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The use of Wavefront objects, that can be easily created in Poser, and of some simple trick, allows to mix parts of different characters and create new ones in a simplified way that, without really blending the parts in a new character, but only linking them in the hierarchy, achieves a visually satisfactory result, particularly in Bryce, but also in Poser itself.
The new characters can be directly imported in Bryce.
In this tutorial we will create a Sphinx starting from DAZ's characters Victoria 3 and Millennium Cat, and some clothes from Rulers of Egypt; but the procedure can also be used for (or adapted to) the creation of different characters with different parts.
I used Poser 5 SR3 and Bryce 5 from DAZ; but I think that previous versions can work in the same manner.
Start Poser and load Vickie 3 To Vickie 2 SR1 from Victoria 3 package, or directly Victoria 2. I used this character because I wanted to complete the Sphynx with the classic headdress, that I found in the Rulers of Egypt package from DAZ, that is suitable for Victoria 2. Do not apply textures to Vickie.
Then load the Egyptian Headdress_Vulture.
Probably because I used Vickie 3 To Vickie 2, I was not able to conform the headdress to Vickie (really it was not necessary), but it necessary to parent it to Vickie's head.
Select the Body of Vickie, then export as Wavefront Object from File menu. Select 'Single frame' and, from the hierarchy, first deselect UNIVERSE: you will see all subsequent parts deselected too. Then click on Neck, Head, Left Eye, Right Eye, VultureHeaddress. You will see a series of parts attached to VultureHeaddress; you can leave them selected.
Click OK and save the object with a name (I choosed Vulture Head) and, in the subsequent dialog, click on the options shown in the picture. You can try to select, or not, the 'Weld body parts seams', and to see the effects of each in Bryce.
Start with a new document (you can save the scene first, if you wish) and load the Millennium Cat; do not apply textures to it. It will be the 'Figure 1' of the scene. Then (eventually with the aid of some pose found on the market) put it in a pose suitable for the Sphinx statue.
Now select the Body part 'Head', open the Parameter Dials and click on 'Visible' property, so the head will be invisible. Do the same for the Right and Left Eye, the Right and Left Ear, the Right and Left Whisker.
Import the previously made head with 'Import Wavefront OBJ', selecting the Vulture Head. I suggest to reduce the Percent of standard figure size to 30. The head will appear under the PROPS of Figure 1 of the scene.
Using alternatively the Left (or Right) and the Front Cameras verify the relative positions of the head and of the body. You will have to bend the neck of Millennium Cat to a negative setting, to line up it to the Vickie's neck.
Then set the xRotate and zTranslate of Vickie's neck to have a better result; alternate the settings of the 2 necks (eventually rescaling the Vickie's one) until you have a good result.
Now select the head (the Vulture Head Prop) and, from the Object Menu, option 'Change Parent', choose the Figure 1's Neck.
Select the Body of Figure 1 (the cat), then export as Wavefront Object from File menu. Select 'Single frame' and, from the hierarchy, first deselect UNIVERSE: you will see all subsequent parts deselected too.
Click on Figure 1 (this is the cat), then deselect Head, rWhisker, lWhisker, leftEye, rightEye, rEar, lEar. Leave selected (obviously) VultureHead.
Click OK and save the object with a name (I choosed Sphinx) and, in the subsequent dialog, click on the options shown in the same picture of Step 2. You can try to select, or not, the 'Weld body parts seams', and to see the effects of each in Bryce.
You can close Poser now; start Bryce and in a new scene you can test the object. From file menu select Import Object and in the Open dialog choose Sphinx.obj.
In the actual situation, the headdress had a texture, so its name is embedded in the corresponding .mtl file, but without the information of the relative path on the computer. Here is the advantage given by the Turbo import plug-in for DAZ Studio for complex characters with many nodes and materials; but here we have only 1 texture to find, so we can use the 'old' method for importing Poser material directly into Bryce.
Bryce will ask you to locate the VultureHeaddressTextureJPG
but if you want to have a stone statue, the texture is useless. So Cancel the request to locate it
Finally we have the Sphinx! As you can see I selected one of the Display Modes available, apart from the Default Wireframe.
Click on the down arrow at the right of the image, then reposition it as wished. This image comes from a previous test, and the neck is too long. In the last picture of this tutorial you will see a sphinx with a slightly shorter neck.
You can see that the face has a color; it is the original color embedded in the Victoria character. The headdress and the body, instead, have the default Bryce color.
Now click on the small triangle at the right side of 'Edit' (between 'Create' and 'Sky and Fog') and choose a suitable material
Now all the object has a single color
If you plan to use the object frequently, it is more convenient to save it as a preset.
To do this, select the object in the scene, then click on the small triangle at the right side of 'Create' (the first item, before 'Edit' and 'Sky and Fog') then, in the bottom left, click on the small triangle close to 'Installed'; choose 'User' again
You can click on the preview and (without releasing the button) rotate it in all directions. Click on 'Add' and choose a name and, if you wish, a description for the preset
Click on the V shaped icon at the bottom right and your sphinx is available to you forever'
The above procedure can be used whenever you need an hybrid figure of the type seen. For instance, I also created a model of Bastet, the Egyptian cat goddes. The model can be used directly in Poser
or in Bryce. Here is an example were the sphinx have a stone appearance; Bastet keeps the original textures, but in the same manner explained above it is possible to give it the same stone look.
In this example, when asked from Bryce to locate the textures for the clothes, I browsed to the location in Runtime - > Textures were the Egyptian MAT (from HMG – Around the world) can be found.