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Poser Technical F.A.Q (Last Updated: 2024 Dec 04 2:47 am)
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I'm fairly certain the morphs have altered the Joint params of the default eyes, or it could be that when they are applied, the new geom throws the JP's off kileter. It's done that to me before, and Garreee had that issue pretty heavily witht he morph set he created for the DAZ pixie. I believe he worked most of it out by adapting the JP via Pose files.
Not that I'm aware of -- and I've tried to do so several times in essence, though not specifically with the eye. You may be able to adjust the jp of the morph, however, now that I think about it, as there is JP information saved in with the deltas. But I really have no clue how you'd go about it. That would require the serious eggheads. I'm only a semi-serious egghead.
Deecey, you say "the eyes seem to rotate around the original center point". Yes they will rotate around the original center point, a morph target only moves vertices, it can have no effect on the center point or any joint paramiters.
I am afraid that OddDitty is mistaken in post #2 when he/she says "I'm fairly certain the morphs have altered the Joint params..." This just does not happen. The statement in post #4 "as there is JP information saved in with the deltas." Is also mistaken, there is no JP information in the deltas, deltas only relate to vertices, not JPs.
The best way round this problem is usually not to morph the eyes at all, instead translate and/or scale them. When you translate the eyes their origens move with them.
If for some reason you really do have to change the rotational centers for the eyes there are a number of ways to impliment the change.
The rotational center for an actor (body part) is called its "origen". There will be a line in the cr2 for each actor that specifies its origen, the "origen" line will probably be near the very bottom of each actor block in the cr2. It will look somthing like this:
endPoint -0.013 0.662 0.037<br></br> origin -0.013 0.662 0.03<br></br> orientation 0 0 0
You can change the position of the origen by using the joint editor to change the "center". You can edit the origen lines in the cr2 using a text editor. Or you can use a pose file to inject a new origen, this latter way is obviously prefferable if you are applying the morph as delta injection, as the one pose file can do both jobs.
instead translate and/or scale them The problem that I fine with using the Trans dials is that there is not a fine enough resolution to get the minute adjustments that one might need. A change of position of .001 either way on an eye is often much more than is needed. Hmmm ... have to think about this some. Thanks for the input!
{
actor leftEye
{
channels
{
translateZ ztran
{
keys
{
k 0 0.000255
}
}
}
}
}
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Hi folks! I'm putting the finishing results on a Poser 5 face morph set, but I have a nagging problem that I might need a solution for. I created some morphs in ZBrush, and some of them reshape the face quite extensively. To move the eyes, I created morphs that would adjust each eye position along the X, Y and Z axes, and also make the eye larger or smaller. The problem that I am seeing, however, is that if I use these fine adjustments and then try to pose the eyes afterwards (either through "Point At" or manually), the eyes seem to rotate around the original center point and they get all kiltered. So ... being that I don't notice this in the Millenium figures, I don't know if it's the fault of the morphs or not. Is there a way around this? Is there some sort of kludge that can be put in the CR2 to move the center point of each eye with the positions? Thanks in advance.