Forum: Poser - OFFICIAL


Subject: Antonia - Opinions?

odf opened this issue on Oct 27, 2008 · 13964 posts


lesbentley posted Mon, 28 November 2011 at 11:17 AM

Quote - My problem now is that I also saved it as a single earring character. I went to the setup room and added bones, named them and assigned materials.

It works fine but I don't remember how to add a second one so I can parent them and have a morphable set...sigh.

I can't give you any advice on the setup room, I never use it, and don't know much about it.

In a strictly technical sense, the difference between an actor in a figure and a prop parented to a figure, is the way the element is addressed in the cr2. So a prop will look like this...

prop lEarring:1
    {
    name Earring Left

... and an actor will look like this.

actor lEarring:1
    {
    name Earring Left

So one way to add an actor to a figure is to parent a prop to the figure, then, in the Joint Editor, set up the 'origin' (joint center) as appropriate, and  save the figure with a new name (if anything goes wrong you still have the original). Then open the saved cr2 in a text editor, use 'Search & Replace' (might be 'Find & Replace' in some editors) to replace the string "prop " (note the trailing space) with "actor " (note the trailing space), this converts the 'prop' into an 'actor' (body part).

The 'prop' that has been converted to an 'actor' still contains the data about its material settings within the actor itself, so you will probably want to move the 'material' code block[s] from the actor to the 'figure' section of the cr2. If you do that, you will need to set the value of the 'customMaterial' line in the actor to zero.

So that's the technical difference between a 'prop' and an 'actor', just the name used to address the element. But there are other things that usually go with being an actor. The translation channels are usually hidden in an actor, and the 'material' code is usually moved into the 'figure' section of the cr2.