Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)
Poser morph target need the same number of vertexes in the geometry for being accepted. So your new geometry (the mirror and weld thing) goes through, but... the vertex order is probably totally different from the original, so that when the dial is 0, no modification is applied and all seems ok, but as soon as you apply any, poser will try to move every vertex of its original model towards its new position given by your morph object, thus crossing all the mesh and making a mess. My suggestion: in whatever program you are working outside of poser, NEVER delete or replace any vertex/polygon/face. Only move them around. If you can do that, mirror the modifiers applied to the mesh, not the parts of the mesh.
Attached Link: http://www.eurus.dti.ne.jp/~masasi/Service/indexE.html
Have you tried Masa's Morph Target Mirror? I have to say it rarely seems to work for me, but others report good results. You can make half a morph target, and MTM will duplicate the other half for you. Your mesh needs to be symmetrical - if you made it by mirroring in the first place, that should be ideal.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.
Hi, I am trying to save time on face morphes for an original creature I am making. I have tried duplicating with symmetry one half of a head to make a whole head distorted both sides. It looks good out side of poser. But even though poser will accept the morphe target, when I move the dial to see the changed face, it gets all srewed up? I have tried reordering the vertices in UVMapPro but even though it will do it, it still gets munched up in poser. Any ideas? Thanks