Thu, Nov 14, 4:57 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 13 11:02 am)



Subject: Hey, Jaager...Nan??? Problem with morph carrrier............


Gem_719 ( ) posted Sun, 18 November 2001 at 10:35 AM ยท edited Thu, 14 November 2024 at 4:47 AM

file_235314.jpg

Okay.... I finally worked my way through the instructions you both gave me for using a morph carrier to set up a pose file containing my own morphs, but, a strange thing occured. See image! Just to set forth exactly what I did so that you can eliminate any error on my part, here, step by step, is what I did: - Created four morph .obj's from magnet manipulations. - Loaded the morphs into my V2 character and saved it as both a cr2 and a pz2. (The magnets were deleted.) - Using Morph Manager, I combined the four morphs and copied the combined morph to the morph carrier cr2 and saved it. - In EditPad,I opened my character pz2 and deleted the TargetGeom's referring to the four morph's I created. Then I copied the combined morph from the morph carrier to my character pz2 under "Monkey". - Finally, I set the force limit min to 0 and max to 1.0, and the Key to 0 1. After all this, I loaded a vanilla V2 cr2 and applied my character's pz2 to it. You can see the results in the image! Could it be that, due to the fact that three of the morphs overlapped in the lower face region, the combining of the morphs in MM caused this distortion? The other morph affected the eye area only, and did not overlap any of the other morphs, and looks fine. BTW - I tried this three times, all with the same results. Any ideas?


Gem_719 ( ) posted Sun, 18 November 2001 at 12:38 PM

Here's an update... Instead of combining the four morphs I copied them into the pz2 file individually, under Hag, Alien, Fox, and Monkey. This time, the morphs functioned properly. Still, I'd like to know what went wrong. If I ever have multiple morphs in the future, sooner or later I'm gonna run out of targetGeom's to steal from Vicky!


Jaager ( ) posted Sun, 18 November 2001 at 12:39 PM

The key to any experiment, and new morphs are an experiment, is to only make one change at a time. Go step by step. -Open the V2 that contains the loaded morphs. Set all morphs to zero, then set your four morphs to one each. Does that look like your picture? -If the result is what your are seeking, then do a 'spawn morph target', set your four morphs back to zero and set this new one to 1.0. Does it still look like what you are after? -If it is good, save the cr2. You can save a couple of steps later, if you open the settings window for the new morph, min 0 max 1 unless you have something specific - rate to 0.02. - before you save the figure. This proves that the morph works.


Jaager ( ) posted Sun, 18 November 2001 at 1:07 PM

A morph carrier cr2 and a morph donor pz2 (or fc2) are different files. They are close is structure. A morph carrier is for sharing individual morphs in the most efficient way (so far). It is for use in MM4 (or EditPad if you know how to apply morphs using it.) I am unsure about your purpose here. Are you doing this for a Free Stuff, or commercial face pose? Is so, these are one off and you probably have a potential of dozens of unused V2 morph, but the only practical way is to combine all non v2 morphs into one. If you cannot do it because of an artifact like above, the final result will not turn out either. I do not like Poser for a lot of morph functions, export being the main open that I avoid, but spawn is useful. Just make sure ALL FBM dials are set to zero - for outside morphs. Of course, if the combined morph that you are after is the result of FBM, then they must be set, but look for any that are set by default: Smooth hips, for example. On the above Head spawn, be careful: the Vicky2 face morph is set to 1.0 by default - set it to zero. Make sure no expression morphs are on. Scan the dials for sneeky inclusions. MM4 will let you sellect which morphs to combine (or you can include the whole), but it will not use morph settings from ERC (FBM/PBM). Poser will combine every morph that is affecting the group at the time. This includes ERC (FBM/PBM). These values do not show on the individual dials, but they are there and Poser sees them. (MM4 does not.)


Jaager ( ) posted Sun, 18 November 2001 at 1:27 PM

What I forgot to say: I use the spawn function in Poser, instead of the combine function in MM4. Among other things, it means that the morph will work, no matter how you get it into a cr2. You seem to have understood the technique. Your problem here is what, not how. One other point, if your combined mroph is a complete character morph - not part of a construction: The targetGeom that you use should be a dedicated one. (I use targetGeom Body [head = targetGeom Faces] - in its native state this morph has no deltas) The figure cr2 should not be V2 - the figure cr2 should not have any construction morphs - the point of targetGeom Body/Faces is to replace all of the construction with a single morph for ever group - each of which has no deltas - but which can host an infinite number of characters provided by morph donor pose files.


Gem_719 ( ) posted Sun, 18 November 2001 at 8:05 PM

Using the spawn function technique worked. Thanks for everything Jaager!


nfredman ( ) posted Tue, 20 November 2001 at 9:09 AM

Gem, i just found this thread (2 days late)--but Jaager is my teacher and i couldn't have said it any better. Glad you got it fixed!


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.