You can find new icons for loading this product in the following Poser Libraries: Figures: "Dreadworks 3:" "DCU Metal" "DCU Rust" "DCU Worn" Pose: "DCU Poses" Props: "Dreadworks 3:" "DCU Metal" "DCU Rust" "DCU Worn" Product Notes Pose Library: Dreaworks 3 / DCU Poses The DCU is a Detention Cell Unit facility comprised of several figures that can be used stand alone or assembled into larger settings. The package includes a few pre-assembled scenes to get you started plus some pre-assembled cross sections that can be stacked side by side and parented to a null figure. The core pack includes 3 libraries with different texture themes to choose from. The textures are already applied, so there is no need for material pose files. Here is a brief explanation of the sets components: Figure Libraries: **SPECIAL NOTE AND PRE-ASSEMBLIES AND NULL FIGURES** All cross sections are parented to a null figure (set in the center of each cross section). Each of those null figures is parented to one central null figure that resided in the center of the scene and is a little higher off the floor. You can move all the pieces in this assembly by selecting the top most null figure under the hierarchy edit or pull down list of figures. The null figures can be identified by a small diamond shaped wireframe figure near the floor. These null figures do not render or cast shadows. Assem Full Half Cell: This pre-assembly is a room with a 5 holding cells stacked side by side. There is a single door at each end of the room. This room is intended to be a narrow corridor with cells on one side. The outer walls are sunk below the floor level upon opening the scene, you can move them back up by selecting the center wall and moving it up. Shadow casting is turned off on all components so that light can pass through the walls for easier lighting setup. If you want more advanced lighting, click the components and turn on their shadow casting button. This is typical of all pre-assemblies. *See note about null figures above* Assem Full Long Cell: This is the largest pre-assembly. It has 8 holding cells, a control room at one end and a set of isolation Tubes in the center of the scene. One of the large door walls is sunk below the floor upon entering the scene. To move it back up, select the wall and set the Up-Down value to zero. Shadow casting is turned off on all components so that light can pass through the walls for easier lighting setup. If you want more advanced lighting, click the components and turn on their shadow casting button. This is typical of all pre-assemblies. *See note about null figures above* Assem Full Short Cell: This pre-assembly is smaller than the Long Cell. It has 4 holding cells. One of the large door walls is sunk below the floor upon entering the scene. To move it back up, select the wall and set the Up-Down value to zero. *See note about null figures above* Assem Magno Room: This the same room as the Full Short Cell (described above), however, in the center of the room is the Magno Cuff Assembly in which you can set a prisoner. *See note about null figures above* Assem Section A thru E: These are pre-assembled cross sections that you can import and stack end to end to create as large a scene as you'd like. To set up a custom room, insert a NULL PARENT from the library. Next insert a cross section you'd like to use. Each section has a null figure at the center of the section near the floor. You can insert a section, move it to the side, insert another, move it to the side, then parent each null figure to the first NULL PARENT you placed in your scene. Camera: This is a ceiling mounted security camera with posable lens and a dark, transparent glass covering. You can place these wherever you wish. Ceiling 1-3: These are stand alone ceiling elements. Open one of the pre-assemblies to see how they can be used. Ceiling Light Panel: This is a light panel with ambient lit material zone for the lite. It will glow in a dark scene. This panel is a little smaller than the rest of the ceiling panels. Cell Unit: This is an individual holding cell. All floor, ceiling and walls can be turned off for easy viewing. There are 3 different door options to choose from. The first door option is the default that is shown. This door has a frame, a laser beam base, laser beams and a glass surface which is not shown. The default shows the laser beams in the frame. You can hide the laser beam base and beams then apply a transparent/ambient glow material zone to the glass. The last option is to hide the laser beam and base, frame and glass surface of that door and move the solid door (which is moved to the center of the front wall, hidden from view) into place. You can add the cot, toilet and camera to this room if you wish. Console 1 and 2: These are control panel consoles that can be used anywhere. They are already a part of the control room assembly. The screens are ambient lit. Control Room / Control Room Assembly: The control room is for security personnel. There is a rear wall with door, front and side walls, floor and ceiling. All elements can be turned off for better viewing. If you want the control room moved to the end of your assembly up against the large exterior door wall, turn off the control rooms rear wall and door. The Assembly includes a lighted ceiling panel and control consoles. The Assem Full Long Cell has the control room already installed. Cot: This is a cot frame with a mattress parented to