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Working with MAT and MOR Pose Files

Author: Cris Palomino

Tools Needed

  • Poser 4
  • A Text Editing Program
  • Victoria 1 or 2

Support Files

Step 1 - Map, Mat and Mor Files

In part one, Working with MAT Pose Files, we looked at how to use the MAT Pose files which accompany the new set of Victoria 2 maps from DAZ. This tutorial will take you to the next step and show you how to create and apply your own files by using existing files as template starters. The three types of files we will discuss here are MAP files, which apply maps, MAT files, which generally apply material colors, and what this tutorial will call MOR files, which apply morph targets.

NOTE: The nature of this material requires editing of Poser files in a text editor and should be attempted with care. The mis-handling of words or punctuation, or any inaccuracy in their placement WILL result in unreadable files and figures which will either not load or load incorrectly. This tutorial also assumes knowledge of creating PZ3, .pz2 and other Poser files (consult your Poser manual for more information).

MAT files have been around for a while it seems. Richard Hatch discovered them back around the days of Poser 3, but they never seemed to find an audience at the time. Now, they have come of age and, with the introduction of Victoria 2 which is an undistributable CR2 (this includes .pz3s), this little discovery has benefitted from the experimentation on the part of some to take it a few steps forward.

Using the MAP and MAT files made by DAZ for their Victoria 2 Maps set as a template, you can open one in a Text Editor such as Homesite or WordPad (which is not as limited as NotePad) on the PC and BBedit or Simple Text on the Mac, or MS Word, to see how they were made. Always save your file under a different title, IMMEDIATELY, to preserve your original. DO NOT WORK ON YOUR ORIGINAL FILE.

The simplest of the files is the MAT Pose file. This one simply assigns the material color. Take a look at the MAT file for the V2 Tone Dark.pz2. It is just giving a base color to the material and, when compared to a .CR2 file which contains much more information, it has been stripped down to only the components which effect the materials line denoted by Kd in the text.

{

version

{

number 3.0

}

figure

{

material SkinHead

{

KdColor 0.890181 0.694118 0.47451 1

}

material Eyebrows

{

KdColor 0.890181 0.694118 0.47451 1

}

material Lips

{

KdColor 0.890181 0.694118 0.47451 1

}

material Nostrils

{

KdColor 0.890181 0.694118 0.47451 1

}

material SkinBody

{

KdColor 0.890181 0.694118 0.47451 1

}

material Nipples

{

KdColor 0.890181 0.694118 0.47451 1

}

material Eyeballs

{

KdColor 1 1 1 1

}

material Pupils

{

KdColor 0.921569 0.839216 0.796078 1

}

material Eyewhites

{

KdColor 0.921569 0.839216 0.796078 1

}

material Irises

{

KdColor 0.921569 0.839216 0.796078 1

}

material Toenails

{

KdColor 0.890181 0.694118 0.47451 1

}

material Fingernails

{

KdColor 0.890181 0.694118 0.47451 1

}

}

}

SkinHead, Lips, Eyebrows, Nostrils, SkinBody, Nipples, Toenails, and Fingernails will usually have the same material color and, unless you are looking for some special effect, are the only ones I recommend you change. The texture maps will provide the color for everything else and combine with the material color to give a new tone color to the material areas that have been changed such as is shown in the example in the next section.

Step 2 - Example Changes

400-034b3.jpg

As shown in Part 1 of this tutorial, by applying the V2Map3Natural.pz2 Pose file, we set the V2 maps (in this case the medium maps) and transparencies. No base material color has been added; the figure's base material color is set to white.

This is the same file with the material parameters (the Kd line) changed from:

KdColor 0.921569 0.839216 0.796078 1

to:

KdColor 0.8 0.693309 0.480003 1

So how do you get those numbers you see in the example .pz2? Well, the way I found, after discussion with DAZ, was to save a figure out as a PZ3 after making color selections in the Surface Materials dialog window with the use of the Color Picker. Opening the PZ3 in the text editor, you will see your color translated to a floating point number.

I then copied out that color, using the whole line as shown, and pasted it onto the corresponding lines in a copy of the DAZ file, which I had already renamed for my Xochi character. Using the convention DAZ used in their V2 Map files, I named it:

MAT_V2_Xochi.pz2

Although it is not being discussed in this tutorial, a Python script (from Curious Labs'Poser Pro Pack) comes with the Pro Pack which could be used and modified to generate the material numbers.

