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Subject: Same character, new problem. IK chains


HandspanStudios ( ) posted Sat, 03 February 2001 at 8:16 AM · edited Fri, 13 December 2024 at 6:57 PM

file_145659.jpg

I now have a new problem with my gnome, when I save him as a cr2 he imports with ik chains turned on -and they are wrong now- so his legs are bent backwards and twisted around. Is it possible to save a cr2 in such a way that it imports with ik turned off? Alternatively how do I edit the ik chain? I've found the heirarchy window where ik is displayed but it only seems to say which part is connected to which. Unlike the joint editor I don't see how to tell it where the parts are. I assume the trouble is it thinks zero is somewhere other than where it is. Or somthing like that?

"Your work is to keep cranking the flywheel that turns the gears that spin the belt in the engine of belief that keeps you and your desk in midair."

Annie Dillard


doozy ( ) posted Sat, 03 February 2001 at 11:40 AM

I think you can use a text editor on the CR2 file. Search for "inkyChain", the first item is "on" or "off".


HandspanStudios ( ) posted Sat, 03 February 2001 at 12:27 PM

Thanks :-).

"Your work is to keep cranking the flywheel that turns the gears that spin the belt in the engine of belief that keeps you and your desk in midair."

Annie Dillard


JeffH ( ) posted Sat, 03 February 2001 at 12:40 PM

You can also delete the IK chain in the Hierarchy Editor and add a new IK chain in the HE later.


bloodsong ( ) posted Sat, 03 February 2001 at 1:55 PM

heyas; note: poser is hard-coded to turn on ik chains of any ik chain named rightleg or leftleg. even if the leg iks are listed as 'off' in the cr2, they'll turn back on every time you load your figure. the solution, in the cr2, is to give the leg ik chains a different internal name. (the inkychain top listing.) you might want to do the delete and rebuild ik chain thing anyway. rebuilding it might help poser understand that this character is scaled, so the chain might behave differently. maybe. :)


HandspanStudios ( ) posted Sat, 03 February 2001 at 1:57 PM

Ok I'll try it. Anything I should know about building an ik chain? I haven't tried it before.

"Your work is to keep cranking the flywheel that turns the gears that spin the belt in the engine of belief that keeps you and your desk in midair."

Annie Dillard


HandspanStudios ( ) posted Sat, 03 February 2001 at 4:32 PM

Do the numbers at the bottom of this sequence mean somthing? inkyChain rightLeg { off name Right Leg addLink rThigh:1 addLink rShin:1 goal rFoot:1 linkWeight 0 1 linkWeight 1 0.05 }

"Your work is to keep cranking the flywheel that turns the gears that spin the belt in the engine of belief that keeps you and your desk in midair."

Annie Dillard


HandspanStudios ( ) posted Sat, 03 February 2001 at 4:43 PM

file_145661.jpg

This is what happened when I deleted the ik info from the cr2 file using wordpad. The scale settings are the same for each side it just created new stuff in between the shin and the foot on one side. I swear! I guess the upside is there's no ik chains now. If I edit and resave it there will be again. Sigh. Haven't tried yet to delete the info in the hierarchy editor window. Keeping my fingers crossed.

"Your work is to keep cranking the flywheel that turns the gears that spin the belt in the engine of belief that keeps you and your desk in midair."

Annie Dillard


JeffH ( ) posted Sun, 04 February 2001 at 5:33 AM

Don't know much about those numbers, but the image you posted has a black background and the legs are black. I can't see the legs at all ;-) The feet look stretched. Deleting the IK chain in the HE is easy. Open the tree select an element and use the delete button on your keyboard. Creating a new one is done by dragging/dropping the leg and foot parts down to the chain name in the right order. I think it goes "thigh..>Shin..>Foot", the goal being last. -JH.


HandspanStudios ( ) posted Sun, 04 February 2001 at 6:42 AM

The streched part is between the top of the foot and the bottom of the shin. I'll have to trash this cr2 and start over with a previous version. I wouldn't know how to begin to fix this one. Thanks for the help, I'll try that.

"Your work is to keep cranking the flywheel that turns the gears that spin the belt in the engine of belief that keeps you and your desk in midair."

