gypsyangel opened this issue on Dec 17, 2006 · 17 posts
gypsyangel posted Sun, 17 December 2006 at 11:45 AM
I haven't seen anything else posted, but to be honest---I haven't spent a lot of time looking---its been a bit busy around here...
Thanks!!
Barzoff posted Sun, 17 December 2006 at 11:54 AM
Attached Link: http://forum.daz3d.com/viewtopic.php?t=49536&highlight=teeth
Please see this thread.RedHawk posted Sun, 17 December 2006 at 11:55 AM
I just started playing with V4 today and I noticed the same thing....
I hit "Drop figure to floor" and V4 dropped.....her teeth stayed where they were....
I don't know what caused it or how to avoid it either.....
<-insert words of wisdom here->
Anniebel posted Sun, 17 December 2006 at 12:11 PM
I reported it to DAZ, it seems to be related to a combination of things - for me anyway.
But of course now DAZ want a step by step to describe how it occurs, it hasn't happened again.
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RedHawk posted Sun, 17 December 2006 at 12:15 PM
Thanks Barzoff!
<-insert words of wisdom here->
gypsyangel posted Sun, 17 December 2006 at 12:23 PM
I just had it happen again, and I didn't have her eyes pointed at anything. It seems to be to be completely arbitrary... and terribly annoying. It's really kinda freaky---first time it happened it was a little funny...now? Not so much.
Seriously? No one at DAZ or their beta testers ran across this problem?
jeffg3 posted Sun, 17 December 2006 at 12:29 PM
I'm seeing it A LOT.
kuroyume0161 posted Sun, 17 December 2006 at 12:48 PM
I've had users of interPoser Pro testing V4 have the same situation. At least I know that this isn't related to my plugin. :)
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Barzoff posted Sun, 17 December 2006 at 12:56 PM
I'm not sure if this bug is related to V4 only. I did an experiment with V3 wearing a dynamic dress, a hair and some glasses, all objects as props. After a 30 frame simulation in the clothroom, I locked her eyes to the main camera, then I went back from frame 30 to frame 1. The teeth stayed in Vickie's mouth on frame 1, but hair and glasses didn't follow. Unlike V4, the bug happened just once on 3 attempts on V3. Concerning V4, it happened all the time.
TrekkieGrrrl posted Sun, 17 December 2006 at 1:12 PM
I noticed it once during an early beta. (hum.. I hope I can say that, now...) but it was reported and assumably fixed...
I havne't seen it with the finished version. Yet, at least...
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Xena posted Sun, 17 December 2006 at 4:22 PM
I've been using V4 since the first alpha version and never had this problem.
Tguyus posted Wed, 20 December 2006 at 12:39 PM
This is a real problem, and has certainly not been fixed to my knowledge. It happens for me in both P6 and P7. It happens for both the teeth set and for any prop hair. It does NOT happen for me unless I use Point_At for the eyes (though I haven't tested whether it happens when using Point_At for any other body part or prop). Oddly enough, the teeth and hair pop back in place for the frame I'm in if I switch cameras then rotate or otherwise move that camera. Then I can go back to the original camera. Needless to say, that is not an acceptable workaround, especially since it only works for still shots.
pjz99 posted Wed, 20 December 2006 at 12:53 PM
That sounds suspiciously like a graphics driver/hardware issue. What exact kind of graphics card do you have? What resolution and color mode do you work in? What version of drivers do you run? Changing camera "fixing" the placement of hair and teeth really sounds like display to me. Also you might check the parameter dials for the stuff that pops loose, and watch to see if the x/y/z changes when you switch cameras and "fix" it (I bet the numbers don't change).
Tguyus posted Wed, 20 December 2006 at 4:08 PM
Quote - That sounds suspiciously like a graphics driver/hardware issue. What exact kind of graphics card do you have? What resolution and color mode do you work in? What version of drivers do you run? Changing camera "fixing" the placement of hair and teeth really sounds like display to me. Also you might check the parameter dials for the stuff that pops loose, and watch to see if the x/y/z changes when you switch cameras and "fix" it (I bet the numbers don't change).
Interesting idea. I checked out my system and did a few more tests. The graphics card I have is an NVIDIA Quadro FX Go1400 in a Dell M70 Precision Mobile Workstation. It has the latest driver posted on the Dell support site, and it is dated March 22, 2006. I've been running both P6 and P7 for these tests, trying both OpenGL and SreeD. Thinking it might have been an issue with my now heavily-customized V4, I ran a few tests using an out-of-the-box V4 Basic. Here's the interesting scoop:
Flying teeth happens after turning on Point_At for the eyes for:
V4 Basic in P7
V4 Basic in P6
An old customized V2 character in P7
It does NOT happen when I run the old customized V2 character in P6.
I also tried editing the V4 CR2 and actually deleting the jaw, eye, and tongue body parts and then parenting a set of eye props to the V4 head (and made her keep her mouth closed). Result: still got flying teeth and prop hair.
Checked to make sure it all happened with Hardware Acceleration either on or off. No apparent difference.
So given that it happens in P6 with V4 and with everything in P7, perhaps it is in fact a case where my graphics hardware is overloaded, though it seems odd since my customized V2 character is about 15 times the file size of the V4 Basic.
Not sure where this leaves me, other than thinking I need to either buy a new machine or go back to using V2 characters in P6... or giving up on animating in P7 or animating V4 in P6. None of those are great options.
Anyway, thanks for the ideas.
pjz99 posted Wed, 20 December 2006 at 5:26 PM
Texture size as opposed to CR2 size, I would bet that is where you're having problems.
Tguyus posted Wed, 20 December 2006 at 9:05 PM
Quote - Texture size as opposed to CR2 size, I would bet that is where you're having problems.
I guess it could be that, though I think the V4 Basic out of the box doesn't even really have any significant texture mapping; but I could be wrong and should check into that. Thanks for the ideas.
It occurs to me the other strategy would be to abandon Point_At at least for now. The morphforms dials for the eye movements are pretty cool actually, given that they make the eyelids move in a corresponding fashion (e.g., eyelids come down when the eyes point downward). Maybe a python script would be possible which would modify the morphform dial so that a camera or other object can be tracked.
drifterlee posted Thu, 21 December 2006 at 12:18 AM
I have not had this problem, but I would save this render for next Halloween!