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