Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)
Just to remember that you can do that in any character but CANT distribute the file... hope they create a bodysuit soon to him.
Follow me at euQfiz Digital
Not sure on the actor lines. I'd keep them in.
By the way I forgot to add a couple of lines of code to change in the cr2 above.
actor neck:1
{
storageOffset 0 0 0
geomHandlerGeom 13 neck
}
actor neck:1
{
}
As to giving away the bodysuit for free. You can. What you have to do is:
Attached Link: http://www.renderosity.com/mod/bcs/index.php?ViewProduct=64988&Start=1&vendor=Dimension3D
There's an inexpensive program that does this already for you in the marketplace made by Dimension3D called 2ndSkin. I highly reccommend it! I've had it for a while now and he has updated it many times since I bought it.This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
1. Find michael 4.cr2 in your poser runtime directory, and load it into your text editor.
2. Find and remove everything between the { and } brackets for these lines below. For example:
actor head:1
{
storageOffset 0 0 0
geomHandlerGeom 13 head
}
actor head:1
{
}
actor head:1
{
storageOffset 0 0 0
geomHandlerGeom 13 head
}
actor eyeBrow:1
{
storageOffset 0 0 0
geomHandlerGeom 13 eyeBrow
}
actor rEye:1
{
storageOffset 0 0 0
geomHandlerGeom 13 rEye
}
actor lEye:1
{
storageOffset 0 0 0
geomHandlerGeom 13 lEye
}
actor upperJaw:1
{
storageOffset 0 0 0
geomHandlerGeom 13 upperJaw
}
actor lowerJaw:1
{
storageOffset 0 0 0
geomHandlerGeom 13 lowerJaw
}
actor tongueBase:1
{
storageOffset 0 0 0
geomHandlerGeom 13 tongueBase
}
actor tongue01:1
{
storageOffset 0 0 0
geomHandlerGeom 13 tongue01
}
actor tongue02:1
{
storageOffset 0 0 0
geomHandlerGeom 13 tongue02
}
actor tongue03:1
{
storageOffset 0 0 0
geomHandlerGeom 13 tongue03
}
actor tongue04:1
{
storageOffset 0 0 0
geomHandlerGeom 13 tongue04
}
actor tongue05:1
{
storageOffset 0 0 0
geomHandlerGeom 13 tongue05
}
actor tongueTip:1
{
storageOffset 0 0 0
geomHandlerGeom 13 tongueTip
}
tor rHand:1
{
storageOffset 0 0 0
geomHandlerGeom 13 rHand
}
actor rThumb1:1
{
storageOffset 0 0 0
geomHandlerGeom 13 rThumb1
}
actor rThumb2:1
{
storageOffset 0 0 0
geomHandlerGeom 13 rThumb2
}
actor rThumb3:1
{
storageOffset 0 0 0
geomHandlerGeom 13 rThumb3
}
actor rIndex1:1
{
storageOffset 0 0 0
geomHandlerGeom 13 rIndex1
}
actor rIndex2:1
{
storageOffset 0 0 0
geomHandlerGeom 13 rIndex2
}
actor rIndex3:1
{
storageOffset 0 0 0
geomHandlerGeom 13 rIndex3
}
actor rMid1:1
{
storageOffset 0 0 0
geomHandlerGeom 13 rMid1
}
actor rMid2:1
{
storageOffset 0 0 0
geomHandlerGeom 13 rMid2
}
actor rMid3:1
{
storageOffset 0 0 0
geomHandlerGeom 13 rMid3
}
actor rRing1:1
{
storageOffset 0 0 0
geomHandlerGeom 13 rRing1
}
actor rRing2:1
{
storageOffset 0 0 0
geomHandlerGeom 13 rRing2
}
actor rRing3:1
{
storageOffset 0 0 0
geomHandlerGeom 13 rRing3
}
actor rPinky1:1
{
storageOffset 0 0 0
geomHandlerGeom 13 rPinky1
}
actor rPinky2:1
{
storageOffset 0 0 0
geomHandlerGeom 13 rPinky2
}
actor rPinky3:1
{
storageOffset 0 0 0
geomHandlerGeom 13 rPinky3
}
actor lHand:1
{
storageOffset 0 0 0
geomHandlerGeom 13 lHand
}
actor lThumb1:1
{
storageOffset 0 0 0
geomHandlerGeom 13 lThumb1
}
actor lThumb2:1
{
storageOffset 0 0 0
geomHandlerGeom 13 lThumb2
}
actor lThumb3:1
{
storageOffset 0 0 0
geomHandlerGeom 13 lThumb3
}
actor lIndex1:1
{
storageOffset 0 0 0
geomHandlerGeom 13 lIndex1
