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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 25 12:38 pm)



Subject: Hands morphing problem


Strangechilde ( ) posted Sat, 05 January 2002 at 11:35 AM · edited Tue, 26 November 2024 at 3:20 AM

file_252484.jpg

This is Mike 2's right hand. I'm trying to make an elongated hand for a ghoul character. Here, I've set the x-scale of the hand to 124%, but look what's happened to the fingers. The forefinger and middle finger, all sections, are also scaled to 124%, but I've left the thumb, ring and pinky alone. I haven't done anything else to the hand. Is there a way to change the shape of the hand without gwinching the fingers up like this?


Jaager ( ) posted Sat, 05 January 2002 at 2:41 PM

First, try the trans channels for the first digits. Which one =? If it works, you must lock this trans value, for this figure - min=max=key value. The trans dials may be hidden, so you must open the CR2 in EditPad Lite - cruise on down to the Fingers (a long way) and find all ten first digits (a lot of work) and change hidden 1 to hidden 0 for each. You may wish to just try one, becuase if it does not work, it will save a lot of wasted effort. You must lock the settings becuase every pose will reset the values to zero otherwise. If this works, and you make poses for this figure, and you use them on a normal Mike, his hands will go to hell and if the dials are hidden, be a bitch to fix. With a normal Mike, it is prudent to lock all trans dials, but hip, eyes and body to min=max=0.


Jaager ( ) posted Sat, 05 January 2002 at 2:45 PM

You can also, set and lock the trans dials, using a JNT pose. These are easier to text edit than a whole Mike2 CR2.


nyar1ath0tep ( ) posted Sat, 05 January 2002 at 5:52 PM

Jaager, I'm looking at the text part of your A Vic Hand Fix Ja.pz2 file, and I don't see that it's specific to Vickie. Might we then apply this to Mike? I assume the rsr part (which I may be able to omit, since I'm using Mac OS) contains a thumbnail specific to Vickie.


Jaager ( ) posted Sat, 05 January 2002 at 10:23 PM

I have not tried it, but the groups have the same names, so it should work. I used a different Vic JNT pose on Mike and it worked.


Strangechilde ( ) posted Sun, 06 January 2002 at 6:15 AM

Oh dear. That sounds hard. I'll give it a try. Thanks.


Strangechilde ( ) posted Sun, 06 January 2002 at 6:42 AM

Jaager, when you say 'trans dials', do you mean the x-translate, y-translate, and z-translate? I just want to make sure I know what you mean. Thanks!


Jaager ( ) posted Sun, 06 January 2002 at 1:41 PM

Those are the ones.


Strangechilde ( ) posted Sun, 06 January 2002 at 8:10 PM

OK... I'll have a look around with BBedit. I've never done anything to a Cr2 file before. It's scary!


Jaager ( ) posted Sun, 06 January 2002 at 9:03 PM

You could use the Millie hand fix, (in reverse) Open it in your TE and add: hidden 0 above every min 0 and change each of those to min -1 max 1 to give you some wiggle room. Then adjust the dials by hand. If they work, make a copy of those values in a jJNT file min = max = value make: hidden 1 and the dial will go away again. And it will be locked at your value. With the JNT file, it is available to convert any CR2 in the future.


Strangechilde ( ) posted Mon, 07 January 2002 at 1:28 PM

Okay, I'm confused again. I'm looking at the Cr2 in BBedit, and I think I've found the relevant bits for the fingers. For each bit of each finger there are sections that are 'headed', if you can call it that, twistx, jointy and jointz, and they all say (with differences for the different joints &c) name rThumb1_jointz initValue 0 hidden 1 forceLimits 0 min -100000 max 100000 trackingScale 1 keys { static 0 k 0 0 } interpStyleLocked 0 angles -17.478 -145.226 -176.515 64.085 otherActor rThumb1:1 matrixActor NULL center -0.303 0.602 0.038 flipped sphereMatsRaw -0.0115654 0 0.00669834 0 0 0.00771171 0 0 0.00357837 0 0.00617844 0 -0.314482 0.600075 0.0465558 1 -0.00803056 0 -0.0124364 0 0 0.0157909 0 0 -0.0165821 0 0.0107076 0 -0.316158 0.594192 0.0419366 1 doBulge 1 posBulgeLeft 0 posBulgeRight -0.03 negBulgeLeft 0 negBulgeRight 0 jointMult 1 calcWeights Are these the x, y, z translation dials? If I get this to work, how exactly do I make a jJNT file? Thanks, I really appreciate your help.


nyar1ath0tep ( ) posted Mon, 07 January 2002 at 7:38 PM

See if you can find a channel like this:

actor rIndex1:1
        {
        channels
                {
                translateX xtran
                        {
                        keys
                                {
                                k  0  0
                                }
                        }
                translateY ytran
                        {
                        keys
                                {
                                k  0  0
                                }
                        }
                translateZ ztran
                        {
                        keys
                                {
                                k  0  0
                                }
                        }
                }
        }


Strangechilde ( ) posted Tue, 08 January 2002 at 8:37 AM

Way way way down I find things like this: xOffsetB xTranB { name GetStringRes(1028,33) initValue 0.342 hidden 1 forceLimits 0 min -100000 max 100000 trackingScale 0.004 keys { static 1 k 0 0 } interpStyleLocked 0 staticValue 0.342 and below that this: translateX xtran { name GetStringRes(1028,12) initValue 0 hidden 1 forceLimits 0 min -100000 max 100000 trackingScale 0.002 keys { static 0 k 0 0 } interpStyleLocked 0 } translateY ytran { name GetStringRes(1028,13) initValue 0 hidden 1 forceLimits 0 min -100000 max 100000 trackingScale 0.002 keys { static 0 k 0 0 } interpStyleLocked 0 Is this what I'm looking for? Terribly sorry I just have no idea about the nuts an bolts of all this.


wolf359 ( ) posted Wed, 09 January 2002 at 6:48 AM

Did you try setting poser to use limits???

Both mike and vickys hands behaved that way
when i created my custom BVH motion files
and using limits solved the problem for me at least.



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Strangechilde ( ) posted Wed, 09 January 2002 at 6:57 AM

No, that didn't even occur to me. I'll try that. I do have this morbid terror of editing .cr2 files. Something about not understanding them at all, I think. :)


nyar1ath0tep ( ) posted Wed, 09 January 2002 at 4:56 PM

In the cr2 file, Jaager said to reset the max and min values to zero for the translateX xtran (and similar) channels. If they're non-zero, apparently some small movements can occur as a result of other morphs. You can change hidden to 0 in the cr2 file, at which point you'll have a dial you can adjust (and set limits). Try wolf359's method, or apply Jaager's A Vic Hand Fix Ja.pz2 file to fix all those finger joint problems in your original image.


Strangechilde ( ) posted Wed, 09 January 2002 at 5:51 PM

Sorry, Wolf, the359, the limits thing didn't work. Nyar1ath0tep, does it look to you from my post above that those are the translation values I have to reset? There are SO MANY, and I really have no idea about the text construction of .cr2 files. I'll try the hand fix off to find it!


Strangechilde ( ) posted Wed, 09 January 2002 at 6:21 PM

Well, the Hand Fix pose file didn't help either. Gronk. Sprazzle. Fazz.


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