Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 24 6:22 pm)
Attached Link: External Geometry
You can take a look at this tut. It's based on P4, but may help you.John
Not a freebie, but fairly priced. Dimension3D's Tool Collection for Poser does this job brillantly.
http://www.renderosity.com/mod/bcs/index.php?ViewProduct=37406
The extraction tool in this set is so easy to use and has saved me many of hours of extra work.
Pinky - you left the lens cap of your mind on again.
The linked tute seems accurate. Trick is getting the geometry pointer correct. Poser is mostly insensitive to the displacement number, at least. This is the top of one of my prop files; { version { number 4.01 } prop scabardA { storageOffset 0 0 0 objFileGeom 0 0 :Runtime:Geometries:Princess:PTscabardA.obj } After cutting the "custom geom" stuff, your file starts from the first (and only), actor; prop scabardA { name scabardA on ..... By the by, easiest way to get the geometry "out" is to export obj file from Poser. However -- make sure you zero the prop, or be prepared to adjust the prop file again after you've opened the new one with the external geometry call. Fortunately, once Poser "sees" that external geometry is being used, it saves the file back to Library that way. (obviously the Forum software messed up the formatting of the above pp2 excerpts. Follow the indents in your original).
Odd thing. I remember it being critical once upon a time to get that storage offset number right. And it was not the same for props and for figures. But I've just looked at some recent stuff that runs just fine on Poser 4 as well as P5 and P6, and it uses three zeros (make sure to include the spaces!) Les, are you listening?
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okay so i'm trying to remove embedded geometry for my prop, i inserted my refernce to the obj and have deleted all of the gobbygook and have the following:
{
version
{
number 6
}
prop Belt:1
{
storageOffset 0 0 0
objFileGeom 0 0 :Runtime:Geometries:RaysDays:DarkBlade:Belt.obj
}
prop Belt:1
{
name Belt
on
bend 1
dynamicsLock 1
hidden 0
addToMenu 1
castsShadow 1
includeInDepthCue 1
useZBuffer 1
smartparent hip:1
creaseAngle 80
channels
{
groups
{
groupNode Transform
{
parmNode Scale
parmNode xScale
parmNode yScale
parmNode zScale
parmNode yRotate
parmNode xRotate
parmNode zRotate
parmNode xTran
parmNode yTran
parmNode zTran
}
}
xOffsetA OriginX
and more stuff below this even. so my question is do i keep all of this extra stuff from parmNodeScale downward or do i delete all of that too?
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