Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 29 1:40 pm)
Go to File--Import Object--Wavefront OBJ. In the dialog that comes up, leave everything checked and type in a percentage of figure height for the prop. Position and scale it to fit Mike's head.
Now, if you want the prop not to show the scaling, but come in next time as 100%, export the prop as OBJ, checking top option in that dialog. Leave others checked. Delete your original and import the new one. This time, UNCHECK all boxes on the import dialog. The hat will appear just where you had it.
One more thing to check is the center point. If it's off, the hat will rotate around a point in space instead of itself. With it selected, open the Joint Editor. A green cross should appear somewhere on the screen. If not visible, type in 0.000 in all the Center Point locations (X,Y &Z), and pick it up off the floor. Use two ortho views to place it, then close the JE.
Be sure to parent it to Mike's head. Apply the texture in the MAT room, and then save it to the library as a smart prop.
John
Nicely put, Beyond. I'm surprised more people don't do the import-scale-export routine. It is so fast and makes for an easier .obj to work with later. It's also a great tool for lumping several things together into one object, or even adding a new detail or even a new part onto an existing figure. For extra points; once you have re-imported the .obj, done the final adjustment, set the textures and material values, and saved it as a smart prop, open the .pp2 again (with an outside text editor) and re-direct it to refer to the outside .obj file. Create a folder set for prop, geometry, and texture, and with that same text editor make sure that all the file references have the full file path in them (aka Runtime:textures:my_textures:my_new_helmet.jpg) It takes a bit to get used to the inside of a .pp2 It took me a few months to get comfortable inside those Poser files ( I use an ordinary text editor like BBedit for mine.) But once you've cracked the code, it makes it possible to check and change file paths, delete body parts, add ERC channels, build easy-pose dials, and so forth.
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Ok, I've created a Morion (and a Moron) helmet, and created a texture for it. It works. (It's the 'Conquistador-type' helmet, and I made it for Mike 3). Now, I need to figure the next 2 steps
Getting it in as a prop, then 'tying' the texture to the object. I think you bring the object in, then save it as a prop. This creates the prop as a prop file, just need to know if that's right. and how to do that..;)
The texture (a jpg file) is being asked for, as in 'it's missing'. Most props have something in it that directs the prop, character, etc, to reference a specific location. Is this an entry in the .obj file, or some setting?
Once that's figured out, I'll be happy to offer it as a freebie (the original helmet is at Traugs, I'll just let Peejay know a better one is on it's way..;)
Inquiring minds want to know..
I wish I'd said that.. The Staircase Wit
anahl nathrak uth vas betude doth yel dyenvey..;)