it. They can be used anywhere. Door Wall: This is a large wall section with a large door. It is used and an exterior end wall, centered in your scene. Floor 1 Split style: This is like Floor 1, but the center section can be hidden from view so you can add an isolation tube assembly. Floor 1: This is same as split style, only it is a solid piece that cannot have any segments hidden. Floor 2: This is a simple floor panel that is used as an extension. Iso Ceiling - Floor: This is a figure with a floor and ceiling that have 4 slots/tubes. There is a pre-assembled Iso Chamber Assembly with these parts all parented together. Iso Chamber Assem: This is a pre-parented ceiling, floor, 4 Iso Tubes and Iso Console all parented to a NULL Parent. The null parent can be moved around to a desired location and all parts will fallow with it. Iso Tube: This is an Isolation Tube with floor, Glass Tube segment and Lift Shaft. The shaft and glass tube move with the floor, the shaft moves with the glass tube. You can recess the floor of the tube down into the Iso Floor and move the shaft back up into the ceiling of the floor/ceiling figure. There is also a Magno Cuff Posts figure parented to the floor of the tube so you can use the magno cuffs on a prisoner in the tube to hold him/her still. Light Rack: This is a simple rack with 3 posable lights on them. Bulb material zone is ambient lit and will glow in a dark scene. Mango Cuff Base and Magno Cuff Head: These are 2 posable figures to use in conjunction with the Mango Cuff smart props. The magno cuffs and Base/Head have a round head at the end of each node. It is intended that these are strongly magnetized with turned on and the detainee is held suspended between them. See the Props descriptions (below) for the smart props cuff and poses. The arm and leg nodes of the base and head are posable and also feature symmetrical possibility. This means you only have to pose either the right or left half of the base/head and mirror the posing to the other side, same as can be done with your character. Magno Cuff Assem: This is pre-assembled head and base unit parented to a Null Parent figure (situated between the head and base). You can add this to a scene, add your character with magno cuff smart props on their hands and feet, then suspend them. Magno Cuff Posts: These are a simpler version of the Magno base. You can place these posts anywhere in your scene, the base part is a small ball between the posts. The posts are angle/height adjustable and you can mirror one side pose to the other. You can use these in a holding cell or wherever you wish. Null Parent: The null parent is a diamond shaped wireframe figure that does not render or cast shadows. You can parent several elements of your scene to the null parent figure. Stoop: The stoop is a set of stairs, railing side walls and column/posts that act as a bridge between the floors and holding cells. The side walls and columns can be hidden if needed. You can use the stoop as an interesting rendering center piece. Table: This is a 4 seat table for the detainees to sit around on. Television Set: Detainees getting bored, mount the television in their room or high on a wall out of reach. Screen and buttons are ambient lit so they glow in the dark. Toilet: A large standpipe with toilet near the bottom. The seat lifts up and down and you can adjust the height of the toilet. Wall 1 through Wall 3: These are exterior walls of the facility. You can use these with other packages or as needed. Props: There are smart prop "magno cuffs" that fit over the hands and feet of M3, V3 and V4. These are smart props, so they will snap into place on your character. Click on your character, then apply the smart prop from the props library: Dreadworks-3 / DCU Metal (or Rust or Worn) Poses: There are poses for the Magno cuff Base and Head as well as a matching pose for M3, V3 and V4. These poses are used in conjunction with the Magno Cuff Assem library item "IN IT'S DEFAULT POSITION". If you have placed the assembly in a different room or another location, you can still apply the pose files, you will just have to move your character to the new location between the head and base. Textures: The texture for my products are always high resolution for good closeup scenes. If you encounter any memory problems or slow loading, you can always resample the textures in a paint program to a smaller dimension and resave them (back up the originals). This will allow for faster ing on non close-up scenes. Tips and Tricks: All the shadow casting has been turned off on the parts and assemblies. I do this to allow light to pass through the walls so you don't have to struggle with lighting and shadow so much. I generally use 3 directional lights. 2 with shadow casting turned off, one with shadow casting turned on. The light with shadow casting I usually situate above the scene and light coming from behind or to the rear sides of the camera, this allows other items such as your character and other props in the room to throw a shadow onto the floor and back at an angle. You can turn on shadow casting on the elements such as walls and ceiling/floors if you want to use spot lights or point lights. Simply click the element and change it's "cast shadows" button to "on". There is also a companion product called "The Hybrid Chamber" that has a cool restraining table, tentacle tools and more. Thanks again for your purchase, I hope you enjoy it. Davorama