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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)



Subject: Zipping PZ3 Runtime with Relitive FilePath - whats the trick ??


dreamcutter ( ) posted Fri, 09 March 2012 at 6:52 PM · edited Fri, 22 November 2024 at 12:45 PM

I need some help packaging a custom (100%) made Poser 2012 character for download distribution.  Since this is my first, I am probably missing some simple step. The package consists of a high and low poly mesh .obj's, texture .jpg, (2) PZ3 devoid of cameras grouind & lights, and a bunch of Pz2 poses.   I am trying to zip this all one runtime that uses relative file refrences.  In the PZ3 i am using lines like "Runtime:Library:artist:Product:product.pz3" and "RunTime:Geometries:artist:product:product_lowpoly.obj"  and "RunTime:Textures:artist:product:product_lowpoly.jpg" 

Lines like this ^   however, upon installation and testing, the files are not associated when loading the PZ3 (OBJ is not, Poser says load "nothing").  I have to manually point and load obj, then all is fine.  Testing with absolute addressing works fine. Scnning all refrences using text editor in pz3 appear to have correct refrences (above).

I tried several vendors runtime fixing solutions with less than stellar results.  Either utilities process forever or revert or insist on absolute refrences.

I tried even moving the target runtime to the drive root and used plain file  names of 12 or less characters. I  use "_" underscore in directorries in place of spaces. PoserPro 2012 on Win7 8gb ram

Anyone have a clue?



dreamcutter ( ) posted Fri, 09 March 2012 at 6:56 PM

{error trap} typo in header make that "Relative" :)



millighost ( ) posted Fri, 09 March 2012 at 7:16 PM

Is the "Runtime" directory actually in your library path? You cannot just name a directory somewhere in your system "Runtime" to get Poser to find it, it has to be in your library path.


SteveJax ( ) posted Fri, 09 March 2012 at 7:36 PM · edited Fri, 09 March 2012 at 7:39 PM

Exactly what Millinghost said. If you haven't linked to this external runtime, Poser will ask you to locate the files every time. It must either be installed to an existing linked runtime or the runtime must be linked from the library window.

Also, PZ3's are the worst possible way to distribute characters. You should use Poser PZ2 files to load the character onto a base figure. Is this an original character you created? If so then it should be a figure in the Figures library.


dreamcutter ( ) posted Fri, 09 March 2012 at 8:52 PM · edited Fri, 09 March 2012 at 8:57 PM

Thanks for the responses.  I need to better explain.  Yes, its a new character model. A new rigged & textured quadroped.  A pig/hog.   I'm may be misinformed about using a Pz3 over a PZ2 however my intent was to strip down the PZ3 for the base character.  I also include the varous PZ2 poses and morphs.  A bit of back research and looking into the OLD refrences Secrets of Figure Creation P5... I see that they refrennce PZ2.  SO PZ3 is whole scene - ok.  I can test and try Pz2.  Why I chose the PZ3, cause its what you get when you save teh file, and what Vue imports.  Pz3 edit etc seemed to point me to this file as the main content manager for the runtime.  Again Im probably wrong... I accept experience here.  If someone is interested I can post a link to the file to mess with.

With respect to adding the runtime to the liibrary - well I am creating the runtime zip package from a dummy runtime directory folder set off the root of the drive.  When I test the zip package I unzip with Winzip into a PRE loaded library runtime that doesnt include this product.  I purposly set teh PZ3 with relative file referances so you can install it to any loaded runtime. (right?)

 HISTORY: I made this in ZBrush it was painful getting it into poser...argh grouping and mesh tearing...to seperat obj or use a single mesh polygrouped... yada yada - head bang...then rigging nightmares and trying to get JPs and weightmaps tweaked to handle a hambone (Yikes!) thats A BROAD Mesh to crush lots of retopo detailing there... then the low poly versions.  Create a walk BHV and poses.  OK so near at the eend of th workflow and WINZIP and packaging are giving me fits. Arrgh.  Now that was fun wasnt it. 



SteveJax ( ) posted Fri, 09 March 2012 at 9:03 PM

Step one: Create your external dummy runtime.
Step two: Link to in in Poser.
Step Three: Save your Pig/Hog to the figure portion of that dummy runtime as a CR2 (Character File)
Step Four: Open the CR2 and veryfy that all file calls are relative and not absolute. Edit any Absolutes and change them to relative. The CR2 will contain your morphs unless you have external binary morphs turned on. I suggest turning it on and creating the PMD morph data file and then learning how to create a PMD Injection PZ2 file.

