Anime Doll Pop Tops, pt II

Okay, ready to panic? Too late - it's time to dive in.

1) Open up the Anime Doll.cr2 file in a text editor.

2) Open up the Michael 3 sr1.cr2 file in a text editor.

3) Save the Michael 3 sr1.cr2 file under a different name! (I named mine AnimeM3.cr2)

4) If your text editor can show line numbers, now's the time to turn that feature on.

5) Scroll down to where it says:

actor head:1
{
storageOffset 0 0 0
geomHandlerGeom 13 head
}
actor leftEye:1
{
storageOffset 0 0 0
geomHandlerGeom 13 leftEye
}
actor rightEye:1
{
storageOffset 0 0 0
geomHandlerGeom 13 rightEye
}

(lines 32 - 46) and change it as follows:

actor head:1
{
storageOffset 0 0 0
objFileGeom 0 0 :Runtime:Geometries:!Derived:AD2M3-Head.obj
}
actor leftEye:1
{
storageOffset 0 0 0
objFileGeom 0 0 :Runtime:Geometries:!Derived:AD2M3-LE.obj
}
actor rightEye:1
{
storageOffset 0 0 0
objFileGeom 0 0 :Runtime:Geometries:!Derived:AD2M3-RE.obj
}

What we're doing is telling Poser to go run out and grab the three meshes that we exported earlier instead of using the parts from the Michael mesh. Don't worry if the indenting looks different than the rest of the file - Poser doesn't care.

Since the Anime Doll has extra parts, we need to do some extra work. (That's one reason I picked the Anime Doll - once you get this down, you can easily do other figures as well.)

6) In the AnimeM3.cr2 file, go to line 287 which say:

figureResFile :Runtime:Geometries:DAZPeople:blMilMan_m3.obj

and insert a new line just *above* that line - pushing that line to 288.

7) Copy lines 287-296 in the AnimeDoll.cr2 file:

prop AnimeEye1_1:1
{
storageOffset 0 0 0
objFileGeom 0 0 :Runtime:Geometries:StudioMaya:Anime:AnimeEye1.obj
}
prop AnimeEye1_2:1
{
storageOffset 0 0 0
objFileGeom 0 0 :Runtime:Geometries:StudioMaya:Anime:AnimeEye1.obj
}

and copy/paste this into the new AnimeM3 file just *above* line 288 which says:

figureResFile :Runtime:Geometries:DAZPeople:blMilMan_m3.obj

If all goes well, the FigureRes line moves down to line 297.

You've now told Poser to load the Anime Doll Anime Eyes. We didn't export these earlier because they are smart propped to the Eyes.

8) Now we have to copy a huge block of text about the Anime Eye props - Eye1, Eye2, and all their material information. This will be lines 69621 - 70483.

For those of you without line markers here are the first few and last few lines that you need to copy:

prop AnimeEye1_1:1
{
name AnimeEye1L

...

ReflectionColor 1 1 1 1
reflectionStrength 1
}
locked 0
}

and it will end just *above* the section that says:

figure
{
name AnimeDoll1
root BODY:1

9) Paste that information into the AnimeM3.cr2 file at line 63704, just above the lines:

figure
{
name Figure 1
root BODY:1

10) In the AnimeM3.cr2 file, go to line 63823 and add a blank line so we can insert some information. (It is the line that says: inkyChain LeftLeg )

Add the following lines just *above* the inkyChain LeftLeg line:

addChild AnimeEye1_1:1
leftEye:1
addChild AnimeEye1_2:1
rightEye:1

Poser has to be told in two places to put in body parts - one in the actor area at the top of the file, and another in the addChild area. (Don't ask me why, I just know the info needs to be there.) We've now told Poser - again - to add the eyes. We don't need to weld the Anime Eye props, and the head and regular eyes already have Weld lines in place, so we get to skip that part. YEAH!

Save the file again. Whew! Part III - here we come!

If you can't get the skeletons out of your closet, you'd best teach them to dance.

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