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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)



Subject: Ghost Bones issue


Channing ( ) posted Sun, 06 May 2012 at 7:30 PM · edited Sun, 17 November 2024 at 5:27 AM

Hi,

I'm hoping to get some advice. I have a figure with ghost bones in it that is crumpling the mesh influenced by the bones once I turn on "Use Limits" in Poser. I've tried adjusting the forceLimits parameter in the rotation channels, but that does nothing to help.

I'd be grateful for any tips, or perhaps a pointer a relatively recent Renderosity store product that has ghost bones in it so I could look over its cr2 for pointers to correct the code in my own figure.

Thanks in advance. 


icprncss2 ( ) posted Sun, 06 May 2012 at 9:23 PM

What figure and what version of Poser are you using?

Without more information and perhaps a screenshot, it's very hard to determine what the problem and the solution is.


Channing ( ) posted Sun, 06 May 2012 at 9:34 PM
  1. Figure is my own product that is a mod of the M4 Gens so a screen shot is probably not possible here unless I do a closeup.

  2. I've checked it in Poser 8 and Poser Pro 2012. Same problem occurs. 


lesbentley ( ) posted Sun, 06 May 2012 at 10:12 PM

Quote - I have a figure with ghost bones in it that is crumpling the mesh influenced by the bones once I turn on "Use Limits" in Poser.

Try setting the the min and max limits to a large enough value so that it does not matter whether limits are on or off, eg:

                forceLimits 0
                min -100000
                max 100000


Channing ( ) posted Sun, 06 May 2012 at 10:26 PM

Alright. I went to the xrot,yrot and zrot channels and made the min and max limits and forceLimits values as you wrote them above. It still happened.

Do you think I didn't go far enough? Should I change all channel values (scaling, trans, etc.) to what you suggest? 

  


Channing ( ) posted Sun, 06 May 2012 at 10:56 PM

...

 

And the solution, for anyone in the future searching for the answer to this question:

 The problem was in the scale, rotation and translate channels. All of them needed to be reset as follows:

Scale channels:

forceLimits 0

min 0.1

max 100000

 

Rotation  and Translation channels:

forceLimits 0

min -100000

max 100000

 

The crumpling mesh has now gone away. 

 


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