Fri, Nov 22, 12:57 PM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)



Subject: Ghost Bones issue


Channing ( ) posted Sun, 06 May 2012 at 7:30 PM · edited Fri, 22 November 2024 at 12:46 PM

Hi,

I'm hoping to get some advice. I have a figure with ghost bones in it that is crumpling the mesh influenced by the bones once I turn on "Use Limits" in Poser. I've tried adjusting the forceLimits parameter in the rotation channels, but that does nothing to help.

I'd be grateful for any tips, or perhaps a pointer a relatively recent Renderosity store product that has ghost bones in it so I could look over its cr2 for pointers to correct the code in my own figure.

Thanks in advance. 


icprncss2 ( ) posted Sun, 06 May 2012 at 9:23 PM

What figure and what version of Poser are you using?

Without more information and perhaps a screenshot, it's very hard to determine what the problem and the solution is.


Channing ( ) posted Sun, 06 May 2012 at 9:34 PM
  1. Figure is my own product that is a mod of the M4 Gens so a screen shot is probably not possible here unless I do a closeup.

  2. I've checked it in Poser 8 and Poser Pro 2012. Same problem occurs. 


lesbentley ( ) posted Sun, 06 May 2012 at 10:12 PM

Quote - I have a figure with ghost bones in it that is crumpling the mesh influenced by the bones once I turn on "Use Limits" in Poser.

Try setting the the min and max limits to a large enough value so that it does not matter whether limits are on or off, eg:

                forceLimits 0
                min -100000
                max 100000


Channing ( ) posted Sun, 06 May 2012 at 10:26 PM

Alright. I went to the xrot,yrot and zrot channels and made the min and max limits and forceLimits values as you wrote them above. It still happened.

Do you think I didn't go far enough? Should I change all channel values (scaling, trans, etc.) to what you suggest? 

  


Channing ( ) posted Sun, 06 May 2012 at 10:56 PM

...

 

And the solution, for anyone in the future searching for the answer to this question:

 The problem was in the scale, rotation and translate channels. All of them needed to be reset as follows:

Scale channels:

forceLimits 0

min 0.1

max 100000

 

Rotation  and Translation channels:

forceLimits 0

min -100000

max 100000

 

The crumpling mesh has now gone away. 

 


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.