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1,829 comments found!
Take a look at Spawn 2014 by Netherworks over at RDNA. It will spawn morphs from magnets and has an option for the magnets to be removed from the CR2 that you then save.
Thread: One Master Dial to rule them all | Forum: Poser - OFFICIAL
Yes, it can be done.
Poser files are text files and are easy to edit. If a channel has key values, those values can be controlled by another dial by inserting the proper code lines.
Poser itself has a "Teaching" function that does this, but since I am used to getting at the "guts" of a file directly, I have never bothered to learn the necessary fine points wen going at it this way.
D3D Poser File Editor may have a function to assist, but I have no hands on experience using it to do what you are after.
I find it easier to just hack the controls in using a text editor and the straight Paste function in PFE.
The master dial - I would just generate using an existing master to provide the base structure.
Thread: Removong Absolute Paths...? | Forum: Poser - OFFICIAL
PhilC PZ3editor has a batch function that will Search/Replace every file in a folder. If you have 50 Material poses that are absolute, it will change all 50 to relative at one go. One caution though - park any PMD files in another folder and move them back after PZ3editor has finished.
Thread: Poser and PFE | Forum: Poser - OFFICIAL
PFE is a great program and essential tool, BUT it is not an easy program to use to do what you are trying to do. It is very particular in how it nests in a Paste, and that is the basis of what you want to do.
It is more easily done using a text editor - one that does not add formatting of its own - I use EditPad Lyte.
The down side - Poser does not forgive mistakes in { } placement. It does not tell you what or where those mistakes are - it just says that the file is not a Poser file. PFE keeps track of { } and collapses the trees so that the endless scrolling in a simple text editor is avoided.
Open your CR2 in PFE.
Navagate to 2nd instance of " actor BODY "
channels
groups
Look at how groupNode xxx are arranged and how they are displayed in Poser.
Experiment with your changes until you get the display that you want.
You can try to use PFE to CUT/PASTE, but I usually wind up with the paste in the group tree one level too high, so it do it directly in my text editor. Just understand, one misplaced { or } and the file will not work.
Thread: Hair classification | Forum: Poser - OFFICIAL
A folder for each hair item can be placed in Hair. The name of the folder can have a code that identifies the unit as CR2 or HR2 or PP2. The primary folder can contain the CR2/HR2/PP2, its PNG, its PMD, and any accessory props. A sub folder can contain the Material poses and any add-on product hair color changes. A sub folder of the Material pose folder can contain all of the textures.
This keeps everything organized and if you use minimum path lengths, very portable from Runtime to Runtime. Poser does not have thumbnails for folders, so there will be no pictures in the Library for them.
PhilC PZ3editor has a batch function that will edit every file in a folder at one go, so changing paths is fairly quick to do. Just make sure that any PMD files are moved out of the folder during the batch edit.
Thread: Buttons please? | Forum: Poser - OFFICIAL
Poser comes with a primitive prop cylinder -scaling can make it a disk - a transmap can provide holes.- displacement can provide contour/rim - all your product would have to do is call the Geometry instead of containing it.
Thread: UV map size ratio? | Forum: Poser - OFFICIAL
If you are using V4 - from the 2006 DAZ V4 Templates
Torso 1:1
Ears 3.5:1
Fingernails 2.6:1
Toenails 2.15:1
Legs/Feet 0.8:1
Arms/Hands 0.9:1
Thread: Textures for Roxie | Forum: Poser - OFFICIAL
Thread: Poser Pro 2014 ON SALE?! but anyone know what a "hybrid digital" is? | Forum: Poser - OFFICIAL
The content that comes with each new version of Poser is essentially geological in nature. It is a new layer of sediment overlaying all of the previous layers. If you store the content as a separate Runtime - with nothing else added, the new content can be its own new Runtime and you can remove the older Runtime. If you added or altered the existing content - back it up and load the new on top of it. It is the same plus the new content. Any new or altered files with different names will still be there. In any case, there is no need to keep the earlier Runtime along with the new. I think the more significant addition is Roxie and Rex.
Thread: Finding 3d celebrity look-alikes | Forum: Poser - OFFICIAL
Thread: Dawn SR2 released | Forum: Poser - OFFICIAL
**JVRenderer - Would you post a render/renders of the areas that you think need a fix and post which rotations and their values are producing it? Right side if you would.
**
Thread: OT: Anyone round here using Adobe's CC service? | Forum: Poser - OFFICIAL
Pumeco - It is fortunate for you that you are able to provide for yourself working solo. I question the wisdom of broadcasting your method though. I think you are in what is ultimately a zero sum situation. Advocating that others follow your example could put in up against rule 3 in the story of the frozen Russian bird. (Impish wink)
Thread: Figure Bashing Making Me Regret 3D Art | Forum: Poser - OFFICIAL
A totally dedicated folder is not appropriate for all products. It requires judgement. The OOT Hairblending products all use common textures, so not keeping these textures in Textures is not appropriate for this method. For OBJ and textures that are used by multiple figures, the traditional method using Geometries and Textures is better.
On the other hand, Roxie skate boots - both cr2 can live in the same folder with their OBJ. And, Roxie herself - unlike Dawn or V4, her OBJ already is in her Libraries folder.
Having in Materials mt5/mc6 that are useful for multiple figures or props is appropriate. Not having these buried under a bunch of poses that are only for individual products - they are easier to find.
For hair, all can be in Hair even if they are cr2 or pp2. 2nd party hair texture add-ons and their poses are easier to find and use if they are in the folder with their hair product. Those with prop extras - the props can be in the folder with the hair they come with. If it is something that you want to use for other things, then keep them in Props.
If you collect characters, they are easier to manage with one folder per character with the textures, Mat poses, and morphs. In my case, I spawn a single head morph and single body morph for each character and keep them in the folder. Once done, the !Ego folders with morphs can be deleted (just keep the original zip somewhere, just in case).
Thread: Figure Bashing Making Me Regret 3D Art | Forum: Poser - OFFICIAL
Ssgbryan - You are probably fighting a battle that you cannot win. It is almost like a clash of right brain logic against left brain logic. You have vented, but you are likely destined to continue performing your own reorganization. If you concede this, why not take it one step further ? As long as you are text editing a product:
PP2014 allows any Library file to load from any Library category.
Most products have a 1:1 relationship of OBJ:cr2/pp2/hr2 PNG:product pz2/mc6/mt5:product PMD:product INJ.pz2:product
Make a unique Libraries folder for each product. In it = cr2/pp2/hr2 , PMD , OBJ , readme
Make a subfolder for Material poses (because there are usually so many).
Make a subfolder for Textures. If there are Material poses, make the Textures folder a subfolder of the Material poses folder.
Use relative paths.
For the OBJ, the path = ":NAME.obj"
For the PMD = ":NAME.pmd"
For textures = ":Mats:Tex:NAME.png" for the cr2 etc and Material poses = ":Tex:NAME.png"
I found that relative paths go down stream just fine, but do not like going parallel, which is why Tex should be under Mats and not beside it.
Doing this makes the product very portable. The Geometries folder is very lean. The Textures folders is very lean.
Thread: Zero out rotations ? | Forum: Poser - OFFICIAL
"is their a way to zero out that 90 back to 0"
When I edited this to: "is there a way to zero that 90 back to 0" your question made sense.
I think this may work: Place your prop in the desired position. Export from Poser.
Now = options.
If original prop is embedded in PP2. - Import new prop version and save.
If original prop is external geometry - Import new prop version and save - or
if you want to keep your textures done for the original:
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Thread: iz a quick way to spawn all Sydney's magnets to morphs? | Forum: Poser - OFFICIAL