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Poser - OFFICIAL F.A.Q (Last Updated: 2026 May 02 3:35 pm)



Subject: Morphs cause Movement


EClark1894 ( ) posted Thu, 07 April 2016 at 11:09 PM · edited Thu, 30 April 2026 at 8:46 AM

I've got an interesting problem that i can't figure out, so maybe someone here can help. I have a purse i made and I want to create a morph to have the purse open. The purse and the morphs were made in Blender if that helps. I can add the morphs to the original prop with no problems, BUT when i add the morphs, the prop moves to a new position along the xyz axis. Most commonly along the Y axis in Poser. I've zeroed out everything I can think of that might cause this, but it STLL happens. I even zeroed out everything in Blender. Anybody have an idea of what's causing this and more importantly, how do I stop it?




Boni ( ) posted Thu, 07 April 2016 at 11:12 PM

This may be way off base and sound silly ... but do you have an unintended animation set up? Just a thought, I've done that in the past, sort of a hic-up in the process.

Boni



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EClark1894 ( ) posted Thu, 07 April 2016 at 11:16 PM

Nope, no animation set up at all.




Boni ( ) posted Thu, 07 April 2016 at 11:23 PM

Ok ... My only thought here is the workspace is different in Blender than Poser. If I recall correctly the assigned XYZ is slightly different. Y is not the central point in Blender. Z is the central (up/down), X is (side/side) and Y is (front/back). Again, don't know if this could cause the blip or not.

Boni



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SamTherapy ( ) posted Fri, 08 April 2016 at 12:38 AM

When importing to Poser, do you have all import options deselected? If not, do so, then try again.

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Boni ( ) posted Fri, 08 April 2016 at 12:40 AM

Thank you Sam, you know more about this than I do.

Boni



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EldritchCellar ( ) posted Fri, 08 April 2016 at 1:55 AM

Maybe a scaling translation error. A result of Poser's absurdly small scale. I think that it's a vertex position rounding error that becomes obvious at such small scales. You encounter the same problem in pre GoZ versions of Zbrush and in Wings3d. Barring a "Go" utility or colorcurvature's PML I know a fix that involves a bit of subtractive morphing. An easy fix for just a couple of morphs, tedious when creating hundreds. I'll post a workflow if you don't find a solution.



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3dcheapskate ( ) posted Fri, 08 April 2016 at 3:29 AM · edited Fri, 08 April 2016 at 3:40 AM

Easy check to see whether it's the OBJs: File > Import > Wavefront OBJ with your original purse OBJ; File > Import > Wavefront OBJ with your morphed purse OBJ (using exactly the same import options*). Does everything line up ?

If so, then selecting the original purse, doing 'Load Morph Target' and selecting the morphed purse OBJ again should work,and you can then save it as a PP2.

But if you save the original purse as a PP2 and reload it before loading the morph target I find odd things sometimes happen if I haven't zeroed the correct things in the PP2.Maybe that's what you're seeing ?

(*I always model in Blender at 10 times Poser scale, and scale down to 10% (wrt cursor, which I make sure is reset to the origin) for export, and then import into Poser with all checkboxes unchecked.)


The 3Dcheapskate (also available in DAZ and HiveWire3D flavours) 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.




3DFineries ( ) posted Fri, 08 April 2016 at 5:05 AM

What 3dcheapskate said is spot on. I had the same problem just a few days ago, but my prop morph was making my prop go up & over....

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EldritchCellar ( ) posted Fri, 08 April 2016 at 6:17 AM · edited Fri, 08 April 2016 at 6:22 AM

Be careful when scaling. If you've modified the objects origin. Import/export doesn't acknowledge this, you'll find your object scaling into a different position than your edited workspace version.



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EldritchCellar ( ) posted Fri, 08 April 2016 at 6:36 AM

If that's the case there's a fix involving a scaling morph. I'll let pete or 3d fineries explain further.



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EClark1894 ( ) posted Fri, 08 April 2016 at 6:43 AM

3dcheapskate posted at 7:41AM Fri, 08 April 2016 - #4264662

Easy check to see whether it's the OBJs: File > Import > Wavefront OBJ with your original purse OBJ; File > Import > Wavefront OBJ with your morphed purse OBJ (using exactly the same import options*). Does everything line up ?

If so, then selecting the original purse, doing 'Load Morph Target' and selecting the morphed purse OBJ again should work,and you can then save it as a PP2.

But if you save the original purse as a PP2 and reload it before loading the morph target I find odd things sometimes happen if I haven't zeroed the correct things in the PP2.Maybe that's what you're seeing ?

(*I always model in Blender at 10 times Poser scale, and scale down to 10% (wrt cursor, which I make sure is reset to the origin) for export, and then import into Poser with all checkboxes unchecked.)

