Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 09 3:46 am)
That's normal for morphs as the vertices move in a straight line from morph "0" position to morph "1" position.
It's not noticeable if you morph a linear movement along the z or x axis, but will be obvious with a "spin" morph (Y-axis).
So instead of morphing the windows you should create a figure where the windows are rigged children of the house.
Just parent the windows and doors to the house and let Poser "create a new figure".
Then uncheck "bend" and perhaps hide the trans dials you don't need.
okay, I follow what you are saying.
Unfortunately I have never worked in the set up room at all.
Would this process require giving bones to the doors and windows?
I actually kinda like this as an option because I was slightly unhappy with the whole thing loading in as props anyway.
I am: aka Velocity3d
No SetUp room required at all.
Parent all windows and doors to the house in the Hirarchy window. (Just drag the windows and doors to the house prop.)
Click on "Create New figure"
Say YES and enter a name.
(Save the scene just be sure)
Look into your Poser main runtime under "New Figures". There's your house figure.
Uncheck "Bend" from all the actors under "properties".
You might have to adjust the joint centers a bit for the doors, as Poser creates them in the exact center of the actor.
But the sliding windows should be OK.
Unlike rigging a human figure, rigging a "hard-shelled" prop is really, really easy in Poser.
If your house (Or whatever else you rig) is a figure, changing materials will be also be a lot easier.
WOW! That is very useful info. I didn't have any clue it could be done that way. Thank you very much.
A couple small questions, I hope I'm not being too much of a pain.
How would I go about adjusting the joint centers for the doors?
And also, you mentioned that the materials are a lot easier this way. Why is that?
Thank you so much!
I am: aka Velocity3d
Open the joint editor and click on the actor you want to adjust. A green cross will appear.
That's the joint center. Just drag it around or type in new coordinates. For the doors, you want the joint center at one of the edges acting like a hinge.
(Try the three-port view so you can better see what you're doing)
The windows should be fine as long as you just want them to slide open in one direction.
For the materials: A MAT pose or a mc6 file can't change the materials of parented props.
So you'd need MAT poses or mc6 files for each window.
But a single MAT pose or mc6 file can change the materials of all actors of a single figure.
So, if your house is a figure, you can swap all materials with a single mouseclick.
Okay, I followed this process. It does seem like it will be sooo much easier than having to create all the morphs. BUT when I do the steps, then load in the new figure A wall with a window to test. The window does not have any trans dials on it. It has rotate and scale and taper. But no XYZ trans.
Am I missing a check box somewhere to show them? I did click show all parameters in the hierarchy editor.
I am: aka Velocity3d
Ok, back to this, more problems.
I have done everything suggested here. I parented all the windows to the 'outerwalls' In the hierarchy editor.
Then I used snarlys scene fixer and made only the appropriate trans dial visible.
I renamed those trans dials as "open window' and the tab for the dials I renamed 'windows'.
Then I went back to the hierarchy editor and hit the 'new figure'. named it and saved it.
Now I go and load this new figure in.
Firstly it loads in with the figure name as 'figure'. Which I didn't like. So I edited that in the .cr2 with text editor. No problem there.
But all the dang windows now have all the dials back, except the ones I want!
I try fixing it again, with scene fixer, and saving back to the figure library, specifically making sure to have the main body selected.
Now when I load it, the the outerwalls are missing and the only things that load in are the windows. It says the outer walls are there, but can't see them. And they are checked as 'visible'.
The plus is, I suppose, the dials on the windows that I edited, did stay.
I am: aka Velocity3d
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Okay Poser pro 2012, Cinema 4d 10.5, Hexagon 2.5
I have spent the last 2-3 months working on a house model. Everything is going great. All my materials are set, and I've begun working on morphs.
My up and down morphs work fine (windows)
My side to side morphs work fine (more windows)
For some ungodly reason, my rotate morphs WILL NOT WORK right.
This is for doors. They do rotate, but no matter what I do, when turning the morph dial, the door scales as well. In X and Z axis, not Y.
Originally this was all done in C4d. Using riptide. After testing every possible reason (or at least all that I could think of). I decided I would test in Hexagon. Considering that maybe somehow I was messing up the scale.
I exported a primitive square from poser. I opened it in Hexagon at 500 scale. I exported it back out as a base test at 0.002 scale. Opened it back up in poser. Went back to hexagon, rotated the square, and exported out again as 'BaseMorph' 0.002 scale.
did object>load morph target>
again, when I spin the dial, the scale changes. same x and z, not y.
So thru testing independently through these different programs, the only thing I can assume is that the problem is in Poser somehow. But what? WHY???????
The most frustrating part is, I've done this before. It has worked JUST FINE before.
I've even tried saving to the props library and opening in text editor to find out what the problem is. I deleted every single thing that even mentioned scale at one point. Same thing happened.
I can't even think of another possible way to test this or anything else to check. If anyone has any suggestions, I would be beyond appreciative.
Thanks in advance.
I am: aka Velocity3d