estherau opened this issue on Jan 29, 2006 ยท 14 posts
estherau posted Sun, 29 January 2006 at 7:42 AM
I'm making lots of morph targets of different V3 expressions so I can dial them up and down as needed by different amounts. I have lots. Is this going to make things difficult when I want to pose and have V3s in scenes? Love esther PS if it's okay I could just keep going as I have more facial expressions I want to load into her.
I aim to update it about once a month. Oh, and it's free!
svdl posted Sun, 29 January 2006 at 8:02 AM
Morph targets take up memory. Then again, if you make your own set of morphs, you might not need to inject the default V3 expression morphs, saving you some memory space.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
lmckenzie posted Sun, 29 January 2006 at 8:08 AM
Only if you're a salmon. Sorry but I really, really couldn't resist :-) I think you can pretty much compare the file sizes of the CR2's to get an idea of whether you can save some by using only your custom ones vs. the defaults.
"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken
pakled posted Sun, 29 January 2006 at 9:32 AM
only as long as the food supply in your environment holds out..;)
I wish I'd said that.. The Staircase Wit
anahl nathrak uth vas betude doth yel dyenvey..;)
momodot posted Sun, 29 January 2006 at 9:46 AM
Are spawned morphs delta only? That means they are as small aso morph .oj exported stripped down to deltas and reloaded?
svdl posted Sun, 29 January 2006 at 9:54 AM
When you load an .obj as a morph target onto a figure/prop, only the vertex information is used and converted to deltas. And spawned morphs are also delta only. Still, many vertices with 3 deltas per morph, it may grow large. I've written a script to consolidate all morphs into a single one. Applied to Victoria 2 it reduced a scene from 22.5 MB to 3.66 MB. Quite a difference, I'd say. Currently it is P6 only, it uses P6 dialogs. I'm working on writing a Tk interface so that it works in P5 too. ProPack users are out of luck, ProPack Python does not support the required spawning methods.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
momodot posted Sun, 29 January 2006 at 12:03 PM
Does this script spawn morphs for all the body parts and then you use MorphManager to transfer them to a stripped down .cr2?
lesbentley posted Sun, 29 January 2006 at 1:43 PM
"Are spawned morphs delta only? That means they are as small aso morph .oj exported stripped down to deltas and reloaded?" In addition to the delta lines a targetGeom channel has about 21 lines of code, these 21 lines are ususlly a very small fraction of the channel compaired to the deltas. Spawning a morph target, or loading morph target from obj, should result in exactly the same channel in the character.
svdl posted Sun, 29 January 2006 at 1:44 PM
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
momodot posted Sun, 29 January 2006 at 4:45 PM
That is amazing! Thank you for the script. I have never seen a morph that strips down a character from within Poser... this is such an improvement.
estherau posted Sun, 29 January 2006 at 5:23 PM
Hi, no I"m just using standard V3 morphs. I already have them all injected and haven't really had any memory problems, so it seems from what you are saying that the size won't grow too much hopefully, so I will carry on spawning. Since i'm not a salmon that should be okay. Love esther
I aim to update it about once a month. Oh, and it's free!
svdl posted Sun, 29 January 2006 at 5:51 PM
The script works by creating a REM pose "on the fly", applying it, and removing it from disk. It's actually quite simple.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
momodot posted Sun, 29 January 2006 at 6:37 PM
I still have not tried it. I was confused because you mentioned V2 above. I still use the old figures alot. But still this should be nice for me :)
svdl posted Sun, 29 January 2006 at 6:45 PM
The script works on ALL figures. Humans, clothes, hair, whatever. It does not rely on body part names or morph names, it works from the BODY body part down, and each and every figure has a BODY.
IK chains are also no problem. The script does not rely on IK names, it finds out by itself how many IK chains exist in the figure, memorises what IK chains are on, disables IK, and restores the IK settings after it's done. I don't have Apollo, or Luke, or Hiro. But I know the script will work on those figures too. The only thing the script will NOT work with is characters that have been created with magnets, like the Wyrmmaster or Boobrepli stuff. I'm working on a new version that will also work with magnets.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter