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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)



Subject: Load Morph Target Problem with Poser pro 2014


kyraia ( ) posted Thu, 07 January 2016 at 6:00 AM · edited Tue, 19 November 2024 at 3:51 PM

morph_problem.jpg

Dear Community,

I am creating a new character which went pretty well, so far. But now I encountered an unexpected problem with morphs. I export a body part (in the example image above the left shin) as morph taget - of course. When I simply reload this body part as morph target, nothing should happen, but this is not true. Even since apparently every vertex is exactly in its original position, if I dial the morph value pretty high (50 in this case) the shin shifts. To demonstrate this more clearly, additionally to loading the exported shin object into the shin body part as morph target, I also loaded it as prop and display it as wire frame. As you can see, this prop is exactly in place. But still the morph is not. And even worse, this distortion is different with every body part (I first noticed it with the head, by the way). I played around with the setup but this distortion never goes away, so I can't create and use any morphs. Do you have an idea where this comes from and how to fix it?

Thanks,

Kyraia


EldritchCellar ( ) posted Thu, 07 January 2016 at 10:45 AM · edited Thu, 07 January 2016 at 10:57 AM

Need more information about how you created the morphs. It looks like a tiny scaling error between apps was introduced during morph creation, not readily apparent at a value of 1.00, very much so at 50 X that strength. The verts may appear to be in the same position but the difference might not be apparent to the naked eye. You need to make scaling compensations or use an automation that takes care of this when creating morphs in external apps.



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Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5


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EldritchCellar ( ) posted Thu, 07 January 2016 at 11:10 AM · edited Thu, 07 January 2016 at 11:12 AM

Clarification; if you just make your morphs without some process to address the difference in universe scale between applications (Poser's universe is tiny compared to other apps) what happens is that very small differences in object position are introduced between exporting and working, I guess it would be rounding differences in v coordinates between applications. Things like GoZ or Poser Morph Loader address this or you can scale manually and translate via subtractive morphing or rescaling.



W10 Pro, HP Envy X360 Laptop, Intel Core i7-10510U, NVIDIA GeForce MX250, Intel UHD, 16 GB DDR4-2400 SDRAM, 1 TB PCIe NVMe M.2 SSD

Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5


My Freestuff and Gallery at ShareCG




kyraia ( ) posted Fri, 08 January 2016 at 12:08 AM

Hello EldritchCellar,

thank you for your reply.

Need more information about how you created the morphs.

This distortion appears even if I don't create anything. All it takes to reproduce it is the following: load figure -> export a body part as morph target -> load this as morph target back into the body part (without any processing in any application so the data is never changed). If I do that with another character (tried with Vicky 2 and others) I can scale the new morph up as much as I want and everything remains in place.


EldritchCellar ( ) posted Fri, 08 January 2016 at 12:58 AM

Ok. Which figure is it? Are you zeroing the figure before exporting the .obj? Try this, restore the figure, the little right pointing arrow at the top of the parameters palette with the figure's body selected: restore.

Open the joint editor, window: joint editor. Click zero rotations.

Now check to see if these values are at zero; Body: X,Y,Z tran. hip: X,Y,Z tran.

Export a body part with all export options unchecked. Apply that as a morph target and test. Does the morph still translate the body part?



W10 Pro, HP Envy X360 Laptop, Intel Core i7-10510U, NVIDIA GeForce MX250, Intel UHD, 16 GB DDR4-2400 SDRAM, 1 TB PCIe NVMe M.2 SSD

Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5


My Freestuff and Gallery at ShareCG




kyraia ( ) posted Fri, 08 January 2016 at 1:29 AM

Hello again,

Which figure is it?

I called her Mango but since I am just creating her you wouldn't know.

Unfortunately, your suggestions didn't help, but I noticed something else. Mango has a brand new geometry, but I re-used a skeleton (from LaRoo, I think). Now, I created a new skeleton from scratch, and with this the distortion doesn't happen. I have no idea how this skeleton transfer introduces a distortion like that, and as I mentioned before, it is even different for each body part. Every part goes into a different direction, but the distortin is always very small. If someone from the Poser developers read this thread and want to analyze this I can send them the stuff, since now I have two Mangos, one with and one without the distortion. Otherwise, this will probably remain a mystery.


EldritchCellar ( ) posted Fri, 08 January 2016 at 1:31 AM · edited Fri, 08 January 2016 at 1:33 AM

I see. Could be a multitude of things considering the donor rig.



W10 Pro, HP Envy X360 Laptop, Intel Core i7-10510U, NVIDIA GeForce MX250, Intel UHD, 16 GB DDR4-2400 SDRAM, 1 TB PCIe NVMe M.2 SSD

Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5


My Freestuff and Gallery at ShareCG




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