Tue, Nov 26, 10:56 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 6:57 am)



Subject: P7: Did they fix crosstalk??????


jeffg3 ( ) posted Wed, 29 November 2006 at 8:37 PM · edited Wed, 02 October 2024 at 6:00 AM
Online Now!

... taking bets now.


infinity10 ( ) posted Wed, 29 November 2006 at 8:50 PM

Thot it was done in P6 already ?

Eternal Hobbyist

 


Tashar59 ( ) posted Wed, 29 November 2006 at 10:02 PM

I thought it was taken out in P5. I was hoping that they would have an ON/OFF button. I comes in handy for some things.


ziggie ( ) posted Wed, 29 November 2006 at 11:07 PM

It certainly isn't a problem  in P6... and yes... an on/off option would be nice.

"You don't have to be mad to use Poser... but it helps"


ThrommArcadia ( ) posted Thu, 30 November 2006 at 12:06 AM

I've never experienced Crosstalk on P5 or P6.  Back when I used P4 I was not expereinced enough or doing complex enough things to have expereinced it.  I'm pretty sure it is out of the picture, though.


donquixote ( ) posted Thu, 30 November 2006 at 12:52 AM

I too think Crosstalk was gone as of P6, maybe even P5 (but P6 sounds more right to me), but I also seem to recall there being some other problem that was somewhat similar. (Sorry. That's the best I can do. I haven't been Posering that much lately.)


Tashar59 ( ) posted Thu, 30 November 2006 at 1:01 AM

The problem was conforming clothes used crosstalk to work. So when you dialed a morph on the figure, the clothes would copy. Without crosstalk you need to dial the morph on the clothes too. Twice the work. reall need that ON/OFF button.

The other problem with crosstalk was that if you had 2 same figures loaded, when you dialed the morph on one the other followed. That is where the crostalk nul ( I think that is what it was called )  mat that fixed that.


ThrommArcadia ( ) posted Thu, 30 November 2006 at 1:36 AM

In that case, Crosstalk has been gone as of P5.  In P5 I've always had to dial the morphs for the clothing separate and I've had four of the same figure loaded and never had one inherit the other's morphs.

But now I know why I always think, "Didn't this do this automatically?" when dialing a clothing morph to match a figure.


ziggie ( ) posted Thu, 30 November 2006 at 6:05 AM

Of course... you will still get Cross Talk in any current or future versions of Poser...!

Like... 'Where the hell did I unzip that file to..?'  'Where the F is P7 and V4..?'  'Leeeave me alone kids/husband/wife I am trying to do something here... go feed yourselves..!!'

"You don't have to be mad to use Poser... but it helps"


Tyger_purr ( ) posted Thu, 30 November 2006 at 9:54 AM

cross talk is partly fixed. the morphs dont change the clothing, but i can still get two indentical figures to cross talk (i.e. 2 M3s) but usually only with injected morphs.

My Homepage - Free stuff and Galleries


Tirjasdyn ( ) posted Thu, 30 November 2006 at 10:38 AM

Quote - cross talk is partly fixed. the morphs dont change the clothing, but i can still get two indentical figures to cross talk (i.e. 2 M3s) but usually only with injected morphs.

It was fixed in P5 and there were many complaints about that as listed above...but I briefly remember something about morph injections overriding it. 

http://www.renderosity.com/mod/forumpro/showthread.php?message_id=1942266&ebot_calc_page#message_1942266

I don't understand it all. 

Tirjasdyn


Dizzi ( ) posted Thu, 30 November 2006 at 3:59 PM

It has been shown that the injected morph crosstalk is because of the way the DAZ injection files are made - can be fixed with a text editor search and replace in a few minutes.



lesbentley ( ) posted Thu, 30 November 2006 at 4:42 PM

Yes, crosstalk was fixed in P5. Injected morphs can (and usually do) suffer from something that is offten called "crosstalk", but in a technical sense is actually something diffrent. I call this something "targeted slaving". If the slaving code in a delta injection file "points" to "Figure 1" and "BODY:1", then it will look for its master channel in 'Figure 1'. This is because that's where the code tells it to look for its master. In P4 and P5, and probably P6 (which I don't have), you can use this format when constructing delta injection poses: valueOpDeltaAdd NO_FIG BODY MorphName deltaAddDelta 1.000000 The important point seems to be the absence of any numbers in the figure line and actor line. With this syntax the injection will work properly on the figure it is applied to. Unfortunatly this is not the syntax used by DAZ, or most of the other people who construct injection poses.


Little_Dragon ( ) posted Thu, 30 November 2006 at 7:08 PM
  • takes notes *



lesbentley ( ) posted Fri, 01 December 2006 at 4:29 PM · edited Fri, 01 December 2006 at 4:37 PM

Attached Link: Conformers & Targeted Crosstalk - A Method

A similar trick can be used when making a conforming figure to force a channel in the conforming figure to slave to the figure that was selected when the conformer was loaded. See link above.


Tashar59 ( ) posted Fri, 01 December 2006 at 4:35 PM

See, now this has turned into one of those, " Gem Threads."


ThrommArcadia ( ) posted Sat, 02 December 2006 at 1:52 PM

Definately a "Gem Thread", thanks for the interesting tricks!  I must go play...


Lyrra ( ) posted Sat, 02 December 2006 at 8:37 PM

Crosstalk was solved in poser6

HOWEVER some sites (such as DAZ) insist that content have crosstalk so some items are specifically built to crosstalk even in poser6. No way of telling if these will continue to do so in poser7, but very likely.

Lyrra



Lawndart ( ) posted Sun, 03 December 2006 at 9:51 PM

They are introducing "Cross Mumbling" in Poser 7.

I heard the explanation of what it is but couldn't understand it. The guy was, well... mumbling.


Privacy Notice

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.