Forum: Poser - OFFICIAL


Subject: Help with Wyrmmaster's Deformers and Saving

Giolon opened this issue on Dec 10, 2005 ยท 20 posts


Giolon posted Sat, 10 December 2005 at 3:19 PM

Hi, I'm having some issues with Wyrmmaster's clothing deformers working properly with saved files. Whenever I apply the deformer to a clothed figure, then save the scene to a file, if I then reload the scene the clothes suffer from double feedback. If I use the double feedback fix, it will rectify the problem until I save and load the scene again. At this point, the double feedback fix will not work any longer. Is there any way that I can get your products to work properly with saving and loading? Thanks, Giolon

¤~Giolon~¤

¤~ RadiantCG ~¤~ My Renderosity Gallery ~¤


Dizzi posted Sat, 10 December 2005 at 5:15 PM

Do you have several character (not clothing ones) with the deformers applied in the scene?



Giolon posted Sat, 10 December 2005 at 5:21 PM

Originally, yes I did. But now I'm starting to have the same issue occasionally when only a single character is in the scene also. --Giolon

¤~Giolon~¤

¤~ RadiantCG ~¤~ My Renderosity Gallery ~¤


nickedshield posted Sat, 10 December 2005 at 5:37 PM

If Wyrnnaster's kit uses magnets would it not be possible to spawn morphs for them then delete the magnet? Just a thought.

I must remember to remember what it was I had to remember.


Dizzi posted Sat, 10 December 2005 at 7:53 PM

Well, haven't seen that happen with a single character, but for two in a scene. To get rid of the problem, i'm always renaming the magnets (and dials) in the cr2 of the characters i'm using (as i'm usually using them for more than one scene). Of course that also means i have to create copies of the pose files and rename the names in there, too. (But that's just a matter of seconds replacing everything in a file/directory.)



TigerD posted Sun, 11 December 2005 at 1:56 AM

Nickleshield, I did just that with the Freak and She Freak Charactes, then used the Tailor to transfer morphs to their clothing. Worked just fine. I haven't got around to doing any others, but I don't see any reason why they shouldn't work as well.


Giolon posted Sun, 11 December 2005 at 4:02 AM

What is this Tailor you speak of? BTW, thanks for all the suggestions everyone.

¤~Giolon~¤

¤~ RadiantCG ~¤~ My Renderosity Gallery ~¤


nickedshield posted Sun, 11 December 2005 at 9:02 AM

The Tailor is a utlity available from Daz that allows the transfer of morphs from a figure to clothing.

I must remember to remember what it was I had to remember.


modus0 posted Sun, 11 December 2005 at 9:07 AM

The Tailor is a program, available at DAZ, that allows you to copy the morph information from a figure to a set of clothing. It's decent in what it does, although if you're pressed for cash, and/or time, you can follow nickedshield's suggestion. Select the bodypart of the clothing, then Edit/Spawn Morph Target, name it whatever you want to save the morph. Repeat with all the body parts on the clothing, and you can zero all the dials on the Cloth affecting magnets to zero and your morphs to 1, and no more doublefeed. I'd reccommend doing this for the character as well, deleting all the magnets after you finish making the morphs and setting them. Then just overwrite the character's cr2 file, and maybe use Cr2Editor to remove all the residual magnet info (it doesn't go away with the magnets, and is unnecessary). Doing this will dramatically reduce the amount of time it takes for Poser to load the character into a scene, having a lot of magnets along with clothing, texutres, and whatnot generally causes rather lenghty load times. It will also reduce the file size of the cr2 by almost 10 Mb. This has an additional benefit of setting you well on the path to learning how to use magnets to create your own morph targets, so it's a doubly good thing.

________________________________________________________________

If you're joking that's just cruel, but if you're being sarcastic, that's even worse.


ynsaen posted Sun, 11 December 2005 at 7:10 PM

Actually, you are just supposed to save the deformers by themselves. Even says so in the read me (well, at least the readme's I have for them).

thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)


Giolon posted Sun, 11 December 2005 at 7:18 PM

There is no way to save them separately if you're working on a scene with multiple characters. Yeah you can save each figure, but what if the scene you're trying to work on involves extensive positioning and posing and repositioning and reposing of the figures? Plus we all know Poser has the tendency to crash spontaneously taking all work since the last save with it.

