Notes and instructions for Cagedrei Vicky 1 suits and figures. Includes: -MultiVic character for Vicky 1 -Batgirl Suit -EWDG Suit -Wonder Woman Suit -ABY Suit -Diaper Suit -Batgirl Cape -Batgirl Hair -DynaGirl Hair -MultiHair -EZPose Pigtails4 -ERCJPWingset4 -EasyPose Cat Tail RTEncoder is needed to decode some included OBJ files. It can be downloaded from the Renderosity Free Stuff, in the Utilities section. I have used RTE, rather than Objaction Mover, because some OBJ files need to be double-encoded. The characters based on these figures require Poser 5 or 6 for PoserPython and materials use. The basic figures should work in any version of Poser from 4 up. The Python scripts may or may not work in ProPack, depending on whether PP supports the figure conforming method used. Almost all of these figures make use of one non-standard figure build trick or another. This means that special handling may be needed to get good results from the figures. These instructions should shed some light on the figure setup and use. ----------------------------------------------------------------------- -Python and readScript: You can skip this section if Poser Techie stuff is of no interest. I have included two types of Python scripts with these figures. Both types are activated from the .cr2 library. The first type loads full characters and requires the use of my MultiVic character. Here are some notes on the process, in case you wish to alter the setup or adapt it for your own use. 1) The .cr2 library loads a "runner" figure, named temp. This figure does nothing other than activate the Python script for the character to be assembled. (This method is derived from an example by PoseWorks.) Python is used because readScript, alone, cannot load multiple figures, apply poses, and conform the figures. 2) The Python scripts are located in: :Runtime:Geometries:Cagedrei:scripts Each script deletes the temp runner, then proceeds to assemble the character. 3) The first figure (MultiVic) is loaded. The script defines this figure as the one to which subsequent figures will be conformed or parented. Python will look for MultiVic in: :Runtime:libraries:character:Cagedrei:Base Files:MultiVic2.cr2 4) A character-specific .pz2 is loaded. These poses are located in: :Runtime:libraries:Pose:Cagedrei:MultiVic These poses use readScript to activate scaling and hide-show poses. They can also activate MATMOR, geom insertion, and/or JP insertion poses. The poses then apply character-specific MAT, morph, scale, and hide-show settings. Morph delta insertion/removal or geometry insertion could also be perfomred. The JP, morphing, scaling, and visibility poses are located in: :Runtime:libraries:Pose:Cagedrei:utility:hide-show:(visibility poses) :Runtime:libraries:Pose:Cagedrei:utility:JP_insertion:(JP poses) :Runtime:libraries:Pose:Cagedrei:utility:scaling:(morph and scaling poses) These poses are all contained within the utility_poses.zip 5) Props for the character are loaded. These are saved to the props library with smart-parenting applied. Parenting, scaling, and translating props with Python seems to involve some complications which I haven't yet worked out. If you re-save the props to the library, overwriting the files I provide and deactivating smartparenting, these scripts will no longer function as intended. Python will look for these props in: :Runtime:libraries:props:Cagedrei:(subfolders) 6) A character-specific .pz2 file is loaded for a prop, when this is appropriate. Mainly, this pertains to the Batgirl mask, which has MATMOR files in: :Runtime:libraries:Pose:Cagedrei:characters:Batgirl 7) 5 and 6 repeat as needed. 8) The script loads the character's suit and conforms it. The suit .cr2 files should be located in: :Runtime:libraries:character:Cagedrei:Base Files 9) The script loads a JCM pointing pose for the suit. (See notes on pointing poses, below.) Python handling of figure numbers seems to differ from Poser's normal handling when loading from the library. Although MultiVic is the second figure loaded, the pointing poses for Figure 1 will work if MultiVic loads with the name, "Figure 1". Under other circumstances the pointing pose for Figure 2 should probably be called, as I do in the special pose which assembles Batgirl for Walk Designer use (see notes, below). This process has been updated, with a bit of help from mkrueger at the Renderosity Python forum. The scripts should now correctly determine the figure number for the JCM pointing target figure, then apply the correct pointer pose. If the figure number is greater than 4, there will not be a pose to cover the situation and Python will alert the user. 10) The script loads a character-specific .pz2 for the suit. These are similar to the poses activated in step 4. Suit MATMOR poses are located in: :Runtime:libraries:Pose:Cagedrei:characters MATMORs for the Batgirl suit, cape, hair, and mask are located in: :Runtime:libraries:Pose:Cagedrei:characters:Batgirl In some situations 9 and 10 may be reversed, although it generally works best to set the pointing pose first, then use the MATMOR to restore the figure-specific ERC AddDelta settings. 