Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 10 1:16 pm)
Here is one thing that you can do. I use the a text editor constantly, so there might be an easier way. But what I would do is Open the Cr2 file in a text editor. And then you are going to be looking for more IK tags. Do a search for 'inky' Then delete any any lines that have 'inkyParent' and 'nonInkyParent' in it. For example, in the following: actor rHand:1 { name rHand on bend 1 dynamicsLock 0 hidden 0 addToMenu 1 castsShadow 1 includeInDepthCue 1 parent rForeArm:1 inkyParent BODY:1 nonInkyParent rForeArm:1 channels you would delete the following lines only: inkyParent BODY:1 nonInkyParent rForeArm:1 In socks there shouldn't be too many. You will also want to check and pull the IK chains from near the bottom of the Cr2. IF it still seems off, you might want to check your BODY and make sure that the trans dials are set to 0 If you have extra bones in the rig for the socks you might want to clean those up too if you haven't Seems like I might be forgetting something, but I can't remember what. My advice is to create a clean donor skeleton whenever possible as it is way easier to work with. Rip out genitals, morphs, and IK before hand. Good luck and save a back up first :) Rebekah
Hope this helps.
I like to load a figure with IK off, but still have the inkyChain channels in the cr2 so I can turn IK back on in the interface if I need it. Here are two ways to do it.
1). Load your cr2 in a text editor, use the Search (or Find) function to search "inkyChain" scrolle to the inkyChains for the legs, now add an extra "G" (for example) to the word "Leg", like this:
inkyChain LeftLeg <br></br> {<br></br> on<br></br> name LeftLeg<br></br> addLink lThigh:1<br></br> addLink lShin:1<br></br> goal lFoot:1<br></br> linkWeight 0 1<br></br> linkWeight 1 0.2<br></br> }
Resave the file, load the character in Poser, turn IK off from the menu bar; Figure > Use Inverse Kinematics. Save the figure from the interface back to the pallet.
2). This second method does it all in the text editor. Proceed to add the extra "G" as in method #1. Change the word "on" in the third line of the inkyChains to "off". Go to the translation channels for the feet and set all the translations to zero (k 0 0), also set the "initValue" lines in these channels to zero. Example:
translateX xtran<br></br> {<br></br> name GetStringRes(1028,12)<br></br><br></br> hidden 0<br></br> forceLimits 0<br></br> min -100000<br></br> max 100000<br></br> trackingScale 0.001<br></br> keys<br></br> {<br></br> static 0<br></br><br></br> }<br></br> interpStyleLocked 0
Also do this for the "translateY" and "translateZ" channels.
No the "G" won't make the IK unavailable in the Figure menu! You can turn IK on or off as normal, and if you save the character back to a pallet the next time it loads the IK will be on or off depending on its state when you saved. The legs will still be listed in the IK menu as "Right Leg" and "Left Leg" without the "G" this is because the name displayed in the menu is determined by the fourth line in the inkyChain channel, the "name" line. It seems that Poser insists on turning IK on for any IK channel named "LeftLeg" or "leftLeg" and perhaps "leftleg" and LEFTLEG" etc. When you rename the channel Poser nolonger knows its a leg so does not automaticly turn it on. The channels could be called "Fred" and "George" and they would still work fine, just so long as they are not called "LeftLeg" and "RightLeg". The parts of the channel that actually define what body parts are affected are the "addLink" and "goal" lines. As to the "linkWeight" lines, I don't really know how these work. Anyone like to chip in here?
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