Step 3 - Changing the MAP Files

In the same manner in which we modified the MAT file, the MAP files can be modified to point to whatever maps you desire. This is the text file of the V2Map3NaturalP4.pz2.

{

version

{

number 3.0

}

figure

{

material SkinHead

{

KdColor 1 1 1 1

KaColor 0 0 0 1

KsColor 0.137255 0.137255 0.137255 1

TextureColor 1 1 1 1

NsExponent 16.3786

tMin 0

tMax 0

tExpo 0

bumpStrength 1

ksIgnoreTexture 0

reflectThruLights 1

reflectThruKd 0

textureMap ”:Runtime:textures:DAZ:Characters:MilWom:V2HeadM3JPG”

0 0

bumpMap ”:Runtime:textures:DAZ:Characters:MilWom:V2HeadBump.bum”

0 0

reflectionMap NO_MAP

transparencyMap NO_MAP

ReflectionColor 1 1 1 1

reflectionStrength 1

}

material Eyebrows

{

KdColor 1 1 1 1

KaColor 0 0 0 1

KsColor 0.137255 0.137255 0.137255 1

TextureColor 1 1 1 1

NsExponent 16.3786

tMin 0

tMax 0

tExpo 0

bumpStrength 1

ksIgnoreTexture 0

reflectThruLights 1

reflectThruKd 0

textureMap ”:Runtime:textures:DAZ:Characters:MilWom:V2HeadM3JPG”

0 0

bumpMap ”:Runtime:textures:DAZ:Characters:MilWom:V2HeadBump.bum”

0 0

reflectionMap NO_MAP

transparencyMap NO_MAP

ReflectionColor 1 1 1 1

reflectionStrength 1

}

material Lips

{

KdColor 1 1 1 1

KaColor 0 0 0 1

KsColor 0.294118 0.294118 0.294118 1

TextureColor 1 1 1 1

NsExponent 30.7961

tMin 0

tMax 0

tExpo 0

bumpStrength 0.920635

ksIgnoreTexture 0

reflectThruLights 1

reflectThruKd 0

textureMap ”:Runtime:textures:DAZ:Characters:MilWom:V2HeadM3JPG”

0 0

bumpMap ”:Runtime:textures:DAZ:Characters:MilWom:V2HeadBump.bum”

0 0

reflectionMap NO_MAP

transparencyMap NO_MAP

ReflectionColor 1 1 1 1

reflectionStrength 1

}

material Lacrimal

{

KdColor 0.827451 0.827451 0.827451 1

KaColor 0 0 0 1

KsColor 0.384314 0.384314 0.384314 1

TextureColor 1 1 1 1

NsExponent 30

tMin 0

tMax 0

tExpo 0

bumpStrength 0.75

ksIgnoreTexture 0

reflectThruLights 1

reflectThruKd 0

textureMap ”:Runtime:textures:DAZ:Characters:MilWom:V2HeadM3JPG”

0 0

bumpMap NO_MAP

reflectionMap NO_MAP

transparencyMap NO_MAP

ReflectionColor 1 1 1 1

reflectionStrength 1

}

material Eyelashes

{

KdColor 0.219959 0.111513 0.0286107 1

KaColor 0 0 0 1

KsColor 0 0 0 1

TextureColor 1 1 1 1

NsExponent 100

tMin 1

tMax 1

tExpo 0

bumpStrength 0.75

ksIgnoreTexture 0

reflectThruLights 1

reflectThruKd 0

textureMap ”:Runtime:textures:DAZ:Characters:MilWom:V2HeadM3JPG”

0 0

bumpMap NO_MAP

reflectionMap NO_MAP

transparencyMap ”:Runtime:textures:DAZ:Characters:MilWom:V2HeadTr2JPG”

0 0

ReflectionColor 1 1 1 1

reflectionStrength 1

}

material InnerMouth

{

KdColor 1 1 1 1

KaColor 0 0 0 1

KsColor 0 0 0 1

TextureColor 1 1 1 1

NsExponent 30

tMin 0

tMax 0

tExpo 0

bumpStrength 0.75

ksIgnoreTexture 0

reflectThruLights 1

reflectThruKd 0

textureMap ”:Runtime:textures:DAZ:Characters:MilWom:V2BodyM2JPG”

0 0

bumpMap ”:Runtime:textures:DAZ:Characters:MilWom:V2BodyBump.bum”

