nightfir opened this issue on May 06, 2005 ยท 17 posts
nightfir posted Fri, 06 May 2005 at 7:22 PM
randym77 posted Fri, 06 May 2005 at 9:20 PM
I think it should work as long as you load Mike first. You can't inject morphs if you loaded a figure before you loaded Mike.
templargfx posted Sat, 07 May 2005 at 1:20 AM
the problem is the internal name for the figures, the reason you are having a problem is becuase the mike's internal name will change when you add him after the other figure, and so when you try and apply the morph, it will not apply them to the right figure (and that alien fella cant take mikes morphs, so nothing happens) either add all the morphs seperate, or add the alien thing, go into the properties, and change its name to something else, then add mike in. that should fix it
TemplarGFX
3D Hobbyist since 1996
I use poser native units
layingback posted Sat, 07 May 2005 at 5:28 PM
It's a limitation of the readscript() command used in Daz's Injection process. It's an old command, and it will always apply its injection to the first figure loaded in a new scene (note not a figure named "Figure 1", but the very first chronological figure in the scene). There is a way around it, but requires some extensive editing of the Daz inj files themselves. Do a search on FII or Figure Independent Injection in Poser Tech forum. There was work going on to provide FII capability on-the-fly, but the release of P6 has caused it to be back-burnered for a while :-(
lesbentley posted Sat, 07 May 2005 at 11:07 PM
nightfir posted Sun, 08 May 2005 at 3:20 AM
Thanks much.
Jim Burton posted Mon, 09 May 2005 at 4:49 PM
I think templargfx has it right, the injectors I include in my sets seem to work fine on the second figure loaded in the scene, as long as it is picked when they are run. They use readscript, too. However, I do mine numberless, unlike DAZ (that was Jaager's idea, incidently). Are the guys in the tech forum trying to reinvent the wheel, too? ;-)
layingback posted Mon, 09 May 2005 at 6:18 PM
Jim, no, the ref to Tech Forum was to that old, old article. Yes your method is the right one when the Inj files are set up correctly with no numbers. But the Daz ones still come out with Figure 1 set everywhere. So only fixes to date are: - Load figure, inject all required morphs, and save out as a post-injection figure for reuse as second or subsequent figure in a scene. - Edit every Daz inj file, including all the updates, as described way back in the Tech Forum. And then as you state, make sure you select the correct figure when you inject, else Poser will not know which figure is to be injected. Note also that this approach breaks crosstalk used for conforming clothing in P4 and PP, but Hogsoft's Crosstalker applet will address this, (and enable crosstalk in P5/P6, and defeat it in P4/PP in other situations). As Crosstalker is based entirely on a method discovered and published by you, Howard releases Crosstalker for free. I know of now other way ... currently ... ;-)
lesbentley posted Wed, 11 May 2005 at 10:33 AM
As I said in an earlier post, I don't have any of the DAZ 3rd gen figures. I am really strugling to understand this bug, because I can't seem to recreate it. Even applying a pz2 file that uses readScript to call the another pz2 which contains the deltas, and that uses actor number 1 (:1), I have no trouble loading deltas into multiple instances of a figure. I'm thinking that DAZ must have done something very clever and complex to create this bug! We are talking about a failure to load deltas, right? We are not just talking about a failure to to load slaving in FBMs? Perhaps someone with a knoledge of this problem would be kind enough to specify the conditions necessary to recreate the bug, as I don't want to have to install V3 (which I don't have room on by HDD for in any case).
lesbentley posted Wed, 11 May 2005 at 10:52 AM
P.S. Perhaps someone could post a simple example of an INJ and Delta file that suffer from this problem. That would be most apreciated.
Jim Burton posted Wed, 11 May 2005 at 8:18 PM
Here is the very op of a DAZ injector: { version { number 4.01 } actor rShldr:1 { channels { targetGeom PBMBrachioRad { name pBrachioRad interpStyleLocked 0 valueOpDeltaAdd Figure 1 rForeArm:1 PBMBrachioRad deltaAddDelta 1.000000 indexes 169 numbDeltas 703 deltas { d 110 0 0.0003579855 0.0005624299 d 111 0 0.0006429553 **************************************************** Here is one of my numberless ones, goes into the CC_09 channel (the DAZ one uses the PBMBrachioRad channel) mine also combines some othet functions: { version { number 4.01 } actor BODY { channels { valueParm PBMCC_09 { name High_Heels initValue 0 hidden 0 forceLimits 4 min 0 max 1.25 trackingScale 0.02 keys { static 0 k 0 0 } interpStyleLocked 0 } } } actor rThigh { channels { targetGeom PBMCC_09 { name PBMHH initValue 0 hidden 0 forceLimits 4 min 0 max 1.25 trackingScale 0.02 keys { static 0 k 0 0 } interpStyleLocked 0 valueOpDeltaAdd Figure BODY High_Heels deltaAddDelta 1.000000 indexes 362 numbDeltas 362 deltas { d 0 -0.0005635023 0.0002450049 0 d 1 -0.0008457005
lesbentley posted Thu, 12 May 2005 at 12:50 PM
Thanks heeps Jim!
lesbentley posted Thu, 12 May 2005 at 3:15 PM
Ok, I think my confusion has cleared up. Correct me if I'm wrong, but here is how I see it now. I kept reading these postes about DAZ MORPHS (deltas) not injecting into a second figure. Now this is a confusion of language I think. There is no problem injecting the morphs (deltas) into any number of figures, even if readScript and ":1" is used, right? The problem is only with ERC slaving code. This loads with the ":1" or what ever number was used, thus slaving all characters to the one with the :1 number. Have I got this right, or am I still hopelessly confused?
layingback posted Thu, 12 May 2005 at 3:25 PM
Yep! You got it. :-) That's why the Inj appear to work fine for the head, and fail for the body. There's nothing wrong - or at least nothing that can't be worked around - with the system. But Daz' fixation on "Figure 1" will not allow them to implement Inj in the most generalised method. That means the real fix is straightforward - even trivial if you have an editor capable of recursion/global editing - but onerous if you have to edit each and every by hand.
Jim Burton posted Fri, 13 May 2005 at 9:59 AM
"But Daz' fixation on "Figure 1" ..." ;-) DAZ still has all the figures and clothing set so they load with the "Figure #" name, too, rather than calling them Victoria, Hair, Miniskirt or whatever. Can get so confusing, would be so easy for them to change. Was nice to see that Jessi loads as "Jessi", with IK off, too, some get it right!
lesbentley posted Sat, 14 May 2005 at 7:03 PM
Layingback, thanks for confirming my guess. Jim, yes it would be lovely if the diffrent figures had diffrent names in the figure menu, and loaded with leg IK off. Whilst we are discussing the figure name, in slaving code I offten use 'NO_FIG' as it seems to me that Poser does not care what goes in this line. Has any info to the contrary? One thing thing I found that does make a diffrence, and I did not think it would, is the 'name' line in the BODY actor. The internal name of the "BODY" can be anything, but in the 'name' line it must be 'BODY' or 'GetStringRes(1024,1)' (or presumably one of the other language equivelants). If this is not so 'Body' in the dropdown selection menu won't select it, and it will be added to the list of general body parts.
Jim Burton posted Sun, 15 May 2005 at 12:52 PM
Yep, I think you might be right on that, I think I seen times where Poser is conforming to the external name of body parts too, rather then the internal ones.