Forum: Poser - OFFICIAL


Subject: INJ and REM morphs question

cybia opened this issue on May 16, 2003 ยท 8 posts


cybia posted Fri, 16 May 2003 at 12:20 PM

Just wondering if anyone can point me in the right direction for some info regarding how to create INJ and REM morphs for my own props? I've had a browse around most of the Poser-related sites I know but can't seem to find much.

Any help would be much appreciated. Thanks!

Or if anyone would be interested in working on some joint projects to help me add extra features to my props (in progress) then please feel free to drop me a note with your offers!


maclean posted Fri, 16 May 2003 at 2:33 PM

Attached Link: http://www.rbtwhiz.com/rbtwhiz_rScript.html

First, you need to know that INJ and REM are techniques specifically designed to work with cr2 Figures, not props. So far, no one has come up with a way to do it with props, so you'd have to make them figures. Secondly, Vicki 3 is the principal poser figure who currently accepts INJ and REM, although the INJ/REM technique can be used with other figures if they're properly prepared. Basically, this involves adding blank channels to accept the INJ scripts. Go to the link above for information on morph injection directly from robert whisenant, the guy who invented it. He explains how to do it, and how to set up your figures for it. mac

maclean posted Fri, 16 May 2003 at 2:34 PM

'to help me add extra features to my props' If you explain what you're trying to do, maybe I can help out. mac


Jaager posted Fri, 16 May 2003 at 3:24 PM

V3 is a combination of two techniques: The delta injection, which DraX presented first and the readScript, which Rob has developed. You do not need the readScript function unless you you aim to inject and remove your morph deltas in varying combinations. If they are either In or Out in isolation, then a single Injection pose (and Remove pose) will do. If you want it as A and A+C+G and A+B+C+D+E and ALL then readScript allows you to only need one Injection pose for each morph and call that from any number of script poses. The injection is simple to do: every part of a morph channel (except the channel name) is a variable open to alteration by a pose file. The only variables that Poser itself will affect for you: the Key (dial value) which is what a Poser saved pose file changes the dial Name which the hierarchy and parameter windows will change the limits and rate (TS - which don't stick) = parameter window But all the rest Can be changed. The channel name (targetGeom ____) must be constant and be identical in both the CR2 and the pose file, so that Poser knows what you are talking about.


cybia posted Fri, 16 May 2003 at 4:22 PM

Hi,

Thanks for the info, much appreciated! I don't know if the INJ/REM stuff will be suitable to add to my projects yet but I'm just trying to find some info so I can decide if it will work or not.

I'm working on quite a few ideas for Poser add-ons at the moment, relatively simple stuff to begin with (like my LandZone props with multiple morph targets built-in) ... but I'd like to create other things later including some basic "fantasy creature" characters.

Of course I'm still learning a lot of this 3D stuff as I go along, so there's a long way to go yet! But just thought it was worth asking a few questions in this forum to find out some important info such as this.

Thanks again to everyone who has responded to this message!


maclean posted Fri, 16 May 2003 at 8:01 PM

It's always worth asking here. In fact, don't be shy. It's better to ask, than try to do something on your own. All of us learnt by asking questions. Nobody here was born knowing this stuff. mac


lesbentley posted Fri, 16 May 2003 at 11:05 PM

Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=968818

I assume by "INJ" you mean a Delta (morph) Injection Pose. You may find the above thread helpful in relation to Delta Injection (also called Morph Injection). In a nut shell: A pose file can only be applied to a prop if that prop has a figure as its root parent. So basicly you have three choices. a) Parent the prop to a figure before you apply the pose. b) Create a minimal figure by converting a Poser square prop into a figure (you can use the Heiarachie Editor to do that). Then set your new figure to be invisible; Object>Properties>Visible (un-tick). Then parent your prop to the new figure and save to a figures pallet. c) Convert your prop to a figure. --- Here is a mini tut/exercise on how to make a delta injection pose for a prop: 1. In Poser. Load a box prop. Attach a magnet. Scale the mag to 500%. Select the box and spawn a morph, name it "Morph01". Delete the magnet. Select the box, set Morph01 to "1.000" on its dial. Resave the box prop to the pallet as "box2". 2. Use Windiws Explorer (or what ever) to rename "box2.pP2" to "box2.pZ2" 3. Copy the folloing code and save it to your HDD as "TEMPLATE.PZ2": { version { number } } 4. Download and install "Morph Manager v4" (get it from the free stuff). Open Morph Manager and load "box2.pz2" into the left pannel, and "TEMPLATE.PZ2" into the right pannel. Expand "box_1", copy "Morph01" into the right pannel. Save "TEMPLATE.PZ2" to a pose folder with the new name "box2INJ.pz2". 5. In the left pannel, right click on "Morph01", select "Properties", delete all the blue dots EXCEPT the one at the top that says "targetGeom Morph01". You have deleted the deltas and other stuff from the morph channel, these deltas were in essence the morph target, its gone now but the empty shell of its channel still remains (as it must if you are going to re-inject the morph). Resave "box2.pz2". Use Windows Explorer to rename "box2.pz2" back to "box2.pP2" 6. In Poser, load "box2" from the pallet. Notice that the dial for Morph01 is still there, but has no effect, this is because the channel is empty. Load any figure. Parent "box2" to a body part of the figure. Go to the pose pallet and apply the "box2INJ" pose. If all went well you have reinjected the original contents of the morph channel, and the "Morph01" dial now works. Open box2.pz2 in a text editor, your empty morph channel looks like this: targetGeom Morph01 { } Open "box2INJ.pz2" in your text editor, it contains the missing bits of your morph channel, along with some other stuff that is necessary to put the morph in the right place in the file. I could say a lot more about Delta Injection and pz3 files in general, if I had the time, but this was the bare bones of it. Along with other material you will find it should be enough to start you off.

maclean posted Sat, 17 May 2003 at 9:29 AM

Heh, heh. Pretty neat, les. I never tried it before. Not that I have any use for MT INJ for props, but it's nice to know. mac