I never had any luck creating magnets with V4, though it would've helped so I could create my own characters, especially facial shapes. Then again, I didn't have any luck with deformers in DS either. Guess I'm just not a magnet kind of gal.
I had the same problem with another project. The solution I ended up using was to convert the parent prop into a "figure". Sure, it's a single prop with no real rigging at all, but the parented props would attach to the selected parent rather than the first loaded copy. I think having separate bowl props with the food or water preloaded would be the easiest solution in your case. Just wanted to mention it just in case it might be helpful in the future.
{
version
{
number 8
}
prop Bowl
{
storageOffset 0 0.3487 0
objFileGeom 0 0 :Runtime:libraries:Props:Primitives:P8Bowl.obz
}
prop Bowl
{
...
}
doc
{
addActor Bowl
}
}
{
version
{
number 8
}
figureResFile :Runtime:libraries:Props:Primitives:P8Bowl.obz
actor Bowl
{
storageOffset 0 0 0
geomHandlerGeom 13 Bowl
}
figureResFile :Runtime:libraries:Props:Primitives:P8Bowl.obz
actor Bowl
{
...
}
figure
{
name Bowl
root Bowl
defaultPick Bowl
displayOn 1
allowsBending 0
canonType 1
conforming 0
displayMode USEPARENT
locked 0
}
}
Well, how the heck did you get lost in the forest, when all the time you knew there was a trail?
Why is it that I've seen Props WITHOUT Geometry? From this discussion I would think it necessary. Is only drawback to lacking a geometry is that you can't add dynamic morphs?
Yeah, the way Poser does it by default, and I stubbornly refuse to strip out.The geometry could be embedded in the prop.
Sure you can have a null in Poser
I was thinking about this statement^At best, Poser can create "Groups" that won't show in renders, but they still have a cube primitive so we can select and position them , so they do have geometry.