}
actor lIndex2:1
{
storageOffset 0 0 0
geomHandlerGeom 13 lIndex2
}
actor lIndex3:1
{
storageOffset 0 0 0
geomHandlerGeom 13 lIndex3
}
actor lMid1:1
{
storageOffset 0 0 0
geomHandlerGeom 13 lMid1
}
actor lMid2:1
{
storageOffset 0 0 0
geomHandlerGeom 13 lMid2
}
actor lMid3:1
{
storageOffset 0 0 0
geomHandlerGeom 13 lMid3
}
actor lRing1:1
{
storageOffset 0 0 0
geomHandlerGeom 13 lRing1
}
actor lRing2:1
{
storageOffset 0 0 0
geomHandlerGeom 13 lRing2
}
actor lRing3:1
{
storageOffset 0 0 0
geomHandlerGeom 13 lRing3
}
actor lPinky1:1
{
storageOffset 0 0 0
geomHandlerGeom 13 lPinky1
}
actor lPinky2:1
{
storageOffset 0 0 0
geomHandlerGeom 13 lPinky2
}
actor lPinky3:1
{
storageOffset 0 0 0
geomHandlerGeom 13 lPinky3
}
actor rFoot:1
{
storageOffset 0 0 0
geomHandlerGeom 13 rFoot
}
actor rToe:1
{
storageOffset 0 0 0
geomHandlerGeom 13 rToe
}
actor lFoot:1
{
storageOffset 0 0 0
geomHandlerGeom 13 lFoot
}
actor lToe:1
{
storageOffset 0 0 0
geomHandlerGeom 13 lToe
}
3. Save file as bodysuitm4.cr2.
4. Next go into the following directory RuntimePythonposerscriptsGeomMods and open
bulgefigsnormal.py.
5. Change the line rndMagnitude = 0.01 to rndMagnitude = .002.
6. Save the changed file.
7. This is the script if you do not have it with your version of poser.
#-----------------------------------------------------------------------------
Bulge out all the vertices in all the figures based on the polygon normals...
#-----------------------------------------------------------------------------
import random
scene = poser.Scene()
figs = scene.Figures()
for fig in figs:
actors = fig.Actors()
for actor in actors:
try:
geom = actor.Geometry()
except:
# do nothing
pass
else:
if(not geom):
continue
verts = geom.Vertices()
norms = geom.Normals()
i = 0
for vert in verts:
rndMagnitude = 0.002
vert.SetX( vert.X() + rndMagnitudenorms[i].X() )
vert.SetY( vert.Y() + rndMagnitudenorms[i].Y() )
vert.SetZ( vert.Z() + rndMagnitude*norms[i].Z() )
i = i + 1
#--------------------------------------------------
# So it gets written out with changes if user saves the poser file...
#--------------------------------------------------
actor.MarkGeomChanged()
scene.DrawAll()
8. Open poser, and load in bodysuitm4.
A. Right click.
B. Select apply to all.
C. Click ok.
A. Click on file.
B. Click on run python script.
C. Browse to the following file RuntimePythonposerscriptsGeomMods and open
bulgefigsnormal.py.
D. Select it in the popup window, and click on open. This will expand the mesh a bit.
everything out on both figures before conforming. After conforming the bodysuit to michael
4, zero out the bodysuit again. For some reason the conforming process f**ks up the
alignment of the bodysuit. Once this is done your all set.
The changing of the cr2 code, is to get rid of the head, eyes, tongue, hands, fingers, feet,and
toes. The python script expands the mesh outward by the amount set in rndMagnitude. Why
you can't use scale, xscale, yscale, zscale along with xtran, ytran, and ztran to do the same
thing as the python script is beyond me. I tried, and could not get it to work. Going into the materal room, is to get rid of any default figure textures.
With this method, you can apply all of m4's morphs to the just created bodysuit, and textures
as well. Using the above as a guide, you can make bodysuits for any poser character.
Here is a pic of m4 with his new bodysuit.