0 0

reflectionMap NO_MAP

transparencyMap NO_MAP

ReflectionColor 1 1 1 1

reflectionStrength 1

}

material Nostrils

{

KdColor 1 1 1 1

KaColor 0 0 0 1

KsColor 0 0 0 1

TextureColor 1 1 1 1

NsExponent 30

tMin 0

tMax 0

tExpo 0

bumpStrength 0.75

ksIgnoreTexture 0

reflectThruLights 1

reflectThruKd 0

textureMap ”:Runtime:textures:DAZ:Characters:MilWom:V2HeadM3JPG”

0 0

bumpMap ”:Runtime:textures:DAZ:Characters:MilWom:V2HeadBump.bum”

0 0

reflectionMap NO_MAP

transparencyMap NO_MAP

ReflectionColor 1 1 1 1

reflectionStrength 1

}

material Tongue

{

KdColor 1 1 1 1

KaColor 0 0 0 1

KsColor 0 0 0 1

TextureColor 1 1 1 1

NsExponent 30

tMin 0

tMax 0

tExpo 0

bumpStrength 0.920635

ksIgnoreTexture 0

reflectThruLights 1

reflectThruKd 0

textureMap ”:Runtime:textures:DAZ:Characters:MilWom:V2BodyM2JPG”

0 0

bumpMap ”:Runtime:textures:DAZ:Characters:MilWom:V2BodyBump.bum”

0 0

reflectionMap NO_MAP

transparencyMap NO_MAP

ReflectionColor 1 1 1 1

reflectionStrength 1

}

material UpperEyebrows

{

KdColor 0.286275 0.227451 0.172549 1

KaColor 0 0 0 1

KsColor 0 0 0 1

TextureColor 1 1 1 1

NsExponent 100

tMin 1

tMax 1

tExpo 0

bumpStrength 0.75

ksIgnoreTexture 0

reflectThruLights 1

reflectThruKd 0

textureMap NO_MAP

bumpMap NO_MAP

reflectionMap NO_MAP

transparencyMap ”:Runtime:textures:DAZ:Characters:MilWom:V2HeadTr2JPG”

0 0

ReflectionColor 1 1 1 1

reflectionStrength 1

}

material Teeth

{

KdColor 0.968627 0.952941 0.882353 1

KaColor 0 0 0 1

KsColor 0.764706 0.764706 0.764706 1

TextureColor 1 1 1 1

NsExponent 30

tMin 0

tMax 0

tExpo 0

bumpStrength 0.698413

ksIgnoreTexture 0

reflectThruLights 1

reflectThruKd 0

textureMap ”:Runtime:textures:DAZ:Characters:MilWom:V2HeadM3JPG”

0 0

bumpMap ”:Runtime:textures:DAZ:Characters:MilWom:V2BodyBump.bum”

0 0

reflectionMap NO_MAP

transparencyMap NO_MAP

ReflectionColor 1 1 1 1

reflectionStrength 1

}

material SkinBody

{

KdColor 1 1 1 1

KaColor 0 0 0 1

KsColor 0.0980392 0.0980392 0.0980392 1

TextureColor 1 1 1 1

NsExponent 15.4175

tMin 0

tMax 0

tExpo 0

bumpStrength 0.857143

ksIgnoreTexture 0

reflectThruLights 1

reflectThruKd 0

textureMap ”:Runtime:textures:DAZ:Characters:MilWom:V2BodyM2JPG”

0 0

bumpMap ”:Runtime:textures:DAZ:Characters:MilWom:V2BodyBump.bum”

0 0

reflectionMap NO_MAP

transparencyMap NO_MAP

ReflectionColor 1 1 1 1

reflectionStrength 1

}

material Nipples

{

KdColor 1 1 1 1

KaColor 0 0 0 1

KsColor 0.00390631 0.00390631 0.00390631 1

TextureColor 1 1 1 1

NsExponent 30

tMin 0

tMax 0

tExpo 0

bumpStrength 0.75

ksIgnoreTexture 0

reflectThruLights 1

reflectThruKd 0

textureMap ”:Runtime:textures:DAZ:Characters:MilWom:V2BodyM2JPG”

0 0

bumpMap ”:Runtime:textures:DAZ:Characters:MilWom:V2BodyBump.bum”

0 0

reflectionMap NO_MAP

transparencyMap NO_MAP

ReflectionColor 1 1 1 1

reflectionStrength 1

}

material Eyeballs

{

KdColor 1 1 1 1

KaColor 0 0 0 1

KsColor 1 1 1 1

TextureColor 1 1 1 1

NsExponent 100

tMin 1

tMax 1

tExpo 0

bumpStrength 0.75

ksIgnoreTexture 0

reflectThruLights 1

reflectThruKd 0

textureMap ”:Runtime:textures:DAZ:Characters:MilWom:V2HeadM3JPG”

