Forum: Poser - OFFICIAL


Subject: How bad does a product have to be before it gets less than 5 stars?

ElZagna opened this issue on Mar 11, 2013 · 14 posts


wimvdb posted Tue, 12 March 2013 at 12:50 AM

Quote - Thanks for the link to the requirements. As I was reading through them I came upon this under "Morphs":

Custom morphs must follow the following path:

So Renderosity in fact does require that custom morphs be placed outside the cr2. The custom morphs that I have seem to be roughly divided between the Geometries folder, the Morphs folder and some random folder the vendor set up.

While Renderosity may have strict requirements, they don't appear to be very well policed. A quick look at my content and the requirements shows that my stuff has lots of violations of the requirements. Of course it's possible that some of my stuff is older than some of the requirements, but there are problems even with the new stuff.

I don't want to be a nitpick here, but custom morphs are morphs customized for a particular figure. The ones you were talking about are native morphs - belonging to the clothing/figure itself (the PMD files). Nothing is said about that. Every Poser figure (as in Non-DAZ) uses PMD files and all have the PMD files (with their native morphs) stored with the CR2.

I have lots of content (probably more than most) and it is something I always watch out for. Many items (not most, just many) have the PMD in the CR2 location. Not only at ShareCG, but also at Content Paradise and other places.

If Poser loads a figure with a PMD (no matter the actual path reference), it will always find it when loaded from the library  - if your search options are set to Shallow Or Deep. The seach algorythym searches the CR2 origin path as well. Things get tricky if you save it in a scene file. The actual PMD file is stored with the correct relative path. However.... If the PMD file did not go through the search algorythm (for whatever reason) it is stored with its original path (the wrong one if you moved it around) and will not be found if search is set the Narrow. And that is where the problem is. If it would store the relative path for every item it loads in the scene file, there would not be a problem. But it does not

Smith Micro should fix this, but apparently it is not as trivial as it seems.  If you would change texture references which have no relative or absolute path to a relative path, it could break existing content

But I am going to repeat myself here: I am all in favor of putting PMD files in a separate folder - being it in Morphs or geometries. It would make my life easier