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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 25 9:50 pm)



Subject: Odd conforming clothing question


Channing ( ) posted Wed, 21 October 2009 at 8:29 PM · edited Sun, 29 December 2024 at 1:45 PM

Hi,

I've got an odd question. The results I got weren't what I expected, so I wanted some advice.

I've created a piece of conforming clothing for V4. The issue is that there are no polys for any of the standard V4 groups ... instead I've got extra bones created for the polys to deal with handling some EP chains I've got. Now, I created what I thought would just be "fits" for various V4 FBMs and PBMs. But when I tested it in Poser, it conforms and adjust to changes in V4!

The other confusion I have is that this doesn't happen in DS, so the user will have to dial in any FBM/PBM values themselves.

Does anyone have an explanation for what is happening? 


TrekkieGrrrl ( ) posted Wed, 21 October 2009 at 8:49 PM

 Crosstalk.

Mostly annoying but it seems you've accidentally created a SuperConforming item :)

I thought crosstalk was a thing of the past but I've heard others be able to make something for V4 also in newer versions (higher than Poser 4 where crosstalk was common)

I just don't know HOW you did it L Tell us more!

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Channing ( ) posted Wed, 21 October 2009 at 8:54 PM

Well, I wish I knew. The only references to the FBMs/PBMs are in the BODY, and the chest. I've slaved translation/rotations of the lChest and rChest groups to the BODY actor. I set it up that way, intending to use it as "fits." And I got this result.

Now, the chest references are not connected to anything not even the BODY actor FBM/PBM code.


raven ( ) posted Thu, 22 October 2009 at 12:41 PM

If it is superconforming, try loading it into the scene without a V4 in, and then saving it back to the library (different name to be safe).  I think that stops it superconforming and turns it to a regular conforming item.



Channing ( ) posted Thu, 22 October 2009 at 1:18 PM

I actually don't mind that it superconforms, but was hoping to understand why it's happening only in Poser and not DS?


wdupre ( ) posted Thu, 22 October 2009 at 1:34 PM

The reason is that Poser and Studio do superconforming in different ways, Poser's is a bug that they havn't completely stamped out so it can be forced, studio's is intentional but there are ways that it can be screwed up (Such as the conformer not having the channel that the erc link is pointing to), but that doesn't mean you can't get it to work in both, Unfortunately its really impossible to guess why its working in one and not in the other without looking at the cr2 itself.



Channing ( ) posted Thu, 22 October 2009 at 2:01 PM

wdupre, it will help perhaps for me to explain that the actual model is only grouped with the extra bones I added to the V4 skeleton. The "fit" morphs are actually translation/rotation adjustments in the groups attached to the chest actor of V4. They are slaved to the master dials in the BODY actor. So, in Poser if I dial in Bulk, the conforming clothing adjusts automatically, and the dials do not function. In Daz Studio, the dials have to be used to adjust the clothing to fit the Bulk morph.


wdupre ( ) posted Thu, 22 October 2009 at 2:16 PM

hmm are you using the internal names of the master dials or the labels in your erc?



Channing ( ) posted Thu, 22 October 2009 at 3:31 PM

I'm away from the cr2 right now, but from what I remember, the code uses the labels rather than the internal names. When I get home ... I can come back and post some of the relevant code for an example.


wdupre ( ) posted Thu, 22 October 2009 at 3:46 PM

ok cool that would help, and if that's the case than that's likely the problem the internal name should really be used rather than the label, but there is also a trick for poser that needs to be done to keep the superconforming aspect, having to do with getting rid of figure number designations.



Channing ( ) posted Thu, 22 October 2009 at 8:30 PM

OK, here's a coding with the in between lines snipped out. I should remark to that I didn't remember I had earlier tried to use Morphing Clothes to deal with the morphs, but that was when tI was still using the chest group for part of the model. The code is still there but it's not doing anything now. I think.

actor BODY:1
-snip-
valueParm Bulk
{
 name Bulk
 initValue 0
 hidden 0
 forceLimits 1
 min -1
 max 2
 trackingScale 0.04
 keys
 {
  static 0
  k 0 0
 }
 interpStyleLocked 0
}
actor chest:1
-snip-
valueParm FBMBulk
{
 name Bulk
 initValue 0
 hidden 0
 forceLimits 0
 min -100000
 max 100000
 trackingScale 0.02
 keys
 {
  static 0
  k 0 0
 }
 interpStyleLocked 0
}
-snip-
actor 1Chest:1
-snip-
rotatZ zrot
-snip-
valueParm FBMBulk
{
 name Bulk
 initValue 0
 hidden 0
 forceLimits 0
 min -100000
 max 100000
 trackingScale 0.02
 keys
 {
  static 0
  k 0 0
 }
 interpStyleLocked 0
}
valueOpDeltaAdd
Figure
BODY
Bulk
deltaAddDelta -2.15517
 


