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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 27 5:12 pm)



Subject: Probable Poser Pro 2014 crosstalk problem


Michael_C ( ) posted Mon, 16 February 2015 at 12:49 PM · edited Sun, 24 November 2024 at 3:47 PM

I built an M4 character with Mateo from DAZ and the Mr. Solo outfit from Rendo. Everything works well with just the character loaded, but when I load the full character into a scene with several other M4 and V4 characters plus lots of other stuff, the Solo pants lose the effect of the transferred morphs. The morphs still show up in the pants, with the expected values, but they have no effect. Working the dials also has no effect. The rest of the Solo outfit appears to work properly. (Poser Pro 2014 64-bit on Windows 7) Any thoughts on how to get around this? Thanks.

Michael 

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moriador ( ) posted Tue, 17 February 2015 at 1:50 AM

This happens to me all the time. I have no idea why. But while the morphs in the body of the pants figure don't work, I find that the morphs work when you dial them in to each part of the figure individually. It's a PITA to do, however. So I wish I knew why it happened. If you check the "when conforming> include morphs" box on the properties tab, does it still happen?


PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.


PilotHigh ( ) posted Tue, 17 February 2015 at 2:46 PM

I have this problem with 2 products I just bought from the same vendor. I emailed him and he said that it is a Poser bug and he doesn't know how to fix it. Does anyone know how to fix cross-talk in this day and age?! PLEASE!


bhoins ( ) posted Wed, 18 February 2015 at 9:37 AM

If you delete the pants, select your character's body or hip node and reload them does this work? 

In general "Cross Talk" aka "Super Conforming" is a Poser Bug Exploit (DAZ Studio and Carrara intentionally set up Cross Talk to work, so don't have this issue). It works when the morphs have the same name, which is great when all you have is a single figure and their clothing in the scene but causes other problems.

When you load more than one Character into the scene Poser uses, as a solution for the bug, a suffix on the morph. This way dialing the morph on one M4 does not affect a different or multiple M4's in the scene. It is a number based on how many of that figure is loaded into the scene. 

To make Cross Talk work in Poser you, generally (and this might have changed with 2012+ with the drag and drop onto the figure acting as if you followed what's next) have to have the figure you intend to conform the second figure to, selected (either on the hip or body) before adding the pants (or other conformer) to the scene. This forces the pants to have the same suffix as the base figure, which allows Cross Talk to work. When you load a combined CR2 you do not have the base figure selected when you load the conformer so the suffixes will not match and the reason Cross Talk doesn't work. 


PilotHigh ( ) posted Wed, 18 February 2015 at 10:38 AM

My issue might not be exactly cross-talk. I have the same clothing items for M4 and V4. If I load the M4 version and not use any morphs it is fine. But when I load the V4 version it comes in as the M4 version and vice versa not even using any morphs.


bhoins ( ) posted Thu, 19 February 2015 at 9:27 AM

My issue might not be exactly cross-talk. I have the same clothing items for M4 and V4. If I load the M4 version and not use any morphs it is fine. But when I load the V4 version it comes in as the M4 version and vice versa not even using any morphs.

That is very likely a different Poser bug. See if the Geometry has the same name. (The same can happen with texture maps of the same name.) Poser can load the wrong object if the names are the same, even if the path is correctly specified. (You can check in your favorite text editor.) 


PilotHigh ( ) posted Thu, 19 February 2015 at 10:26 AM

Thank you. I'll try that.


Michael_C ( ) posted Thu, 19 February 2015 at 5:33 PM

Lots of good information here regarding crosstalk.  I think I have a better idea of the problem.  I tried a few of the suggestions without luck so worked around the problem for my last render.  As I will be using many of the same characters in a subsequent render I'll try some of the later suggestions.

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