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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 1:43 pm)



Subject: help with crazy morphs...obj experts please :o)


steveshanks ( ) posted Mon, 04 September 2000 at 2:10 PM ยท edited Wed, 27 November 2024 at 7:33 AM

Content Advisory! This message contains nudity

file_132935.jpg

i've been trying to morph in cinema and it works great on the head but any other body part i get this (see pic) now i tryed running it through uvmapper and tryed lots of different settings with no luck (no complaintrs either Steve its fixed everything else :o) then i looked at the two objs in notepad and they look totally different......so i thought right i'll rip out all the not needed info with morph squeeze but still no luck so i thought i'd post the pic and both files to see if anyone can help, heres both chests in a 14k zip http://www.poserworld.com/tmp/morphmess.zip keeping my fingers crossed...........Steve WARNING don't try to import these into poser they give an error coz there stripped just apply as a morph


Jackbox ( ) posted Mon, 04 September 2000 at 3:02 PM

1st I dn't understd why u tried diff setting in mapping tool, the morph obj couldn't change the maqpping of yr model. steve's warning is correct, the vetrixes-v.group in obj file(poser only need tis info fm obj file for morph) might change in re-mapping and re-modeling. 2st small tutorial for how morph target work here's part of chest small in cr2 file targetGeom Small { name Small initValue 0 hidden 0 forceLimits 4 min -100000 max 100000 trackingScale 0.00416986 keys { static 0 k 0 0 } interpStyleLocked 0 indexes 547 (its nr of vtx'll move in morph) numbDeltas 875 (its vtx nr for chest obj) deltas { d 0 0 0.005275995 -9.150058e-005 d 1 0 0.005834997 -0.0001237988 d 2 0 0.007050037 -0.0005320013 d 3 0 0.007520974 -0.0019201 d 4 0 0.006299019 -0.002516001 d 5 0 0.004776001 -0.002429299 d 6 0 0.002829969 -0.001703201 d 7 0 0.001561999 -0.0009307005 d 8 0 0.0008199811 -0.0006989986 d 9 0 0.0005730391 -0.0004818998 d 10 0 0.0003569722 -0.0002857 d 11 0 0.0002850294 -0.0002306001 d 12 0 0.0001369715 -9.872019e-005 (no changes in morph fm vtx ln 14 to 33) d 33 -2.130121e-005 7.987022e-006 1.080148e-005 "d33"is line of vtx in obj(start fm d0, tt means ln34 in obj vtx.),then x,y,z value to told poser move the obj's vtx in morph value 1. tt's why uvmapper might give error in morph apply. the mapper re-range yr obj file's vtx but no the vtx nr. so poser can accept the re-mapping obj loaded & morph as yr obj's "ordered" by vtx.


steveshanks ( ) posted Mon, 04 September 2000 at 3:19 PM

No I was getting the error before i ran it through uvmapper i just did that to try to fix it......the ones in the zip file haven't been through uvmapper they came straight from poser and cinema then run through morph squeeze to avoid giving way the full mesh.......Steve


Jackbox ( ) posted Mon, 04 September 2000 at 4:48 PM

ya, i get tt, the cinema is re_mapping model,I think U shd direct edit the morph obj fm cinema's geometry. but there're ATL way(or stupid way) to covert normal P4 chest morph to cinema's chest,(they both vtx are same).1st u need a excel like prog(works or lotus something like tt). step 1, sect. the P4F chest vtx plaste to col A, then fill series fm 1 to 875 to col B,then sort by col A then Col B. then plaste cinema's chest vtx to col C, and fill series to col D then sort col C then D(same as col A & B). step 2, del col A & col C(thier jobs are done).so U sd get 2 col of series, sorted col A(orig.b) then Col B(orig.d), then, plaste yr P4f chest morph's vtx to col C, sect Col ABC, then sort by Col B. then copy the col C to text file and save as obj. tt's done. I'd used tt to mirror morph mt B4 MASA's MT mirror rls. I just sent the "fixed" msposer.obj & sample *.xls file in zip to poserword. mail me if u hv any question for thm.


Vethril ( ) posted Mon, 04 September 2000 at 5:00 PM

Hello Steve. Thank you kindly for the Millie Dress. I'm having great fun with it, but it's driving me insane trying to make it into a conforming garment. LOL Not a small endeavor for a technoclutz like me. Anyway, I used to get this problem when I would make a morph and didn't realize the model itself was off center just a bit. Almost undetectable, but it would be enough to cause this problem. It's not much info, but I'm not as technically astute as most here. Hope it helps. Take care and enjoy the day. (BTW, I "love" the PoserWorld CD's. Great stuff. A bit of everything for someone to dabble with, and that's perfect for me.) =P


Lemurtek ( ) posted Mon, 04 September 2000 at 5:23 PM

Steve- Thought I'd throw my two cents in. What are you starting from when you first load your object into Cinema? The original object from the Poser geometry folder, or are you exporting from within poser, or do I understand that Cinema comes with poser models? (I don't own Cinema, so I'm unfamiliar with it) Morphs are extremely sensitive to position, and it looks like your morphs are based on a a model that has been moved from the original 'zero' position. It's best to start from the original model in the geometries folder. If you export from within Poser, make sure the weld option is unchecked and and 'As Morph target (no world transformation)' is checked. This will zero the model and avoid the offcenter thing. Note you can export a part that already had a morph setup, BUT, when you add the new morph target, it will be accumulative, i.e. morph 2 will start out where morph 1 ended, and setting morph 2 on the dial will not only add the new changes, but continue morphing morph 1, if that makes sense. When modeling, restrict yourself to basic point moving operations, such as magnets dragging. Don't use anything that adds/deletes geometry. Hope this helps somewhat. Regards- Lemurtek


bloodsong ( ) posted Mon, 04 September 2000 at 7:44 PM

heyas; not to disagree with my distinguished colleagues... but it doesn't look like an off-center morph, it looks like a 'wrong order in the vertices' problem. 'course, i dunno how to fix it. if cinema imports or exports vertices in the wrong order, yer stuck. :/


JeffH ( ) posted Mon, 04 September 2000 at 10:07 PM

You're right Bloodsong that's the problem. Compose supposedly can fix this if you apply the vertex map of correctly ordered mesh to one you want to use. -JH.


JAFO ( ) posted Tue, 05 September 2000 at 12:11 AM

dayuum...scares me...and im fearless....

Y'all have a great day.


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