wdupre ( ) posted Thu, 22 October 2009 at 9:46 PM · edited Thu, 22 October 2009 at 9:47 PM

ok I see your problem, your master dial in the body of the conformer has the internal name Bulk, but the master dial in the V4 figure is FBMBulk that won't fly to link erc in studio, poser tends to be a bit looser about naming though its hard to figure out consistent rules as far as that goes.
as far as your erc the only erc you are showing is for valueparms in the chest. I'm not really seeing the code there for the rotate and trans dials, but as I said studio needs the internal names to match between the base figure and conformed figure



Channing ( ) posted Thu, 22 October 2009 at 9:52 PM

I messed up the code. :(

actor BODY:1
valueParm Bulk
{
 name Bulk
 initValue 0
 hidden 0
 forceLimits 1
 min -1
 max 2
 trackingScale 0.04
 keys
 {
  static 0
  k 0 0
 }
 interpStyleLocked 0
}

actor chest:1
valueParm FBMBulk
{
 name Bulk
 initValue 0
 hidden 0
 forceLimits 0
 min -100000
 max 100000
 trackingScale 0.02
 keys
 {
  static 0
  k 0 0
 }
 interpStyleLocked 0
}

actor lChest:1
rotateZ zrot
valueOpDeltaAdd
Figure
BODY
Bulk
deltaAddDelta -2.15517


wdupre ( ) posted Thu, 22 October 2009 at 9:55 PM

ok yes that makes more sense and as I said that is your precise problem, go ahead and try doing a rename throughout your conformer cr2 from Bulk to FBMBulk and I think you will find that the crosstalk works in both poser and studio.



Channing ( ) posted Thu, 22 October 2009 at 9:57 PM

actor BODY:1
valueParm Bulk
{
 name Bulk
 initValue 0
 hidden 0
 forceLimits 1
 min -1
 max 2
 trackingScale 0.04
 keys
 {
  static 0
  k 0 0
 }
 interpStyleLocked 0
}

actor chest:1
valueParm FBMBulk
{
 name Bulk
 initValue 0
 hidden 0
 forceLimits 0
 min -100000
 max 100000
 trackingScale 0.02
 keys
 {
  static 0
  k 0 0
 }
 interpStyleLocked 0
}

actor lChest:1
rotateZ zrot
valueOpDeltaAdd
Figure
BODY
Bulk
deltaAddDelta -2.15517
 
Just so I'm clear. Change the code I've highlighted/bolded to FBMBulk?


wdupre ( ) posted Thu, 22 October 2009 at 10:04 PM

Yep, thats it exactly.



Channing ( ) posted Thu, 22 October 2009 at 10:05 PM

Thanks!  


Channing ( ) posted Mon, 26 October 2009 at 11:19 PM

It worked! But here's what confuses me. Why?

I assumed that if clothing was conforming there at least had to be some polys assigned to a regular V4 group like the chest.

Was I wrong? Is it simply a matter of setting up the code correctly? 


wdupre ( ) posted Mon, 26 October 2009 at 11:41 PM · edited Mon, 26 October 2009 at 11:43 PM

Nope no need for any polys assigned to the bone in question, in order to conform they just have to have at least one bone in common, you have at least a chest bone in your conformer.

or are you referring to the erc? for that to work yes the erc has to be set up in a certain way which yours is now that you fixed it.



Channing ( ) posted Tue, 27 October 2009 at 12:02 AM

Well both actually, but I learned that this can be done. I'm glad I was already pretty close. 


wdupre ( ) posted Tue, 27 October 2009 at 12:25 PM · edited Tue, 27 October 2009 at 12:26 PM

Yep for future refrerence, the reason the erc slaved in poser was becouse there were no figure numbers in the erc code. Poser tacks on figure numbers when saving a figure with erc so the code would look like this.

valueOpDeltaAdd
Figure:1
BODY:1
Bulk
deltaAddDelta -2.15517

the number would be different depending on how many figures are loaded into the scene before the clothing is loaded. the :1 is there to help prevent crosstalk. if you take the numbers out like you have in your erc than Poser for some reason automatically puts in the number of the figure that is selected when you load your conformer. and you have forced crosstalk. (studio on the other hand ignores the number altogether and automatically slaves all channels that have the same name on the conformer and the base figure)



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