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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)
It does work. I've been beta-testing some clothing by AS3Design a couple of days ago. She did some injection poses for morphs and at the same time setting the number to something like 111. She got a pose file for P5&6 users changing the number for all the jcm's, too. Very neat trick... Everything's working fine in all Poser version from 4 to 6 :-)
Yesterday's the past, tomorrow's the future, but today is a gift. That's why it's called the present.
I was just emailing LarryW at E-frontier recently about crosstalk. He'd find this interesting. I had a python script written that remames the figure numbers. I'll have to go play. Great thread. Kudos!!!!
-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the
face of truth is concealment."
i wonder if this will 'fix' a scene already built that ended up with cross-talk. i'll have to try it out, if it doesn't choke my cr2 edit. Editting your scene file shouldn't be an issue... if your editor can open it, that is. :) Even if the scene has mutiple figures, each one should have it's own number: the first V3 (for example) will be "Figure 1" and the second may be "Figure 3". So, doing a search & replace should be easy. A word of caution, though: just be careful you don't accidentally replace the figure numbers on the clothing. Some clothing figures are designed to use cross-talk so they can morph with the conformed-to figure. If you replace the "Figure 3" line with "Figure 111", the clothing may not work 100% correctly... sure, it'll still conform and bend and such, but it may not morph properly. On the other hand, cross-talk isn't an issue in P6, so this type of clothing will "break" if you use it in that program. --John
VanishingPoint... Advanced 3D Modeling Solutions
"If you replace the "Figure 3" line with "Figure 111", the clothing may not work 100% correctly... sure, it'll still conform and bend and such, but it may not morph properly." It works. You have to make sure that you only change the numbers at that place: actor BODY:111 { channels { groups and: actor rFoot:111 { channels { but NOT these ones: valueOpDeltaAdd Figure 1 BODY:1 PBMHeavy deltaAddDelta 1.000000 with this settings the FBM will work in poser4 to 6 automatically. If you use: actor BODY:1 { channels { groups and: actor rFoot:1 { channels { the FBM will only work in poser4 automatically. that is for scenes with 1 figure only. If you want to use more than 1 figure (v3) in an scene and you change the numbers of the second figure to "3" you should change the number in the clothing to: valueOpDeltaAdd Figure 3 BODY:3 PBMHeavy deltaAddDelta 1.000000 that should work. only problem could be the morph.INJ for V3. they may will inject to figure 1 even you have selected the second v3. I dont know if that will be work when you changed the figures number? or do you have to change the numbers in the INJ file too?
Turn your face to the sky... and the shadows will fall behind you...
"It works. You have to make sure that you only change the numbers at that place"<< A word of caution. Pose expects consistancy. Since Full Body Morphs, and other forms of ERC are memory intensive, having conflicting number references can lead to Poser crashes with mutiple figures, and delete/reloads. Poser gets confused.
-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the
face of truth is concealment."
Attached Link: http://www.hogsoft.com
It's actually easier to remove the Figure numbers entirely, and then instruct Poser which figure you are loading morphs for by ensuring that the figure is selected first.This whole topic has been discussed many times here, but it's actually easier to follow the discussions over at PoserPros where Jim Burton has discussed it in his forums, and devised the method for conforming clothes to figures which have crosstalk disabled.
The definitive method was documented by Jim Burton a few months back, and Hogsoft automated it, for PC users, with a freebie called Crosstalker. As the name sort of indicates, Crosstalker will not only defeat crosstalk in P4 and PP, it will also enable crosstalk in P5 and P6. Same utility, same UI whichever way you use it. Check it out at www.hogsoft.com. (For Mac users I believe only the Python script automation route will work, a couple of people developed such scripts, but I don't know if they are all OSX compatible (i.e. don't use tkinter).
Note that in P4/PP you'll still want to include Nulls between characters if you plan to save and later reload the .pz3. The crosstalk will come back on the reload, presumably because you can no longer control the figure loading order. The workaround for this, should you forget, and end up with a crosstalk'ed .pz3, is to open the .pz3 in P5 or P6.
