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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 28 11:20 am)
to see whay's going on, we would need a wireframe screengrab, and also: Do a test to see if all is still completely welded. I fear not. The welds broke.
See video4 of the "Poser2Blender2Poser" series on YouTube. But better to start with Video1 to get full details.
To work properly in Poser, an obj file has to be properly grouped and welded.
Best regards, Tony
Hi Tony, Thank you for replying. I'm using Zbrush to make morphs because it always keeps welds intact and loaded morphs work just fine. The same problem happens with DAZ Victoria4 (see attached screens). Victoria 4 has problems with mouth morphs, at the center of the lips there is some weird distortion. This happens with original V4 figure and original morphs, I wasn't applying any custom morphs on V4. I accidentally entered setup window and later I noticed the same problem occurs with my custom figure, but only on some morphs (for head and for hands) . The same problem happens on two different computers each using different versions of Poser. On uses PoserPro Game Dev version and other one has PoserPro 9 installed. The problem happens whenever I open Setup window and return to Preview window.
Any ideas? Thanks!
Why are you entering the setup room a second time? Unless you are adding a bone there is no reason to go in there and definitely not a reason to do it twice on the same figure, that's just asking for trouble. The setup room is for initial character creation from scratch. After that, you should do everything else (weight mapping, joint editing, morph loading, etc.) in the Pose room.
"Don't enter the setup room!" really is not a sufficient or acceptable answer. The OP said it is a custom figure, which often requires additional bones, and there's no other way to add those bones without entering the setup room unless you're doing it in a text editor. I have the same issue when I'm working on figures but I thought it was only with weight mapped figures. I've gone into the setup room to add bones to the neck or abdomen, and then again to add bones to the face for facial rigging, and every time I do I have to repaint weight maps in the jaw bone. They also don't mirror correctly even though the mesh and the bone joints are 100% symmetrical, so I have to get them close to mirrored by hand.
I didn't say don't enter the setup room. I said don't do it a second time. Right now, the setup room works best on initial entry and exit. Planning ahead will help avoid the problem. It's not a perfect solution but right now, with the way the setup room works, going in and out and in and out is only going to introduce problems. It sucks but that's how it works right now and the only way to avoid that is to avoid that. So it may not be an acceptable answer but it's the answer you're going to get right now because anything else is going to require recoding - which doesn't help anyone RIGHT NOW. It's not a beautiful answer nor a solution to the problem but it will avoid you having headaches and redoing a lot of work. So yes, don't go into the setup room on the same figure more than once - if you can avoid doing so you should. The only time I've done it with no noticeable problem is if there are no weight or falloff zone data on the figure. Just the raw bones and even then, I make sure to target the CR2 to a clean welded object file because I don't trust the obj coming out of the setup room. In the future, this may not be a problem but right now, it is.
As for the rest, file a report with us so it can stay in the eyes of the dev team as work is done and make it known as often as you can that it's causing problems because yes, it shouldn't be an issue but it is. Unfortunately for me, I've come to work around it - which means it's not on my brain when what needs fixing comes up. Be the voice. File reports and it will get looked at. For now though, avoid multiple trips into the room on the same figure whenever possible.
EClark1894 posted at 10:43PM Mon, 14 November 2016 - #4290047
That distortion in the mouth, from my **limited **experience, is probably a rogue vertex which was somehow missed when you made your morph.
Yup but it can also happen if the object has ngons. Had it happen on some of my early models. Hopefully it's something I eliminated in later ones. Still, you never know your luck. :D
Coppula eam se non posit acceptera jocularum.
AmbientShade posted at 9:32AM Thu, 17 November 2016 - #4289988
"Don't enter the setup room!" really is not a sufficient or acceptable answer. The OP said it is a custom figure, which often requires additional bones, and there's no other way to add those bones without entering the setup room unless you're doing it in a text editor. I have the same issue when I'm working on figures but I thought it was only with weight mapped figures. I've gone into the setup room to add bones to the neck or abdomen, and then again to add bones to the face for facial rigging, and every time I do I have to repaint weight maps in the jaw bone. They also don't mirror correctly even though the mesh and the bone joints are 100% symmetrical, so I have to get them close to mirrored by hand.
Wow ..i thought it was just me also.
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That spike in the mouth has been a pain in my behind for ages. Thanks, Zaycrow, for the suggestion to reload the morphs. That DOES eliminate the spike. It gives me other things to fix too but that's okay, they are no doubt the results of other things I was doing-and the spike took a seriously-sensitive morph to get rid of. All in all, I am of the group which scoffs at suggestions of what should not be done with software we have already purchased. I am sympathetic to the claim that some things just haven't been figured out yet, but scolding us for not anticipating what you don't know about yet yourself has a ring of something odd about it.
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Hello, Any idea why when re-entering poser setup for a custom figure some morphs get distorted? When I reload them they are just fine but as soon as I enter poser setup room and go back to preview window some morphs are completely distorted. Thanks!