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Poser Technical F.A.Q (Last Updated: 2024 Nov 02 8:21 pm)
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I'm not sure but I think it may work like this ... locked 0 deformTarget lButtock:1 baseProp Mag Base 8:1 addZone Mag Zone 10:1 transformPerVertex 1 } The above statement is from the magnet object 9:1. When loaded, it checks the actor lButtock:1 for a deformer channel statement which references itself . deltaAddDelta 1.000000 addZone 1 Mag Zone 10:1 deformerProp Mag 9:1 } If it finds itself as it does here, it doesn't duplicate a channel . But if it can't find a reference, it creates a deformer channel in lButtock:1 and sets it to 1 . If the magnet is parented to the figure and references a deformer channel in the clothing, there might be a problem, I think, if figures were already present in the scene prior to loading . That might throw off the referencing ???
The only thing I can think of to sugest is to use a pose file to reset all the "deformerPropChan" channels in the character back to zero, and force their limits, e.g:
actor hip
{
channels
{
deformerPropChan Mag 1
{
forceLimits 4
min 0
max 0
keys
{
k 0 0
}
}
}
}
From what you say I gather you have two instances of the "deformerPropChan", probably named "Mag 1" and "Mag 2", the pose would of course have to adress both.
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I just recently released a character set to the marketplace and it wasn't tested under P4 with propack. Unfortunately a problem was found by a buyer after the fact. The character is based off of victoria 1&2, body has a modified body shape that requires some help fitting into the normal clothing. What I did was to make some magnets that were attached to the figure itself and then through a pose file those magnets would be applied to a selected clothing item. In poser 4 and poser 5 this works exactly as intended, but there is some bug in the propack that is causing the magnets to always be turned on when the character is loaded. The result is that the magnets deform the character's body, and really throw her out of whack. What seems to happen is that when the character is loaded the magnets duplicate their dials and are set to 1.000. The old dials are still there and still set to 0.000. Saving the character in propack itself with the magnets turned off as a .cr2 file or in a scene as a .pz3 file has the same effect. When either is reloaded the magnets turn themselves on. This doesn't really break the product, but it means that every time the figure is loaded into propack the user has to set about 15 magnet dials to zero on the figure over various body parts. This is just really annoying and time consuming. This seems to be a legitimate bug inside propack itself and not a problem with my character, but it still has me very concerned. I don't know what to do about it, the ideas that I have come up with so far have not worked... I would be very grateful if anyone could help me with this, a fix, a work around, anything... I'm really frustrated at this point...