Forum: Poser - OFFICIAL


Subject: How to extract a FBM?

TrekkieGrrrl opened this issue on Sep 06, 2002 ยท 11 posts


Jaager posted Fri, 06 September 2002 at 1:39 PM

Mason, so pz3 works too, I have been using pz2 to do it. In the example above, copying the dial values from BODY will not make anything that anyone else can use. There is only one file with the code for the new FBM and since the code is embedded in the morphs themselves -it cannot be distributed. Not this way. I will not address using outside morphs, except to say - if you have to ask this to begin with, do not attempt to distribute a character that includes outside morphs. You are jumping too many steps in your education. For a file that you can distribute to others: Method one Open M2. Generate your character using the BODY dials. and head morphs for the face - avoid using expression morphs. Save a face pose with the character name. Save the cr2 with the character name. Copy the text that follows as a new text file and name it: YOURCHARACTERNAME.pz2 { version { number 4.01 } actor BODY:1 { channels { } } } Change the extension of the character cr2 file to pz2/ or pz3. Open the two pz2 files in MM4 and copy over the dials from BODY that have morph names - all of them - zero is as important as a value in case a user has a previous value set. Save This file will now duplicate the body setting for your character. It will not affect the pose. If you go to any actual groups and set real morphs, you will have to make a Pose file with morph channels and then combine the two files = COPY/PASTE the actor BODY section just above actor hip in the pose file. This is legal - anyone who uses it must have M2 themselves. Once a user has this, what should they do? Hit Restore Figure for M2 apply the face pose apply the body pose If you like the character Start with head - Group:Spawn Morph Target and name this the character name upneck -spawn neck- spawn every group - make a combined morph that is this character. Save as a new CR2. Copy these new morphs over to a stripped version of Mike using MM4. Once you have the character defined as a single morph, you do not need the shape morphs that it is made from anymore. The file is much smaller and much kinder to system resources. Second method: Author does the Spawn Morph Target copy the single morphs over to a morph carrier BUT this cannot be distributed like this But, if the carrier is encoded using RTEncoder using M2P4.obj as the seed - only M2 owners can decode it and it is legal. The problem? there is no MAC version of the encoder yet? The first method makes for a much smaller file. My preferred method is to store the character or face morphs as a MORdonor pose, instead of a cr2 - if it is "a sometime thing".