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Poser Technical F.A.Q (Last Updated: 2024 Dec 04 2:47 am)

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Subject: A note on Morph Channels and Delta Injections


_dodger ( ) posted Tue, 12 August 2003 at 9:08 PM · edited Sat, 20 July 2024 at 5:19 AM

Just for the record, and perhaps to alleviate some people's confusion: Each morph channel has two settings which affect the morph's dial doing anything at all. You have to tell it the number of deltas the the number of vertices in the object. The former is simply so it knows what to expect when reading in the deltas, and the latter is used by Poser to avoid applying morphs to incompatible geometry; e.g., when you switch between them using a geomChan and alternateGeom stuff. Now, the problem lies in the fact trhat whoever came up with syntax was smoking crack apparently. See, you declare the number of deltas with: indexes (int) Where (int) is an integer. And you declare the number of vertices in the geometry with: numbDeltas (int) Thus you can see why I said someone was smoking crack. 'deltas', as anyone with basic trig knows, is a perfectly valid term to use for vertex deltas, as they describe xyz offsets of vertices, even though they only accept constant numbers, not formulae. But 'numbDeltas' seems to indicate 'the number of deltas' and it doesn't it indicates the number of vertices, of which 'indexes' number of them have deltas. So don't get it mixed up! As a small note, I have a currently unteted theory that I think would work. If anyone wants to test this before me, go for it... One could, in theory, make a valueParm control multiple morph dials, each intended to cause a similar morph in different alternateGeom geometries with differing vertex counts. That sounded confusing... Try again... Okay, let's say you made a figure with a geomChan head. With a twist of a dial you can alternate between several differentyl structured heads. I don't mean things yuo cuold just morph, but all out different heads. Say, for instance, a human head, a lizard head, and a cat head. Now, let's say you wanted to add a 'mouthO' phoneme to this figure to make it mimic compliant, but you didn't know which head would be talking at any given point in time! You could add a valueParm dial with the name of the phoneme dial Mimic expects ('mouthO' in this case) which controls three morph channels at once: human_mouthO, lizard_mouthO, and cat_mouthO. Now when you twist the valueParm mouthO, your head makes a mouth O shape (or the best a lizard can do) no matter which head is visible. Then just make the other morphs be hidden and viola. One dial, compliant with Mimic and stuff, that makes it easy to morph all three geometries at the same time, though of course only one is showing. Now, there's just one caveat: Poser immediately ignores any morph dial with the wrong number of vertices listed, i.e., the wrong number in 'numbDeltas' So this trick SHOULD work, BUT, you have to make sure that your three heads all have DIFFERENT numbers of vertices. This shouldn't be too hard, but it means you do have to pay attention. It only needs to be off by one in either direction, but if two of your geometries have the same number of vertices, then two of those morph targets (theirs and the other head's with the same vertex count) will be activated by the valueParm dial and thus everything will be morphed twice, and will likely make your head explode.


Steve62 ( ) posted Mon, 18 August 2003 at 4:58 AM

It's things like this I really hope to understand, even at the risk of my head exploding!


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