0 0

bumpMap NO_MAP

reflectionMap NO_MAP

transparencyMap NO_MAP

ReflectionColor 1 1 1 1

reflectionStrength 1

}

material Pupils

{

KdColor 1 1 1 1

KaColor 0 0 0 1

KsColor 0 0 0 1

TextureColor 1 1 1 1

NsExponent 30

tMin 0

tMax 0

tExpo 0.6

bumpStrength 0.75

ksIgnoreTexture 0

reflectThruLights 1

reflectThruKd 0

textureMap ”:Runtime:textures:DAZ:Characters:MilWom:V2HeadM3JPG”

0 0

bumpMap NO_MAP

reflectionMap NO_MAP

transparencyMap NO_MAP

ReflectionColor 1 1 1 1

reflectionStrength 1

}

material Eyewhites

{

KdColor 1 0.980011 0.980011 1

KaColor 0 0 0 1

KsColor 0 0 0 1

TextureColor 1 1 1 1

NsExponent 30

tMin 0

tMax 0

tExpo 0.6

bumpStrength 0.75

ksIgnoreTexture 0

reflectThruLights 1

reflectThruKd 0

textureMap ”:Runtime:textures:DAZ:Characters:MilWom:V2HeadM3JPG”

0 0

bumpMap NO_MAP

reflectionMap NO_MAP

transparencyMap NO_MAP

ReflectionColor 1 1 1 1

reflectionStrength 1

}

material Irises

{

KdColor 1 1 1 1

KaColor 0 0 0 1

KsColor 0 0 0 1

TextureColor 1 1 1 1

NsExponent 85.5825

tMin 0

tMax 0

tExpo 0

bumpStrength 0.75

ksIgnoreTexture 0

reflectThruLights 1

reflectThruKd 0

textureMap ”:Runtime:textures:DAZ:Characters:MilWom:V2HeadM3JPG”

0 0

bumpMap NO_MAP

reflectionMap NO_MAP

transparencyMap NO_MAP

ReflectionColor 1 1 1 1

reflectionStrength 1

}

material Toenails

{

KdColor 1 1 1 1

KaColor 0 0 0 1

KsColor 0.498024 0.498024 0.498024 1

TextureColor 1 1 1 1

NsExponent 30

tMin 0

tMax 0

tExpo 0

bumpStrength 0.75

ksIgnoreTexture 0

reflectThruLights 1

reflectThruKd 0

textureMap ”:Runtime:textures:DAZ:Characters:MilWom:V2BodyM2JPG”

0 0

bumpMap NO_MAP

reflectionMap NO_MAP

transparencyMap NO_MAP

ReflectionColor 1 1 1 1

reflectionStrength 1

}

material Fingernails

{

KdColor 1 1 1 1

KaColor 0 0 0 1

KsColor 0.498024 0.498024 0.498024 1

TextureColor 1 1 1 1

NsExponent 30

tMin 0

tMax 0

tExpo 0

bumpStrength 0.75

ksIgnoreTexture 0

reflectThruLights 1

reflectThruKd 0

textureMap ”:Runtime:textures:DAZ:Characters:MilWom:V2BodyM2JPG”

0 0

bumpMap NO_MAP

reflectionMap NO_MAP

transparencyMap NO_MAP

ReflectionColor 1 1 1 1

reflectionStrength 1

}

material Preview

{

KdColor 1 0.763119 0.709972 1

KaColor 0 0 0 1

KsColor 0 0 0 1

TextureColor 1 1 1 1

NsExponent 30

tMin 0

tMax 0

tExpo 0

bumpStrength 0.75

ksIgnoreTexture 0

reflectThruLights 1

reflectThruKd 0

textureMap NO_MAP

bumpMap NO_MAP

reflectionMap NO_MAP

transparencyMap NO_MAP

ReflectionColor 1 1 1 1

reflectionStrength 1

}

}

}

It is the textureMap ”:Runtime:textures:DAZ:Characters:MilWom:V2HeadM3JPG” lines that you will modify to point Poser to what maps it will use. You can also set the transparency and bump maps. Additionally, notice that there are also Kd lines in this file, which means you could add material color information here and effectively add material color to the texture map's colors which can come in handy for individual characters you may create. One file to apply instead of two.

