Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 02 5:01 am)
Attached Link: http://www.poserpros.com/forums/viewtopic.php?t=29
Argh! Didn't attach the link correctly. However her it is http://www.poserpros.com/forums/viewtopic.php?t=29The information for FBM is in the 'actor BODY' section. Although it looks like it is just another group, it is not a group at all. It is the master control for all groups. Poser only saves data to pose files from actual groups, so rotations/translations and FBM (valueParm) dial settings are not saved. It fact, Poser does not ever make a slot for 'actor BODY' data in a pose file, much less save the data itself. So there is no one step way to get what you are after. You can hack the pose file with a text editor. EditPad (Classic - small files) (Lite- V2 sized files) CR2Editor 1.51 - makes a library file structure easier to manage You can use a utility to do this for: CR2Edit PWizard are two that will.
A. To make a pose file that includes dial settings for the BODY actor (including FBM's): 1. Set your character up the way you want it in Poser, and save the character to a pallet. 2. Open the cr2 you just saved in Mat Pose Edit V2.0.2. Use the "Load Morhp & Pose Data" option when loading. 3. From the "Morph and Pose dials" tab, click the "Everything but normal Pose and Morph channels" button. 4. Delete anything you do not want to be part of the final pose, you may for instance, not want to include materials, then delete all materials bar "Preview" (MPE insists on leaving one material), or you may want to exclude some morphs, or the translations and rotations of the BODY actor. 5. Save the file to a pose pallet. Because you extracted the pose data from a cr2 rather than a pz2 it will include pose data for the BODY actor, including valueParm channels (FBM master channels).
Morph Donor Poses? Interesting... I never heard that term used, nor even saw this article until AFTER I came up with Delta Injection poses (same damned thing), which were used Musclebound Michael and then in DAZ's Aiko. Delta Injection ws 'discovered' in September of last year when I was working on a means t distribute new morphs within Michael 2.0 (in anticipation of it's release) for a comic character I was working on, and it later became the entire core of Musclebound Michael's features. The entire documentation on it was available in the PDF Guide from Musclebound Michael, which was also linked from the DAZ Product page for that product.
DraX, it was definately your discovery. Presented here, or Poser Technical. I quickly saw that it was way more useful than is still generally realized. I have championed it continuously since then, predominantly here. Threads here get slited over so quickly that they are impractical to use as a reference source, unless you manage to save the URL at the time. Your name for it is more ackward than I cared to deal with, and it is just a special sort of MOR pose, but as was pointed out to me, it is neither delta injection nor delta donor, it is delta replacement. Both injection and donor seem to imply (incorrectly) that an entirely new morph can be supplied using the technique, instead of altering what is there, which is what it does (even if it is the most major sort of alteration). It really was just another step in the discovery that most any variable (save a few)is open to change by using a pose file.
"...if i wanted to share this fmb w/ morph target included???" There are a number of ways to do this. I think the easiest for you is the following: For the custom morph target, just export it as a wavefront object (*.obj). For the FBM (assuming this consists of morphs that are native to the character 1. Create a pose file as described in post #5. 2. Assuming that you only want to include the FBM, and not other pose elements: In MPE delete all the materials except "preview". From the "Morph and Pose dials" tab click on the "All Pose channels" button. Next click on the "Everything but normal Pose and Morph channels" button. 3. Save the file to a pose folder. 4. Prepare your instructions for installing the files to the appropriate folders. 5. Instruct the recipient to do as follows, and do this procedure yourself on the original character as a check. a). Load the [character name here] character into Poser, and select its Head. b). From the "Object" menu click on Load Morph Target, load the "[file name of morph target here]" morph target, and name it "[name of morph target]", set the value of the new parameter dial to "1.000". c). From the "[name of pallet where pose is installed]" apply the [name of pose] pose. d). From the Figure menu click "Create Full Body Morph", name it "[name of FBM]", if you wish you may now save the character to a pallet with a new name.
