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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 08 9:27 am)



Subject: What causes this in V4s mouth?


bobbypants ( ) posted Sun, 11 August 2013 at 10:57 AM · edited Wed, 05 February 2025 at 4:06 AM

file_497152.png

Hi, new here.

I've finally moved up from P7 to P2014 and having lots of fun now I can actually get lighting halfway decent thanks to IDL. Anyhow, been moving this V4 character around through several different positions and poses, when all of a sudden the ugly pointy thing in her mouth appeared (img1) - it seems attached in someway to her head and disappears when I make the head invisible.

 

Sure I saw something similar on a forum thread somewhere but I can't find it now. Any sinple way to fix and avoid this in future?

Thanks in advance.

Bob

 

 


ghostship2 ( ) posted Sun, 11 August 2013 at 11:14 AM

you probably have a bad file. need to re-load V4.

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SamTherapy ( ) posted Sun, 11 August 2013 at 11:20 AM

As ghost says, reloading may well fix it.

As to what it is, it's a misplaced vertex.  I have a few models which suffer from this and, unfortunately, reloading - or reinstalling - have never cured it.  Yours most likely will be curable, since V4 has been around and in use for so long, somebody else should have noticed that particular problem if it was commonplace.  

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markschum ( ) posted Sun, 11 August 2013 at 11:37 AM

what morphs have you applied ?  it could be worth dialing any morphs back to 0 and see if the defect goes away.


bobbypants ( ) posted Sun, 11 August 2013 at 11:47 AM

Thanks for the replies everyone.

 

I'll take a look at dialing back some morphs; this particular V4 has a lot loaded (fixes, Boom nose etc)

 

Thanks again,

Bob


Eric Walters ( ) posted Sun, 11 August 2013 at 1:03 PM

Sam is right-looks like a bad vertex

I've never seen that-so it may be coming from a morph.



Teyon ( ) posted Sun, 11 August 2013 at 8:51 PM

Did you subdivide her because that can happen for a few reasons with meshes not optimized for Pixar SubD. Things that can sometimes trigger it: Bad welds. NGons (polygons with more than 4 sides). Vertices that overlap - especially if it's near the 0 line of the x axis, stray verts. Only one of these things can be corrected without destroying the vertex order and that's the one where vertices overlap. Fixing any of the other issues will result in a new vertex order/count and will break your morphs. 

 

So yeah.


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