The same basic information applies to files which colorize eyes and lips and anything else. By using your own unique texture maps and then giving a number of color toning MAT files, you can create characters with individualizing elements of color for various parts of your figure. Just remember that using a material color adds to the color of the texture map. So, if you add a blue material to the irises and your texture map has brown eyes, you will see the blue material under the brown texture (see Part 1 of this tutorial). That is an odd mixture. However, two different blues in the material and in the texture could give you a wonderfully unexpected shade of blue eyes.

Step 4 - Creating Unique Characters

400-034c3.jpg

And now we come to what I think is the truly exciting part of the tutorial, and that is the creation of unique characters using the abundance of Morph Targets that come with Victoria 2.

The first step is to create your character. I wanted my character to bear a semblance to some of my ancestors in Mexico. With the rich array of morphs in Victoria 2, I took her from this:

…to my character, Xochi (pronounced so-chee):

I created a MOR file which includes MAT and MAP information to change her with the application of one Pose (.pz2) file.

One of the goals of this tutorial is to show you how you can continue to create characters with Victoria 2 and freely distribute them without infringing on the copyright restrictions of of the Victoria2 CR2 (character files). This will be accomplished with the creation of Poses; files with the suffix of .pz2, which can be placed in your Poser'4 Pose libraries. When you make a PZ2, no full body morphs are saved, only the body groups. In most instances, you will want both body and face together for your characters, so you do not need to create a subset. If you wish to separate them out, consult your Poser 4 manual on how to create a subset for your body (.pz2) and face (.fc2).

Now, having said that .pz2s do not save full body morphs, let me show you something:

This is Xochi's body. (on the right) It was made by applying Xochi's MOR Pose File, already mentioned.

What is interesting to note here is that she has a FULL BODY MORPH, the PearFigure at a dial setting of 1. This was accomplished by typing some new parameters into the .pz2 Pose text file.

There are only two full body morphs which do not have any body group or partial body morph (pbm) counterparts: PearFigure and Young.

Through trial and error, it was found that a block of parameters, which included V2's full body morphs, could be added to the .pz2 Pose text file. For those new to Poser file editing, it is advisable that you only apply settings to one major Full Body Morph (such as PearFigure, Young or Emaciated) as these affect various individual body groups with one dial. Use the individual body morphs to do the rest of your morphing. The more comfortable you get and the more you learn in your experimentation, the more you can dabble with mixing Full Body Morphs, but start easy and build up so you can actually see how the dials affect the model.

As a matter of fact, I would recommend doing everything with individual body morphs when you begin and familiarize yourself with how they work and what to do. After all, the Full Body Morphs you see in Victoria 2's morph list are comprised of individual morphs and then made into a Full Body Morph with a single dial that applies all of its morphing components. Consult your Poser Manual on creating full body morphs.

Victoria 2 contains a number of morphs known as ERCs (Enhanced Remote Control). Robert Whisenant (“rbtwhiz”) and Charles Taylor (“nerd”) have been the pioneers in this and detailed information about ERCs can be found on their respective sites. This tutorial attempts to make you aware of the ERCs as they pertain to character creation; not to go into great detail on them. You should consult the aforementioned sites as they provide very good information on this subject. In short summation (and borrowing from Robert Whisenant's explanation) ERCs are used for remotely controlling joint, morph, scale, taper and a number of other channels in Poser' 4.

Following is a list of what body groups contain which ERC morphs. Once you have used a control morph, you will find other morphs bearing the same name plus the prefix pbm in other body groups. These can be used to further modify (lessen or strengthen) the effect of a control morph.

ERC Control Morph

Found in Body Group

HvyRollGone

Abdomen

HvyCreaseGone

Abdomen

HvyThghInFulR

Right Thigh

HvyThghFulL

Left Thigh

NeckSpandex

Neck

ChestSpandex

Chest

HipSpandex

Hip

HdNeckHeavy

Neck

NeckOld

Neck

NeckThin

Neck

NeckTwistR

Neck

NeckTwistL

Neck

TrpsSmall

Chest

ShldrSmallR

Right Shoulder

ShldrSmallL

Left Shoulder

LatsSmall

Chest

BreastSize1

Chest (additional modifying morphs will not carry the pbm prefix)

BreastSize2

Chest (additional modifying morphs will not carry the pbm prefix)

BreastSize3

Chest (additional modifying morphs will not carry the pbm prefix)

BreastSize4

Chest (additional modifying morphs will not carry the pbm prefix)

BreastSize5

Chest (additional modifying morphs will not carry the pbm prefix)

BreastSize6

Chest (additional modifying morphs will not carry the pbm prefix)

