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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Apr 19 2:36 am)



Subject: Why is my prop moving?


arrowhead42 ( ) posted Sat, 24 April 2021 at 10:53 PM · edited Mon, 15 April 2024 at 2:37 AM

Hi everyone - I have a dilemma which I can't figure out. I have an .obj file that I intend to turn into a prop. It will be a morphing prop of a jet pack with pop-out wings (believe it or not, inspired by Buzz Lightyear's jet pack in toy story!), and therein seems to lie the problem. There are two .obj files... one with the wings retracted and the second with wings extended. Here is the issue: I import the first .obj (named retracted_wings), and then without moving it on any axis, I go to object>load morph target and load the second .obj (named wings_extended), and when doing so a new dial appears, named "wings_extended" appears just as it's supposed to. However, when I turn the dial to extend the wings, they do so, but the entire jet pack rises straight up as if it is taking off. I've repeated the process several times, always getting the same result. Does anyone know why it does this, or what I can do about it? Thanks in advance -

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seachnasaigh ( ) posted Sun, 25 April 2021 at 12:07 AM · edited Sun, 25 April 2021 at 12:08 AM

Maybe the second OBJ has its origin in a different place. Try repeating the process, but this time note the origin of the first OBJ (open the joint editor window, and you should see the green and red crosshairs appear). When you load the second OBJ, move its origin to match that of the first OBJ.

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arrowhead42 ( ) posted Sun, 25 April 2021 at 9:49 PM

I gave it a try, and when I imported the extended wing .obj (by loading it as a morph target) the origin was exactly the same as the retracted wing .obj

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arrowhead42 ( ) posted Sun, 25 April 2021 at 10:09 PM

However I did notice three things, but I'm not sure if they're important. I load the retracted wing .obj and it appears on the floor. I then navigate to and load the morph target (extended wing.obj):

  1. When spinning the newly created extended wing dial from 0.0 (retracted) to 1.0 (extended) , the wings extend as the jetpack rises in the scene, but the origin remains affixed to the floor where it first appeared
  2. The yTran erc dial never changes, almost as if the jetpack isn't even moving
  3. When I manually spin the yTran dial up or down, the jetpack moves accordingly, the wings never move and the origin moves with it

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"I can't stand it when people pointlessly repeat themselves. I can't stand it. I really can't!!"


seachnasaigh ( ) posted Mon, 26 April 2021 at 4:23 AM

If you load the second OBJ into Poser as an OBJ (not morph target), does it have its origin in the same place as the first OBJ? If not, then you need to change the Y-origin of the second OBJ.

It may be easier to separate the wings, import them as OBJs, set their origin at the hinge points, parent them to the jet pack, and ERC them to open/close together.

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RedPhantom ( ) posted Mon, 26 April 2021 at 6:09 AM · edited Mon, 26 April 2021 at 6:10 AM
Forum Moderator

Something to keep in mind while trying seachnasaigh's suggestion, Poser's import function has a few options such as entered, place on floor, and offset (X,Y,Z) that will move the importing object and give you incorrect results for where it's placed. Make sure none of those are checked for your test


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arrowhead42 ( ) posted Mon, 26 April 2021 at 4:50 PM

Ok, I'll take a look at these options after work this evening. And Seachnasaigh, yes, both origins are in the exact same place. I'll let you know what I find out

Here's the link to my freebies:   https://www.renderosity.com/mod/freestuff/?uid=493127

"I can't stand it when people pointlessly repeat themselves. I can't stand it. I really can't!!"


seachnasaigh ( ) posted Tue, 27 April 2021 at 7:41 AM

But the origins may need to be in different places. The second mesh should overlay the first mesh, even if that means that you must adjust the origin Y (not Y trans) of the second mesh.

That said, I'd separate the wings and make them articulated props parented to the jet pack.

Poser 12, in feet.  

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arrowhead42 ( ) posted Wed, 28 April 2021 at 8:47 PM

ok, so I fixed the issue and I'm not even sure why it worked. I started with a blank scene, deleted the old jetpack prop from my library, and then imported the retracted wing .obj. When I did, one of the import options was "place on floor". It wasn't checked, but it had never been checked before either. In this case, I clicked the check box just to see what would happen, and proceeded to import. Then I loaded the morph target (extended wing .obj). I turned the newly created erc dial and it behaved exactly as I wanted it to..... it sat perfectly still as the wings extended and retracted. So it worked. Wow... not even sure why, but I'm glad it did

Here's the link to my freebies:   https://www.renderosity.com/mod/freestuff/?uid=493127

"I can't stand it when people pointlessly repeat themselves. I can't stand it. I really can't!!"


NikKelly ( ) posted Tue, 18 May 2021 at 5:55 AM

Yay ! Well done !!

FWIW, I had problems with some FBX props in 11.1 that caused entire scene to rotate.. But wasn't the scene, was the camera !!