I probably left a few steps out but you get the general idea. PZ3's haven't been used to distribute characters since Poser 3/4 that I know of. I'm sure someone will come along and correct any errors I posted and will probably tell you I'm completely wrong, but that's just the way things go around here.


dreamcutter ( ) posted Fri, 09 March 2012 at 9:12 PM

Steve, that triggered some lightbulbs.  I see what you are meaning, _before _ I package the "dummy" runtime it has to be linked to the poser library... I just figured that was only necessary at installation of the files if into a new runtime.

 It must change some parameters or add files to make relative file references work.  I used the script export scene to create the PZ3 and collect its files to a directory and then sorted the files into the dummy runtime.  Bad assumption.  

Thanks all for pointing me in the right direction.



SteveJax ( ) posted Sat, 10 March 2012 at 12:02 AM

Glad I could get you pointed in the right direction. Looking forward to seeing your pig/hog.


WandW ( ) posted Sat, 10 March 2012 at 5:38 AM · edited Sat, 10 March 2012 at 5:49 AM

One caveat about using binary morphs; a figure or morph that uses them will  require a plugin to load in DAZ Studio 3 and currently won't work at all in Studio 4. 

Of course, if you used weight mapped or capsule joint zones, it won't work in Studio anyway, so the binary morphs would be a non-issue...

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lesbentley ( ) posted Sat, 10 March 2012 at 5:43 AM

As SteveJax said, the best way to distribute a figure is in a cr2 (character) file, not in a pz3 (scene) file.

In your original post, you give examples of a relitive path such as:

RunTime:Geometries:artist:product:product_lowpoly.obj

Perhaps that was just a typographic error in your post, but that syntax is wrong and would not work. The path statement needs to start with a colon (:), so the path should read:

:Runtime:Geometries:artist:product:product_lowpoly.obj

Also, the use of a capitalized "T" in "Runtime" is something I have never seen before. It's possible that this is something that has changed since my version of Poser (P6), and the paths may not be case sensitive in any case, but it's something that may be worth checking.


lesbentley ( ) posted Sat, 10 March 2012 at 6:55 AM · edited Sat, 10 March 2012 at 6:59 AM

Dreamcutter, please clarify one point. Is this a custom figure, eg a mesh that you made and rigged yourself, or a custom character, eg a morph for an existing figure? I get the impression that it is a custom figure, in which case what follows is relevant. Otherwise you may be restricted by copyright on what you are allowed to distribute.

Quote - I'm sure someone will come along and correct any errors I posted and will probably tell you I'm completely wrong, but that's just the way things go around here.

Er, cough, cough... Well I agree with most of what SteveJax said, but not with the part about binary morphs. I would very highly recommend that you have "Use external binary morph targets" turned off in your General Preferences before you save the cr2. This will insure that the morphs are included in the figure's cr2 file. Otherwise they would be stored in a separate external pmd file. That makes things unnecessarily complicated, and increases the chance of errors, either on your part when packaging the files or on the part of the end user. In the days when it was common practice to leave this option enabled, this forum used to be flooded with posts about the problems resulting from that practice.

I always have external binary morphs turned off, except when I'm making a pmd Injection pz2 file, after which I immediately turn it off again.

I would agree that it's a good idea to learn how to create a pmd injection pz2 file, they can be very useful, though such a file is probably not necessary or desirable for dreamcutter's current purposes. I don't think it is a good idea to leave "Use external binary morph targets" turned on, or to save an original figure for distribution with it turned on.

Of course that is just my opinion, I respect Steves right to hold a different opinion, and you must decide for yourself as best as you can.


dreamcutter ( ) posted Sat, 10 March 2012 at 10:04 AM

Les,  It is a completely new rigged mesh.  Hormel Hog is his name.  I wanted to see if I could achieve all steps in animated character development.  Its not fancy or complicated however I tried to integrate most advanced and broadly supportedl features. His mouth is closed, and the rig is basic.  The final result is a rigged collada, milkshape/blitz3d and pz2 versions.  The PZ2 JP's are speherical augmented with teh new weight maps.  This helps smooth out those chunky ham thighs bend.

I'll post a link to the down load pages as soon as they are uploaded.  The beta will be given away until I think its quality is up to snuff.  I am hoping to charge a few bucks down the road for character products if I get this done properly, unless if site advertising picks up more of the costs.  Any feedback on the beta and site presentation is appreciated.

