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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 10 1:16 pm)



Subject: HELP!!


shesa ( ) posted Thu, 10 June 2004 at 6:11 PM ยท edited Wed, 24 July 2024 at 6:53 PM

I'm trying to add the x,y,z trans for the eyeballs to an INJ pose, but there is so much information, I dont know which lines to copy?.


lesbentley ( ) posted Thu, 10 June 2004 at 7:12 PM

file_112444.jpg

The actors for the eyes will be called somthing like "actor leftEye" and "actor rightEye", you should be looking for them in the channels section of the cr2 which starts after the second "figureResFile" line. The channels will be called:

translateX xtran
translateY ytran
translateZ ztran

An easy way to do what you want is to use the free utility "Morph Manager 4" (MM4). Load your INJ pose into BOTH windows of MM4, then load the cr2 into one window, scrolle down the leftEye, expand it, right click on "xtran" and select "Copy" from the context menu, repeate this for "ytran" and "ztran", do the same for the rightEye. Resave the INJ pose (with a diffrent name, untill you verify it is working properly).

MM4 will copy the entire channel, which is more information than you really need, but this won't hurt. The only info you actually need looks like this:

            translateX xtran<br></br>                    {<br></br>                   keys<br></br>                                {<br></br>                           k  0  0.001<br></br>                         }<br></br>                   }


shesa ( ) posted Thu, 10 June 2004 at 7:51 PM

Thanks so much for the respnse!! unfortunatly, I have to do everything manually, cuz I'm on a MAC and there are very few utilities. soft-rabbits Maconstructer comes close, but.....so I'll take another look and again-THANKS!!!


lesbentley ( ) posted Sat, 12 June 2004 at 6:32 PM

If your INJ pz2 does not have 'actor' blocks for the eyes then add them, the code you add should look like this:

actor leftEye<br></br>    {<br></br>     channels<br></br>        {<br></br><br></br>//individual channels go here.<br></br><br></br>        }<br></br>    }<br></br><br></br>actor rightEye<br></br>    {<br></br>     channels<br></br>        {<br></br><br></br>//individual channels go here.<br></br><br></br>        }<br></br>    }

The normal place for the eye actors is under the head.

Next you need to add the channels that you want to pose, the channels go in the place indicated by "//individual channels go here." in the actor blocks above.

        scale scale<br></br>            {<br></br>            keys<br></br>                {<br></br>                k 0  <br></br>                }<br></br>            }<br></br>        scaleX xScale<br></br>            {<br></br>            keys<br></br>                {<br></br>                k 0  <br></br>                }<br></br>            }<br></br>        scaleY yScale<br></br>            {<br></br>            keys<br></br>                {<br></br>                k 0  <br></br>                }<br></br>            }<br></br>        scaleZ zScale<br></br>            {<br></br>            keys<br></br>                {<br></br>                k 0  <br></br>                }<br></br>            }<br></br>        translateX xtran<br></br>            {<br></br>            keys<br></br>                {<br></br>                k 0  <br></br>                }<br></br>            }<br></br>        translateY ytran<br></br>            {<br></br>            keys<br></br>                {<br></br>                k 0  <br></br>                }<br></br>            }<br></br>        translateZ ztran<br></br>            {<br></br>            keys<br></br>                {<br></br>                k 0  <br></br>                }<br></br>            }

Replace the values in red with your own. The values for the translation channels are the same as the numbers that appear on the dials in Poser, for the scale channels a value of 1 = 100% on the dial, 0.5 = 50% on the dial etc, the default value for a scale channel is "1" not "0".

If the scaling does not work, try putting a "bend 0" statement above the "channels" statement.

If actor blocks for the eyes already exist in your INJ pz2, just slot the channels into those, somewhere in the 'channels' block.


shesa ( ) posted Sat, 12 June 2004 at 7:48 PM

Thanks again!!


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