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Poser 12 F.A.Q (Last Updated: 2024 Dec 22 9:02 pm)
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Needless to say that hard-coded paths are usually bad practice anywhere, that's why all new products are required to use paths starting from the "runtime".
One possible solution you could explore: I did a test in Pose 12, setting up a material for a prop then exporting it as FBX. Later I imported it back via file/import/FBX, which only offers for scale change. This result in a prop with a missing texture (no warning is given). From here I save it to the library (it saves as pp2 file). Now if opening this pp2 in text editor you can easily with one click find/replace all occurrences of the wrong path (even for multiple files at once).
Be aware that doing this way the pp2 has geometry embed in. This is also bad practice, so I would advice you put the geometry (as OBJ) in the "Geometries" folder under the runtime, and then replace the starting of the pp2 with a reference to that (see www.cocs.com/poser/props2.htm).
It's probably about time that Poser ships with scripts built into it, under Python utilities, that change reference paths from absolute to relative and fix embedded geometries (if desired). I use Netherwork's Creator's Toybox for this stuff but that won't run in 12 obviously. At this point it should be built into Poser and not reliant on third party scripts.
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Does P12 have FBX import option to browse to texture folder if hard-pathed location not found ?
I'm running PP_11.3, but intend to upgrade to 12 at its next patch.
At present, I'm wrangling a bunch of budget FBX tree models whose texture calls are hard-pathed deep, deep into eg D: drive. I've no objection to hand-loading a few materials' textures but, as each tree has a dozen texture sets with ~60+ texture files, I'd have to spend a day in Poser material room, then break out the migraine pills...
FWIW, these models do not auto-load textures in 3D Paint, or Autodesk's own FBX Review. Author was not happy to hear that...
Tangential, are there any free FBX editors that could conveniently tweak such paths ? I've tried converting simple FBX models to 'FBX ASCII' and editing their paths with Wordpad, but re-saved files fail as 'corrupt'.