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Poser Technical F.A.Q (Last Updated: 2024 Nov 02 8:21 pm)

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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.

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Subject: V4.2 Thigh conforming problem


DeepSpace_3D ( ) posted Sat, 05 December 2009 at 11:10 AM · edited Thu, 07 November 2024 at 10:11 AM

file_444198.jpg

Hi all.  Anyone out there able to help me with a problem that is driving me crazy?  I'm fairly new to clothing creation but recently successfully modeled a clothing item for Daz's Mike 4.  My problem is, I can't seem to fix poke thru' on the V4 version - in the upper thigh area.

I've got JCMs in the clothing figure, but when I magnetize to V4, the poke-thru is still there (albeit to a lesser degree).  Any ideas?  What am I doing wrong?


nruddock ( ) posted Sat, 05 December 2009 at 11:35 AM

Quote - What am I doing wrong?

Most likely nothing.
The pose your showing is one of the known awkward ones.

Quote - Any ideas?

Hide the thigh and possibly other leg/body parts that are completely covered by any clothes.


DeepSpace_3D ( ) posted Sun, 06 December 2009 at 8:43 AM

Quote - > Quote - What am I doing wrong?

Most likely nothing.
The pose your showing is one of the known awkward ones.

Quote - Any ideas?

Hide the thigh and possibly other leg/body parts that are completely covered by any clothes.

Thanks for the reply.  I wasn't sure if hiding the thigh would be acceptable if I put the product up for sale.


DarkEdge ( ) posted Sun, 06 December 2009 at 9:40 AM

You might try taking a look at your SphericalZones too.

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DeepSpace_3D ( ) posted Sun, 06 December 2009 at 9:45 AM

Quote - You might try taking a look at your SphericalZones too.

Thanks - I have and the whole thing has been driving me crazy.  I had no problem with Mike 4, but V4 is much more difficult to model for.  It seems the magnetize pose fixes one thing and makes it worse elsewhere.


nruddock ( ) posted Sun, 06 December 2009 at 5:43 PM

Quote - I wasn't sure if hiding the thigh would be acceptable if I put the product up for sale.

That's ultimately up to the store that you submit it to, but so long as you mention the need to do it in the ReadMe; even better also including a pose to do it you may improve your chances of it passing testing.


nyguy ( ) posted Mon, 07 December 2009 at 11:26 AM

Quote - > Quote - I wasn't sure if hiding the thigh would be acceptable if I put the product up for sale.

That's ultimately up to the store that you submit it to, but so long as you mention the need to do it in the ReadMe; even better also including a pose to do it you may improve your chances of it passing testing.

With the issue of poke thru, no matter what the body part is most stores will not accept it.

Here is what I would do, add a magnet for  "extreme" poses to solve the poke thru issue if it can be solved by either the magnets included for V4 or spherical zones.

This was one of the discussions I had over at 3dcommune a while ago about some issues with poke thru.

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Aanascent ( ) posted Thu, 10 December 2009 at 12:25 PM

Quote - It seems the magnetize pose fixes one thing and makes it worse elsewhere.

That is a fact.  Fun, isn't it?  Also, using something like Morphing Clothes to make morphs to match V4's JCM usually isn't enough, or makes matters worse, depending.

You can't fix it with Joint Parameters -- you are likely to just break other poses and pull your hair out in the process.

BTW, you can expect the same thing with a sleeved item.  Shoulders can be equally fun.  This is one of the reasons why the Marketplace is full of sleeveless tops and mini skirts that are so short they barely cover Vicky's hoo hah.  V4's thigh and shoulder joints are the devil incarnate for clothes makers.

You need to create your own custom JCM for the pants.  View the mesh in Poser or DS with the leg bent to -100 or -90 and count polygons from a point of reference (that pocket or the waistband), so you can locate the problem area on the unbent clothes in your modeler.  Make a morph that pulls that area out quite a bit, and up a little.  Be sure to include some of the inner thigh toward the crotch as well.  It will be buried there farther than you can see.  Put the resulting morph deltas into a channel that looks something like this:

        targetGeom JThighBendFwdR
            {
            name JThighBendFwdR
            initValue 0
            hidden 1
            forceLimits 1
            min 0
            max 1.1
            trackingScale 0.02
            keys
                {
                static  0
                k  0  0
                }
            interpStyleLocked 0
            valueOpDeltaAdd
            Figure
            rThigh
            xrot
            deltaAddDelta -0.011111
            indexes (number varies with model)
            numbDeltas (number varies with model)
            deltas
            (...... delta info here)
  


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DeepSpace_3D ( ) posted Thu, 10 December 2009 at 1:23 PM

Aanascent - thank you thank you thank you!  I was wondering if I was just being inept, somehow.  That is just the kind of information I so desperately needed - thanks again.  Time to knuckle down and sweat it out, now that I know what needs to be done!

Regards

DS3D


Aanascent ( ) posted Fri, 11 December 2009 at 9:23 PM

You're welcome.  No, you're not being inept.  In fact, based on the picture you posted, it looks like you had gone about as far as you can go without adding the custom JCM.

Remember, when making a JCM, if the joint's rotation is a negative number,  your deltaAddDelta will also be a negative number.  If the joint's rotation is positive, the deltaAddDelta will be positive.  The formula used to figure out the deltaAddDelta is:  Divide 1 by the joint rotation.  For instance a JCM to fix a thigh bent to -90 would be 1 / -90 = -0.011111

You can also leave the JCM channels unhidden until you've made sure they are working correctly.

Good luck.


www.aanascent.com


DeepSpace_3D ( ) posted Sat, 12 December 2009 at 2:59 AM

Quote - You're welcome.  No, you're not being inept.  In fact, based on the picture you posted, it looks like you had gone about as far as you can go without adding the custom JCM.

Remember, when making a JCM, if the joint's rotation is a negative number,  your deltaAddDelta will also be a negative number.  If the joint's rotation is positive, the deltaAddDelta will be positive.  The formula used to figure out the deltaAddDelta is:  Divide 1 by the joint rotation.  For instance a JCM to fix a thigh bent to -90 would be 1 / -90 = -0.011111

You can also leave the JCM channels unhidden until you've made sure they are working correctly.

Good luck.

You're a star - thank you again!

DS3D


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