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Subject: How to edit poser5 groups in a text editor ?


compiler ( ) posted Sat, 06 March 2004 at 2:40 PM · edited Sun, 03 November 2024 at 12:32 PM

I have set up some base figures with lots of morphs. Some are for expressions, but a lot of them are just for character building. I have made special groups to hold all these morphs. When I'm finished with building a new character by tweaking the dials, I spawn a FBM. Then I'd like to be able to delete all the morphs in a particular group with a single click. It's not possible in Poser5 (deleting a group doesn't delete the morphs it contains). It's nearly impossible in MorphManager : Poser5 groups list the dials that are grouped, but do not reorder them. And I have quite a few, so remembering them all is out of the question. It's difficult in a text editor, for the same reason. Is there a way to build up a small program that would open a cr2, list all the groups present in it, and then delete the groups you don't need AND all the morphs assigned to this group ? And if it is possible, could someone consider making it ? I would gladly part with some bucks for a time saver like this. Thanks in advance for your ideas.


lesbentley ( ) posted Sat, 06 March 2004 at 8:52 PM

I am guessing that what you are trying to do here is build characters. Untill that program comes along here is how I do it. I make a copy of the cr2 and strip all the morph channels out of it, or all except expressions, phonims, and joint fixes, lets call this "B.cr2". I then construct my chatacter in another cr2 lets call it "A.cr2". In "A.cr2" I may use native morphs, morphs imported as obj files, and morphs spawned from magnets. Once I have the character looking the way I want I spawn a new morph for each actor to be affected. There are 3 reasons for spawning these new morphs: 1. To consolidate the influence of many morphs into one. 2. To provide a simple and consistent nameing scheme so that the morphs can be used for delta injection if required. 3. So I know which morphs to copy over when making the final cr2. The naming scheme I use is to name the morphs I spawn "Morph01", if there were to be a second morph in the actor I would name it "Morph02", but you might like to name the morphs after the character you are creating. After resaving "A.cr2" to a pallet, I load "A.cr2" and "B.cr2" into Morph Manager 4. I then copy "Morph01" from each actor of "A.cr2" into "B.cr2". Afrer "B.cr2" has been processed as above it can be loaded into Poser, and an FBM can be spawned if desired. This is the bare bones of the method I use, there are a few extra little tricks depending the desired result.


compiler ( ) posted Sun, 07 March 2004 at 9:41 AM

That's how I do it at the moment, I just wanted to know if I could speed up the process a bit. There is also another problem (well a little nuisance at least) : Morph Manager lets you copy your morphs, but I make a fair use of x,y and z scale adjustments on various bdy parts. With this method, I have to copy these changes to cr2"A" once I'm finished in MorphManager, or save a special pose that saves the scale parameters (this is my favorite method since I use this pose afterwards to conform clothes to the new character). Thanks for your advice anyway.


lesbentley ( ) posted Sun, 07 March 2004 at 6:47 PM

file_101366.jpg

With regard to the x,y and z scale adjustments, when you load a cr2 into Morph Manager 4 it will only display the targetGeom (morph) channels. There is however a little trick to fool MM4 into displaying all channels. First load pz2, any pz2, into both MM4 windows, this forces MM4 to display all channels. Now load your cr2, MM4 will still display all the channels and allow you to coppy them. You also get an extra button "More Options" that gives you access to extra options (see pic above). There is still room out there for a better library file editor, one that combines the strengths of a good text editor, Morph Manager 4, Mat Pose Edit, and CR2Builder. At the moment CR2Builder (free) is my favorite, but I still use all four, depending on the job I am doing.


compiler ( ) posted Mon, 08 March 2004 at 3:04 AM

Thanks a lot ! I knew about the pz2 trick, but I only used it to copy FBMs. I didn't think about copying x, y, and z scales. Thanks again.


nomuse ( ) posted Wed, 10 March 2004 at 1:33 PM

Okay, maybe I'm behind the curve here, but I thought joint params got messed up when you played with scaling. If that is so, then makes more sense to construct the scale and the joint adjustments as a character. Which, BTW, can be "injected" to clothing via a pose. Are we calling those SET poses now?


