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Poser 11 / Poser Pro 11 OFFICIAL Technical F.A.Q (Last Updated: 2024 Nov 17 7:07 pm)

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Subject: Unable to export a morph target without the eyes breaking


iDiru ( ) posted Fri, 03 April 2020 at 1:18 AM · edited Thu, 28 November 2024 at 3:14 PM

I will try to explain this as good as I can... I am making a character and I need to be able to work on him as much as possible in Poser and then export the head as a morph target, clean it up in Blender with the stuff I can't do in Poser, and then reimport it and then do a bit more finagling. But for some reason this seems impossible.

What I am doing is exporting the head for genesis 2, and even if I don't do ANYTHING at all to it in Blender, even reimporting it directly, the eyes will break.

I took a pic of what happens when I do nothing in blender, just a simple reimport.

Without reimporting

With re-importing

As you can see the eyes are further back and in the wrong place

I have tried many times just keeping it like this and moving the eyes as I have to but everytime I apply a pose it resets their position and it just doesn't look right no mater what.

In desperation I zeroed out every eye morph and exported it and instead of the eyes being too far back they now show through the sides of the eye skin and bulge out.

I don't know what to do. I can't even figure out how to find what is wrong here.

I have tried exporting as just a morph target, but doing that, it doesn't register any of the morphs I have already applied. I have done it without, and it works that way but the eyes are messed up.

I have done stuff before with morph targets. What I do is load them back in on the head (Load Morph Target) and have been doing it that way for quite some time but for some reason now the eyes refuse to work. I have even tried exporting it with the eyes so that they won't move but everytime I try that I get an error that says 'incorrect number of vertices', even with subdivision off.

There has got to be a way for this to work...I've done it before, why can't I do it again?

here's a pic where it seems to have no problem. idk what's going on with the tear exactly...but it rendered okay as far as i know

Link


an0malaus ( ) posted Sat, 04 April 2020 at 7:38 AM

Most figure eye actors have their translation parameters hidden by default, as you normally only need to adjust their pitch and yaw rotations. If you choose the Show Hidden Parameters option from the Parameters palette dropdown arrow: Screen Shot 2020-04-04 at 11.35.06 pm.pngScreen Shot 2020-04-04 at 11.35.18 pm.pngScreen Shot 2020-04-04 at 11.35.29 pm.png

you should then be able to see what translations are applied to the eyes. They may need to be zeroed before you save a pose.

It's also possible to have a morph saved which has incorrect settings and inadvertently includes some translation of the eye actors. Applying that morph will forever displace the eyes. The first thing to check, though, is whether there are translations being applied.



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nerd ( ) posted Mon, 06 April 2020 at 5:32 PM · edited Mon, 06 April 2020 at 5:35 PM
Forum Moderator

Also ... If the morph you created moves the eyes their center of rotation will need to change too. Poser has a function to automatically adjust the joint's centers.

  • In any body part that has the relevant morphs ...
  • Click the triangle context menu by the morph's dial
  • Click Match Centers to Morph ...
  • Check the relevant body parts
  • [OK]

If you've done this and the re-imported morph injection isn't including the eye's joint centers then you've hit a known bug. Post back and I explain how to get around it.


EldritchCellar ( ) posted Fri, 24 April 2020 at 9:47 PM · edited Fri, 24 April 2020 at 9:49 PM

Although I haven't encountered this bug that nerd mentions here I've been doing quite a bit of morphing that utilizes the match centers to morph function.

In particular for the eye and jaw actors of La Femme and V4. As I plan on creating many pmd injection files when these projects are complete, utilizing either Poser's built in injection creation or D3d's Binary Morph Editor, Netherwork's Spawn, or even old fashioned text editing, I'm now concerned that I might run into it.

Does anyone know about this bug, whether it has been resolved with Poser 11 Pro's latest update, or what the workaround that Nerd mentions might be if not?

Thanks



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an0malaus ( ) posted Sat, 25 April 2020 at 2:35 AM

My take on this is that, generally speaking, eyes should retain their shape. If they need to move to match a head morph and remain in their sockets, why morph them? Just add valueOperations to their translations to re-centre them. The feature Nerd3D mentions is very useful, but eyes in a figure act more like loose props than bending joint actors. Just unhide their translations, and have the morph dial move them, rather than morphing them and having to compensate for a new centre of rotation.