BreastSize7

Chest (additional modifying morphs will not carry the pbm prefix)

BreastSize8

Chest (additional modifying morphs will not carry the pbm prefix)

BreastGone

Chest (additional modifying morphs will not carry the pbm prefix)

BreastMale

Chest (additional modifying morphs will not carry the pbm prefix)

BrstNatural

Chest (additional modifying morphs will not carry the pbm prefix)

BrstTopSlope

Chest (additional modifying morphs will not carry the pbm prefix)

BrstCleavage

Chest (additional modifying morphs will not carry the pbm prefix)

BreastLift

Chest (additional modifying morphs will not carry the pbm prefix)

BrstRotatein

Chest (additional modifying morphs will not carry the pbm prefix)

SmoothCrease

Chest (additional modifying morphs will not carry the pbm prefix)

GravityCrease

Chest (additional modifying morphs will not carry the pbm prefix)

TummyOut

Abdomen

WaistNarrow

Abdomen

LoveHandleR

Abdomen

LoveHandleL

Abdomen

Pregnant

Abdomen

AbsLine

Abdomen

AbsSoften

Abdomen

AbsPak

Abdomen

AbsRightUp

Abdomen

AbsLeftUp

Abdomen

HipSoften

Hip

HipNarrow

Hip

HipSmall

Hip

GluteBig

Hip

GluteSmall

Hip (additional modifying morphs will not carry the pbm prefix)

GluteCreaseR

Hip

GluteCreaseL

Hip

GluteFlexR

Hip

GluteFlexL

Hip

GluteRaiseR

Hip

GluteRaiseL

Hip

ThighWideR

Right Thigh

ThighWideL

Left Thigh

ThighFullR

Right Thigh

ThighFullL

Left Thigh

ThighInFull

Thigh

ThighInFullR

Right Thigh

ThighInFullL

Left Thigh

KneeSmall

Shin

CalfFull

Shin

FootForShoeR

Right Foot

FootForShoeL

Left Foot

FootPetiteR

Right Foot

FootPetiteL

Left Foot

ToePointedR

Right Foot

ToePointedL

Left Foot

BigToeinR

Right Foot

BigToeinL

Left Foot

SmallToesinR

Right Foot

SmallToesinL

Left Foot

CollarRUpFix

Right Collar

CollarLUpFix

Left Collar

ShldrRDeltFix

Right Shoulder

ShldrLDeltFix

Left Shoulder

ElbowRFix

ForeArm

ElbowLFix

ForeArm

ThighRInFix

Thigh

ThighLInFix

Thigh

KneeRBndFix

Shin

KneeLBndFix

Shin

KneeRBulgeFix

Shin

KneeLBulgeFix

Shin

HeelRinFix

Foot

HeelLinFix

Foot

Step 5 - Saving Your Character

Once you create your character, save it as a PZ3 because it contains all the dial settings you need to transfer, especially if you have used some of the full body morphs.

Note - If you are using Poser ProPack and have enabled “save compressed files” you will not be able to edit them in a text editor. You must leave this option deactivated when you save files that you want to edit, but you can reactivate it for saving other files.

To try to make things easier for you, this tutorial has two MOR templates for you to use. One has only body settings and the other contains both face and body settings. When you purchase DAZ's new Victoria 2 character's you will notice that you get a Face Pose File (.fc2) and a regular Pose File (.pz2) that only has body settings. DAZ decided to opt for flexibility by giving you files where you could interchange head and body types. You may want to do this or create a character that relies on a single head/body combination.

Download one or both of the template files:

Body Only Template (3kb) - .zip format

Face/Body Template (4kb) - .zip format

Open the template in your text editor along with the PZ3 that you are referencing and cut and paste, or manually enter, the appropriate information into the template. You do not need a template for the Face Pose File because Poser creates a distributable .fc2.

The Full Body Morph parameter block as it appears in the template is displayed lower down on this web page. This block allows you to affect the Full Body Morphs; it has been made specially for these templates. All of the Full Body Morphs are in here, but it is again recommended that novices restrict entering dial settings to one Full Body Morph for reasons already discussed. Poser saves a single keyframe when making a .pz2 Pose File and that is what “keys” and the “k 0 0” refers to. You will enter your dial setting in the final numeral place. PearFigure, for instance, with a dial setting of will look like this: k 0 1.0 and with a setting of .5 will be k 0 0.5.

You will enter the dial settings for any dials you have set throughout the template (which has all the Morph settings for Victoria 2 in all the body groups). Take your time and do it slowly. It can greatly help if you have a text editor which does word searches.

