Forum: Poser - OFFICIAL


Subject: Full-body morphs not working

VolcanicMink opened this issue on Apr 23, 2017 ยท 21 posts


VolcanicMink posted Sun, 23 April 2017 at 7:41 PM

The FBM's on both M4 and V4 are not coming in. All the other morphs on specific body parts seem to be fine. I've tried clicking or dragging from the library list and they don't work from there either. I'm in PP11 now, but I was having some trouble in PP12 also. I've used them before, so I know where they should be... And I have re-run the .bat files. Any ideas?


VolcanicMink posted Sun, 23 April 2017 at 7:52 PM

Maybe this wasn't even the right question. Do the M4/V4 parameters come into PP11 differently than they did in PP12? I used to do everything right from the Body selection. Except for the face, I never had to use the specific body parts. From Body I accessed Full Body, Upper Torso, Arm-Hand, Lower Torso, and so on.


VolcanicMink posted Sun, 23 April 2017 at 8:08 PM

Ok... Figure Height > Adolescent reduced the size of everything but the head, hands, and feet. The specific controls for those parts are not working. Foot for Shoe only works for the foot, not the toes... What happened???


VolcanicMink posted Sun, 23 April 2017 at 8:51 PM

When I bring an old character in made in PP12, he comes in with all his parameters working fine. I just get the old background instead of PP11's shiny new grid.


tonyvilters posted Mon, 24 April 2017 at 4:34 AM

The option in the top menu Figure => Figure Height => And the "height" selections are old left-over from the Poser 4 era. It works for older figures from that period like Dork and Posette only because it uses that kind of rig to get the height deformations.


raven posted Mon, 24 April 2017 at 6:21 AM

This is the parameters dial for M4 in P11 after I've loaded his Base morphs and Morphs++. I assume these are the dials you are referring to.

m4_p11.jpg



VolcanicMink posted Mon, 24 April 2017 at 5:08 PM

Yeah Raven, that's what I'm missing. Why would everything else come in but that? And it's the same with V4 as well. I'm getting by with bringing in old characters that have those morphs connected, saving them to the library, and loading them instead of their originals.


raven posted Tue, 25 April 2017 at 8:25 AM

Do you have more than one runtime with M4/V4 in? I know multiple M4/V4 runtimes can cause screwy behaviour.



VolcanicMink posted Tue, 25 April 2017 at 12:06 PM

That's good to know, but no, just one. That is, they each have their own.


raven posted Tue, 25 April 2017 at 3:42 PM

So if you load a new M4 or V4, are all of the morph channels for the morph packs you have listed like in my screenshot?
If they are, do individual morph injections work?



VolcanicMink posted Sat, 29 April 2017 at 8:10 PM

Everything seems to be there except the FBM's. Ex. Chest, looks fine and acts normally. But when the Body is selected the morphs don't appear. M4_FBM.PNG M4morphs.PNG


pikesPit posted Tue, 02 May 2017 at 1:53 AM

The chest dials shouldn't be all in the "Morph" group. Instead they should be in their separate groups like "Morphs++" etc.

There's something going wrong during the loading of V4 / M4.

When you load the base figure, there are "loadScript" lines in it which call a plethora of other .pz2 files which contain the groups, the morph channels, and the actual morph data.

This can only be done during the loading process of the figure. If that process fails, you'll get the results as you have:

You proceed to load the Base and Morphs++ and Poser will create the (hitherto non-existent) dials from scratch. Because there are no groups predefined, Poser puts them all into the "Morph" group.

However, for some strange reason this won't work in the BODY actor:

If Poser doesn't find the FBM channel it will load everything into the first other FBM channel it can find, or skip if there are no FBM channels present at all. And that's exactly what happens in your case.

The reason why M4/V4 aren't initialized correctly are plenty; One probability is that the runtime was moved and the batch files point to a wrong location now. Your best bet would be to completely reinstall the figures, and then try again.

Peter


raven posted Wed, 03 May 2017 at 7:19 AM

This may sound a silly question, but what operating system are you on, and where exactly are the V4/M4 runtimes located?