11) Steps 5 and 6 are repeated for props which should be parented to the suit. 12) Hair and additional figures are loaded and conformed. PoserPython will look for the MultiHair and the Batgirl cape in: :Runtime:libraries:character:Cagedrei:Base Files Other hair figures will be sought in: :Runtime:libraries:character:Cagedrei:hair 13) Some figures are parented to the first figure, rather than conformed. The process differs slightly for these. The script selects the BODY for the child figure, then selects the parent body part on the parent figure, then sets the parentage. 14) As in 4 and 9, a pose may be loaded for the parented figure. This offers some complications if the figure needs to be scaled and translated (as when parenting the ERCJP Wingset to Hawkgirl). PoserPython only deals in native Poser Units, rather than metric or English units. Python will convert translation settings to PU, even if the settings are called from a pose by the script. As such, one needs to deal in Poser Units when moving a figure or object. Use of other unit types will cause the prop to jump to a bad location when the translation is applied. 15) Joint Parameters for a conformer may be changed prior to conforming it. The EZPose Pigtail hair is provided with JP's for Vicky 1. When the character script loads this hair for MultiVic, it calls a JP insertion pose before conforming. This is basically the same conversion as is outlined for the second script type, below. 16) Poser will ask you to browse for any files it can't find, unless it encounters any naming confusion. If a file to be loaded has a name which can be confused with a file path already used by the script, Python seems to become quite readily confused and errors out. Interestingly, these same files can be called by the same script via a pose which uses readScript. The characters I provide make use of two of my older downloads, the ERCJP Wingset and the EZPose Pigtail hair. Python will look for these two .cr2 files in: :Runtime:libraries:character:Cagedrei:wings:wingset4.cr2 :Runtime:libraries:character:Cagedrei:hair:Pigtails4.cr2 If you have an older download and you do not wish to relocate or rename the files, you will need to browse for them when Poser asks. Or simply forego using them. :) The current versions of these two files, at my site, allow poses for the figures' ERC to be saved to the pose library (see figure notes, below). Python may try to load a pose for these figures, which won't work with an older version, so you may wish to update your downloads to have full use of these characters. The second type of script converts my clothing figures to use with a figure other than MultiVic. Most of these simply convert to Vicky 1 or 2, but one converts the diaper for use with the P4 infant. The process for these conversions is similar to that outlined above, but (generally) simpler. 1) Runner figure "temp" is created by .cr2 library. 2) Clothing-specific Python script is called and runner is deleted. These scripts are in the same folder as those covered above. 3) The suit is loaded from the library. Paths are the same as above. 4) The joint parameter insertion is performed for the figure. The Python script calls a .pz2 file, which uses readScript to apply the correct series of JP poses from the JP_insertion folder. The readScript poses are located in: :Runtime:libraries:Pose:Cagedrei:conversion The actual JP poses are in: :Runtime:libraries:Pose:Cagedrei:utility:JP_insertion 5) Props are loaded. Props that should be parented to the suit and props which would normally be parented to the main figure are all loaded and parented to the suit. Since both types of suits which load props with these scripts have heads and hands, this doesn't present any real complications, although it may lead to confusion if you are looking for a prop in the wrong place in the hierarchy editor, after loading the figures. 6) In some cases (Batgirl mask), MATMORs for the props are loaded. This is the same as outlined in the previous process. 