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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 1:45 am)



Subject: Reduce file size: Delete morphs??


pj-bear ( ) posted Tue, 29 January 2002 at 1:47 PM ยท edited Mon, 12 August 2024 at 9:05 AM

I am enjoying playing with the DAZ Dwarf Mines, putting in multiple troglodyte figures (7)with Michael2.The computer is getting AWFULLY slow doing anything, not simply rendering. So I am trying to figure out how to cut down its workload. My theory is that I could cut a lot of morph channels out of the M2 based figures, now that I have the basic troglodyte figure. Only leave in what I used. Would that help me? Is there a significant amount of information being dumped into my processor by unused morph channels? My first experiments indicate that this plan may be more complicated than I thought. Is this even a workable idea? One problem is that I am rather new at this and do not have it clear in my mind what is underneath the dials. [Like I tried to consolidate the head into a single morph, and turned all the dials to zero down through taper. Then turning my new morph dial to 1 the head did not re-taper and the eye balls that I had enlarged had returned to being small. In other words, I could not recreate the troglodyte head using the one new morph dial, and so I was not sure I could go on and start deleting morph dials set at zero. Similar sort of confusion for me with full body morphs. I think I don't know what I am doing.I hope that this illustration of my struggles does not distract from the basic issue, which is will it help to eliminate morph channels, and if so which ones can I safely eliminate and which ones not.] Has anyone tried anything like cutting out morph channels to reduce the demands on the computer, and if so are there some tricks to doing it right? Are there ways that I can really screw things up if I am not careful? Thanks for any feedback.


mi-scha ( ) posted Tue, 29 January 2002 at 4:10 PM

Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=531577

There is a thread about this aleady.


mi-scha ( ) posted Tue, 29 January 2002 at 4:11 PM

Attached Link: http://www.3d-cc.com/character_files/Props/MM40.zip

And this is the correct link to MorphManager.


Little_Dragon ( ) posted Tue, 29 January 2002 at 4:20 PM

Lots of people eliminate morph channels from their figures to cut down on workload. Michael has over 30MB of morphs, many of which you probably aren't using. Unless you're doing animation, it would probably be far simpler (and more memory-effective) to export each trogloydyte as an .obj file, once you have it posed and positioned. Remove all the Michaels from your scene, then import the .obj trogs. They'll load with all their textures intact, exactly as you had them set up, and as meshes without morphs they'll only eat a few megabytes apiece.



pj-bear ( ) posted Tue, 29 January 2002 at 8:57 PM

Hey all, thanks! I'll try some of these. It is very frustrating; just as a scene gets interesting, and you want to keep at it, it gets harder to work with. And harder to know if you are improving your technique when you are trying to climb a learning curve and the computer gets really slow and quirky. Kind a tar baby. Thanks again.


Routledge ( ) posted Wed, 30 January 2002 at 6:21 AM

Removing morphs individually can be done from Poser in the heirachy editor, but its a long slow process if you want to do them all. It has the advantage that while your doing it you can see which morphs you have used or not. My version of Morph Manager loses the full body morphs as it doesnt support them. I reduced Victoria 2 from 20+ Mb to 10Mb without losing any face or body posing settings, all I removed was shaping stuff which my character didn`t need.


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