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Poser Technical F.A.Q (Last Updated: 2024 Dec 04 2:47 am)

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This is the place you come to ask questions and share new ideas about using the internal file structure of Poser to push the program past it's normal limits.

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Subject: Eyes Not Staying Put - Help!


rjghise ( ) posted Thu, 04 April 2002 at 3:06 AM · edited Mon, 05 August 2024 at 4:47 AM

file_3298.jpg

I moved the eye sockets on this character and every time I apply a pose from my pose library this happens to her eyes, which is annoying for me and unbecoming for her - does anyone know if there is a way of keeping the eyes in the x,y,z position that I set rather than the PZ2 removing that information? Thanks.


ScottA ( ) posted Thu, 04 April 2002 at 11:29 AM

Not sure if you like this suggestion or not. But you can try selecting each eyeball. Then goto->Object->LockActor. That should keep those pesky eyeballs from moving. ScottA


Jaager ( ) posted Thu, 04 April 2002 at 1:51 PM

Yes, Lock the damn trans dials. You either do this with the pose file (pz2/fc2) that you use to produce the face (I use MORdonor) or in the character cr2. In a text editor go to each eye if the ytrans should be -0.0005 to get your eye where you want them make ytrans min -0.0005 max -0.0005 If the min=max the dial is locked - no pose will change it. never mind the key if min=max the key ain't in it. If a TE scares you double click the dial and type in the min =max = whatever value it takes except Poser will not let you type in identical values for min/max SOooo, min = -0.00051 max = -0.0005 you may need to set the key to -0.0005 Whatever it takes.


rjghise ( ) posted Fri, 05 April 2002 at 6:58 AM

Thanks Scott - I use the lock actor option now, but it stops the eyes from being rotated (so of course, what usually happens is I unlock the eyes, get them in a position I want and then click on another pose forgetting to put the lock back on... you know the scenario!).

Thanks Jaager - I've edited the CR2, but it still doesn't work, the eyeballs disappear this is how I've changed the code:

translateY ytran
{
name GetStringRes(1028,13)
initValue 0
hidden 0
forceLimits 0
min -0.0021
max -0.002
trackingScale 0.001
keys
{
static 0
k 0 -0.002
}
interpStyleLocked 0
}
translateZ ztran
{
name GetStringRes(1028,14)
initValue 0
hidden 0
forceLimits 0
min -0.0011
max -0.001
trackingScale 0.001
keys
{
static 0
k 0 -0.001
}
interpStyleLocked 0
}

Does that look right or have I missed a vital step? Thanks for your help.


ScottA ( ) posted Fri, 05 April 2002 at 9:43 AM

Ok. I figured that might be the case. Since you want this thing to be savable to the library after adding poses. I guess the best way to handle this is to create a separate figure that has the eyes in the lower postion. Do you know how to export figures to create new ones? There's several threads here and in the FAQ that deal with the proceedures invloved. But basically you do this: 1.)Open the figure (don't alter anything yet)then save it to the Library with a different name. 2.)Move the eyeballs where you want them to be. 3.)Zero out the figure (see FAQ section how to do this) 4.)Export the figure as an .obj to a sub-folder in your Geometries folder. 5.)Edit the "pointers" in the new figure's .cr2 to point at the new .obj file location (see FAQ on how to do that). That should do it. The eyes will be lower by default. And you won't need to lock them or do aything special with them. Other than Lower the jp's centerpoint axis a little so they rotate properly. ScottA


rjghise ( ) posted Mon, 08 April 2002 at 5:01 AM

I think I've managed to do it, thanks very much Jaager and Scott for all your help, I'm pleased to say that my character is nearly ready for Freestuff. Thanks.


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