7) The suit character MATMOR is called. This is the same file as used in the other process. In most cases, prop MATMOR information is included in the suit MATMOR. Using this conversion process, my custom figures can be loaded directly from the library and used with Vicky 1 or 2, "out of the box". The Python scripts are really pretty simple. As Dr. Jon Osterman notes, it's simply a matter of putting the pieces together in the right order. :) ----------------------------------------------------------------------- -File Placement: In order to distribute twelve characters without having to distribute a dozen or more .cr2 files, I have broken the characters at my site down to their essential components, which are then reassembled in Poser using Python. The figures listed above can be loaded from the library themselves and used normally, but the characters based on the above figures are meant to be assembled in Poser by readScript and PoserPython. In order to use the characters, you need to place all the libraries files as shown in the zip files in which you received them. Python will still successfully load the characters if you move the files, but it will ask you to browse for each figure, prop, or pose, and the process can be slow and tedious. You can, of course, edit the .py load scripts in Geometries:Cagedrei:scripts, but it is simpler just to place the files as intended. Once a character has been assembled, you can save it to the library as you normally would, and ignore the Python file setup. For hassle-free use of the characters, however, I hope you will place the files well. :) Of course, you can build the characters from their parts yourself, if you want to do it the hard way. :) General placement: (Place subfolders as they are placed in the zip files.) OBJ files - :Runtime:Geometries:Cagedrei: (subfolders) Python scripts (.py files) - :Runtime:Geometries:Cagedrei:scripts CR2 files - :Runtime:libraries:character:Cagedrei: (subfolders) PZ2 files - :Runtime:libraries:Pose:Cagedrei: (subfolders) PP2 files - :Runtime:libraries:props:Cagedrei: (subfolders) Textures - :Runtime:textures:Cagedrei: (subfolders) ----------------------------------------------------------------------- -Pose Sets I have included a full library of utility poses for these figures. Some of them are standard MAT and MOR files. Others are JP insertion, scaling, hide-show, inj or rem poses, or geom insertion poses. Many of them are linked together with readScript. Some are used by the Python scripts I include. In order to keep from breaking the readScript and the Python use, it is best to place these pose files as shown in the zip files in which they are distributed. Many of the poses may be useful beyond their script application. My apologies if my pose directory structure is cluttered or counterintuitive. :( ----------------------------------------------------------------------- -JCM pointing Poses The MultiVic figure and the Batgirl and EWDG suits use Joint-Controlled Morphs (JCM's) to enhance the buttock and thigh handling. In order to activate the conformed suit JCM's (or the MultiVic JCM's, if she is conformed to a suit), you need to apply the "pointing poses" which I have included. They are in: :Runtime:libraries:Pose:Cagedrei:JCM pointer Poses:suit (Please note that I errantly named the folder in which I place my pointing poses. For some reason I want them to be "pointer" poses. Huh.) These poses will force crosstalk between the conformed figure and the figure to which it is conformed. To apply a pose, it will work best to start with a fresh document. Load the MultiVic figure. Poser will, internally, consider this (or any figure loaded first in a fresh document) to be "Figure 1". Next, load and conform the suit. With the conformed suit selected, apply the pointing pose for Figure 1. JCM crosstalk should now be enabled. I have also included pointing poses for Figure numbers 2 - 4, in case they are needed. The Batgirl Cape also uses pointing poses, to enable some ERC response to the parent figure's shoulder movement. Use of the cape pointings is the same as those for the suit. The Python scripts which load the characters in the Cagedrei:characters folder will automatically apply pointing poses when they conform the garments. (See Python notes, above, for more info.) pointing poses were developed by Jim Burton. You can learn more about them at PoserPros, at the following URL. http://www.poserpros.com/forums/viewtopic.php?t=32683&start=0&postdays=0&postorder=asc&highlight= ----------------------------------------------------------------------- -Walking in heels Batgirl can be made to walk properly in heels, using the walk designer, if she (the Vicky base) is conformed to her suit, rather than conforming the suit to MultiVic. I have included in the figure set a Python assembly script to set her up for this use. This trick may work for the EWDG suit, as well. (If the EWDG suit fails, it may be because of the individual geom calls for body parts in the .cr2. See the Wardrobe Wizard suggestion, below, for a possible way around this limitation, if the limitation exists.) It probably will not work for the WW suit. The Batgirl and EWDG suits have heads and hands included, which allows