1:33 AM

A "Full Body Morph" is a very particular thing that you can only do with Posable figures, not with props, so when you said that I thought you must be interpreting the question to be about a single figure. Certainly you could make a morph for each prop, you're right. The hacked pose file is a better solution though, since it doesn't require the user to load morphs and resave smart props. It's also kinder on system resources, although for something with as few vertices as I guess the eyes have, the difference is no big deal. To my mind at least, hacking a pose file is also faster and easier than mucking about with magnets and morph squisher.


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