Thanks, 3dcheapskate. That appears to have solved the problem. If I import the morph and line them up first, then re-export the morph and and load it as a morph target the purse does not move.




EldritchCellar ( ) posted Fri, 08 April 2016 at 7:29 AM

You can skip the whole "lining it up" through the use of a temporary morph. It'll place the vertices at the exact original position (while maintaining your morph). Probably not worth explaining though. Lol.



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3dcheapskate ( ) posted Fri, 08 April 2016 at 10:01 AM

EldritchCellar posted at 9:47PM Fri, 08 April 2016 - #4264675

Be careful when scaling. If you've modified the objects origin. Import/export doesn't acknowledge this, you'll find your object scaling into a different position than your edited workspace version.

From my observations it seems that when you import an OBJ into Poser the object's origin is set to be the average of all the vertices (i.e Xorigin = (X1+X2+X3+...+Xn)/n, etc). Logical, but hardly ever what I want, so when I save an imported OBJ as a PP2 my next step is always to edit the PP2 and set the origin to 0,0,0 (and the X/Y/ZoffsetA/B values to zero. I recently discovered that the Joint Editor works for setting the origin of a prop - simply set the Center values (the green cross) to 0,0,0 before saving as a PP2. I haven't really checked that though (it really was a recent discovery!)


The 3Dcheapskate (also available in DAZ and HiveWire3D flavours) 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.




EldritchCellar ( ) posted Fri, 08 April 2016 at 12:29 PM · edited Fri, 08 April 2016 at 12:38 PM

OT but I think I figured out your suffix strangeness pete. Create an object named "object_1", import it into Poser. Import a second copy of that object (or, object: duplicate) and the second copy will be named "object_2". Now, create an object named "object 1" and repeat the above process. You'll find the second copy as "object 2". Apparently Poser duplicates naming inherit spacing conventions.

A couple of other facts that might be of interest to pete, just for conversations sake... Apply a morph of your object scaled to 1000% to your original object. Create your morphs on the 1000 scaled morph target object and apply those as morph target. Dial the morph to 1.00, dial the scale 1000 morph to -1.00. The results will look a mess, ignore that. Export this combined morph and reapply as morph target. Dial to value 0.100, now you have your original mesh with morph applied, no translation errors. All non morphed vert positions at default zero. If you export this result and reapply the default full value will be 1.00.

Traditionally, morphing scales operate outside of origin influence. It's different now with animated joint centers, but in general practice.

Say you have 2 identical objects in your scene. Same position. Both with different origins. Scaling of course will be different for both objects as scaling is dependant on origin. If however you parent one of these objects to the other, the child will inherit the scaling (that is they will scale identical) of the parent regardless of the childs origin. Consider how this might be useful from a morphing perspective (at least I've found it so). Just a couple of little bits of esoterica that I picked up while messing about with legacy style JCMs. I think that recent versions of Poser adding animated joint centers and smooth translations are significant additions. You wouldn't be able to tell that this is the case in most forum discussions though... I doubt most are even aware of the uses for such features.



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3dcheapskate ( ) posted Sat, 09 April 2016 at 12:21 AM

OT: Thanks - that seems to fit what I discovered about the presence/absence of an underscore in the name, but it also suggested an easy way to test different names without having to save a PP2 and check the 'name' and 'prop' fields each time. I've added a new post to the other thread. Regarding the other stuff - I'll need to read through that a few times, and get a second morning coffee to help get my head round that !


The 3Dcheapskate (also available in DAZ and HiveWire3D flavours) 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.




EClark1894 ( ) posted Sat, 16 April 2016 at 4:43 PM

EClark1894 posted at 5:41PM Sat, 16 April 2016 - #4264680

3dcheapskate posted at 7:41AM Fri, 08 April 2016 - #4264662

Easy check to see whether it's the OBJs: File > Import > Wavefront OBJ with your original purse OBJ; File > Import > Wavefront OBJ with your morphed purse OBJ (using exactly the same import options*). Does everything line up ?

If so, then selecting the original purse, doing 'Load Morph Target' and selecting the morphed purse OBJ again should work,and you can then save it as a PP2.

But if you save the original purse as a PP2 and reload it before loading the morph target I find odd things sometimes happen if I haven't zeroed the correct things in the PP2.Maybe that's what you're seeing ?

(*I always model in Blender at 10 times Poser scale, and scale down to 10% (wrt cursor, which I make sure is reset to the origin) for export, and then import into Poser with all checkboxes unchecked.)

Thanks, 3dcheapskate. That appears to have solved the problem. If I import the morph and line them up first, then re-export the morph and and load it as a morph target the purse does not move.

I never did get the purse looking right. All i wanted was for the lid to open and close using a morph. Instead the purse looks like and Autobot transforming.




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