this process to work. ----------------------------------------------------------------------- -MultiVic figure This is a tweaked and altered Vicki 1 character. I have added face morphs and an expression library which makes use of the new morphs. I have altered most of the figure's joint parameters. I have added ERC-controlled body handles to enable breast movement. (This can be animated using Ockham's Jiggles scripts for PoserPython.) The figure uses JCM's on the buttocks and thighs to help improve the joint handling. I have also built a genswap hip, but it is derived from a freebie by Traveler, and I have not been able to get permission to share it. Alas. :( My preferred term for this figure is "souped up". :) All of the suits have joint parameters which are designed to work with MultiVic. I have included a folder of files which will convert the suit JP's to V1/V2 standard, so you don't necessarily have o use my Vicky character. A pose is also included which will convert MultiVic's joint back to V1-2 standard. Another pose will apply MultiVic JP's to your own V1 or 2 figure. These conversions are accessed in: :Runtime:libraries:character:Cagedrei:For Vicky 1 and 2 You can access the JP conversion readScripts directly by going to: :Runtime:libraries:Pose:Cagedrei:conversion or access the individual JP poses in: :Runtime:libraries:Pose:Cagedrei:utility:JP_insertion Use the buttock_ERC_OFF.pz2, in the above folder, if you wish to fully deactivate the MultiVic Buttock/Thigh ERC. ----------------------------------------------------------------------- -Batgirl Suit Requires: P4 Female catsuit, P4NudeWoman. RTE encoded. This figure uses joint-controlled morphs for the buttocks and thighs, as mentioned above. It also uses geom swapping to convert the neck and gloves for the Catwoman character. The suit base is derived from the P4 female catsuit. The gloves are derived from the Posette mesh. The boots are a new mesh, built in Wings 3D. Decoding the Batgirl_suit and geom swap parts included in the Batgirl_suit.zip: Because this figure is derived from multiple geometries, its parts are double-encoded. Decoding and placement: 1) Decode BGsuit2.rte using :Runtime:Geometries:Poser4Clothes:Suits:blcatsuit.obj This will create the BGsuit1.rte 2) Decode BGsuit1.rte using :Runtime:Geometries:P4NudeWoman:P4NudeWom.obj This will create the MilBG_catsuit1.obj 3) Place MilBG_catsuit.obj in :Runtime:Geometries:Cagedrei:heroines:Batgirl 4) Decode Catwoman:suit2.rte using :Runtime:Geometries:Poser4Clothes:Suits:blcatsuit.obj This will create suit1.rte 5) Decode suit1.rte using :Runtime:Geometries:P4NudeWoman:P4NudeWom.obj This will create suit.zip 6) Uncompress the zipfile and place the contents in :Runtime:Geometries:Cagedrei:heroines:Catwoman:suit. If the file unzips with more than one folder named "suit", be sure to include only one in the final destination. Folder "suit" should contain subfolder "claws" and three .obj files, lForeArm, neck, and rForeArm. ------------------------------------------------------------------------EWDG Suit (Included with ElectraWoman and DynaGirl characters) Requires: Vicky 1 catsuit, P4NudeWoman, Poser 4 Female boots. RTE encoded. This suit is based on the Vicki 1 catsuit. The glove and boot parts have individual .obj calls in the .cr2, in order to allow me to distribute the suit without having to re-distribute an encoded V1 catsuit. Because of this, Wardrobe Wizard conversion may require special handling. (I have included a section about this below.) This suit uses JCM's, as mentioned above. The gloves are derived from the Batgirl gloves, and the boots are re-mapped Posette boots. Decoding the EWDG suit parts (boots and gloves) included in the EWDG.zip: Decoding and placement: 1) Decode EWDG_gloves.rte using :Runtime:Geometries:P4NudeWoman:P4NudeWom.obj This will create EWDG.zip (not the same as the download zipfile) 2) Uncompress the EWDG.zip and place the resulting folder :Runtime:Geometries:Cagedrei:gloves:EWDG:(contents). If more than one folder named EWDG is produced when you unzip EWDG.zip, be sure that you only place the innermost folder inside Cagedrei:gloves. 