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Figure setup question
Posted: 10 January 2013 08:52 AM   [ Ignore ]   [ # 16 ]
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Zawarkal - 09 January 2013 10:51 AM

Granted, I know nothing about what you are doing. But just wondering, could you not just create the needle as a separate object from the suit that the user could import into their scene (or it loads as a separate object), allowing the user to manipulate the rotation of the object separately as if any other item in the scene, of course with the object being properly imported into the scene in the needed positioning necessary for the suit??  (hope this is clear)

This actually gave me an idea that worked.  I just stopped messing with DS4.5 and text-hacked an old cr2 where I had done something similar with a window hook-latch.  I made a separate prop cr2 that works perfectly!  Now I’ll just paste the relevant parts back into the main cr2, and see if all goes well.

(It’s just kind of frustrating that I can get better results from a text-hack than from the tools DS provides.) rolleyes

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Posted: 10 January 2013 11:11 AM   [ Ignore ]   [ # 17 ]
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wwes - 10 January 2013 08:52 AM
Zawarkal - 09 January 2013 10:51 AM

Granted, I know nothing about what you are doing. But just wondering, could you not just create the needle as a separate object from the suit that the user could import into their scene (or it loads as a separate object), allowing the user to manipulate the rotation of the object separately as if any other item in the scene, of course with the object being properly imported into the scene in the needed positioning necessary for the suit??  (hope this is clear)

This actually gave me an idea that worked.  I just stopped messing with DS4.5 and text-hacked an old cr2 where I had done something similar with a window hook-latch.  I made a separate prop cr2 that works perfectly!  Now I’ll just paste the relevant parts back into the main cr2, and see if all goes well.

(It’s just kind of frustrating that I can get better results from a text-hack than from the tools DS provides.) rolleyes

Oh that’s wonderful. I felt kind of silly after I had posted. But you know what they say about fresh eyes. I hope it works out.

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Posted: 10 January 2013 01:56 PM   [ Ignore ]   [ # 18 ]
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I do appologize, wwes.

I promised that I would get you something the day after my last posting. I found this thread again yesterday (again @ work) & tried looking for something quick online—I found a few tutorials about what the various features do in the .cr2 files—but unfortunately, I don’t think what you were really needing. Lots of really good info in them, but maybe too much explanation as to “what this command does” or “why it’s laid out like this”, and not enough of “what you really need to do is just simply this….”

But I see you finally did what I always rely on—looking at somebody else’s .cr2 file in a text editor.

For anyone else who might be needing to do something similar, it’s really very simple:


In most of the software that creates a new figure in Poser, all the children of body parts get the same treatment—they all get welded to the parent, and various bending parameters get set in both the parent and child. What the Eyes, and in wwes’ case, the Needle, needs to work properly is to have some of that text ripped out…


Below is a sample .cr2. I edited out all of the extraneous stuff (but vitally neccessary, so DON’T rip out what I did here) to make it easier to see:

{

version
      {
      number 3.0
      }
figureResFile :Runtime:Geometries:newFemaleNudeHi:femaleNudeHiP3.obj
actor BODY:2

.....

actor neck:2
      {
      name   GetStringRes(1024,3)
      on
      bend 1
      dynamicsLock             0
      hidden             0
      addToMenu       1
      includeInDepthCue             1
      parent chest:2
      channels
              {
              twistY head_twisty
                    {
                    otherActor head:2
                    }
              jointZ head_jointz
                    {
                    otherActor head:2
                    }
              jointX head_jointx
                    {
                    otherActor head:2
                    }
              taperY taper
                    {
                    }
              smoothScaleY head_smooY
                    {
                    otherActor head:2
                    }
              smoothScaleY chest_smooY
                    {
                    otherActor chest:2
                    }
              zOffsetA zOffset
                    {
                    }
              yOffsetA yOffset
                    {
                    }
              xOffsetA xOffset
                    {
                    }
              scale scale
                    {
                    }
              scaleX xScale
                    {
                    }
              scaleY yScale
                    {
                    }
              scaleZ zScale
                    {
                    }
              jointX jointx
                    {
                    otherActor chest:2
                    }
              jointZ jointz
                    {
                    otherActor chest:2
                    }
              twistY twisty
                    {
                    otherActor chest:2
                    }
              rotateY yrot
                    {
                    }
              rotateZ zrot
                    {
                    }
              rotateX xrot
                    {
                    }
              xOffsetB xTranB
                    {
                    }
              yOffsetB yTranB
                    {
                    }
              zOffsetB zTranB
                    {
                    }
              translateX xtran
                    {
                    }
              translateY ytran
                    {
                    }
              translateZ ztran
                    {
                    }
              }
      endPoint 0 0.62065 -0.0132322
      origin 0 0.608 -0.015
      orientation 0 0 0
      displayOrigin             0
      displayMode USEPARENT
      customMaterial       0
      }

actor head:2
      {
      name   GetStringRes(1024,2)
      on
      bend 1
      dynamicsLock             0
      hidden             0
      addToMenu       1
      includeInDepthCue             1
      parent neck:2
      channels
              {
.....                                                      (just a bunch of morphs info)
              taperY taper
                    {
                    }
              smoothScaleY neck_smooY
                    {                                 
                    otherActor neck:2
                    }
              zOffsetA zOffset
                    {
                    }
              yOffsetA yOffset
                    {
                    }
              xOffsetA xOffset
                    {
                    }
              scale scale
                    {
                    }
              scaleX xScale
                    {
                    }
              scaleY yScale
                    {
                    }
              scaleZ zScale
                    {
                    }
              jointX jointx
                    {
                    otherActor neck:2
                    }
              jointZ jointz
                    {
                    otherActor neck:2
                    }
              twistY twisty
                    {
                    otherActor neck:2
                    }
              rotateY yrot
                    {
                    }
              rotateZ zrot
                    {
                    }
              rotateX xrot
                    {
                    }
              xOffsetB xTranB
                    {
                    }
              yOffsetB yTranB
                    {
                    }
              zOffsetB zTranB
                    {
                    }
              translateX xtran
                    {
                    }
              translateY ytran
                    {
                    }
              translateZ ztran
                    {
                    }
              }
      endPoint 0 0.709 -0.0132322
      origin 0 0.62065 -0.0132322
      orientation 0 0 0
      displayOrigin             0
      displayMode USEPARENT
      customMaterial       0
      }

