Pibber MKII model for Poser 4 and above Copyright Ownership belongs to RPublishing. This product was originally acquired through VanishingPoint. All of this product's content was created by Helgard de Barros. Directions: Extract the files into the specified folders: Put the obj file into Runtime\Geometries\VP\Pibber Put the cr2/rsr/png (figure files) into Runtime\Libraries\Character\VP Put the pp2/rsr/png (prop files) into Runtime\Libraries\Props\VP_Pibber Put the pz2/rsr/png (pose files) into Runtime\Libraries\Pose\PBR_Gunners Put the jpg files (textures) into Runtime\Textures\VP\PibberMKII Notes: 1) Poser 4 users do not need to extract the png files and Poser Pro Pack and Poser 5 users do not need to extract the rsr files. 2) If there is no template for a material (such as "White"), then that material uses a solid or procedural colour. 3) This has been created in Poser 6, and Poser 4 users will need to create .bum files and re-assign bump maps, and the glass uses ray trace reflection and refraction, so Poser 4 users will need to set transparency on those textures. 4) The interior engines have not been modelled with total historical accuracy in an effort to keep the polygon count reasonable. Using the figures: 1) The controls for moving the various parts of the figure are on the body tab. 2) Some controls, such as those for free moving objects, the fire extinguisher for instance, will be found on the individual body part's tab. 3) The Pibber loads at Posers ground level. Add your figures and pose them, then parent them to the Pibber, and then move the Pibber to the position you want it for your scene. The Pibber should be lowered into the water to the level of the red line on the hull. Special note on animating the guns: The front and back guns work the same, so for explanation I will just explain the back guns. If your animation is 300 frames, set the RearGunsFire dial on zero for the first frame, and 30 for the last frame. Select the RearFlash body part, and set its animation timeline to linear, not spline. Set it to 100% scale at the start of each firing cycle, when the cocking lever is at the forward position. At each frame just before and after these frames set it to 0% scale. This will give you muzzle flashes that match the rate of gun fire. Speeding up the animation may give you a more realistic rate of fire, but this will seem to skip frames and may at certain speeds make the animation look like it is going in reverse, but this is an optical illusion, such as when wheels seem to be turning backwards at certain speeds. Special note on animating the flag: The flag is animated in a repeating cycle, so 0 (Zero) is the start, and 1 (One) is the end of the cycle, 2 (Two) will be the end of the second cycle, etc. So if your animation is 120 frames long, set the flag on zero for the first frame, and 2 for the last frame, and you will have 2 cycles of the flag animation. If you want the flag to flap faster, set the last number higher, and for slower set the last number lower. Pibber MKII (for Vue) Copyright Ownership belongs to RPublishing. This product was originally acquired through VanishingPoint. All of this product's content was created by Helgard de Barros. Directions: Unzip the files in this archive to any directory. Using the figure: 1. Start Vue. 2. Click File -> Import Object. Navigate to the folder where you unzipped the files to. NONE of these files may be redistributed (please completely read the enclosed license) Product Support is available by Renderosity SiteMail to RPublishing. To be automatically updated by email when new items are released, please add RPublishing to your "Favorite Vendors" list. If you like this product, please make sure to give a product review. If you do not like this product, please SiteMail RPublishing with the reasons why so we can try to help you. We love to hear stories about how you use our models. Thank you for purchasing from RPublishing! Happy Renderings!