3) Decode left_boot.rte using :Runtime:Geometries:Poser4Clothes:Shoes:wBootL.obj This will create P4_lboot.obj 4) Decode right_boot.rte using :Runtime:Geometries:Poser4Clothes:Shoes:wBootR.obj This will create P4_rboot.obj 5) Place both boot .obj files in :Runtime:Geometries:Cagedrei:boots ----------------------------------------------------------------------- -Wonder Woman Suit (Included with Wonder Woman character) This suit is an all-new mesh, built in Wings 3D. The suit bottom is clothroom cloth, and has the same geometry as the ABY Suit bottom. Morphs can be swapped between them. To use this suit in the clothroom, first conform it to your figure. Next, clothify the "bottom" part and set it to collide with the hip, buttocks, and thighs. Some simulations may not require thigh collision. Some may be helped by collision with the abdomen. I generally pose the figure in frame 1, then set the cloth simulation to drape for between five and 15 frames, with a two frame simulation. This seems to work well. Cloth setting parameters are already in place for all of my cloth garments, so you get to use the settings which have worked, without struggling to find them yourself. You can, or course, change those settings as much as you like. About Capped Clothroom Garments: The legs of this garment are capped. The clothroom supposedly does not tolerate this, but I have found that it works under certain circumstances. The capped polys are set up as non-dynamic groups, so they will not collide with the figure and cause problems with the clothroom sim. This approach will only work well with default settings for cloth vertex against object polygon. Settings which use cloth polygon collision, rather than vertex collision, don't really work well with this setup. If the cloth polygons are colliding against the figure, the capped portions can become a problem. The caps can be easily removed in Wings 3D. Import the capped object into Wings, select the cap, and change the material for the selection to "hole". Upon export, the cap will be removed. If the original capped object is multi-grouped, you should remove the groups prior to importing into Wings, as Wings will not import a multi-grouped object correctly. Removing the caps should not deactivate any of the morph targets. Please see the Wardrobe Wizard suggestions below, regarding the WW suit. ----------------------------------------------------------------------- -ABY Suit This is another new mesh. The suit bottom (plaspants) is clothroom cloth. Refer to the WonderWoman suit notes for handling and use. The suit chest is set up for clothroom use, as well. This is a "capped" clothroom garment. See the notes on this in the section on the Wonder Woman suit. The Wardrobe Wizard notes (below) may apply to this garment. ----------------------------------------------------------------------- -Diaper Suit This is another conforming clothroom garment. It largely handles the same as the WW and ABY suits. The diaper is composed of two parts, however: the "skirt" and the "crotch" (please pardon my naming; it's not my strong suit ;>). I generally run both in the same sim, although some applications may work best if the two parts have separate clothroom sims. This garment needs to collide with the hip and buttocks (on Vicky), and sometimes the thighs, depending on your pose. I have included a conversion setup to apply the diaper to the P4 infant. I have not tested the converted garment extensively, but I did enough testing to find that it works. With the infant, the diaper should collide with the abdomen, hip, and thighs. You may wish to tweak the cloth parameter settings for the infant-converted garment. This garment has two body handles which are meant to be used to tweak the clothroom shaping. The backhandle moves the back of the skirt. The "sag" handle moves the crotch part, and may be able to be used with point-at to create gravity effects. Clothroom use works best of both body handles are zeroed prior to running the sim. This is a "capped" clothroom garment. See the notes on this in the section on the Wonder Woman suit. The Wardrobe Wizard notes (below) may apply to this garment. ----------------------------------------------------------------------- -Batgirl Cape This is another clothroom conformer. The "cape" body part is clothroom cloth. I generally set this to collide with the parent figure, rather than the catsuit garment, in order to be able to make use of "drape from zero pose". This requires that the main figure's body parts be made visible with the hierarchy editor before the sim is run. I find that 15 frames or so makes for a good drape. The cape part has a geomswap switch, which flips the normals and changes the materials. Poser 5 does not render backfacing polys properly, so two-sided cloth, such as capes, benefits from a normals swap. The transparent "edge" geometry on the cape is there to try to add the illusion of depth to the cape, using Poser's polygon smoothing. This garment uses ERC in the shoulders, and I have included "pointing poses" for use with it, as noted earlier in this document. (See the section on JCM pointing poses, above.) In the same folder as the cape pointing poses, you will find a series of poses which will alter the cape's ERC settings or change the collar conforming settings. These work by changing the deltaAddDelta values or by altering forceLimits or jointMult for the target body