Forum: Poser - OFFICIAL


Subject: Odd Problem With Dynamic Headwear And V4 eyeBrow In Poser 8+

3dcheapskate opened this issue on Oct 29, 2015 ยท 10 posts


3dcheapskate posted Thu, 29 October 2015 at 12:14 AM

Quick summary: If you have some dynamic V4 headgear that has 'constrained' vertices in close proximity to her 'eyeBrow' body part actor (which is by default invisible) then those vertices will remain static in relation to world space when you run a simulation, irrespective of V4's movement. Unless you make the V4 'eyeBrow' body part actor visible when you run the simulation !?!

(same thread started at RDNA yesterday - http://forum.runtimedna.com/showthread.php?101714-Odd-Problem-With-Dynamic-Headwear-And-V4-eyeBrow-In-Poser-8 )

I've tried this with a specific prop in Poser 8, 9 and PoserPro2014 and they all seem to exhibit the same problem, with the same wayward vertices. I've also tried the same in Poser 6 - no such problem. So I suspect that this is a bug introduced into the Cloth Room at Poser 7 or 8 (I don't have 7 to test)

Has anybody else run into anything like this ? Can anybody explain why this happens ?

Here's a very simple step-by-step to reproduce the problem, with just V4.2 and a freebie dynamic scarf from ShareCG. I've reduced it to the simplest sequence with the fewest variable elements possible (which is why I'm not posing her, and why I'm using default settings for everything). rosemaryr has confirmed that she see's the same,so it's not just me.

For this test you need Victoria 4.2 and the 'Scarf 1' from Rosemaryr's 'Poser - V4 Peasants' Headscarves' at ShareCG http://www.sharecg.com/v/71365/relat...ts-Headscarves. I'm fairly sure it's not the prop itself, but haven't done any tests to confirm that assumption.

Open Poser Load V4.2 Select frame 30 and move V4's Body 12" to her left (i.e set xTran = 12.0, assuming your display units are inches) Select frame 1 again Load the 'Scarf 1' prop Go to the cloth room Select 'New Simulation' and use default settings. Select 'Clothify' and select the 'Scarf 1' prop. Select 'Collide Against', 'Add/Remove', select the root node for Victoria 4, and use default settings. Select 'Calculate Simulation'. Observe the simulation run - two patches of the cloth near V4's left and right temples seem to remain in their starting positions while the rest of the scarf moves as it should.

After observing the results of the wayward temple vertices simulation, click Clear Simulation. Slide the timeline back to frame 1. Go back to the Pose Room and put a check in the 'Visible' checkbox for the 'eyeBrow' actor of V4 Return to the Cloth Room and click 'Calculate Simulation'. Observe the results - it behaves correctly now.

Click Clear Simulation. Slide the timeline back to frame 1. Go back to the Pose Room and uncheck the 'Visible' checkbox for the 'eyeBrow' actor of V4 Return to the Cloth Room and click 'Calculate Simulation'. Observe the results - we have wayward vertices again.

TIA, Pete (and rosemaryr)


The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.

*also available in ShareCG, DAZ, and HiveWire3D flavours (the DeviantArt and CGBytes flavour have been discontinued).