Annie Dillard


bloodsong ( ) posted Sun, 04 February 2001 at 5:27 PM

heyas; the shin is stretched because, somehow, the foot's ytrans is - something. when ik is on, the feet have trans dials, so you can move them around and the leg follows. when you turn ik off, the trans dials vanish, and the foot sorta... well, it's supposed to stay put. you can, theoretically move the foot off the end of the leg. it won't detatch however. if you see a little outline of your foot flying off the end of the foot body part...? that's an indicator of the foot's target. so if you try to pull the foot off the leg, the foot won't detatch, but the target will move down. if you then move the hip down, the foot will aim towards its target, and the leg won't bend til it hits. what i'm saying, basically is... it seems you've deleted the ik chain for the leg, but not the foot's translations. therefore, poser put the foot down where the trans dials told it to, and stretched the leg to fit it. (you can get the same effect if you load, say, the female head from the misc figures. if you move the head around the workspace, then replace the figure with a whole female, you'll find the head sticking off somewhere. :) ) those numbers at the end of the inky chain junk.... they mean something, but whenever you make an ik chain, they're always the same. lemur experimented with them. if you notice, they go in a particular numerical sequence. they shouldn't change if you create a new, scaled leg ik. (or, who knows? it might. lemur only experimented with normal/custom geometry, not scaled figures.)


HandspanStudios ( ) posted Sun, 04 February 2001 at 9:51 PM

You know how if you select a part there's a white outline? The stuff is between the shin and the foot, the white lines of neither part encompass it. What are 'foot translations' in the text file? Should I have deleted that too? That is what am I editing exactly to delete or correct the foot translations? All I did was search for all lines 'inky chain' and delete them.

"Your work is to keep cranking the flywheel that turns the gears that spin the belt in the engine of belief that keeps you and your desk in midair."

Annie Dillard


bloodsong ( ) posted Mon, 05 February 2001 at 11:16 AM

heyas; the trans dials are in the body part channels section. (cr2 section 2.) if you have a pc, you should really go to the poserTech egroups and nab compose 1.51. it'll make editing the cr2 a lot clearer and easier. the trans dials... actually, they are in all body parts, they are just invisible. go into the feet and open the xtrans/ytrans/ztrans and make sure all the values are zero (initvalue=0, i believe.) you can open a normal body part to see what the neutral trans dial should look like.


HandspanStudios ( ) posted Mon, 05 February 2001 at 11:57 AM

Thanks. I fixed it by cheating and starting over from scratch but I'm glad to have this for future reference. Thanks for all your help, now it's back to fighting with the tunic. Those previous settings no longer work :-(. I'm going to be old before my time...

"Your work is to keep cranking the flywheel that turns the gears that spin the belt in the engine of belief that keeps you and your desk in midair."

Annie Dillard


HandspanStudios ( ) posted Wed, 07 February 2001 at 4:35 AM

file_145662.jpg

I only thought I had it fixed. Now I'm back to the first problem. The right leg in this picture has ik off and the shin joint jumps up to mid thigh. If I change the joint so it's correct with ik off then I get that twisted bent backwards thing happening with ik on. I'm attaching the text for the foot because I think it's the problem though I'm not at all sure. jointZ rFoot_jointz { name rFoot_jointz initValue 0 hidden 1 forceLimits 0 min -100000 max 100000 trackingScale 1 keys { static 0 k 0 0 } interpStyleLocked 0 angles 45 -45 -125.776 156.015 otherActor rFoot:1 matrixActor NULL center -0.045139 0.0410396 -0.0107462 flipped doBulge 0 jointMult 1 calcWeights } jointX rFoot_jointx { name rFoot_jointx initValue 0 hidden 1 forceLimits 0 min -100000 max 100000 trackingScale 1 keys { static 0 k 0 0 }

"Your work is to keep cranking the flywheel that turns the gears that spin the belt in the engine of belief that keeps you and your desk in midair."

Annie Dillard


bloodsong ( ) posted Wed, 07 February 2001 at 11:44 AM

heyas; that's not the channels for the foot. well, they are, but they are actually the shin channels for the foot. each parent has copies of its children's rots in it. i think the scaling is combining with the ik to confuse the legs as to where they think they should be. i think it'd be best if you take jeff h's advice and delete the ik chains inside poser, then resave the figure and see if it works. you can then rebuild the ik chains again afterward.


HandspanStudios ( ) posted Wed, 07 February 2001 at 7:47 PM

file_145666.jpg

This is what happens when I delete the ik chain in the heirarchy window. I used wire frame mode this time so you can see it's the area between foot and shin. This must be because the foot is ytransed but I can't seem to figure out where that's at in the cr2. The foot settings I could find are above.

"Your work is to keep cranking the flywheel that turns the gears that spin the belt in the engine of belief that keeps you and your desk in midair."