part. ----------------------------------------------------------------------- -Batgirl Hair Hair textures for the Batgirl Hair are in the general_textures.zip This is a conforming EasyPose figure. It uses some tricks with Point At to allow ersatz IK handling. See the section on "Point At Hair", below, for notes on posing and handling. If the point at functions are enabled, the locks can be posed and the hair will follow the figure's head movements, rather than move like a solid block. I have altered the ERC setup on this figure to allow its poses to be saved to the pose library. this is accomplished by changing the valueParm dial references to targetGeom references, so Poser thinks it is saving morph information in the pose. To save the hair pose you need to save morph targets in the pose. This hair is mapped to take Studio Maya-style hair textures. ----------------------------------------------------------------------- -DynaGirl Hair Hair textures for the DynaGirl Hair are in the general_textures.zip This is a conforming hair figure. It uses ERC and body handles, like the ERCJP Wingset, to pose the "dog ears". This hair also uses a Point At setup to fake gravity and to allow the hair to follow the parent figure's head motions. Disable the gravity effect by selecting the various body parts and setting Point At to zero. ERC poses for this figure can now be saved to the Pose library. Select the option to save morph targets in the pose to save the ERC settings. This hair is mapped to take Studio Maya-style hair textures. ----------------------------------------------------------------------- -MultiHair Hair textures for the MultiHair are in the general_textures.zip This is a six (maybe seven, depending on how you count)-in-one conforming hair figure. It uses ERC, body handles and Point At to create gravity effects and allow the hair to follow the parent figure's head motions. Because of the body handle setup, gravity for this figure is not quite as effective as it is for the other hair figures, but it works to a decent extent. To disable the gravity effect, use the ERC dials in the "head" body part. This figure uses geom insertion poses to swap the geometry. This takes place when the included MAT files are applied. I have used this technique, rather than geomswap dials, because geomswapping seems to crash P5 when it is used on a prop or body part which includes an individual geometry call in the pp2 or cr2. Unfortunately, this means that the swaps cannot be animated. This geomswap insertion technique seems promising, but it has limitations. If you try to use it on more than one actor with a single pose, Poser will error out. Please note: I've probably placed these MAT/swap files awkwardly, but if you move them you will complicate the figure library loading process for the various characters which use this hair. Feel free to curse at me. :) All of these hair geometries are modeled from scratch, using Wings 3D and P5. The geometries are, perhaps, rather limited (not to say kludgy). They probably will not look very good in closeups. They are intended for use with Vicky 1 who, herself, doesn't do so well in closeups. :) I have applied material settings which use only one map per material, a transparency map, but these hair geometries are all UV mapped to take "flat" hair textures and transparencies of the Studio Maya type, if you prefer the standard "painted on" look for your hair. Hypothetically you can use any hairprop with this figure setup. Open one of the MAT/swap poses in a text editor and paste in a new geometry path and new MAT information, and you should be able to use the hairbox gravity rig with any hair prop. I have not tested this, but there's no reason why it shouldn't work. ----------------------------------------------------------------------- -EasyPose Pigtails V4 This is a conforming hair figure which uses the same basic setup as the Batgirl hair. Version 4 is altered to allow poses to be saved to the pose library. Like the other hair figures, this uses Point At to fake gravity. The hair is mapped to accept Maya-style hair textures. The pigtail hair file included in the download zip, unlike all these other files, has JP's intended to conform to Vicky 1 or 2. I have included a .cr2-launched Python script to change the JP's to use the hair with MultiVic, if you so desire. The Diapergirl character, mentioned below, uses the pigtail hair and has the JP's automatically altered when the library loads the figure. The Diapergirl character for MultiVic includes a Python .cr2 which will try to load the EZPose Pigtails from the following location :Runtime:libraries:character:Cagedrei:hair:Pigtails4.cr2 You will need to place the file properly to make full use of the Diapergirl character. Placement does not matter if you do not care to use this