Sorry, Jaager, didn't mean to sound insulted. I was just a bit taken aback by the terminology, that's all.... I've noticed that people have discovered also that pose files can be used to "inject" relationships between other morphs... such as making a morph interaction with a ValueParm dial on the figure's body. I haven't fully tested this kind of interaction as of yet, though.
It is how I convert a morph to JCM and a channel to JCJ. I have a pose file that makes any Mil figure JCJ. I may or may not have been the first to discover that a pose file will insert full ERC code into any channel, but since I did not discuss it, have not until now actually, I cannot claim it. In any case, it is just an extension of the whole wide open aspect of a cr2 file to a pose file. I also use pose files to adjust the values in the ERC script, but seeing that you could get it in to begin with, was the neat part. Les, MORdonor is short to type, two fingers = that is important. So maybe MIpose is quick and dirty. It needs to sing and neither delta injection nor MORdonor do that. About your graphic: You could add something about indexes # is specific to the morph (must match the morph) numbDeltas # is specific to the group (must match the group) You can make one host/target/receptor/null morph with no deltas = indexes 0 and paste it into every group as long as numbDeltas # is changed to match that group It sure would be nice if we had a convention for the names of Null targetGeoms Something like targetGeom BodyV - in every group targetGeom FaceV - in head the "V" is to differentiate the figure, because otherwise, if targetGeom Body was used on Vic and Mike and P4, a pose could put deltas for the wrong figure in the CR2 and Poser would likely crash. Anyway, if this was wide spread, a face morph could be supplied as MIpose instead of loose, or morph carrier and every DAZ V2/M2 morphs could be used as a spawned morph, if the file was encoded with V2P4/M2P4 ( what for Steph?) with RTencoder. My Vic has 200+ faces just a click away from a 4 meg CR2.
Attached Link: New Utility Idea: Donor Files
Jagger, I did not want to unnecessarily complicate the graphic (which I made for a tutorial that I never finished), and since, if my suggested method of copying and pasting the "Morph section" is followed, the indexes and numbDeltas take care of them selves I left that bit out, but perhaps I should include it. "It sure would be nice if we had a convention for the names of Null targetGeoms." I agree whole heartedly. In fact I suggested this very idea in a thread that Bloodsong started about "New Utility Idea: Donor Files" . The convention I suggested was to use "Blank01", "Blank02" etc, I was putting multiple channels in each actor, and using the same names in each actor, because it is then a matter of seconds to add the code all at once with search and replace in a text editor, and as I did not envisage this being used for master ERC channels, individual names for different body parts seem redundant. The addition of a postfix for different figures though is a great idea.Les, No problem here with you getting credit, it would just be nice to have it more widely used. I think we are talking about two different functions. Just going by the names, I am guessing that you are looking for a way to get functional morphs into a figure file = noseBig, nipplesFlat - that sort of thing. Something you wish to stay after you apply it. I have considered this as an option and I am not sure how much of a practical method it would be. My thinking is that, you would eventually burn the targetGeoms and the step to get them in to begin with, is just as involved as copying in the morphs to begin with. My use is as just a single morph on every group ( except two for the head - Body for the neck changes and Faces for the character faces - and two for the chest and collars if you wish to add in another breast size morph.) A character face &/or body is just a single morph per group and it can only be one of those at a time, so there is no reason not to use the same null. All these MOR pose characters that set V2 bodies and MOR.fc2, to use them as they come, you have to always use V2, (or the complete cr2 of any such figure). If you save the character as a spawned morph for every group covered, you have it free of the huge figure cr2. If you then copy they spawned morphs over to another cr2, that is fine if you always want that character available, but as a way to keep multiple characters, the file can soon out grow the V2.cr2 in size. If you store the character morphs as MIpose files or MI face pose files, you can have hundreds instantly available. Handy if you are like me and cannot make up your mind which characters you wish to use. These character files are some of the most common ones available, and they experience many downloads, but I wonder how anyone can reasonably keep many of them available using any other method.