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EldritchCellar ( ) posted Sat, 25 April 2020 at 3:05 AM

an0malaus posted at 3:47AM Sat, 25 April 2020 - #4387266

My take on this is that, generally speaking, eyes should retain their shape. If they need to move to match a head morph and remain in their sockets, why morph them? Just add valueOperations to their translations to re-centre them. The feature Nerd3D mentions is very useful, but eyes in a figure act more like loose props than bending joint actors. Just unhide their translations, and have the morph dial move them, rather than morphing them and having to compensate for a new centre of rotation.

I see. Translate the eyes via the translations parameters and rely on the head morph to match the translations, moving the eye sockets to match the translated eyes. Then set up erc to slave the morph to the translations.

The problem with that solution is trying to match the morph to the translated eyes in an external modeler perfectly. By morphing both the eye geometries and facial/sockets simultaneously in an external modeler I can easily match both simultaneously and perfectly, including scales, and use the 'match centers to morph' in poser to polish it off with the dependency. Much easier. With this method there are no discrepancies between the eye positions/scales and the surrounding head geometry... and expression morphs such as blink and such don't require alot of fixes. I've used match centers to morph in this manner with perfect results and very little fuss with fixes to match. Additionally the match centers to morph method propagates to injection perfectly in my tests. I'm a bit concerned that this mentioned bug might appear in the midst of creating dozens of injection files though.

I'm not misunderstanding your advice hopefully...



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EldritchCellar ( ) posted Sat, 25 April 2020 at 3:19 AM · edited Sat, 25 April 2020 at 3:24 AM

To clarify. In an external modeler I am translating the eye positions (not altering the shape of the eyes other than scales if necessary), and also translating the eye socket mesh, and surrounding geometry of the face, to match via falloff magnet translations. All simultaneously. This way the socket, lids, lacrimal, etc, remains tight to the eye geometries. I then simply import the morph targets for both eyes and the face, create a FBM from those morphs (eventually setting the master dial in the head actor rather than the body actor. Well, this is my plan) and utilize match centers to morph to create the adjustments to the centers. I may end up having to have such morphs master dials in the body however, depending on the amount of fuss is required to put the master in the head actor...



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EldritchCellar ( ) posted Sat, 25 April 2020 at 3:27 AM

I used this method to create this morph, which translates the lower jaw and both eyes and also scales those actors. As you can see the expressions are seamless to the translations of the eyes

sn4.png



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EldritchCellar ( ) posted Sat, 25 April 2020 at 3:28 AM

I'm just going to assume that the only person in the Poserverse that can answer the question about this mentioned bug is Nerd?



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EldritchCellar ( ) posted Sat, 25 April 2020 at 3:34 AM · edited Sat, 25 April 2020 at 3:36 AM

I mean no disrespect An0malaus. I'm very aware of your extensive knowledge of Poser's inner workings having paid close attention to your commentary both here and on the SM forum...



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an0malaus ( ) posted Sat, 25 April 2020 at 3:39 AM

Probably so. [Insert Rumsfeld quote here, re known unknowns]. There's nothing wrong with what you're doing. It can even be done in Poser directly, though if you have an external modeller you like, stick with it. I've been using Poser for so long that some of the new bells and whistles escape my attention, when I've long been used to the methods that worked before the new features like match centres to morph existed.

I've spent so many years with my head under V4's hood (that sounds weird) that what's been done there is totally familiar to me (value operations translate the eyes to match the head morphs). The new features certainly make life easier for content/figure creators, so go with what you know. There's no bug that I'm aware of that affects the method I use, which is why I suggested it. It seems there may be some issue with the morph import process that I've not run across.

You could sitemail Nerd3d if you want more info.



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EldritchCellar ( ) posted Sat, 25 April 2020 at 4:00 AM · edited Sat, 25 April 2020 at 4:02 AM

I'm hoping I don't run across the bug that he mentions. So far so good. I'd like to stay as far away from too much text editing as I can at this point. I've manually set up alternate geometries, utility poses, and full body morphs in the past but I'd much rather just spend time sculpting and pushing polys. The match centers to morph command saves me from pulling my hair out in an editor, I think it's the best thing since the introduction of pmd (lol, a contentious statement, I know)...

:)

Thanks An0malaus



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