Fri, Nov 29, 6:52 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 1:45 am)



Subject: Bug-eyed Vicki3--weird 'spawn morph target' problem in P4....


Patricia ( ) posted Sat, 12 July 2003 at 1:29 PM · edited Fri, 29 November 2024 at 6:47 AM

file_66728.jpg

I've spent the better part of a week morphing V3's face into an idealized Pre-Raphaelite one, based on a photo and on paintings by Rossetti and Waterhouse, mostly. When I got one I liked, I spawned a morph target and then applied it (dial at 1.00) to a zeroed V3 face....and got the bug-eyed creature below!

Her eyes are obviously not being included in the MT, despite the fact that I check in the Heirarchy Editor to be sure that her entire head, including the eyes are selected.

For some reason, Poser rarely does what it's supposed to and asks me to 'select subset' when I make morph targets, which prevents me from double checking on what is being selected. Most of the time, I do the Object>Spawn Morph Target and a new dial just pops into existance--it's done this through many reinstalls.

But this bug-eyed problem is new. I've tried resizing and repositioning the eyes, but cannot hit on the right combination to get them right :( Can anyone help?


MysticMind ( ) posted Sat, 12 July 2003 at 1:42 PM

Because the eyes are separate objects from the head, you may also have to spawn morph targets for each individual eye as well to get them into the correct position.


MysticMind ( ) posted Sat, 12 July 2003 at 1:42 PM

Oh, btw, beautiful morph! LOL


maclean ( ) posted Sat, 12 July 2003 at 2:07 PM

Yes, patricia, MM is correct. The eyes are individual body parts, separate from the head, which is why Poser is asking you to select sub-sets. If you do one eye at a time, you shouldn't have any problems. The other way to do it is just to morph an eye, export it as an obj file, with ALL options UNCHECKED. Then add it to the figure as a morph target. mac And yes, a very nice look indeed.


maclean ( ) posted Sat, 12 July 2003 at 2:09 PM

Or alternately, spawn a full body morph (FBM) for both eyes together. It will appear as a dial in the BODY of the figure and affect both eyes at once. It will also cause crosstalk between 2 figures with that FBM, unless you're using Poser 5. mac


Grey_cat ( ) posted Sat, 12 July 2003 at 2:56 PM

Yikes! You need to positions the eyes and once they're position, lock them in place. The following is an example of a pose file: { version { number 4.01 } actor leftEye:1 { channels { translateX xtran { forceLimits 1 min -0.0003 max 0.0003 keys { static 0 k 0 0.0003 } } translateY ytran { forceLimits 1 min -0.0001 max 0.0001 keys { static 0 k 0 0 } } translateZ ztran { forceLimits 1 min -0.0001 max 0.0001 keys { static 0 k 0 0 } } } } actor rightEye:1 { channels { translateX xtran { forceLimits 1 min -0.0003 max 0.0003 keys { static 0 k 0 -0.0003 } } translateY ytran { forceLimits 1 min -0.0001 max 0.0001 keys { static 0 k 0 0 } } translateZ ztran { forceLimits 1 min -0.0001 max 0.0001 keys { static 0 k 0 0 } } } } } If you need more information, IM me.


Jaager ( ) posted Sat, 12 July 2003 at 3:21 PM

The head morphs in V3 that move her eye sockets - they are linked by ERC code to trans channels in the eyes that move the eyes to match the new socket position. When you Spawn a new morph, you have generated a new morph and this one has no ERC link to the eyes. You need to re-position the eyes by hand. This is not as straight forward as it appears. You cannot use the trans dials for the eyes and make it stick. Every pose you use on the figure will change those dials back to zero. You must lock the eye for this morph in their new position. This means that the min=max=new location. Ordinarily - you would think all you need do is copy your spawned morph into this file = { version { number 4.01 } actor head:1 { channels { } } } and make the channel name = targetGeom PBMCC_01 The save it as CHARACTER NAME.fc2 You new morph will inject into V3. And, as long as your morph does not change the eye socket location - it will do just fine. For this morph - you need to use this file = { version { number 4.01 } actor head:1 { channels { } } actor leftEye:1 { channels { translateX xtran { forceLimits 4 min 0 max 0 } translateY ytran { forceLimits 4 min 0 max 0 } translateZ ztran { forceLimits 4 min 0 max 0 } } } actor rightEye:1 { channels { translateX xtran { forceLimits 4 min 0 max 0 } translateY ytran { forceLimits 4 min 0 max 0 } translateZ ztran { forceLimits 4 min 0 max 0 } } } } and change the min 0 and max 0 for the dials that need new values. Bugging out = the ztran. You can type identical values in the file. If you use the parameter window for the channel in Poser - you must make them -slightly- different = add a "1" to the end of the larger value -if positive = max, if negative = min [you do not want the min>max]. If you have a lot of faces that you inject, you either must have the lock for all - even the ones at zero - or use this pose to unlock the dials after you have used a pose that locks them = { version { number 4.01 } actor head:1 { channels { } } actor leftEye:1 { channels { translateX xtran { forceLimits 4 min -0.04 max 0.04 } translateY ytran { forceLimits 4 min -0.04 max 0.04 } translateZ ztran { forceLimits 4 min -0.04 max 0.04 } } } actor rightEye:1 { channels { translateX xtran { forceLimits 4 min -0.04 max 0.04 } translateY ytran { forceLimits 4 min -0.04 max 0.04 } translateZ ztran { forceLimits 4 min -0.04 max 0.04 } } } }


Patricia ( ) posted Sat, 12 July 2003 at 4:32 PM

Wow--thank you for the really detailed answers :) I'll give them a try this evening. V3 is really interesting--I didn't know that the eyes were that complex. Hopefully, the .fc2 saves I did will work better than the MTs, since I want to keep making variations on this character and also to be able to apply the basic face quickly and with as little hassle as possible :)


Porthos ( ) posted Sat, 12 July 2003 at 7:58 PM

Wouldn't DAZ Morph Injection Utility be easier?? Or am I missing something!!!

MS Windows 7 Home Premium 64-bit SP1
Intel Core i7-2600 CPU @ 3.40GHz, 12.0GB RAM, AMD Radeon HD 7770

PoserPro 2012 (SR1) - Units: Metres , Corel PSP X4 and PSE 9


Jaager ( ) posted Sat, 12 July 2003 at 11:34 PM

Porthos, That is a different thing. This is about what the morphs do -after they are injected. Spawning a single morph (well, one per group) is still the ultimate way to do a character that you use frequently. It taxes a system the least. V2 is set up the same way. She has construction morphs that are linked to trans channels too. When you use those shape morphs with the link, poses that set the eye trans to zero get over ridden by the ERC input from the morph. When you use a spawned morph there is no longer a link and the pose data controls. The problem with just using V3 with just the injected active morphs - the V3 head is so large and morphs that change a lot it it are so large - if you have very many at all, you are fast filling up you RAM. With a single spawned morph, you have it almost as small as you can = the base geometry + one morph. (The only way to go smaller is to substitute the morphed head for the base head in Geometries.) If you system works fast and you do not need to optimize the elements in a scene, then learning to do the spawn step is just an academic excercise.


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.