bandolin opened this issue on Jan 06, 2009 ยท 74 posts
svdl posted Tue, 06 January 2009 at 5:31 PM
Actors in Poser have two names, the internal name - used by Poser for conforming and uniquely identifying objects, and the external name - the one you see in the menus. For conforming clothes, the internal names must exactly (including capitalization) match the internal names of the figure it should conform to. The external names don't matter at all.
The fact that your figure does not conform at all makes me think you've matched the external names, not the internal ones.
Example: the body part "Right Hand" has the internal name rHand. You can change the name "Right Hand" in your conforming item to "Right Gauntlet" or "Right Claw", but you MUST keep the internal name rHand.
The object groups should have the internal names for group names.
There's another flaw in your workflow: you should position the boots exactly around Apollo's feet with Apollo in zero pose - all rotations, translations and morphs set to 0 - BEFORE you add the bones.
One of the easiest ways to add the bones is loading the boots, switch to the Setup room and then apply the Apollo figure to the boots. Then you can strip out the bones you don't need (everything above the abdomen), remove all the morphs (save your figure to the library and use MorphManager to do that), remove unused materials (text editor or CR2Builder).
Now the boots should conform just about perfectly. You will have to adjust joint parameters on the boots to fix pokethru when Apollo bends his ankles, but the joint positions are exactly what they should be.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter