PART TWO:
All right, now we'll turn your jacket into a
conforming jacket for Mike. Start a new Poser file, import your grouped
OBJ from Part ONE, load a zeroed Mike to check the size and placement of
the jacket - and delete the Mike figure again.
The following steps depend on your setup, but
we'll start with the basic method that'll work for ALL setups -
conforming a jacket with P4 only. Check at the end of this post for what
is easier or different with Mike's Clothing Pak and Pro Pack.
1. In Windows, go to the Poser 4\Runtime\Geometries folder. Make a new
folder in this called, say, myMeshes.
2. From within Poser, save your OBJ to this folder - call it, say,
myJacket.
3. Go to the Poser 4\Runtime\Libraries\character folder - make a new
folder called, say, myClothes
4. Put A COPY of the file Poser 4\Runtime\Libraries\character\Zygote
People\Michael.cr2 in your myClothes folder. Call it, say,
MikeJacket.cr2.
5. Open this file in WordPad - be patient, it's a BIG file.
6. In the "actor" list (body part list), make a note of all
the actors, you DON'T have OBJ groups for, such as
actor upNeck:3
{
storageOffset 0 0 0
geomHandlerGeom 13 upNeck
}
... and remove them.
7. For each of the actors removed, find the corresponding control
section, such as the one for upNeck, which begins with
actor upNeck:3
{
name GetStringRes(1024,81)
...and ends with
displayMode USEPARENT
customMaterial 0
locked 0
}
8. Go to the Addchild section and remove all statements relating to the
body parts you DON'T have, such as
addChild upNeck:3
neck:3
9. Below the Addchild section, remove ALL inkychain statements (IK specs
- you can add your own later).
10. Next, remove all weld statements referring to non-existent body
parts, such as
weld upNeck:3
neck:3
11. Finally, remove all Material statements except default, preview and
any statements referring to your own materials. As an example, your
jacket probably doesn't have a material such as material SkinBody
12. Now you're ready to re-point the CR2. Find the TWO figureres
statements and change them
FROM figureResFile :Runtime:Geometries:ZygotePeople:blMilMan.obj
TO figureResFile :Runtime:Geometries:myMeshes:myJacket.obj
...or whatever you've called your jacket OBJ file.
12. Save the CR2, close down Poser, and start up again. Check in the
Figures library under "myClothes", and you'll find a
"shrugging guy" pic representing your new clothing item.
13. Ignore the guy and load the clothing item. Your jacket should turn
up right on cue. Use the Object - Properties to set the dummy head and
hands to invisible (and hip to visible, if you've used Mike's DressShirt
as CR2 source). Make a nice view, and add to library with a new name.
14. Load the newly saved figure, load a Mike figure, conform jacket to
Mike, and take it for a test run, posing Mike this way and that, and see
how well the jacket follows his moves.
If you have Mike's clothing Pak, things will be a bit easier. Use his
DressShirt CR2 to copy in step 4. That means you'll only have to remove
materials, not body parts, from the CR2 - unless your jacket has fewer
body parts; check the actor statements. You still have to re-point the
figureres statements, of course.
If you have Pro Pak, things will be A LOT easier. Use the Setup room
instead of steps 1-12 above. Use Mike's Dress Shirt or Mike himself as a
skeleton, and delete unneeded bones (check the excellent PPP manual for
details of the Setup Room). You may want to edit the CR2 later to remove
unwanted materials.
Anyone who's gotten this far, pat yourselves on the back. You've done a
lot of work. You've learned a lot about modeling, meshes, grouping and
conforming. You may even have to re-do some of it - I mean MY clothing
figures rarely work perfectly on the first try. But you'll find you work
much faster, and think further ahead, each time you go through the
process.
Have fun - I'm looking forward to seeing the creations of more gifted
tailors than I on R'osity.
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