Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 1:43 pm)
One big pluss with using a pz2 to set the morphs is that you don't have to worry about crosstalk. The big pluss with FBMs are that you can set them partialy on and combine a number of FBMs with diffrent strengts to achive diffrent effects.
An important thing to remember when creating an FBM from within the Poser interface is that ANY targetGeom channel (morph dial) that has a none zero value when the FBM was created will be slaved to the master valueParm channel (FBM dial).
If an FBM that is meant to affect the left shin also affects the right one, this means that a morph in the right shin got acidentally slaved to master dial, I think this is much more likely your mistake than Posers.
You should be able to correct most of these problems in a text editor, or a cr2 editor such as CR2Builder(always backup or work on a coppy).
There are two parts to an FBM, a master 'valueParm' channel in the BODY actor, and slaving code in each channel that is slaved to the master. In normal circumstances all valueParm channels will be exactly the same except for their name (in red below):
valueParm <br></br> {<br></br> name <br></br> initValue 0<br></br> hidden 0<br></br> forceLimits 0<br></br> min -100000<br></br> max 100000<br></br> trackingScale 0.004<br></br> keys<br></br> {<br></br> static 0<br></br> k 0 0<br></br> }<br></br> interpStyleLocked 0<br></br> }
A targetGeom (morph) channel is slaved to a valueParm (master) channel by adding 5 lines of code that tell the slave where to look for its master, what its master is called, and how much to be affected by its master. The 5 lines of code look like this:
targetGeom heroineHip<br></br> {<br></br> name heroHip<br></br> initValue 0<br></br> hidden 0<br></br> forceLimits 4<br></br> min -100000<br></br> max 100000<br></br> trackingScale 0.0143513<br></br> keys<br></br> {<br></br> static 0<br></br> k 0 0<br></br> }<br></br> interpStyleLocked 0<br></br><br></br> indexes 723<br></br> numbDeltas 945<br></br> deltas <br></br> { <br></br> d 5 0 0 -2.00048e-006 <br></br> etc
The parts you need to worry about are the ones highlighted in green;
valueOpDeltaAdd<br></br> Figure <br></br> BODY:<br></br> deltaAddDelta 1.000000
the figure number, the actor number, (both these numbers will be the same, I think), and the name of the master channel. you can slave any channel to a master by adding these five lines of code directly below the "interpStyleLocked" line. You can change the master channel to which a slave responds by editing the name in the fourth line of code ("SuperHero" and "MyFBM" in the above examples). You can stop a channel responding to a master by deleting its slaving code. You can slave a channel multiple masters. You can even make the morph dial go negative by putting a minus sign in the deltaAddDelta line like this "deltaAddDelta -1.000000".
You will find all the master valueParm channels in the BODY actor, you can find the slave channels for a particular master by doing a text search with the masters name as the search string, eg a string of "SuperHero" will find all the slaves of that FBM.
Perhaps this is a lot to take in, and it can be hard at first, but once you get a bit of practice editing a cr2 becomes second nature. Message edited on: 06/15/2004 19:05
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(attached link has nudity)Hi,
I'm nearly finished with my Kitty Kurves character which will be available in the MP soon (I just have to create some clothing and finish her textures).
I've managed to set-up all the INJ's which work very nicely (thanks lesbentley). I am experiencing some problems with FMB's for the character. While creating the FBM's are easy enough, the FBM's seem to go nutty once the character is saved. (I.e. a morph created for the left calve only calve ends up affecting both legs when spun). What's more, some of the FBM's seem to affect Body Parts entirely unrelated to the FMB (i.e. Foot Morph affecting the Head). Lastly, I've found some FBM's simply disappear altogether.
A solution Ive found is to simply not use FBM's at all. Rather I've created Poses that will offer the same effect. (Calve Flex, Calve Norm). While I actually prefer the MOR Pose method, Users might want the flexibility of spinning the dials some in form a single FMB - thus my problem.
Does anyone know of a good tutorial for creating 'stable' FMB's - perhaps even a utility?
Another question would be do you think Users would be OK with using MORs to quickly change the body states as opposed to FMBs?
Cheers,
Stephan