Tebok opened this issue on Oct 22, 2004 ยท 6 posts
Tebok posted Fri, 22 October 2004 at 11:34 PM
This is my problem - after using magnets to morph the character, the magnets show up as props afterwards. How do keep the magnets from showing in the finished model? :(
ArtyMotion posted Fri, 22 October 2004 at 11:59 PM
Depends if you want to keep the magnets, or actually create morphs.
Here is what I would do ... first, save all of your magnets to the library. (Go to the Props library, click a morph, and then when the dialog box comes up to assign a name you have to choose the "Select Subset" button to check one or more magnet, base, and zone sets). DON'T delete the magnets yet!
After you have saved all of your magnets, click one of the morphed body parts on your figure, and choose "Object > Spawn Morph Target." Continue on with that until you spawn a morph target for each of your body parts. Then delete the magnets and dial each of the new morph targets to 1.
It's a tedious process, but this way you will have both bases covered. You'll have saved your magnets, plus you'll have morph targets that you can use.
Message edited on: 10/23/2004 00:00
Tebok posted Sat, 23 October 2004 at 12:06 AM
Thanks! :) Tedious is nothing for us Poser users ;-)
ArtyMotion posted Sat, 23 October 2004 at 12:08 AM
One slight correction ... I meant to say "Go to the Props library, click a MAGNET, and then click to save it. When the dialog box ..." (etc)
Message edited on: 10/23/2004 00:09
Photopium posted Sat, 23 October 2004 at 12:00 PM
That's the old-fashioned way. In this method, you now have to independantly morph each article of clothing you're going to use on your figure. There's a newer way, and it's called Universal Magic Mags. Yes, this is a shameless self-plug, but it is also an answer to your question :) UMM's are completely invisible both to the user window and to your menu. The only place you can see them is in the Hierachy Editor. The magnets, Zones and Bases are controlled by one "magic" ghost prop, for maximum convienience. The effects are symmetrical on both sides of the model if you want them that way, saving you much time. Finally, you can leave them on and use them, with the touch of a pose, to affect any conforming clothing. Furthermore, UMM's work on virtually any figure with standard body part names. -WTB
ArtyMotion posted Sat, 23 October 2004 at 12:08 PM
Being that Tebok has already created his character with magnets, he can use the same magnets to morph his clothing as long as he saves them. 8-) To add ... the UMM system is very cool, but the only drawback I find with leaving a bunch of magnets in (especially with a multi-character or figure scene) is that the hierarchy tree gets cumbersome. It IS a very slick idea, though! 8-)
Message edited on: 10/23/2004 12:14