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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 04 4:13 pm)



Subject: creating V3 character


gordonttg ( ) posted Sun, 16 May 2004 at 3:34 AM ยท edited Wed, 04 December 2024 at 8:46 PM

Hi everybody I have looked in the cr2 file for Victoria 3. Thee is a line in there that points to blMilWom_v3.obj, the base mesh obj file for this figure. After creating a character by applying morphs to Victoria 3, is it possible to then generate a new base mesh so i can create a figure that will not point to blMilWom_v3.obj but my own obj file?


bobcat574 ( ) posted Sun, 16 May 2004 at 5:15 AM

If you mean simply applying morphs to the v3 base character in order to create a new character, ie facial and body changes, you simply have to export the finished character a wavefront obj. That will create a new base mesh for you to work with. (This is just a base guideline, you will probably have to tweak here and there with settings.) Once you have your new mesh, open the cr2 and change the two lines that point to the old v3 to point to your new character. Save the file under a new name and there you go. (At least that's how I do it, experiment and find out what works best for you.)


SamTherapy ( ) posted Sun, 16 May 2004 at 5:19 AM

Yes (sort of), but why would you want to do that, unless you're remapping or altering the geometry in some way? I'll explain the "sort of"... You can copy blMilWom_v3.obj and call it whatever you like, then change the references in your cr2 to point to the renamed one. However, any V3 based character will still need to find the original obj, or your renamed version. If you're only applying morphs and a texture to your character and not remapping or jinking the geometry, why not just save your character back to the library?

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lesbentley ( ) posted Sun, 16 May 2004 at 10:02 AM

file_109518.jpg

I have exported an object from a morphed P4 Nude Woman.cr2, and used it sucessfully in a renamed P4 Nude Woman.cr2. I'm not saying this is the only, or best way to do it, but it worked for me.

Load the character into Poser. Make sure nothing is parented to the character (hair). Use a pose file (or edit the cr2) to unhide the translation channels. Zero any translations for the actors. In Posette and Victoria 2 the feet have been translated and need resetting to zero (this is masked because the characters load with IK on), if you have used translations in forming your character that's ok, leave them, make sure the body and hip are zeroed.

In the Joint editor zero the figure (this zeros the rotations). Export an obj file using the options in the graphic above.

In your cr2 edit the two "figureResFile" lines to point to the new object file.


lesbentley ( ) posted Sun, 16 May 2004 at 10:15 AM

file_109519.jpg

Attached above is a pz2 that will unhide the translation dials for characters that follow the P4 and Victoria 2 actor and channel naming conventions. Save it to a Pose sub-folder with a ".pz2" file extention.


gordonttg ( ) posted Mon, 17 May 2004 at 4:27 AM

Thanks guys i'll give it a go. The reason why i want to modify the V3 Figure by applying morphs is to create a new character. However the character that i generate needs a new base mesh because i am running the new character PZ3 file through a custom conversion tool that will import into Max the way i want it and it needs a new base mesh.


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