VolcanicMink posted Thu, 04 May 2017 at 12:51 AM

pikesPit, I was having some problems with them before I upgraded. I'd hoped a new start with PP11 would fix things, but I think it's worse. I will try reloading (again).

raven, I use Win7 Pro. Here's the library: library MV4.PNG


raven posted Thu, 04 May 2017 at 5:29 AM

So I take it that the Model_M4_x1 folder is your M4 runtime, and that folder resides inside the Runtime folder that is in GPHX Library II? If so, the path would be GPHX LIBRARY II->Runtime->Model_M4_x1->Runtime etc, etc, yes? I think that may cause a problem if it is as I believe Poser only expects runtime to appear once in the path, and that may affect both Poser and/or where the .bat file is looking. Remove the M4 runtime form Poser, and then try temporarily moving the M4 folder outside of the topmost runtime folder and try initialising again, then add it to Poser to see if that makes a difference.



seachnasaigh posted Thu, 04 May 2017 at 11:02 AM

You might try copying all of the support files, particularly the .bat files, to the runtime which you want to use and re-run the .bat files.

M4-V4 bat files.PNG

This advice might be wrong; I haven't had trouble with this, so I don't have experience fixing it.

Poser 12, in feet.  

OSes:  Win7Prox64, Win7Ultx64

Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5


VolcanicMink posted Sat, 06 May 2017 at 10:28 PM

Got 'em. I reloaded them fresh into their own runtime on the desktop and they worked (eventually). V4 wasn't working properly before I upgraded, and I realized that her file that was stored in the DAZ Install Manager was messed up - actually missing stuff. I reloaded V4 from the DAZ account and she's complete now.

DAZ has redone their account screen setup, and it's a lot easier to get to old downloads now.

Thanks, everyone!!


raven posted Sun, 07 May 2017 at 8:18 AM

Glad it's sorted for you :)



ader posted Sun, 11 February 2018 at 7:20 PM

pikesPit posted at 1:13AM Mon, 12 February 2018 - #4304084

The chest dials shouldn't be all in the "Morph" group. Instead they should be in their separate groups like "Morphs++" etc. There's something going wrong during the loading of V4 / M4. When you load the base figure, there are "loadScript" lines in it which call a plethora of other .pz2 files which contain the groups, the morph channels, and the actual morph data. This can only be done during the loading process of the figure. If that process fails, you'll get the results as you have: You proceed to load the Base and Morphs++ and Poser will create the (hitherto non-existent) dials from scratch. Because there are no groups predefined, Poser puts them all into the "Morph" group. However, for some strange reason this won't work in the BODY actor: If Poser doesn't find the FBM channel it will load everything into the first other FBM channel it can find, or skip if there are no FBM channels present at all. And that's exactly what happens in your case. The reason why M4/V4 aren't initialized correctly are plenty; One probability is that the runtime was moved and the batch files point to a wrong location now. Your best bet would be to completely reinstall the figures, and then try again. Peter

I know this is an old thread but wanted to say thank-you as this sorted a problem for me too. I was having issues with morphs not exporting due to my not importing the whole set of morphs. Once I started afresh with a new scene and imported all the morphs of a set the full body morphs export :)

i.e. loading "Bodybuilder" by itself meant it would not export. But loading all of morphs++ fixed it.


ader posted Sun, 11 February 2018 at 9:43 PM

Okay, I spoke too soon, now it seems every time I export an FBX all my morph categorisation gets screwed up and no morphs in the exported fbx file. grrr. I'm sure it's related though. There is no way Poser should be changing anything in the pz3 file just because I exported something as fbx though, surely? In fact, it doesn't' - it only changes what is currently in memory. If I reload/revert to saved then the categories of morphs are back. So it's "primarily" still a fail to export body morphs issue but likely due to inability to find files is my guess.


Centenox posted Tue, 24 January 2023 at 3:41 PM

Same problem happens on Poser 12.  Someone know how to fix this?