compiler ( ) posted Wed, 10 March 2004 at 2:01 PM

I see what you mean, nomuse, but I usually make slight scale changes, and few really need a JPS adjustement, otherwise I include them in the "scale pose" or is it SET pose I should say ?


nomuse ( ) posted Wed, 10 March 2004 at 2:51 PM

I dunno what the terminology is, if any. We need those guys who sat up late at night dreaming up "ERC" and "EMC" and "ARC" and "JCM" ad nas (which most of us just boil down to "ERC" any how). I'm pretty happy with; MAT applies textures, and does nothing but textures. (DIV or DIV-MAT or something for subdividing MAT poses?) MOR applies morphs, generally character morphs, and shouldn't include scaling or MATs. (Not to be confused with inject files...) SET changes figure in functional ways; visibility, IK, parenting, whatever turns out to be possible as we continue to experiment. Could include MAT and MOR as part of the functionality. "Character" pose applies both MAT and MOR, and may include scaling, and I don't know what to call it. The difference, as I see it, is that a SET pose is more likely to be applied to clothing, or a house, and does things like remove all the buttons or draw the blinds. The "Character" pose maintains the essential geometry and heirachy and applies all those little touches (materials, morphs, scaling, joint param adjustments) that make a character. Um. This all went a little afield of original topic. Sorry.


gryffnn ( ) posted Mon, 22 March 2004 at 7:25 PM

Have you looked at CR2Edit? Dan Wilmes keeps adding new features that do pretty much every kind of hacking you want to do on Poser files. I have an older version, and haven't gotten around to upgrading and learning the new features because my main machine is a Mac and my Poser file hacking is mostly routine in TextEdit. But I know folks love CR2Edit.


gryffnn ( ) posted Mon, 22 March 2004 at 7:27 PM

Attached Link: http://www.zenwareonline.com/

Oops, meant to add the link to Dan's site. Has other cool apps.


compiler ( ) posted Tue, 23 March 2004 at 11:53 AM

I have Cr2Edit and Dan has always been very helpful whenever asked anything. I asked him about putting this feature in Cr2Edit several months ago, but this was not possible at the time.


nomuse ( ) posted Tue, 23 March 2004 at 1:28 PM

Comepletely useless factino.... JNT pose has been discussed by Dodger and others for a pose file that alters joint parameters. Back in same archival thread was mentioned that joint param injection files HAD to match the body groups of the receiving cr2, or Bad Things happened. BTW -- I started using BBedit for cr2 hacking and now it has all but replaced SimpleText for me.


Deus_Viridis ( ) posted Fri, 26 March 2004 at 12:44 AM

Over on the DAZ forum Dodger released a joint pose file that corrects the She Freak's hands. It worked.


dwilmes ( ) posted Fri, 26 March 2004 at 4:29 PM

Hi Compiler, I remember working on this tool with you, the last I knew it was working fine, it has been in CR2Edit6 since October I believe, and no one has reported it DOESN'T work. The opening web page for CR2Edit mentions it:
"Finally, a new tool, it can dump P5 morph nodes, either individual parmNodes or entire groups at once."
I remember that lately you had a disk crash, perhaps you don't have the latest update installed (6.02, if you don't, or the tool isn't working for you, please let me know by email (info@zenwareonline.com), I don't normally come here and only heard of your post through a kind friend.
regards,
Dan
http://www.zenwareonline.com for CR2Edit6, Zuite, OBJ Extractor and OBJRelocator, ZenLiner, and the
complete line of Zenware graphics apps


compiler ( ) posted Fri, 26 March 2004 at 5:25 PM

Oh, that's great news, Dan. I had given up on trying before my HD crash, and, at the moment, I remember that you were working on this new feature, but I misunderstood the point of it : I thought you meant that Cr2Edit could handle cr2 files with P5 groups, but not deleting groups and the morphs in these groups at the same time. I'll try this asap. Thanks for the head up.


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