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Poser Technical F.A.Q (Last Updated: 2024 Dec 04 2:47 am)
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heyas; what i always wanted to try, for laughs, was to put a morph on something that doesn't belong there (like a michael morph on victoria, say), and 'doctor' the numbdelta so it matches the new body part... and see what happens when you turn the dial. probably explodes, of course, but it would be fun. :)
Generally explodes. But there's always the other option -- load up Vicki's head in a modeller, match it up closely with Michael's head position-wise, morph it so that it fits as closely as possible if you want, and then save it as a new object, then make it into a conformer, then open up both in The Tailor and copy morphs from one to the other, then directly grab these deltas and use them because they are valid deltasfor the original head, too.
BTW, it worked. In the Poser forum there's a copy of my de-resolution script that cuts deltas down several digits and can make a file go down by 30% in size with no noticable quality loss in the deltas. Basically what I noticed was that sometimes things (as in vertices) you don't think moved do move as a result of a soft selection or a side effect of a modifier or something and you get what I call 'the wigglies'. The wigglies are vertices that move, say, .000002 in one direction over the course of an entire 1 on the dial and have nothing to do with the morph in question. I hate the wigglies, and I reaslised that it wasnt likely that removing ALL the tiny resolution deltas would hurt anything, so I came up with the script as a sort of sieve, to catch bigger morphing and let smaller morphing fall through and down the drain.
Just a little late to this thread ;0), but 1. (As you probably know) numbDeltas is the number of vertices for the body part, not the geometry. Couldn't tell if 'object' referred to body part or mesh, so for clarification. 2. The delta indices (d ->N<- x y z) appears to be an index value (zero-based btw) into the body part vertices (not the OBJ vertices). Is this correct? Thanks Kuroyume
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-- Bjarne
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Within morph channels, numbDeltas is the total number of vertices of the actor or prop, while indexes (sic) is the number of 'd' lines. This seems silly to me, but that's the way it is. indexes (which should be spalled indices) indicates the number of deltas numbDeltas (which SOUNDS like it does the above) actually indicates the total number of vertices in the object. go figure oh, yeah, if indexes is wrong it seems to break it, and if numbDeltas does not match the number of vertices it should have the morph dial is ignored. This is all because I am working on a morph precision reducer, which redices the precision of the morph deltas, and removes any d lines that come out to 0 0 0 to reduce filesizes and get rid of MT wigglies. If thyis works right I'll post the perlscript and usage after this message. I have yet to test because perl is 16 bit in Windows on the command line and is thus slow as hell... I'm waiting for a few outputs to test first.