Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 03 8:14 am)
Ya, I will think about.
However, there is otherwise good news. I did much better now with GND4.
One thing, I was able to eliminate the hard break where morphed vertices touched unmorphed ones (those out of morphing zone). Further, there is a bug in the versions up to day that will restrict the computation basis on one poly no matter what you type in the input field ;(
So, there is now a smooth translation from the morphed to the unmorphed zone
It can average the positions better (smooth)
And I replaced the fitting code with much simpler stuff, which is actually so simple that I didnt expect it could work at all. It might make tiny pokes sometimes but overall it seems a bit more resistant to distortions.
So hopefully there will be updates tomorrow. My code machine has no internet here.
@Vilters: A shrinking technique is a good thing. I just do not know how to build this into code. Especially, how to do it both on a morphed and unmorphed version of the figure so that the key positions are the same (e.g. the same vertex would be positioned in the center of the knee cap or similar). I was thinking, to set X positon of some vertices in all polys to 0, but thats also odd.
Thinking more of it, I find the images you made comparing the figures fascinating. If we had a mannequin figure (morping mannequin so to say), that could be used to crossdress the figures easily.
Mannequin with V4 shape => Morph to Mannequin with other shape
Use as basis for cloth fit.
One still needs to care for the rig but its a beginning.
Yes, from the front they all look alike.
From the side view however, none is at true ZERO in "Z".
And the scale.
As you can see I had to scale them all to get to the same shoulder - arm height.
Going this way would have to incude the scaling of the different figures if you want your script to work cross figure.
No problem if you want to put morphs from a certain figure in a clothing that was designed for that particular figure. The scaling would stay at 100%.
But is was an eye opener for me too that when scaled, they all looked the same from the front view.
Biggest difference is the head size. LOL.
Alysons arms that are shorter then the others.
And V4 with her bend feet.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
@Xen
You would have to build different morphs for each figure you want to support.
Then you need different support files for each figure.
And then, you come close to PhilC's WW.
I do not hink CC wanted to go this deep in his OP.
=> Copy figure morph to figure clothing.
But the "between the legs area" is a difficult one. (for skirts & dresses that is)
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
Latest version seems to be working great. Don't know what you changed, but I've now tried on a few different figures, with diffent body style morphs for each and script is working wonderfully. No more scrunchied hips. Some minor poke through on tight fits, but I can deal with that easily enough with either posers morph brush, or inflate/deflate tools with wardrobe wizard.
Very happy camper here, thank you so much.
:D
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Consider me insane if you wish, but is your reality any better?
You could try with increasing the cloth distance parameter. It has been found that the value of 100 is maybe not enough. Try with 101 or such. The new code is no longer as precise as before on tight fits. I think I'll add both computation options in the next version, so one can choose. Or it could be that some morph targets have not been automatically selected. I have a report of local morph targets not being automatically selected. I have to look into.
Quote - gnd4, 30 reference polys
That looks great, but I can't duplicate it; is that with v.08? If so, what are your parameters? I'm using 101% scale and 30 polys and ignoring legs. Lowering distance to .007 improves it, but still not as nice as yours...
Oh, one other note; JCMS don't show up if that joint is not bent, but that may be a feature, as it would be tough to choose otherwise...
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."----------------------------------------------------------------------------------------
The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."----------------------------------------------------------------------------------------
The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."----------------------------------------------------------------------------------------
The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."For the suspenders product pushing the GND4 into it looks useful. But all cloth is different huh.
I'm using the script regularly, and have found no general issues. It has no more problems than the clothing tool in the Mixer package. There are a few clothing items that are flakey, but I suspect it is more about how the original mesh was designed than about your tool. For my purposes, it is ready for Prime Time.
all the custom morphs i've pushed have worked great. it'd be interesting to see if this would work with your M4K4 script.
lost in the wilderness
Poser 13, Poser11, Win7Pro 64, now with 24GB ram
ooh! i guess i can add my new render(only) machine! Win11, I7, RTX 3060 12GB
the m4k4 cloth fitter is a special thing, its also using the push morph to cloth with special settings but it also weightmaps the cloth and replaces the joint setup and so on. maybe I'll add some helper tools to use manually made morphs with the m4k4 mixer, but first, I will silently wait how people get along with the mixer as-is first.
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OK, maybe this is complicated, but why couldn't it work like this?
Load figure - unset morph, fiddle with dials of mermaid prop until it fits. Spawn MT.
Set morph on figure. Refiddle mermaid, spawn MT on prop.
Now your prog should be able to morph the figure and the mermaid prop together.