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Poser Technical F.A.Q (Last Updated: 2024 Dec 04 2:47 am)

Welcome to the Poser Technical Forum.

Where computer nerds can Pull out their slide rules and not get laughed at. Pocket protectors are not required. ;-)

This is the place you come to ask questions and share new ideas about using the internal file structure of Poser to push the program past it's normal limits.

New users are encouraged to read the FAQ sections here and on the Poser forum before asking questions.



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Subject: Crosstalk


Sabou ( ) posted Tue, 22 April 2008 at 4:56 AM · edited Sun, 02 February 2025 at 12:09 PM

I tried to make one of my shirts working with crosstalk.
This works very well, but the FBM then did not work any more. So i must go to the single body parts to change manually.
Is this allright? Or is there an error in my cr2?
Someone here who know this problem?


svdl ( ) posted Tue, 22 April 2008 at 11:06 AM

This is well known ERC behavior.

There is a way to fix it (needs some work, however). What you have to do is create a second FBM dial on the body with a different internal name.
Example: the ShouldersThickness morph. You will have this code in your CR2:

actor rCollar:1
{
    channels
    {
        ...
        targetGeom PBMShouldersThickness
        {
             ...
            valueOpDeltaAdd
            Figure
            BODY
            PBMShouldersThickness
            deltaAddDelta 1.00000

Now add a second block of ERC slaving code

            valueOpDeltaAdd
            MyShirt                            //the name of your figure, NOT Figure, or Figure 1 
            BODY:1                          // include the number, unlike in the previous block
            PBMShouldersThicknessLocal      // the internal name of the extra FBM
            deltaAddDelta 1.0000

And in the BODY actor, create a second set of valueParms with the same names as the original FBMs, but with "local" appended to their internal name:

        valueParm PBMShouldersThicknessLocal
       {
            name ShouldersThickness
           ...
     
Lastly, hide the "original" FBMs in the BODY actor.

Should do the job.

Another option might be using linkParms statement in the Figure section. linkParms is an older way of slaving morphs to FBM dials, with much less control (you cannot change the valueOp type or the detalAddDelta value), but with the advantage that it never crosstalks - linkParms only work within the same figure.

     

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Sabou ( ) posted Tue, 22 April 2008 at 12:18 PM

Wow, okay, i try it. Thank you very very much.


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