![]() |
Mortem Vetus: Forsaken
Halls Thank you for purchasing Forsaken Halls. 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. 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 8 and above. And initially, pretty much everything is in default, except Render settings. Once you've installed the product, your new TerraLuna2 items will be in: :Runtime:Geometries:MortemVetus:FH: :Runtime:Libraries:Character:MortemVetus:ForsakenHalls: :Runtime:Libraries:Pose:MortemVetus:ForsakenHalls: :Runtime:Libraries:Scenes:MortemVetus:ForsakenHalls: Before we do anything else, there's a couple of things we need to do so that we can use this set easily and efficiently. The very first thing we need to do is set Units to meters as shown in image1. Click on 'Edit', then 'General Preferences'. In the dialogue box that opens, choose the Interface tab and under Units, select Meters, and click ok. This is very important and ensures this set works as intended. |
![]() |
Image 1: Setting units to
Meters |
Now that we have our units
set, we can get to some scenes. As well as all the
individual components for creating your own layouts, there
are 5 preset scenes to get you started. These can be used
without having to know how our modular construction sets
work, which we'll be going through next. Before we load a scene, we're going to get rid of our existing scene lights first. Because the Forsaken Halls scenes load with a full compliment of lights, Posers default lights can cause undesirable results and ideally should be removed. |
![]() |
Image2: Deleting scene lights |
You could go through each
light and either delete it, or turn it off, but the
easiest way to achieve our aim here, is to use one of
Posers in-built utility scripts. Click on Scripts, go down
to Utility and click deleteLights. A dialogue box will
open asking if you're sure you want to do that, click ok,
and now we have a scene with no lights in. |
![]() |
Image3: Loading a preset
scene |
Now we can head over to our Scene library
and load a preset. This loads the complete scene with all
its lights. However, it doesn't load camera
settings.Obviously camera settings will be scene
dependent, but we've included one to bring you back to a
sort of default position, which is aimed at where a
character loads when zeroed. |
![]() |
Image4: Adjusting cameras |
When we
render this up, we've got a nice little scene that just
needs additional populating. |
![]() |
Image5: Rendered view |
While the
presets are a good place to start, obviously we want to
be building something unique from scratch. So we'll
start a new scene and load in a vaulted section, as
shown in image6 below. Like all the construction
elements in this set, this piece is 5metres wide, by 5
metres deep. |
![]() |
Image6: Starting a new
construction |
Now when we
load a second Vaulted Section, we want to move it by 5
metres backwards, so we simply enter 5.000 in the zTran
dial and it pops straight back into position. All pieces
moves in multiples of 5. So if we were going to extend
back from the two pieces shown in image7 below, the next
one would be at zTran -10, then -15 etc.. To move pieces
to the sides, use the xTran dial, again in multiples of 5.
Use negative values to go left, and positive values to go
right. |
![]() |
Image7: Adding a second piece |
In image8
below, we've added a few more pieces, and then we'll have
a look at using the Torches. The highlighted section is our zeroed section,
and when we load Torches, these will appear within the
confines of the zeroed section. Before we load a torch, let's have a quick look at what we have to choose from: FH_WallTorch is for applying to walls. FH_WallTorchPillar is set up for using on the pillars. FH_WallTorchX is a free floating version for use in situations other than Forsaken Halls. Each of them have different centres, that define how they rotate, and we'll look at this as we load them in. Normally, we delete the scene lights before adding any of the torches, as shown at the start. However, because we want to see what's going on, we'll leave our scene lights active for a while yet. |
![]() |
Image 8: Zeroed Vaulted
Sction (highlighted) |
![]() |
Image9: Loading FH_WallTorch |
First off, we'll load a FH_WallTorchas seen in
image9 above. In order to attach it to the wall at the
back, we want to move it the same amount as that section,
which is zTran -5. We replaced the Vaulted section that
was there with a FH_SingleWall section. ALL TORCHES: For all torches. movement (translation and rotation) should ONLY be done on the bodypart 'Base'. Morphs can be dialled up on 'BODY' or on bodypart 'Flame'. The only rotations that should be used on FH_WallTorch are all on the yRotate dial, and should be values of 90°, 180°, -90° and of course 0° Each of these rotations will place this torch on a different wall. To move the torch along the wall it's on, use the xTran dial to move it side-side, and the yTran dial to move it up and down. Side to side movements should be quite small, to constrain the torch to the section it's in. In image10 below, we've moved the torch off to the left by 5 metres, which puts it in the centre of the arch in the adjoining piece, FH_SingleWallArch. |
![]() |
Image10: Positioning the torch |
To move it out of the arch opening, we want to move
it on the xTran dial, or the yTan dial. If using the xTran
to move side to side, remember it already has a
value to get it to the right area, so only use small
amounts. From the starting value (in this case -5) you can
safely go2.2 metres either way before the torch collides
with a pillar. In image11 below, we've moved the torch an
additional 1.7 metres left to clear it from the arch.
