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IslandGirl and Mortem
Vetus: Grave Expectations Thank you for purchasing Grave Expectations. We hope you enjoy using this product, and this User Guide is intended to just help you get the most out of your purchase. Mostly, this guide will be covering the basic operation of the items included in the pack. Ok, first things first. This pack is intended for use with Poser 8 and newer, although it IS usable with Poser 6 and above. For the purposes of this guide, we'll be using PoserPro 2014, but there is nothing we'll be doing that can't be done in Poser 6 and above. And initially, pretty much everything is in default, except Render settings. Once you've installed the product, your new Grave Expectations files will be in: Figures:IGD_MVS:GraveExpectations: Props:IGD_MVS:GraveExpectations: Pose:IGD_MVS:GraveExpectations:GravePlot Pose:IGD_MVS:GraveExpectations:M4Biters: Pose:IGD_MVS:GraveExpectations:V4Biters: We're going to be using Michael4 for our examples. This is just a matter of personal preferance, and everything we do is equally relevant to Victoria4 as well. For our zombies, we're using Zombies M4 - H4 by MortemVetus. |
Let's start a new scene, and load the
grave plot, which is in
Figures:MortemVetus:GraveExpectations: To use this prop, the first thing we MUST do is turn off Poser's default Ground. We do this as shown in image 1a below, by opening the hierarchy editor, and clicking the eye symbol so it fades out. The Grave Plot has a number of headstone smart props that attach to it, and we're going to load Headstone01. Next, we need a zombie! In image 1b below, we've loaded our zombie, plus his grave plot and a headstone. Now in the M4Biter and V4Biter folders, there are a number of poses designed to interact with the grave. These are numbers 2, 26 and 31-40. So let's apply one and see what happens. One of our personal favourites is IGD_Biter36a. |
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Image 1a: Turn off the ground |
Image 1b: zombie and props
loaded |
As we can see in image 2a below, our zombie has now dropped into the floor. Now we need to make the grave plot look like our zombie is struggling out of it. On the Parameters tab of the bodypart 'GravePlot' there are a number of morphs. All except two of these morphs are relevant to a corresponding pose. So we used IGD_Biter36a on Michael4, so we want to apply the appropriate pose to our grave. As shown in image 2b below, when we dial the morph with the same name to 1.000, the grave deforms around the zombie, although this is not very defined with the all grass texture on |
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Image 2a: Zombie pose
IGD_Biter36a applied |
Image 2b: matching morph
applied |
So to complete the look, we're going to
change the texture on the ground. In the folder GravePlot,
there are six texture options to choose from, from all
grass, through to some quite large areas of earth.
Different size dirt areas will look better on different
morphs, so play around a little until you find what's best
for your image. We're going to use
'GravePlot-MedHole' and then render that up as seen
in image 3a below. As mentioned earlier, there are two additional morphs on the grave, FreshlyBuried and FreshlyRisen, which both have specific textures. In image 7a below, we can see the FreshlyRisen and Freshly Buried morphs and textures applied. Note: While we had specific textures in mind for the various Grave plot morphs, by no means do you need to use them. Freshly Buried for example, if dialled to a lower value than 1.000, has the appearance of an older grave where the soil has subsided back to level, so could quite easily take the 'GravePlot-All Grass.pz2' option in the poses. |
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Image 3a: posed, morphed and
rendered |
Image 3b: Freshly Buried and
Freshly Risen morphs with matching textures. |
Well all that is all very well if you're
making a small focused scene, but if you're like us, then
you'll want to be building a larger graveyard at some
point. And as it happens, we've made that as easy as we
can. Those of you who are familiar with the SceneScapes
range of products will already be familiar with the
concept, of moving items in exact dimensions. For those
who haven't used SceneScapes, let's have a look over
building a larger graveyard. First thing we need to do before we get to our larger graveyard is set Posers units. In image 4a below, we can see how to do this, by clicking Edit > General Preferences. In the new dialogue box, go to the Interface tab and set Units to Meters. This is important, because it will allow us to move the Grave Plot with millimetre precision. Each Grave Plot is exactly 3 metres by 3 metres. And we will only be making movements on the zTranslate and xTranslate dials. Either Body or the bodypart GravePlot can be used, and if we enter -3.000 into either zTranslate dial, we can see the Plot, with it's attached headstone moves back in our scene, as shown in image 4b below. Now if we load a second GravePlot from our library, we see it appears zeroed, and edge-to-edge with the Plot we already had in scene. |
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Image 4a: Setting Poser units. |
Image 4b: Exact movement. |
In image 5a below, we can see our second
Grave Plot, and we've hovered over it so it outlines in
white. With our second GravePlot selected, we'll load
another Headstone, which is now parented to the second
Plot. To add more plots, simply move them in whole
multiples of 3...so 3, 6, 9, 12, etc. But ONLY on the
zTranslate and xTranslate dials. Note: movements on the zTranslate dial move things Front-Back, while movements on the xTranslate dial move things Side-Side. We'll stick with just the two plots for this example, and we'll apply morphs, textures and zombies to them. To get our zombie who is behind in the right place, select Body and enter -3.000 on the zTranslate dial. In image 5b below, we can see both our Plots with zombies crawling out. Repeat this process to create as large a graveyard as you need. TIP: Because of scaling and position, these props will fit seamlessly with items from the SceneScapes range, or items such as Ground Fills, or Village Well (Freebie). |
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Image 5a: 2 Graveplots loaded. |
Image 5b: 2 different zombies
crawling out... |
And that's it. As with all our products,
we've tried to create something that is both different and
distinct. We hope you enjoy using this product and we look
forward to seeing what images you make with it. Happy Rendering Lora-Ly, Andrew and Tracey :) |
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Mortem Vetus,
exclusively at RuntimeDNA |
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IslandGirl at
RuntimeDNA |