Thu, Jan 9, 3:52 PM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

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



Subject: Morphtargets and bones/bodyparts


ARCHITECT ( ) posted Sun, 22 February 2015 at 10:25 AM · edited Thu, 09 January 2025 at 6:25 AM

Hi.

I've made this collar for V4 in 3DSMax; The movment is working fine altough I had to set some limits but I've found no problems so far.file_0336dcbab05b9d5ad24f4333c7658a0e.jp

You can see on the nect screenshot that the "ring" on the chin (uses a single bone attached to the head and weightmapping for "x-rotate" is following the movment of the head properly.

file_a8baa56554f96369ab93e4f3bb068c22.jp

The problem is: When I use some of the morphtargets for Victoria (e.g. "open mouth wide") the ring won't follow the morphtargets while the body of the collar will follow every single morph and/or bodymorph. Is this a standard behaviour of poser and a limitation of "extra-bones" or is there a trick in applying the mt's to a conforming cr2?

file_5f93f983524def3dca464469d2cf9f3e.jp

M.


Morkonan ( ) posted Sun, 22 February 2015 at 7:56 PM · edited Sun, 22 February 2015 at 7:59 PM

You might be able to slave the ring to a value present in the morph target. In short, just using my own figurin', the MT you're using only applies to that one group. It doesn't cover the extra "ring" bone's group. So, the ring "doesn't know what to do" other than follow the parent->child relationship of the bone structure. As far as the ring is concerned, nothing has happened at all when your custom MT value changes. But, you could create a movement morph for that ring group that was dependent upon the morph target's value in the head group. So, let's say you have an MT in the head group for "open mouth." When that value reaches xx, your ring would move xx.

PS - Conforming items that closely conform to the lower face are... difficult. That's because there's no group for them to follow and much of V4's mouth movements are just MTs, which don't effect groups that they don't span to. You can, however, do some thing with "superconforming" items to get custom-created MTs to follow certain values in their corresponding conforming parent. That's another avenue you can try for general purposes, but it won't work for custom rigging/groups, since those have no analogue in the parent object.


ARCHITECT ( ) posted Tue, 24 February 2015 at 10:48 AM · edited Tue, 24 February 2015 at 10:49 AM

Thank you... I've been using the "edit dependencies / start-stop teaching" tabs for the MT's (open mouth/wide open) for the head and the body as well and now it's working without any problems.


Morkonan ( ) posted Tue, 24 February 2015 at 6:09 PM

Thank you... I've been using the "edit dependencies / start-stop teaching" tabs for the MT's (open mouth/wide open) for the head and the body as well and now it's working without any problems.

I'm embarrassed to say I haven't yet used that feature of Poser. :) Though, I can certainly see how it would help with making morphs like that! I'll have to check it out, thanks for the reminder!


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.