Full Body Morph Paramater Block

actor BODY:1

{

channels

{

valueParm Muscular

{

keys

{

k 0 0

}

}

valueParm Tone

{

keys

{

k 0 0

}

}

valueParm SuperHeroine

{

keys

{

k 0 0

}

}

valueParm Faerie

{

keys

{

k 0 0

}

}

valueParm Anime

{

keys

{

k 0 0

}

}

valueParm Young

{

keys

{

k 0 0

}

}

valueParm Barbarian

{

keys

{

k 0 0

}

}

valueParm PearFigure

{

keys

{

k 0 0

}

}

valueParm Emaciated

{

keys

{

k 0 0

}

}

valueParm Heavy

{

keys

{

k 0 0

}

}

valueParm ArmsPetite

{

keys

{

k 0 0

}

}

valueParm ArmsHeavy

{

keys

{

k 0 0

}

}

valueParm TorsoHeavy

{

keys

{

k 0 0

}

}

valueParm TorsoLegHvy

{

keys

{

k 0 0

}

}

valueParm HvyRollGone

{

keys

{

k 0 0

}

}

valueParm HvyCreaseGone

{

keys

{

k 0 0

}

}

valueParm HvyThghInFul

{

keys

{

k 0 0

}

}

valueParm HvyThghInFulR

{

keys

{

k 0 0

}

}

valueParm HvyThghInFulL

{

keys

{

k 0 0

}

}

valueParm HvySpandex

{

keys

{

k 0 0

}

}

valueParm Spandex

{

keys

{

k 0 0

}

}

valueParm NeckSpandex

{

keys

{

k 0 0

}

}

valueParm ChestSpandex

{

keys

{

k 0 0

}

}

valueParm HipSpandex

{

keys

{

k 0 0

}

}

valueParm StretchNeck

{

keys

{

k 0 0

}

}

valueParm StretchArms

{

keys

{

k 0 0

}

}

valueParm StretchLegs

{

keys

{

k 0 0

}

}

valueParm NailsLong

{

keys

{

k 0 0

}

}

valueParm HdNeckHeavy

{

keys

{

k 0 0

}

}

valueParm NeckOld

{

keys

{

k 0 0

}

}

valueParm NeckThin

{

keys

{

k 0 0

}

}

valueParm NeckTwistR

{

keys

{

k 0 0

}

}

valueParm NeckTwistL

{

keys

{

k 0 0

}

}

valueParm TrapsSmall

{

keys

{

k 0 0

}

}

valueParm ShldrSmall

{

keys

{

k 0 0

}

}

valueParm ShldrSmallR

{

keys

{

k 0 0

}

}

valueParm ShldrSmallL

{

keys

{

k 0 0

}

}

valueParm LatsSmall

{

keys

{

k 0 0

}

}

valueParm BreastSize1

{

keys

{

k 0 0

}

}

valueParm BreastSize2

{

keys

{

k 0 0

}

}

valueParm BreastSize3

{

keys

{

k 0 0

}

}

valueParm BreastSize4

{

keys

{

k 0 0

}

}

valueParm BreastSize5

{

keys

{

k 0 0

}

}

valueParm BreastSize6

{

keys

{

k 0 0

}

}

valueParm BreastSize7

{

keys

{

k 0 0

}

}

valueParm BreastSize8

{

keys

{

k 0 0

}

}

valueParm BreastGone

{

keys

{

k 0 0

}

}

valueParm BreastMale

{

keys

{

k 0 0

}

}

valueParm BrstNatural

{

keys

{

k 0 0

}

}

valueParm BrstTopSlope

{

keys

{

k 0 0

}

}

valueParm BrstCleavage

{

keys

{

k 0 0

}

}

valueParm BreastLift

{

keys

{

k 0 0

}

}

valueParm BrstRotateIn

{

keys

{

k 0 0

}

}

valueParm SmoothCrease

{

keys

{

k 0 0

}

}

valueParm GravityCrease

{

keys

{

k 0 0

}

}

valueParm TummyOut

{

keys

{

k 0 0

}

}

valueParm WaistNarrow

{

keys

{

k 0 0

}

}

valueParm LoveHandleR

{

keys

{

k 0 0

}

}

valueParm LoveHandleL

{

keys

{

k 0 0

}

}

valueParm Pregnant

{

keys

{

k 0 0

}

}

valueParm AbsLine

{

keys

{

k 0 0

}

}

valueParm AbsSoften

{

keys

{

k 0 0

}

}

valueParm AbsPak

{

keys

{

k 0 0

}

}

valueParm AbsRightUp

{

keys

{

k 0 0

}

}

valueParm AbsLeftUp

{

keys

{

k 0 0

}

}

valueParm HipSoften

{

keys

{

k 0 0

}

}

valueParm HipNarrow

{