Note that none of the above addresses the looks-like-crosstalk effect that occurs with multiple injected figures in a scene. This type of crosstalk is caused by the readscript routine used for Daz-style injection. FII - Figure Independent Injection discovered by Maveris, which also requires removal of figure numbers but this time from the injection files, is required for this. No known automated solution exists for this as yet, but Hogsoft is working on one (I have an alpha test version).
It would be good if Larry W would look at Poser's handling of next-available-figure-number for later versions of Poser, and allow user selection of figure number handling to allow advanced control over the reuslting "crosstalk" effects. Alas the .pmd files employed in P6 looks as if they may be going in a different direction entirely - one were Poser saviours like Howard of Hogsoft can't go to help us out with Poser's functional limitations/challenges.
And heed Anton's warning about figure deletes, Poser's numbering scheme goes a little strange (understatement) if you delete something other than the last loaded figure. Some parts of Poser will still continue to use the next available figure number, some will use the now-free lower number, and some appear to use the now-free lower number but actually store the figure in the original next available figure number slot!
Note that in P4/PP you'll still want to include Nulls between characters if you plan to save and later reload the .pz3. The crosstalk will come back on the reload, presumably because you can no longer control the figure loading order. The workaround for this, should you forget, and end up with a crosstalk'ed .pz3, is to open the .pz3 in P5 or P6. I don't think this is entirely true, but I'll have to do some more testing. If you renumber the figures, Poser should save the new figure numbers in your pz3 file. So, when you open later, your figures will still be "Figure 1" and "Figure 111" and, in theory, shouldn't cross-talk. --John
VanishingPoint... Advanced 3D Modeling Solutions
If you always use your own figure numbers (beware a very few figures are set for FII without numbers), and you use them consecutively (no gaps), and you never delete anything other than the last figure loaded (again no gaps), and your clothing is similarly well behaved and you loaded them as you added the figures, then yes, I would think you are right. But 1 little hiccup, and only the prior installation of Nulls would have saved you. I maybe wrong, but my limited testing of the impact of Nulls was that they cost very little beyond the bump in Figure numbers, and the few seconds it takes to load them, so they always seemed like cheap insurance...
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The solution to cross-talk? Install Poser 6- it doesn't have the cross-talk issue of P4. :) Seriously, though, I did some experimenting and found that if you replace the "Figure 1" in a cr2 file with a higher number, Poser doesn't cross-talk the figures. Since Poser uses lower numbers for the figures, cross-talk occurs even if one figure is "Figure 1" and the other is "Figure 3". Here's the possible solution... feel free to test it out and see if it works for you: 1) Start Poser 4. 2) Create a new character (skip these steps if you have an existing character): -Create a character: load V3 (for example) into the scene. Apply any morphs and textures. -Save it back to the Figures Library or save it as a scene file. 3) Edit the figure file: -Go to your RuntimeCharacters folder and find the character you want to edit. (To be safe, you may want to make a back copy of your figure file.) -Open the cr2 file in a text editor: WordPad will work fine. -Note: you can also open the pz3 scene file you just made... just make sure the pz3 scene file contains only the one figure. 4) Search & Replace: -Look for the line that says ":1" (the number may be different in your file). -Replace the ":1" (or whichever number) with a higher number, for example, "301". Don't forget to include the colon- replace ":1" with ":301". -Next, replace the line "Figure 1" with "Figure 301". Again, the "Figure 1" in your file may be different- use the same number from the previous step. Or, in the Search/ Replace box, simply change the ":" to "Figure ". Close the Search/ Replace box when it finishes. -Save your file and close the text editor. (Note: "301" is only an example- you should be able to use any number from 100 to 999... or try numbers higher than 1000 and see what happens. If Poser gives you any kind of error about the number being too high, simply do another Search/ Replace and change the number.) 5) Go back to Poser. Load your first character, then load this second character. If everything worked properly, both characters should retain their shape and there should be no cross-talk. You should also be able to save this 2-character scene as a pz3 scene file and re-open it later... and since Poser saves the figure numbers, there will be no cross-talk when you re-open the scene. --John
VanishingPoint... Advanced 3D Modeling Solutions