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.
I've seen some weird interactions between magnets and bending, which makes me wonder if bending is considered before magnets in the stack. It seems in my experience that magnets on a posed figure don't affect the same areas as magnets on a zeroed figure. I could be wrong, certainly. Has anyone else noted anything to that effect (aboout magnets and order, not about my being wrong :-P)?
===========================sigline======================================================
Cage can be an opinionated jerk who posts without thinking. He apologizes for this. He's honestly not trying to be a turkeyhead.
Cage had some freebies, compatible with Poser 11 and below. His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.
Regarding morphs and joint influences, morphs are ALWAYS applied to the unaltered vertices. That is, with no consideration of joint deformations on the resulting figure. Otherwise applied linear 3D morph deltas would be a mess or much slower as you'd have to transform the morph deltas before applying them. Morphs before joint deformations makes logical sense then?
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
I think that this mainly applies to transforms (rotate, translate, scale, propagatingScale, and offset). Otherwise this would mean that morphs are applied last - as most targetGeoms are at the top of the channel list. And that isn't prudent as noted - unless they are being applied to an unaltered base set like I can do in C4D. In C4D, the transforms aren't applied to the 'real' object but to a clone so the vertices are never permanently altered by deformers and such.
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
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.
anyone have any info on what order things are applied in poser? i believe that it is magnet, then morph, then joint influence, then translations. i would have thought however that joint influence would occur before the morph, since magnets occur before morphs. i no longer think that is the case, meaning that any changes to joints will be (somewhat) unpredictable because the sheres of the joint will not relate to the original object but to the morphed object.
anyway if you all have any pointers on the subject or anything please chime in.
gracias