Wed, Nov 20, 2:55 AM CST

Renderosity Forums / Poser Technical



Welcome to the Poser Technical Forum

Forum Moderators: Staff

Poser Technical F.A.Q (Last Updated: 2024 Nov 13 12:50 am)

Welcome to the Poser Technical Forum.

Where computer nerds can Pull out their slide rules and not get laughed at. Pocket protectors are not required. ;-)

This is the place you come to ask questions and share new ideas about using the internal file structure of Poser to push the program past it's normal limits.

New users are encouraged to read the FAQ sections here and on the Poser forum before asking questions.



Checkout the Renderosity MarketPlace - Your source for digital art content!



Subject: "ikchannels" in Pose files


kuroyume0161 ( ) posted Tue, 28 September 2004 at 6:50 PM · edited Fri, 09 August 2024 at 4:52 PM

Hey all, Have you ever noticed a second set of actors at the bottom of a pose file which represent those which are part of InkyChains? Instead of the usual "channels", they have "ikchannels". Is this Poser's way of handling IK chains depending on their state (On or Off) - so, if IK is enabled, it uses the ikchannels, otherwise the regular channels? A related question is this: If a Pose file contains values in regular channels that are IK values, must there be a corresponding: inkyChain blahblah { on } in the Figure section? Thanks, Kuroyume

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

Contact Me | Kuroyume's DevelopmentZone


lesbentley ( ) posted Wed, 29 September 2004 at 3:19 PM · edited Wed, 29 September 2004 at 3:21 PM

I don't know much about this, but if you stripp out the normal part of the pose file and only leave the IK part, then applying the pose will only affect the figure if IK is turned on.

So the answer to your first question is almost "yes", except I think that Poser will always use the pose data in the "normal" first part of the file, but if IK is turned on, then the data applied by the first part will be overwritten by the second (ikchannels) part (I think).

I'm not sure I understand the second question.

Message edited on: 09/29/2004 15:21


kuroyume0161 ( ) posted Wed, 29 September 2004 at 3:52 PM

In reference to the second question: For instance, in CR2 files, rotation values specified in channels of actors who are in the IK chain differ depending on whether IK for the chain is enabled or not (as declared in the figure section). Does this carry over to Pose files? Must the IK chain state be given in order to determine if affected actors' values correspond to one or the other? Or will the IK chain state only be included if it is enabled (considered disabled by default)? Thanks, Kuroyume

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

Contact Me | Kuroyume's DevelopmentZone


lesbentley ( ) posted Thu, 30 September 2004 at 1:51 PM

When saving a pz2 the data for an IK chain will only be included if the IK for that chain was "on" when the pz2 was saved. When applying a pose that has IK chain data (ikchannels), the data for the IK chain will only be applied if that IK chain is already "on" in the figure, or if the pz2 is edited to turn the IK channel on. The relevant code to turn IK on in a pz3 is, for Posette:

figure 
        {
        inkyChain     rightArm  
                {
                on
                }
        inkyChain     leftArm  
                {
                on
                }
        inkyChain     rightLeg 
                {
                on
                }
        inkyChain     leftLeg 
                {
                on
                }
        }

For Victoria 2 Use "RightLeg" (upper case "R") etc. This code should probably go in the last figure block, it does not seem to matter that the code to turn IK on comes after the channel data.


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.