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Mortem Vetus: SceneScapes
X6 - Castle Creator Thank you for purchasing SceneScapes X6 - Castle Creator. 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. This pack is intended for use with Poser8 and newer. It will work in Poser 6 and 7, but we feel the results are not as good as Poser 8 and higher. For the purposes of this guide, we'll be using PoserPro 2010, 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 Castle Creator items will be in: Character:MortemVetus:SceneScapes:CastleCreator: Props:MortemVetus:SceneScapes:CastleCreator: Before we do anything else, we need to get Poser set up so that SceneScapes works as intended. Anyone that has already used previous SceneScapes packs will be familiar with this, but we recommend still having a look over this bit, as we're using different piece sizes in this pack. The most important thing is our Poser units. SceneScapes has been built so that you move a piece a certain distance, and it seams in perfectly with the piece next to it. To do this, we've used unit settings in Metres (Meters in US English), because it makes life easier for everyone than feet and inches. Image1 below shows setting up our units. We need to click Edit, then General Preferences. In the dialogue window that opens, go to the Interface tab and select Meters under Units. Poser is now working in Metres. So that you don't have to repeat this every time you want to use SceneScapes, go to the Document tab and click "Set Preferred Scene". Poser will now open a new document in exactly the state it is now in. |
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Image 1: Setting Poser Units |
We mentioned that we're
using different size pieces for this set, with the purpose
of making larger scale constructions. The majority of the
pieces in this pack are 5m x 5m x 5m. However, the towers
are 7m x5m x 7m, that is to say they're 7 metres wide and
deep and 5 metres tall. The three Gatehouse sections are
7m x 5m x 5m, or 7 metres wide, and 5 metres tall and
deep. This affects the distance each piece needs to be
moved to be in correct position. |
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Image 2: Castle Creator in
the library |
Image3: First piece loaded |
In image2 above, we can
see our CastleCreator folder in the Figures library. To
get started, we're going to load L1-Gatehouse. NOTE: All the pieces have a prefix, either L1, L2 or L3. This is the level that they open at, so L1 is floor level, L2 is 5 metres above that, and L3 is a further 5 metres above. Because this is an L1 piece, it's opened on the floor as we can see in image3. So we have our first piece loaded and we've pulled the camera back a bit so we can see the whole scene. Now we can see that two of the faces appear to have no texture, on the side and the top. These are the faces that will join to neighbouring pieces and so should never be visible. These are all on the material 'NON-VIS'. Next we want to load another piece. We'll use L1-Wall3, and once it's loaded, we can see that it occupies exactly the same space as the first piece we loaded. So we need to move it so that it forms an unbroken surface with it's neighbouring piece. This is where our unit setup makes life easy. Because both pieces are on the same level, we only need to worry about movement on the xTran and zTran dials. And we want to move it to the side, so we'll use the xTran dial. If we click on the value, an entry box opens, and we want to enter 6 and hit enter. And as we can see in image4 below, the new piece has moved exactly to the side of the first piece. TIP: If you're unsure about the value to enter, dial the piece to roughly where it needs to be, then round off to the nearest whole number. |
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Image 4: Loading and
positioning a second piece |
Add more L1 pieces to extend your wall
out. Next we're going to add some height to our Castle wall. So now we need an L2 piece, and we're going to load L2-Gatehouse. As we can see in image 5, it has loaded on top of L1-Gatehouse. Everything starting L2 will open at this height. Lets load another piece (we're using L2-Wall1) and move that the same as we did for the first level piece, so 6.000 on the xTran dial. In image6 below, we can see our four pieces all neatly arranged in relation to each other. Let's finish this section off with some top level walls. |
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Image 5: Adding upwards |
Image6: Filling gaps |
Because we've gone up another level, we
want an L3 piece, and because we're building up the
Gatehouse first, we're going to load L3-Gatehouse.. As we
can see in image7 below, this appears another level
higher. The floor of this top piece is 10m (~33ft) above
floor level. To finish this section, we're going to load
L3-Wall1, and move it on the xTran dial the same as we did
for the lower level pieces under it. In image8, we can see
all six pieces loaded and positioned. |
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Image7: Top section |
Image8: Full width top |
Now that we have a section of wall, let's
take a look at the rest of the pieces. We'll start with the Walkway. First, we're going to load L2-Wall3, and move it to the left of our block, by entering -6 in the xTran dial. We can see in image9 below, this piece has a doorway type arch. This is for a smooth transition from Walkway to Wall. Because we're on level 2 at the moment, let's load L2-Walkway, and we're going to position it at -6 on the xTran, and 5 on the zTran, as we can see in image10 below. |
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Image9: Walkway join |
Image10: Walkway extending on
L2 |
Let's add the level 1 and level 3 pieces
of the walkway, and position them to suit. So we're adding
L3-Walkway and L1-Walkway, and positioning the same as
L2-Walkway previously, so -6 on the xTran and 5 on the
zTran. Now we can see in image 11 below our completed
walkway section. And in image12 below, we've added a
couple more pieces to fill that end out. NOTE: L3-Wall4, L3-Wall5 and L3-Wall6 all have an intersection to join with the Walkway pieces. |
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Image11: Additional walkway
pieces |
Image12: Filling gaps |
Next is our tower pieces. These are the
largest pieces in this set, at 7m x 7m. Again, everything
is created according to level, so we have L1, L2 and L3
pieces for a Mid-Tower, and for a Corner-Tower. A
Mid-Tower goes in the middle of a wall, for example, on
either side of the L1-Gatehouse piece, while the
CornerTower pieces take us round corners. So let's load a
L1-Corner Tower and move it into position as shown below
in image 13. We can see in the image that the wall
will now be coming towards the camera, the same as the
Walkway we added earlier. To come off this CornerTower, we will need to rotate our next piece and position it on both the xTran and zTran dials, as we can see in image 14 below. REMEMBER: When positioning and rotating objects, it can be easier by dialling the object into roughly the right position, and then entering the exact number. If it's almost in position, this is a case of just rounding off the number already there, up or down to the nearest whole number. |
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Image13: Corner Tower |
Image14: Coming from a Tower
piece |
Almost there now, all that's really left
to cover is the Moat and Drawbridge. To take a look at
this, we'll need to be looking at the outside of the
walls, since a moat is no good on the inside of a castle.
