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Poser 11 / Poser Pro 11 OFFICIAL Technical F.A.Q (Last Updated: 2025 Jan 26 5:56 am)

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Subject: Peculiar Lack of Typical Offset Parms...


primorge ( ) posted Wed, 14 June 2023 at 10:20 PM · edited Fri, 31 January 2025 at 2:42 PM

So I've been noodling with a Poser figure that I've made over the past few months.

UDIM UVs from Rizom, Smooth Scaling and Weight mapped, JCMs, various controllers. Now I've been working on expressions and various morphs and I've come upon a rather strange roadblock in the process of creating some animated centers and orientations things for the eyes. Eye scaling stuff. I've used this method for eye scaling manipulations in the past with Antonia and Nova figures with good results.

However my figure seems to be missing the typical xyz offset parms (other parm group) that makes animated centers relatively easy to achieve. The figure is missing these parms in all actors, not just the head or eyes...

RGOQYSfBLiCcBMuLNWcwNMg8tACMKQDgSg7cDfF1.png

Instead I have OriginXYZ parms and xyzOffB parms. I've never encountered these parms in other figures.

I've managed to have some success creating animated centers dependencies using the Origin XYZ parms, rather than using the missing offsets, as the reset to initial value at 0 dependency ( by manually typing in those default values to reset at 0 key, alt click is not restoring to memorized) but I'm not having any luck with adding additional animated centers dependencies once a keyed animated dependency is set up in that actor.

For instance

I have an eye larger morph that scales up (a morph not a true scale) the eyeball and adjusts the surrounding head mesh and lid socket region. I toggle the joint editors keys activating the animated centers, start teaching, move the centers to new position on the 1 value in the DE , back to default position on the 0 value on the DE (manually resetting the relevant X and Z origin positions parms), stop teaching. This works fine. I dial the morph to 1 the eye scales up with matched center, back to 0 eye restores to proper state with default centers position.

However when I try to create a similar animated centers dependency for an eye scale down morph ( a separate dial and morph) it's being thrown off by the scale up centers animation key which is creeping in to the new dependency somehow. It's difficult to explain really...

I haven't had these problems in the past when using the typical xyzOffset method but for some reason my figure doesn't have those parms, as shown above.

This is a totally out on a limb type technical problem, is there a workaround? Why am I missing the Offset parms and have only the Origins and OffsetB parms? I can't seem to get things to work as they typically have and should without the standard offsets.

I'm really far into this project and it's kind of a bummer considering everything has been turning out well, any help would be appreciated from anyone actually knowledgable about joint channels, animated centers, and rigging.

Thanks.



nerd ( ) posted Wed, 14 June 2023 at 10:49 PM · edited Wed, 14 June 2023 at 10:49 PM
Forum Moderator

Lets start with the obvious and work towards the crazy ...

First make sure Show Hidden and Calculation Order are checked in the Parameters options ...

If that doesn't make them show up try opening the joint editor and toggling Animated centers off and on That's the little key next to the center points.

The crazy stuff is going to require editing the CR2 in a text editor or some other stupidity. Let's hole that's not necessary.


primorge ( ) posted Wed, 14 June 2023 at 11:28 PM · edited Wed, 14 June 2023 at 11:35 PM

Tried toggling the keys, show hidden is always on, calculation order no relevant effect.

Did some comparitive digging around in cr2's against mine and discovered something interesting... my figure does in fact have the standard offset parms but for some reason they are named differently in my figure.

zOffset>OriginZ


0j5h67XWIScX8EAPE4PawTeocsPdQ6pKdwPkct33.png


Very strange but that eliminates the problem of missing channels and simplifies my problem down to procedural error on my part. I think I can solve this now. I recall having a bit of stumbling last time I set up Animated centers, I'll take some more time with it to figure out what I'm doing wrong... I got this, just a bit of panicking I think. Also a bit over tired today, I'll have another go at it when I have more free time this weekend.

Thanks Charles


primorge ( ) posted Wed, 14 June 2023 at 11:52 PM
Hopefully that strange misnaming isn't anything other than just a display oddity though. I can't find another figure with that particular parm naming convention combination, so it's definitely peculiar. If it's causing deeper problems it will take a lot of fumbling to fix.


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