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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 09 3:46 am)



Subject: Why some body parts of my figure move on their own?


cocco ( ) posted Sun, 26 September 2010 at 4:39 PM · edited Wed, 08 January 2025 at 7:15 AM

I have this problem:I create a figure but when I conform it to M4 and apply a pose,some parts of the figure move or bend...not just following M4 body,their move or bend dials change...can anyone exlain me for which reason?


geep ( ) posted Sun, 26 September 2010 at 4:44 PM

It's alive? :lol:

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



saibabameuk ( ) posted Sun, 26 September 2010 at 5:00 PM

 You got Doc.


RobynsVeil ( ) posted Sun, 26 September 2010 at 5:29 PM · edited Sun, 26 September 2010 at 5:31 PM

Quote - It's alive? :lol:

In other words, you might want to give more details... which Poser version, which item, which dials are you turning on which figure, etc...

"I create a figure but when I conform it to M4 and apply a pose"
Did you model this 'figure'? How did you conform it?

Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2

Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand] 

Metaphor of Chooks


markschum ( ) posted Sun, 26 September 2010 at 6:32 PM

More detail and a picture would be good. Make sure any pose is being applied only to the M4 figure and not the conformer.


lesbentley ( ) posted Sun, 26 September 2010 at 7:06 PM · edited Sun, 26 September 2010 at 7:07 PM

Some times it helps to zero them memorize the conformer.

But  yes, more details please.


Cyberwoman ( ) posted Sun, 26 September 2010 at 9:30 PM

I'll second (third?) the call for more details. However, just a thought I had... are you selecting M4 before you apply the pose? I've forgot to go back to my base figure after adding clothing several times, and the result of accidentally applying a pose to my clothing figure sounds a lot like what you are describing.

~*I've made it my mission to build Cyberworld, one polygon at a time*~

Watch it happen at my technology blog, Building Cyberworld.


hborre ( ) posted Sun, 26 September 2010 at 10:10 PM
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I believe the Poser manual suggests posing the base character before adding and conforming clothing.  It would make sense to correct poke throughs and ill-fit on your final pose rather than zero position.


cocco ( ) posted Mon, 27 September 2010 at 4:18 AM

Hi thanks for your suggestions.I'm sure I apply pose to M4 and not my cloth(it is a shirt).I modeled it myself then conformed it.I tried several times but it always has this problem....just on thigh parts.


RobynsVeil ( ) posted Mon, 27 September 2010 at 7:27 AM

Quote - Hi thanks for your suggestions.I'm sure I apply pose to M4 and not my cloth(it is a shirt).I modeled it myself then conformed it.I tried several times but it always has this problem....just on thigh parts.

Ah! That's more information. Modelled it yourself, did you? Good ON you, Cocco!

When you imported the obj into Poser, did you bring it into the ==GASP== setup room? And bone it all there? You're a brave modeller!

Therein might lie the problem... I'm sure those who have survived boning/rigging in the setup room can ask appropriate questions and provide you with more than just encouragement.

BTW, thighs on a SHIRT? How long is this shirt?

Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2

Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand] 

Metaphor of Chooks


cocco ( ) posted Mon, 27 September 2010 at 10:31 AM

I tried using the setup room and even using QuickConform after I made groups in 3d studio Max,but no difference...It is a long shirt actually so I made thigh parts


Teyon ( ) posted Mon, 27 September 2010 at 10:39 AM · edited Mon, 27 September 2010 at 10:41 AM

Did you use Mike's skeleton for the bones of your shirt? If so, that may be the problem. It's a neat feature when in a rush but it's not a clean way of making a character in my opinion.

Take your clothing item back into the setup room (no Mike, just your clothes in the scene).  Then delete from the toes on up (if he has toes, if not, start at the feet). Leave the hip bone alone and all the bones that are actually used by the shirt. Save the file out under a new name. Test the shirt under the conditions of the original problem. Should be resolved I would think. 

In the future, you may want to try just making the shirt and creating bones with the propper internal names for the figure's parts instead of using the pre-existing bone set. I personally find that avoids problems like this but that's just me.

Now, if that's not the issue - if you did not use Mike's rig for your shirt - or if for some reason the resolution I provided didn't work, let us know. When you do, explain - STEP.BY.STEP. what you did within Poser to make the shirt a figure in the first place.  I may not be able to help but someone else may if they know what you did. Explaining your exact steps (or as close as you can) is the best way to get help to problems in software. 

Additionally, HBorre, is right - it's best to Pose the figure first and then to conform the clothing.


cocco ( ) posted Mon, 27 September 2010 at 1:50 PM

thanks for your help,I managed to fix this:for some strange reason the initial state rotation was set not at zero...so I edited the cr2 


Teyon ( ) posted Mon, 27 September 2010 at 4:44 PM

Ah. Well, glad you got it working. :)


wdupre ( ) posted Mon, 27 September 2010 at 7:27 PM

Quote - thanks for your help,I managed to fix this:for some strange reason the initial state rotation was set not at zero...so I edited the cr2 

yes the figures tend to be pre-posed in order to work smoothly with Poser IK, instead of using the base figure as your skeleton donor try to find a blank or Dev foundation. the DAZ mil 4 figures have them, M4's blank is available to download on the bottom of  the M4 Morphs++ product page. the blanks are zeroed figures with no morphs or extra stuff, designed specifically for reusing the skeletons in clothing.



lesbentley ( ) posted Tue, 28 September 2010 at 10:42 AM

Quote - thanks for your help,I managed to fix this:for some strange reason the initial state rotation was set not at zero...so I edited the cr2

That's one reason why I said "Some times it helps to zero them memorize the conformer." 


cocco ( ) posted Tue, 28 September 2010 at 1:21 PM

Quote - > Quote - thanks for your help,I managed to fix this:for some strange reason the initial state rotation was set not at zero...so I edited the cr2

That's one reason why I said "Some times it helps to zero them memorize the conformer." 

that's what I did,but didn't work.I had to edit the cr2


lesbentley ( ) posted Wed, 29 September 2010 at 6:50 PM · edited Wed, 29 September 2010 at 7:03 PM

It should work. A value of zero, is a value of zero. Whether you set that value through the Poser interface, or by editing the cr2 in a text editor is irrelevant. For a conformer it is the 'initValue' that is important, not the 'keys' value, hence the need to ensure that Memorized state of the channels is set to zero. The "Zero Figure" command in the Joint Editor will zero all the rotation channels in the figure. That can still leave translations of the hip and Body to be zeroed (in other parts translations will normally  be zero, if IK is off). There is no easy way (that I know of) to ensure that the all the scale channels are set to 100%  (more correctly 1.000 internal value), but they usually are already .


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