JoeBlack opened this issue on Jun 30, 2007 ยท 16 posts
Joe@HFG posted Sat, 30 June 2007 at 6:40 AM
Attached Link: http://www.renderosity.com/homepage.php?Who=Posermatic
Load V3's OBJ into Lightwave first. You will find it in her Runtime/Geometries folder. Load you sandel into and copy it, then past it into a new layer. (Or you can copy V3 into a a new layer on your sandle object.) Make V3 the background layer. Move your sandal so it basically fits her foot. This way will make the sandle appear in the right place when you load it. Now go back to V3's layer. Along the bottom of the screen select Polygons. Now in Lightwave hit the letter "w" and bring up the polygon statistics menu. The line 1 up from the bottom says "Part (none)", with a little twisty arrow next to it. When you click it, you will see a list of body parts for V3. Select the foot for the sandle you want to work on. (Right or Left) Now right in front of "Part (Foot)" you will see a + and - Sign. Hit the plus sign. V3's foot will become selected, and only her foot. Now hit the "=" sign on your keyboard. This make everything but the selected polygons hidden. You can also go to the "View" tab and hit "Hide Selected" instead. Now you should have ONLY V3's foot visible in the layer. Select the layer with your sandal, and make the Layer with V3 the background again. Select the polygons on the sandal that basically line up with V3's foot, leaving the polygons for the "toe" unslected. Now hide everything but the "FOOT" part of the sandle. You should see your sandal like the front has been cut off. If there is a lot of strap or lace running up the shin part, hide that too. You want to eliminate any polygons that are far away from the foot peice. This next part get's a little tricky because the menu option for it move around from version to version. In LW9 they are still in the View Tab. Under "Selection Sets" click "Create Part". Then name it identical to the foot part of V3. Repeate this for every part you want to make. lToe, rToe, lFoot, rFoot, lShin, rShin, Etc. You have defined all these area's in Lightwave as polygon groups just the way Poser wants to see them. Now... make sure you apply UV maps and textures to your sandles in surfaces. Then export as an OBJ. It might ask you "Do you want to export point selection sets as groups? Hit NO! If you don't... Poser will see 2X the parts. The polygon groups will still export just fine. Now you have an OBJ that will work just like V3's foot in Poser. Here's where we go nuts. Get a program called CR2Editor1.51. Posermatic has it in his file locker. Now load V3's CR2 from her Runtime/Libraries/... (If you're going to be doing this a lot... better learn to find it it on your own. Tuff luve baby!) Now.... in CR2 Editor.... "SAVE AS" THE CR2 UNDER A NEW NAME!!!! You don't want to accidently overright your V3 CR2. delete every body part except hip, xButtox, xThigh, xShin, xfoot, xtoe. Where "x" = l or r for left or right. Basically you want to eliminate all the parts of the CR2 that don't do anything in your mesh except those from the hip down. Now change all the "figureResFile" comments to point to your sandal.obj file, or whatever you called it. Make sure you turn any "/" between folders in ":", and that you have you sandlals in something close to Runtime:geometries:(Your name here):sandle.obj You'll have to search around and delete all other referances to body parts and materials in the other parts of the CR2 as well. Like in "figure". ALso delete any morph channels. The hold the info for Geometry that won't work on your sandals. When your all done, save the CR2 (It was already renamed when you "Saved As" before.... RIGHT!!) If everything worked, you should only need copy the files to their own runtime, add them to your poser runtimes, and you'll have a set of conforming sandals. I've glossed over a few things, but I think I've gotten you 90% of the way there. The last 10% requires learning Poser's Directory structure and other really complicated crap that a short "how too" won't cover. Good luck and have fun.
mo·nop·o·ly [muh-nop-uh-lee]
noun, plural mo·nop·o·lies.
1. exclusive control of a commodity or service in a particular market,
or a control that makes possible the manipulation of prices