Ajax opened this issue on Jan 26, 2002 ยท 10 posts
Ajax posted Sat, 26 January 2002 at 2:05 AM
I'm building a snake that uses the Poser Rattler geometry for it's head but my geometry for the body. I found it easy enough to get a cr2 to work with a few extra figureResFile statements as shown in the code below. However, if I load the figure in Poser then try to save it back to the character library, Poser cuts out the extra lines and I lose my snake's body. Does anybody know a way around this problem? The only thing I've been able to think of is that if I learn to do geometry switching and then force the cr2 to keep the switch on, maybe I can do it that way. Opinions? Advice? { version { number 4.01 } figureResFile :Runtime:Geometries:RSnake:blRSnake.obj actor BODY:1 { } actor head:1 { storageOffset 0 0 0 geomHandlerGeom 13 head } figureResFile :Runtime:Geometries:RSnake:epRattler.obj actor snake01:1 { storageOffset 0 0 0 geomHandlerGeom 13 snake01 }
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Ajax posted Sat, 26 January 2002 at 3:15 AM
I'm also having trouble because I can't seem to weld the head to the new neck. I suspect the obj vertices aren't quite exactly in the right place. I was thinking of trying to text edit the obj file to make the verices match exactly, but wouldn't have a clue how to find the right ones in each of the two files. Any ideas?
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Lemurtek posted Sat, 26 January 2002 at 3:38 AM
What version of Poser do you have? You need the 4.03 update to support multifigure cr2. Also, I'm not sure your cr2 would work, can Poser use multiple objects in a single figure? My multiple figure characters use one object per character, but multple figures per cr2, for instance my fox woman cr2: { version { number 4.01 } figureResFile :Runtime:Geometries:Jezebel:lem-JezebelFoxV2.obj actor BODY:1 { } ... actor lToe:1 { storageOffset 0 0 0 geomHandlerGeom 13 lToe } figureResFile :runtime:Geometries:Jezebel:lem-foxtail.obj actor BODY:2 { } Notice that after all the first figure parts are listed, the second figure starts with a new figureresfile, and has an actor BODY just as the first figure does. You definitely need to have the vertices for the seam between the two parts match up, but as for object editing in a text editor... uh good luck. :) Maybe you could use one of those freebie modelers like animator to do this part. Regards- Lemurtek
Ajax posted Sat, 26 January 2002 at 6:50 AM
Yep, I'm using 4.03 I definitely want this to be a single figure but accessing more than one obj. It works perfectly well except that if a user tries to save the cr2 back to the library (in order to preserve new morphs for example), Poser edits out the second set of geometry references. I'm trying to avoid using obj mover for distribution and the original body isn't suitable for what I'm doing. As for the modeling, I'm using 3D Studio Max 2.5 which ought to be good enough. Unfortunately, the obj export winds up with the vertex co-ords infinitesimaly different to how they started. You can't see the gaps but only a few of the vertices get welded properly, so there's breakage during posing. I remember somebody talking about fixing that problem by editing the obj file but I can't remember who.
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ScottA posted Sat, 26 January 2002 at 1:37 PM
Save the .cr2 file with your custom .obj pointers using a text editor. Then add the morphs to the file with Morph Manager. Then set the .cr2 file to "read-only" Will this get around your problem? ScottA
Ajax posted Sat, 26 January 2002 at 2:56 PM
Nope. If some customer loads custom morphs in Poser and wants to save the result to the library they wind up with a new version that doesn't work. The original will be fine, but not the new one. I can't have that.
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Jim Burton posted Sat, 26 January 2002 at 4:15 PM
My Mermaids save fine in Poser, incidently - Vickie or SMV upper body, mermaid lower body, seperate OBJ files, switching OBJs for the fins, too. Only way I've ever made a part seamless is take the original part into Max, delete all but the connecting edge and bridge from that to your mesh - use create polygons or faces.
Ajax posted Sat, 26 January 2002 at 4:29 PM
Thanks, Jim. You've given me hope. Can you post a little of the code from your mermaid so I can see if I'm doing something different? Are you using 4.03 or the pro pack? I actually did exactly what you suggest in Max for the mesh. It's when I export the mesh and try to get it back into Poser that it stops working. I scale up by 500 to get into Max then down again to get back to poser, which might be the problem, but the figure is just too small to work with in Max if I don't.
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Jim Burton posted Sun, 27 January 2002 at 9:14 AM
One think I did do differently is call every body part out as a seperate OBJ, rather than a group as a common OBJ, I don't know if that makes any difference, it was easier to do it that way for this figure. Note the tips (fins) don't call a part, as this is the one that switches, when I did it the other way it couldn't be saved. ************************************************** ( version { number 4.01 } figureResFile :Runtime:Geometries:ZygotePeople:blMilWom.obj actor BODY:4 { } actor hip:4 { storageOffset 0 0 0 objFileGeom 0 0 :Runtime:Geometries:Mermaids:vickie hip5.obj } actor abdomen:4 { storageOffset 0 0 0 geomHandlerGeom 13 abdomen } actor chest:4 { storageOffset 0 0 0 geomHandlerGeom 13 chest } Vickie stuff here ********************************* actor lPinky3:4 { storageOffset 0 0 0 geomHandlerGeom 13 lPinky3 } actor buttock:4 { storageOffset 0 0 0 objFileGeom 0 0 :Runtime:Geometries:Mermaids:vickie buttocks5.obj } actor thighs:4 { storageOffset 0 0 0 objFileGeom 0 0 :Runtime:Geometries:Mermaids:vickie thighs4.obj } actor shins:4 { storageOffset 0 0 0 objFileGeom 0 0 :Runtime:Geometries:Mermaids:smv shins4.obj } actor fins:4 { storageOffset 0 0 0 objFileGeom 0 0 } actor tips:4 { } figureResFile :Runtime:Geometries:ZygotePeople:blMilWom.obj actor BODY:4 { name GetStringRes(1024,1) off bend 1 dynamicsLock 1 hidden 0 addToMenu 1 castsShadow 1 includeInDepthCue 1
Ajax posted Sun, 27 January 2002 at 3:05 PM
Hmmm... I've never seen those objFileGeom statements before. Maybe that's what I need. I'll try it. Thanks, Jim. I solved the mesh problem so if this works I'll be on my way to having an EasyPose snake.
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