Annie Dillard


bloodsong ( ) posted Thu, 08 February 2001 at 11:56 AM

heyas; yes, i'd say the foot is y transed. um.... i'm trying to remember if you can make the dials visible in the hierarchy editor.... jeff???! if you can show all parameters and go to the feet and find the trans dials and turn them on... do you poke the eye? is there an eye? (i dont use the hier editor much, either!) you should be able to fix the feet. you didnt go down far enough in the cr2 to get the foot dials. go to section two (after the second objfile reference thingy.) find actor rFoot. under that will be... blah, blah, blah, channels. under channels, search for translate. under translatey ytrans, etc, look for hidden 1. change THAT to hidden 0, then the dials will be visible in poser.


HandspanStudios ( ) posted Thu, 08 February 2001 at 2:06 PM

I think I got ya, thanks again.

"Your work is to keep cranking the flywheel that turns the gears that spin the belt in the engine of belief that keeps you and your desk in midair."

Annie Dillard


JeffH ( ) posted Thu, 08 February 2001 at 4:02 PM

I don't know if hidden dials can be revealed in the HE, probably not. Why not zip this figure up and send it to ScottA? He can find the problem for sure. -JH.


HandspanStudios ( ) posted Thu, 08 February 2001 at 5:01 PM

I should probably know, but who is ScottA and how do I send him somthing?

"Your work is to keep cranking the flywheel that turns the gears that spin the belt in the engine of belief that keeps you and your desk in midair."

Annie Dillard


JeffH ( ) posted Thu, 08 February 2001 at 5:07 PM

He posts to this forum and the regular Poser board. I'm surprised he hasn't posted to this thread.


HandspanStudios ( ) posted Fri, 09 February 2001 at 3:18 PM

file_145668.jpg

I'm sure I should know. Sometimes I spend so much time playing around in programs when I surface I feel like rip van winkle. The foot ytrans dial isn't hidden. The ytrans setting- with ik on- that makes him look like his feet are flat on the floor is 136. If I take ik off then turn it on again his feet are now ytrans 179 which makes his toes stick up in the air. I haven't touched anything else, just turned ik off then on again. Meanwile problem#2 (illustrated) is that with ik off the shin moves up to mid thigh. Looks and bends fine with ik on though. Now why would one set of things be true with ik on and another if it's off? See when I fix it so it's all good with ik off then I get all the weird twisting backwards etc. with it turned on. Maybe this is the famous no win situation skill test?

"Your work is to keep cranking the flywheel that turns the gears that spin the belt in the engine of belief that keeps you and your desk in midair."

Annie Dillard


HandspanStudios ( ) posted Fri, 09 February 2001 at 3:20 PM

Oh, and deleting the ik chains results in the foot ytransed problem illustrated two posts back.

"Your work is to keep cranking the flywheel that turns the gears that spin the belt in the engine of belief that keeps you and your desk in midair."

Annie Dillard


ScottA ( ) posted Fri, 09 February 2001 at 5:40 PM

What do you mean!!! "Who is this ScottA"? Didn't you read the memo? I'm PoserGod now. And I can fix anything. On your knees and tremble before my greatness! ;-) Hehe. Just kidding. I'm concerned with all of the messing around that's been done with the figure's .cr2 file. Sometimes they get too messed up to use effectively. Especially if you don't know what to look for. I'm also concerned about the default placement of the geometry as well. That will give you problems when using IK. If the figure is not touching the floor just right. you're asking for trouble. Most likely what will need to be done is this: 1.)import the figure as a prop. With drop to floor and center options checked. 2.)export it so it's now in the correct default position 3.)run the .obj through .phi builder and re-convert the model to a figure. 4.)set up the JP's again. 5.)add IK as the last step This is a lot of work. But it's fool proof. It works every time. Messing with a .cr2 and IK if the figure isn't at the proper default location is not fun. Even for people who know what they're doing. ScottA


HandspanStudios ( ) posted Fri, 09 February 2001 at 10:13 PM

I don't know that I can do all that. I play with morph dials and magnets :-). I did start from scratch again because I had the same thought, so nothing has been done to the jps on the current figure. The one where I fixed the jps looked good with ik off but bad with it on. Surely there is some way to edit the current file? I have already spent almost two weeks on a file that may not sell at all :-( I really can't see rebuilding the whole damn figure. All I did was to scale the figure down to 70% (y) part by part- chest abdomen thigh etc. Where and what is this 'proper default location' information in the cr2 file? I'd like to at least try it. I can export him as an obj and copy the info to the cr2 maybe?

"Your work is to keep cranking the flywheel that turns the gears that spin the belt in the engine of belief that keeps you and your desk in midair."

Annie Dillard


HandspanStudios ( ) posted Fri, 09 February 2001 at 10:19 PM

And pardon me that's FULL proof ;-).

"Your work is to keep cranking the flywheel that turns the gears that spin the belt in the engine of belief that keeps you and your desk in midair."