Thanks to all your help I now have a packged beta ready for evaluation.  I took your guidance and went with the PZ2 base.  One thing that really through me gfor a loop was because I was also working with a utility developer to fix the PZ3 runtime file associations.... but the utility had a bug because it couldnt handle weight maps.  That issue and lots of false assumptions got me wrapped around the axel on packaging this thing.  Incedently this experience also helped the utility developer identify a flaw in routines and issue a patch.  Anoone using such runtime fix type tools check toee they have the latest version before starting your next project.

While I have experimented with making binary morphs for the character to turn Hormel, a highly refines and domesticated pig into into a ferrel hog.  I havent finished those morph features yet, as I have to paint a new texture for thsi varient.  I did use export as morph target, and import as such in Z-Brush.  Havent stitched it back into poser yet.



lesbentley ( ) posted Sat, 10 March 2012 at 12:45 PM

Quote - I took your guidance and went with the PZ2 base.

I'm not sure I understand the above. You can't load a figure from a pz2 file, you need a cr2 file for a figure (it could also be loaded via a pz3, but this is not recommended).


SteveJax ( ) posted Sat, 10 March 2012 at 4:15 PM

Quote -
Er, cough, cough... Well I agree with most of what SteveJax said, but not with the part about binary morphs. I would very highly recommend that you have "Use external binary morph targets" turned off in your General Preferences before you save the cr2. This will insure that the morphs are included in the figure's cr2 file. Otherwise they would be stored in a separate external pmd file. That makes things unnecessarily complicated, and increases the chance of errors, either on your part when packaging the files or on the part of the end user. In the days when it was common practice to leave this option enabled, this forum used to be flooded with posts about the problems resulting from that practice.

I always have external binary morphs turned off, except when I'm making a pmd Injection pz2 file, after which I immediately turn it off again.

I would agree that it's a good idea to learn how to create a pmd injection pz2 file, they can be very useful, though such a file is probably not necessary or desirable for dreamcutter's current purposes. I don't think it is a good idea to leave "Use external binary morph targets" turned on, or to save an original figure for distribution with it turned on.

Of course that is just my opinion, I respect Steves right to hold a different opinion, and you must decide for yourself as best as you can.

 

Oh no I agree with you Les, I had two ideas in my head at the same time, one of them was distributing morphs and the other distributing figures. LOL! The morphs won out! If you're distributing your own figure, keep the morphs in the CR2. If you're distributing morphs for someone else's figure then the PMD Injections would be the way to go for Poser.

And Wanda, seeing as how I don't use DS or make content for DS, I don't make any suggestions on what to do for DS. I knew that before DS4 there was a plug in that allowed DS to read PMD Injection morphs though. I hadn't heard that this stopped with DS4.


dreamcutter ( ) posted Wed, 14 March 2012 at 8:41 PM

Attached Link: Free Rigged Pig "Hormel Hog"

Thanks all for helping me develop my first  ***custom figure*** and getting this ***CR2 packed up in a runtime.  *** I promised to share the results with you.  I have it ready in several formats. Check out the link on my casual game site, FarmPeeps.com.  I am messing around with 3D in flash and WebGL and have the pig animated in a demo.  If you can bear the cheesey site and make your way to the download, let me know what you think.  



SteveJax ( ) posted Wed, 14 March 2012 at 9:34 PM

Tried registering for the download and clicked the verification link in the email but it says username doesn't exist when I go to download....


dreamcutter ( ) posted Wed, 14 March 2012 at 11:37 PM

kk, need set that to auto register..



dreamcutter ( ) posted Thu, 15 March 2012 at 10:12 AM

Hey - got some great feedback already that will make this Hog much better.  Re-working the poses so that the figure is zero transformations.  Embarrased to say that didnt occur to me, as the poses were done independantly and I then focused on smoothing joints and the walk animation the last month.  I didnt go back and see how poses apply in actual scene settings.  I should know better, its always key test the app (products) in the users workflow...

Also got soime advice to mke ears, nose and mouth morphs rather than rig joints so they can be combined with bone movement.  THere is a verient of the pig rigged mote complex with collar, buttock, mandible, snout and belly bones, but I went simpler when JP's became a nightmare.  WIth experience I may attemp that rig again, but with morph for facial  expressions.



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