Forum: Poser - OFFICIAL


Subject: Calculation order - morphs at joints

obm890 opened this issue on May 17, 2015 · 8 posts


obm890 posted Sun, 17 May 2015 at 10:38 AM

Posted by shvrdavid in another thread:

I've just hit this exact problem. I used the morph brush to make adjustments to a seated figure, among other things to fix the backs of her knees. I created a full-body injection of the morph, my first ever, and it worked for the most part, except the back of the thighs go lumpy just above the knees when the legs bend. I'm guessing the issue is exactly this calculation order thing?

What's the correct way to go about making an injectable morph for a rotated joint? The morph only has to look ok in one position when the figure is fully posed, it really doesn't matter what it looks like on the zeroed figure.



primorge posted Sun, 17 May 2015 at 11:23 AM

If it only has to look okay in one position why are you even bothering with the INJ, JCM, and figure in general... turn it into a welded prop and fix to your hearts content in a modeler (Modo, in your case) and render. Am I misunderstanding?


obm890 posted Sun, 17 May 2015 at 11:38 AM

That's pretty much what I typically do, but the limitation there is that any small changes to the pose require a re-export from poser and a re-fix in modo. So I wanted to fix the figure once in Poser rather than several times in modo. Going the injectable route was largely an exercise in itself, I had never tried it before.



primorge posted Sun, 17 May 2015 at 11:47 AM

I understand... You could just turn the legs into fixed props and hide them on the figure (clothed I assume, and in a wheelchair) and still pose all of the upper body. 


primorge posted Sun, 17 May 2015 at 11:52 AM

Also, read this exchange on nerd3d forum... might be enlightening, touches on shvrdavid's commentary too.

http://www.nerd3d.com/modules.php?name=Forums&file=viewtopic&t=91


primorge posted Sun, 17 May 2015 at 11:58 AM

Sorry, above link snafu... leads to correct area though... look at Poser EMC Figures category, Morphs for JCM topic.


pikesPit posted Sun, 17 May 2015 at 1:35 PM

Not sure whether I understood that correctly.

However it could explain a lot of little nags I had with FBMs and JCM morphs. I'm currently experimenting with my figure to sort it all out, but it's very confusing, especially when it comes to mirroring a morph across the limbs.

So, I guess that "shape" morphs should go -before- the rotations, and JCMs driven by the bending or whatever, should go -after- the rotations?
At least it already helped me to fix the JCM morphs for "Shin bend", even thoough there are still some odd vertices oout of whack.
But this could be as well because it's V4, and her non-symmetrical mesh...

If I find out something, I'll let you know - please do the same if you do.

Thank you!

Peter


obm890 posted Sun, 17 May 2015 at 1:36 PM

Thank you Primorge, that discussion gave me the missing link I needed - returning the figure to the zeroed pose by means of a morph rather than by rotating the joints. I'm just trying it now, no joy so far because PLH (poser's little helper) is puking on a 'group vertex count not found', once I figure that out I'll try the injecting thing again.