SceneScapes X4 - The Bell Tower.

Welcome to SceneScapes. This is a modular construction set for building custom architecture for outdoor scenes. This is an ongoing and evolving range that we will be adding more to yet, amongst all the other content we make.

To install, copy the Runtime folder from the zip archive and copy it to your Poser folder that already contains a Runtime folder. Once you have unpacked SceneScapes, your new props will be located here:
Runtime:Libraries:P5rops:MortemVetus:SceneScapes:Elevation:

Please note, if you bought any of the SceneScapes packs up to and including X5 - Paved In Stone, the props will be in different folders, for which we apologise, but SceneScapes came into being before we became Mortem Vetus and indeed before we even got together. X6 - Castle Creatot does have the correct library structure. With this re-packing for Renderosity, we've taken the time to update all the libraries to properly place them where all further packs will go.

Ok, so let's get started. The very first thing we need to do is set our Poser units to 'Meters'. Please refer to Chapter 1 to recap on doing this. We will be continuing with the scene from the last chapter and we'll be using that scene all the way through this guide up to X5. Again, we'll be using PoserPro2014.

Once our units are set, we can start bringing some props in. Like The Vault, these are presented as figures. The first piece we're going to bring in is 'Bell Tower Low'. This piece is for use at ground/lowest level. While this is our entrance, it's not strictly necessary to use, unless you want to see the entrance. In a lot of cases, the entrance might not even be visible, if the tower is nestled back among other buildings.


Image 5.1: Loading props

As we've discussed in previous chapters, it's a good idea to create a parent base. We'll use the Bell Tower Low as our parent and we'll attach all further pieces to this one.

Unlike other sets, this one goes up and downrather than spreading out as this is, after all, a Tower. The pieces are larger in this set at 7 metres square, and 4 metres high. So when we load our next piece, Bell Tower Mid, we need to raise it on the yTran by 4, as shown in image 5.2


Image 5.2: building upwards

Depending on how tall we want our tower to be, we have a couple of options at this point. To keep adding levels, we would duplicate Bell Tower Mid, and stack them up. Or we could add in one of the clock sections. Bell Tower Clock features a clock face on one wall, while Bell Tower Clock 2 has clock faces on all four sides. In image 5.3, we've added Bell Tower Clock 2. Each of the clock faces on both pieces have poseable hands. The remaining pieces are Bell Yower U, and the three top sections. The Bell Tower U is specifically for use under the top sections. It's slightly modified to avoid collision with the butressing holding up the platform tops. In image 5.3 below, we've added Bell Tower U above our clock section.


Image 5.3: 4 vertical sections

All that's left now is to choose a top section and apply it to the stack. We've used Bell Tower Top1, and raised it into position, in image 5.4 below. Each of the tops has a different configuration.

We've patented them all to the Bell Tower Low section, and we'll save the complete block back to the library so we can add it to our big scene.


Image 5.4: small complete tower

In the image below, we've added the Bell Tower block to our growing scene. As the scene grows it may be necessary to move parts of it, which is made much easier by having the blocks for controlling large chunks. Just remember to always select the parent prop when moving whole blocks, or you'll suddenly end up with holes in a complete block.

NOTA: They say there's always something new to learn and we've just learned something new. If you parent pieces to a figure BODY, you then need to select BODY to move the block. If you try moving the group parent via the root bodypart, then it will seem the rest of the pieces are not connected. A root body part is the one that the rest of the hierarchy branches off from...in a humanoid, this would be the hip - in the Bell Tower it is the stairs, except for the tops where it's the floor because they have no stair section. We always use the BODY
for all Translations and most Rotations, as this avoids potential IK and posing issues that can arise from using the root bodypart, which is particularly noticable when using humanoids.


Image 5.5: growing scene.

We're going to save this scene as a new pz3, and use it for the next chapters of the User Guide. We'd suggest using just a few pieces to begin with, to get used to how it all slots together.
We hope you enjoy using this pack and as always, we look forward to seeing what you render with it.

Best wishes and happy rendering,
Andrew and Tracey
(MortemVetus)