Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)
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.
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.
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
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
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.
Content Advisory! This message contains nudity