character. The current version of the pigtails has been updated to allow its ERC EasyPose dial settings to be saved to a pose library .pz2. If you have an older version, you may want to update the file. To save the settings to a .pz2, be sure to save morph targets. ----------------------------------------------------------------------- -ERCJPWingset V4 This is an older figure of mine which is finally being posted together with the Hawkgirl character for which it was built. The wings use body handles and ERC controls to allow flexible (if not necessarily intuitiveor effective) posing. I have altered version 4 to allow poses to be saved to the pose library. The geometry still "scrunches and stretches" and the included textures aren't great, but, hey: they're free wings, right? :) Some kind people have made free textures for these wings. I have seen a few texture sets in the Renderosity Free Stuff, although I have not tested any of them. Any of them would have to be a great deal better than those I provide with the download, however. :) The current version of the Wingset is updated to allow its ERC dial settings to be saved in a pose library .pz2. If you have an older download of the wings, you may want to update. To save these poses, you will need to save morph targets in the destination pose. The Hawkgirl character includes a Python .cr2 which will try to find the Wingset in the following location: :Runtime:libraries:character:Cagedrei:wings:wingset4.cr2 You do not need to place the wings in this location unless you want to use them with Hawkgirl. ----------------------------------------------------------------------- -EasyPose Cat Tail This is an older figure of mine, my first experiment with an EasyPose rig. It is a simple figure, similar to a few others I've seen. This figure has not been altered to allow poses to be saved to the library. ---------------------------------------------------------------------- -Suggestions for fitting the clothroom garments to a custom figure Some of these conforming clothroom outfits are fitted, by default, to the MultiVic characters for which they were constructed. These are some general tips for re-sizing the clothroom body parts so they will fit your own figures or characters. 1) Conform the garment figure to the figure which will wear it. Test whether any of the included shaping morphs for the garment will help resolve the sizing issues. 2) If the garment is too small for your figure, I have found that a short clothroom simulation will usually make it "pop out" of the intersecting parent figure. Clothify the clothroom bodypart of the garment, set it to collde with the proper parts, and run a short (two to five frames is usually adequate) drape with a two-frame sim. Usually this works for me. In certain cases you may need to alter the cloth group settings, changing choreographed or constrained vertices to dynamic vertices. Once the garment is fitted, spawn a morph target. 3) If the garment is too large for your figure, you need to make some adjustments, with scaling and/or magnets, to both the garment and the parent figure. In frame one, first scale down (or magnetize) the clothroom body part(s) of the garment until it is (they are) small enough to intersect/collide with the parent. Then reduce the scaling of the intersecting body parts on the parent until they are no longer intersecting with the garment in frame one. Then go to a subsequent frame (two usually works, but sometimes five is better for some garments and figures) and re-scale only the parent figure back for 100%/normal sizing. Deactivate any magnets that have been used for scaling effects on the parent figure. Do not restore the cloth garment's scaling in this frame. Go to the clothroom. Clothify the appropriate body parts of the garment, set the proper collisions, and run a short simulation without draping. The length of the simulation should depend on how many frames you've assigned to the re-sizing animation. A two-frame sim is usually enough for me, although I have had to use five or ten frames at times. In certain cases you may need to alter the cloth group settings, reassigning any choreographed or constrained vertices to the main dynamic group. Once the garment is fitted, spawn a morph target on the appropriate body part. 4) In both of the above cases, use the default collision settings of cloth vertex against object polygon. Because my clothroom garments are "capped", the cloth mesh intersects with the object mesh by default. The clothroom is likely to behave badly if your settings try to collide cloth polygons against anything. (See the comments on "capped cloth" in the section on the Wonder Woman suit, above, for more.) ----------------------------------------------------------------------- -Suggestions for Wardrobe