keys

{

k 0 0

}

}

valueParm HipSmall

{

keys

{

k 0 0

}

}

valueParm GluteBig

{

keys

{

k 0 0

}

}

valueParm GluteSmall

{

keys

{

k 0 0

}

}

valueParm GluteCreaseR

{

keys

{

k 0 0

}

}

valueParm GluteCreaseL

{

keys

{

k 0 0

}

}

valueParm GluteFlexR

{

keys

{

k 0 0

}

}

valueParm GluteFlexL

{

keys

{

k 0 0

}

}

valueParm GluteRaiseR

{

keys

{

k 0 0

}

}

valueParm GluteRaiseL

{

keys

{

k 0 0

}

}

valueParm ThighWide

{

keys

{

k 0 0

}

}

valueParm ThighWideR

{

keys

{

k 0 0

}

}

valueParm ThighWideL

{

keys

{

k 0 0

}

}

valueParm ThighFull

{

keys

{

k 0 0

}

}

valueParm ThighFullR

{

keys

{

k 0 0

}

}

valueParm ThighFullL

{

keys

{

k 0 0

}

}

valueParm ThighInFull

{

keys

{

k 0 0

}

}

valueParm ThighInFullR

{

keys

{

k 0 0

}

}

valueParm ThighInFullL

{

keys

{

k 0 0

}

}

valueParm KneeSmall

{

keys

{

k 0 0

}

}

valueParm CalfBulge

{

keys

{

k 0 0

}

}

valueParm FootForShoeR

{

keys

{

k 0 0

}

}

valueParm FootForShoeL

{

keys

{

k 0 0

}

}

valueParm FootPetite

{

keys

{

k 0 0

}

}

valueParm FootPetiteR

{

keys

{

k 0 0

}

}

valueParm FootPetiteL

{

keys

{

k 0 0

}

}

valueParm ToePointed

{

keys

{

k 0 0

}

}

valueParm ToePointedR

{

keys

{

k 0 0

}

}

valueParm ToePointedL

{

keys

{

k 0 0

}

}

valueParm BigToeInR

{

keys

{

k 0 0

}

}

valueParm BigToeInL

{

keys

{

k 0 0

}

}

valueParm SmallToesInR

{

keys

{

k 0 0

}

}

valueParm SmallToesInL

{

keys

{

k 0 0

}

}

valueParm CollarRUpFix

{

keys

{

k 0 0

}

}

valueParm CollarLUpFix

{

keys

{

k 0 0

}

}

valueParm ShldrRDeltFix

{

keys

{

k 0 0

}

}

valueParm ShldrLDeltFix

{

keys

{

k 0 0

}

}

valueParm ElbowRFix

{

keys

{

k 0 0

}

}

valueParm ElbowLFix

{

keys

{

k 0 0

}

}

valueParm ThighRInFix

{

keys

{

k 0 0

}

}

valueParm ThighLInFix

{

keys

{

k 0 0

}

}

valueParm KneeRBndFix

{

keys

{

k 0 0

}

}

valueParm KneeLBndFix

{

keys

{

k 0 0

}

}

valueParm KneeRBulgeFix

{

keys

{

k 0 0

}

}

valueParm KneeLBulgeFix

{

keys

{

k 0 0

}

}

valueParm HeelRInFix

{

keys

{

k 0 0

}

}

valueParm HeelLInFix

{

keys

{

k 0 0

}

}

}

}

This template has been stripped down and rotate and translate parameters have been removed. This gives the file a remarkable feature in that you can apply it to a Victoria 2 figure which has been posed and it will morph her into your character and leave the pose untouched. I can think of a few instances where that would have been handy.

Add any MAT or MAP Pose Files and you have a fully distributable Victoria 2 character.

Step 6 - Wrap Up

Take your time with this information. There is a lot here and if you study the files, I'm sure you'll find other uses and ways to apply this to other models. I would love to hear about your adventures with Victoria 2 and the file types presented in the tutorial. As always, please feel free to contact me with your comments and questions.

Special thanks to DAZ, especially Chad Smith and Tony “Melmoth” Bradt. Also to the crew at In Depth Discussions who took the time to be guinea pigs and proofreaders. Thank you.