way over my head guys..... was it the way i asked???? i meant this..... you make a morph target for mike. you also create a fbm for mike. now, how does one combine both the morph target and the fbm into one file/pz2/ or what ever it is for distribution w/o getting into any legal drama. see, i cant give the morph target, as thats giving the obj file. but when you make the pz2 having added/used the morph target, the morph target info isnt applied w/ the pz2........ lol, you guys are awesome w/ that technical stuff, but its far too complex for lil ol atom..... i cant for the life of me edit a cr2, so thats totally out of the question..... even using cr2 editor is out of my league.... i can manage morph manager and mat pose edit, but thats about as far as i can tread in those waters...... i truly appreciate the input, but i dont follow it as yet.........
Because Poser does not save anything in BODY in a pose file, you must save the cr2 and use an outside utility to do what you wish to do. Any of utilities suggested above two by me and one by Les, will get you there. Learning to directly edit a library file can seem overwhelming at first. I started by cleaning out pz3 files - we used to get a lot of free stuff pz3 files - I do not like them at all - I like my own lights/cameras/render settings - so I converted them to cr2 files. The early versions of CR2Edit would convert a P3 pz3, but when P4 came out, it would not handle that version. It will teach you not to miss a { or } You just take it one step at a time. If you work on a copy, you can't hurt anything. It probably comes down to whether you are more focused on the tech stuff or on producing pictures.
Atom, You can use Morph Manager to create a Delta Injection, MOR Donor, Morph Replacement or whatever you want to call it. This is the way I generally make these files. It sounds like you already have the FBM settings in a pose file so we ca go ahead and add you replacement morph to it as well. Load the Pose file and the character CR2 that has your Morph in it into Morph Manager. Copy the Morph from the CR2 over to the Pose (If there is no actor for the head already in the Pose you can copy the entire head from the CR2 and delete all the morphs except of course the on e that you want in the pose). Locate the Morph in the Pose, right click on it and select Properties. Right click on the targetGeom and select Change Data. This is the internal tag for the morph in Poser. The name the you see displayed on the dial when you are working with Poser is name just below targetGeom. Now instead of the tag thats there you will type the tag of one of the existing tags in the figure that the pose will be used on. For instance with Michael you could replace the HeadBigFoot morph buy using its tag name of BigFoot. Now save the Pose and when you use it in poser you should notice that where the HeadBigFoot was you will now see your morph instead. I hope that this works for you. Chris Cox
Jagger, re post #16. "...the targetGeoms and the step to get them in to begin with, is just as involved as copying in the morphs to begin with." Yes but the main point is you only have to do it once for each base character, then all of the variants of that character could in principle be stored in pose files, in much the same way as you can now use MOR files to load a configuration for pre-existing dials. If someone put these base characters with blank channels up in the freebies, then only one person would have to do it, only one time, they would then be available for everyone, for ever, with no further work on the recipients part. If people started using this method to distribute characters you would only need one Posette, one Victoria, etc, in your figures pallet. Making injection poses would of course be more work then simply creating MT's, the benefit would be for the end user, not the creator. The benefits are a large saving in HDD space, an easier way to apply morphs, the possibility of injecting joint control, the possibility of injecting FBM's. I think there are good reasons why there should be more than one blank channel per actor. I use a minimum of three, and put more in the head, chest, hip, and BODY. It allows you to meld morphs, or even FBM's. It allows you to inject joint control with one channel available for each axis. It allows you to inject a combination of morph and joint control. The list goes on... These blank channels would take up very little room in the cr2 as they would (I think) only need to contain the targetGeom line, name line, no/off line, and braces, the rest would be injected as needed.
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ok, i made a morph target using mikes head in another program. the morph target worked just fine. i then made other changes to the body and whatnot, and then saved it as a new cr2... i used mat pose edit to create my mor file, trying to save ALL the body and face changes that i made. the pz2 worked fine except the changes from the morph target didnt show. i can save the cr2 file for myself, but what if i wanted to share this fmb w/ morph target included??? how would one do this?