Because it has already moved -5 metres to be in the
correct area, an additional 1.7 metres left gives us a
value of -6.7 metres on the xTran. For these small
adjustments, it's usually easier to just wind the dial a
little. |
![]() |
Image11:
Additional positioning |
Alternatively, we could also place the torch above
the arch. So instead of adjusting the xTran value, for
this we want to adjust the yTran. In image11b below, we've
raised the torch by 1.5 metres, placing it just above the
arch. |
![]() |
Image 11b: Wall torch moved
upwards |
The second type of torch is FH_WallTorchPillar.
This one opens relative to the back left arch on our
zeroed section. The centre for this one is the centre of
the pillar, meaning that when you apply a yRotation, the
torch will circle aropund the pillar. In image12
below, we can see where the FH_WallTorchPillar loads in
relation to a zeroed section, on the pillar in the back
left. To make moving the torches around easier, we have
included a set of basic poses, for the Pillar torches and
the Wall torches. NOTE: The orientation of the torches assumes that looking forwards in Poser as it opens is North. So the direction off the pillar that the torch loads in, is South East. Please bear these relative directions in mind for easier posing. |
![]() |
Image 12: Loading
FH_WallTorchPillar |
Now suppose we want to move the torch over to the
pillar on the right, and still keep it pointing towards
the centre of our zeroed section. First, we need to move
it 5 metres right, on the xTran dial. Like the building
elements, the torches should always move in 5 metre
increments. Doing this means they are always centred on a
pillar.. If using the poses to apply the orientation, you need to do that before moving it to the correct pillar. So we're going to apply a SouthWest orientation, then move it 5 metres to the right. As we can see in image 13 below, our torch is now on the other side, pointing in a different direction. NOTE: Using the poses after positioning a torch with the translation dials will cause the translations to be set back o zero. The Pillar torches can be adjusted for rotation by directly entering the angle: 0 ° is SouthEast, 90° is NorthEast, -90° is SouthWest, and 180° is NorthWest. Use 45° for East, 135° for North, -45° for South, and -135° for West. |
![]() |
Image 13: Positioning
FH_WallTorchPillar |
Because we've decided to
leave the default Poser lights in, we'd better go and get
rid of them now. Rather than use the script, which would
remove all light, inc;uding our torch lights, we're just
going to turn each of them off. Select a light, and turn it
off as shown in image 14 below. Repeat for all he default
Poser lights. |
![]() |
Image 14: Turning off lights
individually |
Once we've turned all the default lights off, and
render up, we get the scene shown in image15 below. That's
good and dark and atmospheric now, just the way we like
it. |
![]() |
Image 15:
All default lights off |
There's just one last thing to cover, which is the
morphs on the flame torches. In image 16 below, we can see
a small selection of the Flame Shape morphs applied.
Between the included morphs, there is plenty of variation
achievable . As a general rule, we apply small amounts of
several morphs. Small variations through an animation
sequence can also be very effectivem |
![]() |
Image 16:
Flame morphs |
We hope you enjoy using this product and
we look forward to seeing what images you make with it. Happy Rendering Andrew and Tracey :) |
![]() |
![]() |
Mortem Vetus
store for the dark side of Poser. |
![]() |
![]() |
![]() |
![]() |
SceneScaspedX3-Elevation |
Braided Hair |
Templar |
Terra Lumina |