actor leftEye:2
      {
      name   GetStringRes(1024,101)
      on
      bend 1
      dynamicsLock             0
      hidden             0
      addToMenu       1
      includeInDepthCue             1
      parent head:2
      channels
              {
              smoothScaleY head_smooY
                    {
                    otherActor head:2
                    }
              zOffsetA zOffset
                    {
                    }
              yOffsetA yOffset
                    {
                    }
              xOffsetA xOffset
                    {
                    }
              scale scale
                    {
                    }
              scaleX xScale
                    {
                    }
              scaleY yScale
                    {
                    }
              scaleZ zScale
                    {
                    }
              rotateX xrot
                    {
                    }
              rotateY yrot
                    {
                    }
              rotateZ zrot
                    {
                    }
              xOffsetB xTranB
                    {
                    }
              yOffsetB yTranB
                    {
                    }
              zOffsetB zTranB
                    {
                    }
              translateX xtran
                    {
                    }
              translateY ytran
                    {
                    }
              translateZ ztran
                    {
                    }
              }
      endPoint 0.013 0.662 0.037
      origin 0.013 0.662 0.03
      orientation 0 0 0
      displayOrigin             0
      displayMode USEPARENT
      customMaterial       0
      }
.....

figure
      {
      name   Figure 1
      root   BODY:2
....

      addChild   neck:2
                    chest:2
      addChild   head:2
                    neck:2
      addChild   leftEye:2
                    head:2
      addChild   rightEye:2
                    head:2

      addChild   rCollar:2
                    chest:2
....
      defaultPick hip:2
      displayOn 1
      weld   abdomen:2
                    hip:2
      weld   chest:2
                    abdomen:2
      weld   neck:2
                    chest:2
      weld   head:2
                    neck:2

      weld   rCollar:2
                    chest:2

If you compare the Neck vs Head & Head vs Eyes, you’ll immediately see the differences.

As the Neck & Head need to distort together in order to look right, they have several channels listing “otherActor” cross-referencing each other….Joint, Twist, SmoothScale.

But in contrast, with the Eyes, the Head has NO channel to reference either Eye, and the Eyes ONLY have SmoothScaleY to refer back to the Head—There are NO Joints or Twist channels at all! ONLY the Rotate channels.

In addition, the section for Weld (almost all the way at the end of the file), the Eyes are NOT welded to the Head.

Note, however, the AddChild section right above Weld still establishes the Eyes as children to the Head.


in wwes’ case, those channels in the Chest referring to the Needle would have to be ripped out of the file as well as the Joint & Twist channels in the Needle have to go, and finally remove the Needle from being Welded to the Chest.


One final note, depending on how wwes orients the Needle to the Chest, he may need to adjust the Orientation to get the desired look when the Needle rotates. If the part of the Chest where the gague is located isn’t exactly verticle, and the Needle is exactly perpendicular to the Chest surface, then there might be some minor tweaking neccessary for the Needle’s Orientation.


Again, I appologize for being so late to respond.

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Posted: 10 January 2013 02:56 PM   [ Ignore ]   [ # 19 ]
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Very simple to have any one bone not welded to its parent.

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Posted: 10 January 2013 04:46 PM   [ Ignore ]   [ # 20 ]
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Thanks everybody for all the replies and your help, I’m sure you all know what you are talking about, i just have a hard time using the info in the context of what I’m doing.  So by fits and starts, you at least pushed me in the right direction, and I got it working.  Expect the freebie release SOOOOON! cool cheese

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Your bedroom suite consists of the bed, the nightstand, and whatever other furniture goes with it. Your pajamas would be your bedroom suit.

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Posted: 10 January 2013 07:57 PM   [ Ignore ]   [ # 21 ]
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wwes - 10 January 2013 04:46 PM

Thanks everybody for all the replies and your help, I’m sure you all know what you are talking about, i just have a hard time using the info in the context of what I’m doing.  So by fits and starts, you at least pushed me in the right direction, and I got it working.  Expect the freebie release SOOOOON! cool cheese

Glad you got it working!

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Posted: 10 January 2013 08:19 PM   [ Ignore ]   [ # 22 ]
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Hey, congrats, I’m glad you got it worked out!

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Posted: 11 January 2013 08:17 AM   [ Ignore ]   [ # 23 ]
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wwes - 10 January 2013 04:46 PM

Thanks everybody for all the replies and your help, I’m sure you all know what you are talking about, i just have a hard time using the info in the context of what I’m doing.  So by fits and starts, you at least pushed me in the right direction, and I got it working.  Expect the freebie release SOOOOON! cool cheese

I really feel for what you have to go through.

I have much the same issues with trying to learn about ERCs and all its variations. I read up on all the tutorials, then try to apply what I read. Then I try to pick apart somebody’s .cr2 file.

Most times, the figure doesn’t respond at all. But I can tell I’m getting closer when Poser instantly crashes on loading the character….

....i know it’s supposed to work…..


....in theory….blank stare

stuff like eyes & propeller-like spinning objects are pretty simple in comparison.

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