¤~Giolon~¤

¤~ RadiantCG ~¤~ My Renderosity Gallery ~¤


ynsaen posted Sun, 11 December 2005 at 7:51 PM

Select one of the deformers. Go to the props library. add to library. When asked to name it, before you do, choose select subset. Select the deformers and their elements for only the specific figure you want that set to be saved as. (This is the hard part) save that entire set under that character's name there. THat will retain the settings if you choose not to spawn a morph target for the figure and then save that CR2 (which is a better solution, but not always workable). There is no way to save them all for multiple figures in a single scene. However, a multiple figure scene is also often best done is steps, saving each figure/section back into the runtime (instead of as a pz3, which, in my experience, is not a stable format), so that in the even t of a crash, you just have to click through and presto -- it's back.

thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)


Giolon posted Sun, 11 December 2005 at 7:56 PM

Interesting suggestion. What is the reason for saving the figures as props instead of figures? I will definitely be giving this a try.

¤~Giolon~¤

¤~ RadiantCG ~¤~ My Renderosity Gallery ~¤


ynsaen posted Sun, 11 December 2005 at 8:02 PM

The deformers only, not the figures. Wyrm's deformers are modified magnets used differently in poser. Magnets are, by default, prop elements that consist of three parts. Once you have the deformers saved, you can reapply them to the figure and they will create the same effect as they had when they were saved -- like any other magnet.

thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)


Tguyus posted Sun, 11 December 2005 at 9:44 PM

After many years of using magnet deformers, especially Wyrmmaster's, I finally found that the best approach for me was to build a single character, tweak all the deformers until I was happy, create morph targets for the character, and delete all the magnets. The resulting figures are much smaller (memory-wise) so they load faster. They're also easier to manipulate in animations (mostly due to fewer dials to navigate around) and are easier to manage in terms of cross-talk issues and, especially, that annoying double-loading of magnets.

I keep a magnetized version of the character so I can adapt new conforming clothing (in which I embed matching morph targets). But mostly I use dynamic clothing anyway, so I rarely need to go back to generate matching moprh targets for conforming clothes.

You might find a workflow which works better for you, of course, but this is the approach which I've found works best for me.

Good luck...


Mason posted Mon, 12 December 2005 at 10:45 AM

I have a poser script file in free stuff that does a pretty good job of zeroing the dup channels that gets created when saving a loading. It doesn't remove them but it does set them to zero so only the original is in effect. Does the whole scene at once. It assumes the very first channel set is the correct channel. Its in free stuff. Search for "zero duplicate" or "Mason" But I have done as recommended and used the mages just to create the body shape I want then I go through and spawn morph targets on each body part and make a full body morph. Then I ditch the magnets except the breast mags. The breast mags are real handy since Tailor doesn't do a good job expanding cloths for a large breast size. Plus the magnets allow you to animate breasts better with the clothes attached.

Message edited on: 12/12/2005 10:47


Tguyus posted Mon, 12 December 2005 at 1:17 PM

Hiya Mason--

I'll go check out your script; it would be very handy indeed, so I will convey my anticipatory thanks. Question: does it just leave the first channel at 1.000 (or whatever)? What if you have more than one deformer on that body part (e.g., Wyrmmaster mags for chest and RCollar and LCollar all affecting the chest body part)? Does it leave the first instance of each deformer intact, or just the first deformer?

cheers, Tguy


Giolon posted Mon, 12 December 2005 at 1:21 PM

Hi Mason, I'll take a look for those! As for your suggestion about leaving the chest magnets intact, I don't think that is going to work for me because those are the specific magnets I'm having dup issues with. :(

¤~Giolon~¤

¤~ RadiantCG ~¤~ My Renderosity Gallery ~¤


Mason posted Mon, 12 December 2005 at 4:19 PM

Tguyus - The dup channels are created with index numbers after them like -1, -2 etc (I think). Anyway, the poser script simply looks at each body part, looks for the lowest numbered or no numbered channel (channel with lowest or no index number after it) and assumes that's the legit value. It then zeroes the rest. I couldn't find a delete channel command so I couldn't delete the channels. Giolon - I've had the issue with every body part but the chests also has this issue. So you'll have to reset those parts anyway if you plan to use magnet enhanced chests. Only other way is to go in after your figure is created with clothes you want and rename all the magnets to something unique so they don't collide when you open another figure.


Giolon posted Tue, 13 December 2005 at 1:20 AM

Woohoo! I have used the "Spawn Morph Target" + text edit technique on my four primary figures. I can now use them all together with no issues! It only took about...45 minutes per figure. :-/ The removal of the deformers removed about 6-7 MB from each uncompressed file. Thank you all again for your suggestions! Check on my gallery soon to see my most elaborate multi-figure scene yet!

¤~Giolon~¤

¤~ RadiantCG ~¤~ My Renderosity Gallery ~¤