So we'll start a new scene, and load L1-Gatehouse. All the
walls pieces have the inside facing the camera, as all the
interesting stuff is on the inside, so on the yRotate
dial, we'll need to enter 180, to turn it round so that
the outside is facing the camera. Next we need to load a
Moat section and position it so that the back edge is
adjacent to the front edge of the Gatehouse. Note: The Moat piece is a 9m square, consistent with the size of the updated Ground Fills product. We'll come back to why this is relevant in just a minute. On the body part 'Ground' there is a selection of morphs under 'MoatMorphs'. Because this section is directly in front of the Gatehouse, we want the morph 'Moat-Drawbridge' and we'll dial this full strength to 1, which we can see in image 15 below. As the morph name suggests, this is intended to be used with a drawbridge. So if we go to Props:MortemVetus:SceneScapes:CastleCreator, we have two drawbridges to choose from. In this instance, we need L1-Drawbridge-Open, which we'll load and we can see in image16 below. NOTE: All three props in this folder are smart propped to the L1-Gatehouse piece, so ensure the L1-gatehouse is selected before loading. Please be aware, all opening doors and gates on all pieces that have them are poseable. Select the door or gate on the pieces that have them and open or close using the dial marked 'Open-Close' which is in the Transform group node of those body parts. Also, the portcullis on the L1-Gatehouse is a seperate bodypart and has a morph to enable raising and lowering. |
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Image15: Gatehouse and Moat |
Image16: L1-Drawbridge-Open
loaded |
Those who own our Ground Fill product have
a little bonus included in this pack. In November 2014, we
updated Ground Fill so that it is consistent with our
SceneScapes range of products. If you haven't already done
so, you should re-download the Ground Fill product and
install it. It is now the same size as the Moat piece in
this product and has a new water plane layer, as well as
expanded morphs. When you installed this Castle Creator product, it will have added a new folder in your Ground Fill poses library called Expansions. In this folder are two INJ and REM to add the moat morphs to your Ground Fill. Poser 9+. To take advantage of this, load the updated Ground Fill object, which is in Figures:MortemVetus:Scenery folder, called Ground Fill2. With the Ground Fill 2 object selected, go to your pose library where the Ground Fills MAT poses are, then into the new Expansions folder, and load the CC-Moat-INJ pz2. This will add the moat morphs from this product to the Ground body part in a new group node called 'Castle Creator - Moat'. This then allows you to use Ground Fill instead of the Moat piece, allowing for use of all the Ground Fill morphs. Poser 8/PoserPro2010. Do the same as above, but use the pz2 file P8CC-Moat-INJ.pz2. If you try to use the CC-Moat-INJ pz2 it puts the new morphs in their correct group node, but puts all the existing morphs under group node 'Morph' When you use the P8 INJ, it will put the Moat morphs under 'Morph' and leave the existing morphs where they should be. Rename the Morph group node by double clicking the group title, entering a new name and hit Enter. |
To help get you started, we've included a
number of pz3 scenes. These all have various combinations
of Castle Creator pieces, as well as camera positioning to
focus on intersting shots/angles. These pz3 scenes
are intended to provide a starting point, from which you
can expand on the loaded pieces to create larger more
extensive scenes, although several of them can be used
just 'as is'. That's the beauty of SceneScapes, it can be
as large or as small as needed, you decide.
Obviously once these scenes are loaded you will need to
populate them with characters and additional props, as
well as adjusting lighting to suit the needs of your
desired image. You may also wish to expand on them by
loading additional pieces and positioning them. See
the images below for how each scene will look upon
opening. CastleCreator-Scene1. A simple straight on scene, looking towards the Gatehouse, which is flanked by Mid-Towers on either side. A zeroed character will load between the procullis and gates of the L1-Gatehouse piece. CastleCreator-Scene2. The same pieces as Scene1, but a different view, looking down on the top of the Gatehouse where it meets the archway into the right hand Mid-Tower. A zeroed character will need to be raised 10 metres (10.000 on the yTran dial) and a positive amount on the xTran dial to be in view. CastleCreator-Scene3. A small scene looking at the gatehouse, which has been turned so the portcullis is facing the camera. Includes the open Drawbridge and a section of moat. A zeroed character will load behind the portcullis. CastleCreator-Scene4. A very small scene looking through an L2-Walkway to an adjoining L2-Wall3 piece. A zeroed characetr will need to be raised 5 metres (5.000 on the yTran dial) to come into view. This scene would suit being lit by our Flame Torch. CastleCreator-Scene5. A larger scene with the camera pulled quite far back, looking downward on the inside of the gatehouse and a section of courtyard, with the drawbridge and a bit of moat visible through the main gate. A zeroed character will load in the middle of the gatehouse, between the gates and the portcullis. CastleCreator-Scene6. A corner scene utilising various pieces from all three levels. A zeroed character will load central, in front of the open gate. |
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We hope you enjoy using this product and
we look forward to seeing what images you make with it. Happy Rendering Andrew and Tracey :) |
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Mortem Vetus
store for the dark side of Poser. |
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SceneScapes |
SceneScapes X2 - The Vault |
SceneScapes X3 -Elevation | SceneScapes X4 - The Bell Tower |