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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 05 2:05 am)



Subject: Holy Injected Genitals Batman!


lmckenzie ( ) posted Sun, 12 December 2004 at 4:46 AM ยท edited Wed, 05 February 2025 at 2:36 PM

Content Advisory! This message contains nudity

file_155207.jpg

I just downloaded Arduino's new Victoria WG-RMT package and had a strange experience. I loaded up my Tiziana figure and per the instructions, applied the textures, used the included REM morph to remove the Tiziana morphs and then injected the WG-RMT morphs. I was admiring Tizzie's new figure when I noticed that her feet were now slightly below ground level and her ankles looked a little odd. When I grabbed her hip (gently, of course) and moved her, things got really strange as in the included image. I tried different figures, Tiziana 4 Tiziana, Tiziana 4 Vicky, Vicky, all with the same result. After many anxious moments contemplating the orthopedist bills, I finally discovered the problem. If I INJect the morph with IK turned on this is the result. REMoving the morph or turning off IK doesn't fix it--in fact, the morph turns it off. When I turn IK off before doing the injecting, everything works fine and she is beautiful. I can turn IK back on after the injection and the problem doesn't occur. I don't have any of the Mil 3 figures so my experience with morph injection is limited. Is this what usually happens? I've seen recommendations to turn IK off before applying normal poses but leaving it on doesn't cause this kind of disaster. Since most figures seem to load with IK on by default, I can see how it would cause many a dilemma. At any rate, since IESpell seems to think that Tiziana should be Tiajuana, at least I have an image idea :-)

"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken


mickmca ( ) posted Sun, 12 December 2004 at 7:42 AM

The image has an IK Hell deja vu quality about it. What happens, I think, is that the trans coordinates for the child parts are set to locations that the IK glued parent refuses to accept. My experience has been that it's generally best to turn off IK, tedious as the process is, unless you actually are using it for something. Even that isn't foolproof, because turning it back on temporarily can botch things, especially in animations. I'm hoping to see some refinements to IK in P6. It's a fabulous feature when it works, and a nightmare when it starts exhibiting a "mind" of its own. M


lmckenzie ( ) posted Sun, 12 December 2004 at 8:15 AM

It's a new one on me Mick but then Poser always has a way of stimulating the mind. Your explanation sounds as plausible as anything--something's certainly glued, screwed or otherwise attatched, probably to some point in hagher dimensional space that can only be visualized with string theory. It does occur to me though that this would be great for doing Plastic Man or Mr. Fantastic. Thanks for the comment.

"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken


Farside ( ) posted Sun, 12 December 2004 at 8:26 AM

I've had similar things happen on occasion, the last time it was fingers hundreds of feet long. Usually shutting down Poser and restarting is enough to fix the problem if turning off IK doesn't.


moochie ( ) posted Sun, 12 December 2004 at 10:48 AM

What I think is happening ... when IK is on, look at your parameter dials. The end point of the IK chain (foot in this instance) has Rotation and Translation dials. Turn IK off and you're left with Rotate dials (the trans dials disappear). If you save a pose with IK off, you get one set of co-ordinates and rotation angles for each actor. Save the same pose with IK on, and you get two sets of co-ordinates and rotation settings for each actor. I've noticed something with a project I'm working on, which has a lot of IK chains in it. If I apply a pose when IK is on and then attempt to use IK to further adjust the limb, a lot of the flexibility has gone. However, turning IK off and then immediately on again cures the problem. It seems that Poser resets the IK chain when it's turned off, and treats the limb as if it's not had any IK adjustments before when you turn it back on again. In the case shown, the IK chain is on and a 'pose' has been applied, so the previous 'flexibility' has been lost. The end of the IK chain (foot) has a specific location in 3D space which isn't being affected by the hip movement, since the IK chain is no longer functioning properly. So the shins (the next link in the chain) stretch to make sense of what you're asking the model to do. I guess a morph injection is more complex than a straight forward pose, which is why turning IK off and then on again doesn't fix it. Although you might try returning the hip to 0,0,0, turn IK off and then on again and then try moving the model's hip. There's a good chance the error won't occur. I assume that moving the Body does not recreate the problem. Anyway, that's my Sunday best guess. Good luck.


lmckenzie ( ) posted Sun, 12 December 2004 at 11:41 AM

OK, I've obviously been up way too long. I went back and tried it again. I can't return turn IK off after the INJ because the pose turns it off BUT, now when I turn it back on, the problem does indeed go away. I'm 99.8% sure I tried that before without effect as soon as I discovered that IK was the problem. Maybe Poser was in a state of denial before or maybe it just needed a restart to collect its wits. Thanks, Moochie I'd already saved the injected figure so if you hadn't suggested it, I probably wouldn't have messed with it again. Now I know there's a quick answer is I inject some other poor woman and she turns into a rubber band. I tried the only two other INJ setups I have loaded, (both genitals for some reason--a coincidence I swear) and neither one-Arduino's Perfect G V2 or Maya Doll's Gen Inj exhibit this phenomenon so it must be something about this particular set. I'm sure it happens with others as well though so forewarned is forearmed in this case. Thanks everyone for your input.

"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken


mickmca ( ) posted Sun, 12 December 2004 at 1:00 PM

Moochie-- Your explanation makes perfect sense. How's that for scary? ;) M


lmckenzie ( ) posted Sun, 12 December 2004 at 1:57 PM

Scary indeed--reading it again, it almost makes sense to me and while I write code, Poser's internals must be like spaghetti that's been run through a blender. My hat's off to anyone who can find some method in it's madness. I can hear the guys at Daz saying, "Let's write a Poser clone, It'll take us six months, tops.." Yeah right.

"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken


moochie ( ) posted Sun, 12 December 2004 at 2:08 PM

I made sense? And I've got it in writing! Wow! Now the 'trick cyclists' have GOT to believe I'm no longer a threat to society. Anyway .. couple of other IK related issues, specific to P5 (P4 handles this stuff so much better). If you've got a memory intensive scene, IK in P5 can lag behind what you're doing. Sometimes you may notice long streaks in your window that stretch from where the end point of the chain WAS, to where you've moved it. Nudge the camera and the scene corrects itself. The other thing is if you resize a body which contains an active IK chain and then pose the IK'd limbs. The limbs can look really odd, adopting strange sizes and proportions. But render the scene and they appear as you'd expect them to. It's only happened a few times and I can't recreate it at will, but it IS damned strange. And if someone from CL happens across this thread, my wish for P6 would be a proper chain-break for IK chains. So if you've got a long wiggly limb with several IK'd actors in it, you can click halfway along the chain to break it, but leaving the second half of the chain intact, with the mid-point as the new IK goal. That would be so cool and, I suspect, not that hard to incorporate.


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