Fri, Jan 10, 5:44 PM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 10 1:16 pm)



Subject: Help, deleting legs IK from my donor CR2 shifts my socks


Mitch1 ( ) posted Sun, 23 May 2004 at 10:09 AM · edited Fri, 10 January 2025 at 3:17 PM

file_110376.jpg

This is what is happening, I had turned IK off before deleting it but I still get this shift.


sixus1 ( ) posted Sun, 23 May 2004 at 10:59 AM

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


Mitch1 ( ) posted Sun, 23 May 2004 at 11:54 AM

Thanks a lot, I'll try this. I'm able to delete all the IK chains in the hierarchy editor but Right Foot (goal) and Left Foot (goal). Deleting any of those two is what brings the shift.


PhilC ( ) posted Sun, 23 May 2004 at 12:27 PM

file_110377.jpg

To amplify what has already been posted, you need to edit out **all** of the IK related lines from the CR2. They are:-
  1. Within the body part section change the parenting of the foot from BODY to Shin
  2. Within the channels section of the body part set the initial values to be zero. You have probably already set the rotations to zero, check the translations. I'm pretty certain that in your case this is what is throwing you off. Note that the value is repeated in the keys section. Although this value refers to animation it will still throw you out if not also set to zero.
  3. In the figure section change the foot to be a child of the shin. Then delete all the inkyChain lines.

Hope this helps.

philc_agatha_white_on_black.jpg


Mitch1 ( ) posted Sun, 23 May 2004 at 1:49 PM

Thanks,PhilC I think it fixes it but I get very minor shifts, tiny pokethru that occurred in certain poses have become a pixel bigger.


FishNose ( ) posted Sun, 23 May 2004 at 1:55 PM

Lol :] Fish


Mitch1 ( ) posted Sun, 23 May 2004 at 2:08 PM

file_110378.jpg

I wish deleting IK would not have any shifting effects, this is what I still get.


Mitch1 ( ) posted Sun, 23 May 2004 at 2:14 PM

The above is after hitting a pose. I have tennis shoes that go on top. I had already worked out a minimum pokethru alignment of skin, sock and shoe that's why keeping things in place is so important.


PhilC ( ) posted Sun, 23 May 2004 at 2:40 PM

When you get down to this level you'll need to look at the fourth and fifth decimal place in the joint centers. To be honest I wouldn't think it to be worth it when simply making the foot invisible will solve the issue. Even more so if you are then going to add a shoe.

philc_agatha_white_on_black.jpg


Mitch1 ( ) posted Sun, 23 May 2004 at 3:02 PM

file_110379.jpg

Thank you, this is what I was thinking but the perfectionist in me wanted to hear it from somebody with experience. I may leave the Feet broken IK chains to avoid the microshift, after all they don't work if you select them so no harm done I guess.


Mitch1 ( ) posted Sun, 23 May 2004 at 3:27 PM

Hmm, the broken chains seem to work on the sneakers, how odd!!


lesbentley ( ) posted Sun, 23 May 2004 at 11:00 PM

The problem with the feet shifting when you delete the inky (IK) statments is probably that the feet have been translated. Open the file in a text editor, go to the teanslation channels for the feet and set all their translations to zero, that should fix it.


lesbentley ( ) posted Sun, 23 May 2004 at 11:04 PM

By default the feet of Posette and Victoria are translated, this is masked by the fact that IK is on when the characters are loaded.


lesbentley ( ) posted Sun, 23 May 2004 at 11:43 PM

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.


Mitch1 ( ) posted Mon, 24 May 2004 at 12:48 AM

Will the "G" make the IK unavailable in the Figure menu? Thanks for this information.


lesbentley ( ) posted Tue, 25 May 2004 at 5:12 PM

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?


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.