Wizard conversions I do not own WW, so this section is full of guesswork. As I understand it, Wardrobe Wizard works from a figure's base obj file to convert garments from one figure to another. Many of the clothing figures I have included in this set make use of bodypart-specific geom calls in the .cr2. As a result, there is no single .obj to which WW might refer. As I said, I am guessing, but I suspect the approach I have used may create a problem for WW. I may be wrong. If, however, it is a problem, the following suggestion may help convert the figures to WW-friendly form. This should work for Poser 5, and probably for Poser 6. Poser 4/Poser Artist will not do this, and I am not sure about ProPack. These figures make extensive use of P5-6 features, however, so they aren't really designed for use with earlier versions. (Sorry, folks.) 1) Load the clothing you want to convert into Poser. 2) Open any body part in the Grouping Tool editor. 3) Create a group and add something to it. This will put a geomCustom reference in the .cr2 file. You can probably delete the group you've just created at this point. 4) Save the figure back into the character library. Because of its aversion to saving geomCustom references in a .cr2 (I think this was intended as copyright protection), Poser will create a new .obj in the library folder to which you've saved, and point the new .cr2 toward this .obj. The new files will have combined all of the externally-referenced parts into one single geometry. 5) Use this new .obj and .cr2 combo set for your WW conversion. As I said, guesswork. If anyone tests this idea, let me know what happens. :) ----------------------------------------------------------------------- -About the "Point At" Hair Figures All hairfigures included in this set use the same basic method to fake gravity. They are "minimized" conformers (with head and chest parts), which use Point At to aim the hair pieces at hidden body parts which can be translated using ERC-controlled dials in the head part. I call these hidden point at targets the "hairboxes". Making the hairboxes visible can give you a better idea of what's going on with the figures. The hairboxes are hierachically arranged as children of the chest. Each hairfigure has two or more positionable boxes which are children of a "master" box. The master moves with the parent figure's chest. The master box can be moved, which will move all of the child boxes, as well. This allows a fairly flexible positioning system (if you like that kind of thing). The pointed hairpieces will always point toward the chest by default, but the master box can be moved to change the "direction" of the gravity if, say, the figure bends over, lies down, or stands on his or her head. Turn off the "Point At" parameters for the figures to deactivate the "gravity". Point At can be toggled with the ERC dial in the head part for most of these figures, although the DynaGirl hair does not have that option. ----------------------------------------------------------------------- Character requirements: All characters require Vicky 1 or 2. All characters require the general_textures.zip and the utility_poses.zip. MultiVic requires the MultiVic_textures.zip. Batgirl: Requires: MultiVic, Batgirl Suit, Batgirl Cape (ships with character), Batgirl Hair ElectraWoman and DynaGirl: Requires: MultiVic, DynaGirl Hair, MultiHair Also requires ownership of the Vicky Catsuit Wonder Woman: Requires: MultiVic, WonderWoman Suit, MultiHair Catwoman: Requires: MultiVic, Batgirl Suit, Batgirl character (for suit textures), MultiHair, EasyPose Cat Tail, Batgirl Hair HawkGirl: Requires: MultiVic, EWDG characters (for suit and props), Batgirl Hair, ERCJPWingset Also requires ownership of the Vicky Catsuit Supergirl: Requires: MultiVic, EWDG characters (for suit and props), MultiHair Also requires ownership of the Vicky Catsuit Diapergirl: Requires: MultiVic, ABY Suit, Diaper Suit, EasyPose Pigtails ----------------------------------------------------------------------- Batgirl, Catwoman, Hawkgirl, Supergirl, and Wonder Woman are all the copyrighted property of DC Comics. ElectraWoman and DynaGirl are the copyrighted property of Sid & Marty Krofft Pictures (Productions?). The Poser figures which I have based on these characters are intended as fan-art tributes. These likenesses are used and provided without permission, but also without any ill intent or profit motive. Please observe appropriate restrictions when working with these copyrighted characters. Diapergirl is my own goofy creation, a Batgirl villainess. ---------------------------------------------------------------------- Please feel free to e-mail me if you have any problems, questions, or comments. Cagedrei@aol.com http://www.kuroyumes-developmentzone.com/~Cage/CagePage.html