Annie Dillard


ScottA ( ) posted Fri, 09 February 2001 at 10:48 PM

Hah! Sorry. That was a mistake. I also have a habit of spelling wonder as "wounder" My mind works a little strange sometimes ;-) I was only guessing you moved the figure around. If you didn't then don't worry about the default position thing. It's hard to guess what's going on. I can take a look at it if you zip up the .obj and .cr2 files and e-mail them to me at: scotta@rochester.rr.com ScottA


HandspanStudios ( ) posted Fri, 09 February 2001 at 11:20 PM

Oh thank you kind sir! If you just scale p4 man's legs down to 70% on the y and take ik off you get the same effect but I'll send the figure in case there's somthing else too.

"Your work is to keep cranking the flywheel that turns the gears that spin the belt in the engine of belief that keeps you and your desk in midair."

Annie Dillard


ScottA ( ) posted Fri, 09 February 2001 at 11:39 PM

AhHa! Now I know what you're doing wrong. And it IS related to the default position. Sorta. If you rescale the shins and or thighs along the Y axis. The figure no longer touches the floor properly. And the result is this stretching effect. I'm sure I can get it to work. Next time you do this. Turn off IK first. Then re-scale the legs and then drop the figure to the floor. That way. Adding IK should work without problems ScottA


ScottA ( ) posted Sat, 10 February 2001 at 12:21 AM

No you didn't ;-) I just did it to your files. And it works fine. Here's what I did to fix it: 1.)turned off IK 2.)select each thigh,shin,foot and select restore->element 3.)scaled Y axis to 70% for thigh, and shins 4.)bent the thighs and shins slightly 5.)select hip then drop figure to floor option 6.)set feet dials to zero 7.)turned on IK Works fine. Weather IK is on or off. The reason I bent the legs like that is because if they are straight up and down. the figure won't squat with IK enabled. Poser needs a little slight bend in joints for it to know what way to bend them using IK. I sent you a new .cr2 file with all the changes. I didn't have the textures. So you'll probably have to add them again. ScottA


HandspanStudios ( ) posted Sat, 10 February 2001 at 3:16 AM

file_145669.jpg

I didn't try this as it wasn't in your directions: 2.)select each thigh,shin,foot and select restore->element 6.)set feet dials to zero Unfortunately the file you sent me has exactly the same problem. Did you test this before sending it to me? It did say 'version higher than expected'before the file loaded. Are you working with pro version or maybe I'm missing a patch? I'm using poser 4 with I thought the latest patch.

"Your work is to keep cranking the flywheel that turns the gears that spin the belt in the engine of belief that keeps you and your desk in midair."

Annie Dillard


ScottA ( ) posted Sat, 10 February 2001 at 8:49 AM

file_145671.jpg

Sorry. I had to shut down last night. 70MPH wind guts were killing the power here in Upstate NY. As you can see from the pic.The figure works fine for me. I am using the ProPack. But the PP is based on the 4.03 updat so if you have that installed. It should be compatable. Since this is based on the P4Male geometry. Delete the .rsr file in the Runtime->Geometries->P4NudeMan folder. And see if that works. ScottA


HandspanStudios ( ) posted Sat, 10 February 2001 at 9:29 PM

I didn't even have an rsr in the geometry file for p4 nude m, only for the gen version. I must not have the most recent patch, I'm going to try that. So just double checking, the render there is with ik turned off?

"Your work is to keep cranking the flywheel that turns the gears that spin the belt in the engine of belief that keeps you and your desk in midair."

Annie Dillard


ScottA ( ) posted Sat, 10 February 2001 at 10:14 PM

Yup.


ScottA ( ) posted Sat, 10 February 2001 at 10:18 PM

OH and Delete that .rsr for the Gen version. Even though the figure doesn't have genitals enabled. It's still based on the gen version. There's a line in the cr2 that points to the no gen .obj file for shutting them off. So it never actually generates an .rsr just for that version. ScottA


HandspanStudios ( ) posted Sat, 10 February 2001 at 10:27 PM

I did, it still didn't work so I'm going to reinstall the patch now. I'd had problems with Vicki's catsuit earlier which also points to the patch. Fingers crossed again...

"Your work is to keep cranking the flywheel that turns the gears that spin the belt in the engine of belief that keeps you and your desk in midair."

Annie Dillard


HandspanStudios ( ) posted Sat, 10 February 2001 at 10:40 PM

Hooray! It works! Thank you very much for helping me. I wish I had figured out this patch thing a couple of weeks ago :-( I must've done somthing wrong installing the beta version by hand. I got the .exe version and now it works fine.

"Your work is to keep cranking the flywheel that turns the gears that spin the belt in the engine of belief that keeps you and your desk in midair."

Annie Dillard


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