I sorta solved those by making sure Poser animation was OFF after loading prop.


arrowhead42 ( ) posted Tue, 18 May 2021 at 3:16 PM

Yeah, Poser does some weird things now and then. I recently ran across another, less serious but still bothersome issue..... I have a bunch of poses I made and saved for M4 a while back. Never had a problem. But about a week ago as I was getting my things together to package and sell, I noticed that now when I apply a pose, M4 looks all wonky. Feet, legs, arms and hands are splayed out, CLOSE to the intended pose, but still different enough to make it aggravating. So now I'm going back and re-doing my pose library. Fortunately only about 10 - 12 poses total, but almost all need to be re-done. Not sure why, but I just chalked it up to a quirk of poser

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"I can't stand it when people pointlessly repeat themselves. I can't stand it. I really can't!!"


EldritchCellar ( ) posted Tue, 18 May 2021 at 4:20 PM

Are you sure limits or IK being set didn't have something to do with your poses becoming all wonky?



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arrowhead42 ( ) posted Wed, 19 May 2021 at 7:23 PM

I'm pretty sure... like I said, I never had an issue with them until now. I'll go back and double check, though

Here's the link to my freebies:   https://www.renderosity.com/mod/freestuff/?uid=493127

"I can't stand it when people pointlessly repeat themselves. I can't stand it. I really can't!!"


VedaDalsette ( ) posted Thu, 20 May 2021 at 11:59 AM

So glad I checked this thread. I had a problem with a dress I converted from V4 to V3 via CrossDresser. When V3 was at 90 degree angles, the conformed dress stayed on. Whenever I turned her anything in-between, the dress parts flew around her like a big fan was blowing on her. I checked the V3 Body object offset values and tran values in the Other morph (origin?) section (all zero). The dress offsets were not, so I changed them all to zero. Now, I can turn V3 to any angle I want! Thanks. I never understood why clothes sometimes "fly off" figures.



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TwiztidKidd ( ) posted Sun, 13 June 2021 at 11:11 AM

Here's the step by step:

  1. Import your OBJ file (JaneyHair.obj) with nothing but offset checked

Capture1.PNG

  1. Import your 2nd OBJ (your morph - BangsStyle3.obj) with nothing but offset checked

Capture1.PNG

  1. Select and Export the 2nd OBJ (your morph - give it a new name - BangsStyle3Morph.obj) with nothing but "As Morph Target" checked

Capture22.PNG

Capture3.PNG

You can now select and delete the 2nd prop (Bangs Style3) from your scene if you want to.

  1. Select your prop (JaneyHair) and add the morph target file you exported (BangsStyle3Morph.obj) DONE!

Capture4.PNG

Do not use "Place on floor" when importing the props... the props (morphs) may vary in height.



EldritchCellar ( ) posted Sun, 13 June 2021 at 11:37 AM · edited Sun, 13 June 2021 at 11:38 AM

You needn't have anything checked. Better in fact to leave EVERYTHING unchecked. Trust me on this, after having created thousands of morphs including pre and post transform, subtractive, layered dependant, yada yada... that's one thing that's pretty consistent.



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EldritchCellar ( ) posted Sun, 13 June 2021 at 11:43 AM

OP's problems are peculiar. I was trying to help him with an issue he was having before and he came back with a solution that was literally impossible. I think he THINKS he solved the problem but in fact I think it solved itself when he re wrote the file to the library.



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EldritchCellar ( ) posted Sun, 13 June 2021 at 11:54 AM

There was another case where I tried helping a person create some injects for a morph they were working on and insisted that save as morph injection doesn't work... So I took the files, created the inject, and tested it and it worked fine. I sent them the files and never heard back. So I messaged them and they said "oh yeah, they don't work" and I'm sitting there in front of Poser with the files open and working and I'm like "what the!?" There's no way to predict what kind of strange variables someone might introduce along the way unknowingly, especially when the workflow they're using makes no sense and are completely unaware. Caveat when attempting to help...



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TwiztidKidd ( ) posted Sun, 13 June 2021 at 12:03 PM · edited Sun, 13 June 2021 at 12:07 PM

Agreed... everything unchecked on import works best, sir. You are correct, I'm not wrong either though lol ... now I only have to do a batch of 20-something morphs for that hair lol Thing was that I was looking at this thread and everyone had a different opinion and suggestion for something so simple... I couldn't figure out what the proper steps are.



EldritchCellar ( ) posted Sun, 13 June 2021 at 12:05 PM · edited Sun, 13 June 2021 at 12:05 PM

I guess my point is, if at all possible do not introduce any more variables into the equation when dealing with imported morph targets. The more options you check the more variables.



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EldritchCellar ( ) posted Sun, 13 June 2021 at 12:09 PM

Hair is a right bitch to morph. I don't envy you on that. I don't care if it's Zbrush, Mudbox, Blender, Wings, or whatever... still tedious AF.



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EldritchCellar ( ) posted Sun, 13 June 2021 at 12:15 PM

The skull cap parts are pretty easy, it's the movement morphs that are difficult, unless you're very careful you get all kinds of mesh intersections which leads to horrible results. So many layers of geometry. Selective masking or hiding and having your poly/vertex groups present can really help. But I'll admit, I avoid morphing hair as much as possible. I am working on some hair fits and some toon hairs for my current project so I'll be in the same boat soon enough.



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TwiztidKidd ( ) posted Sun, 13 June 2021 at 12:33 PM

It's Daz hair, I'm converting it for use in Poser using a DSF to OBJ converter not Studio, it works alright!

Capture.PNG



EldritchCellar ( ) posted Sun, 13 June 2021 at 12:43 PM

Oh nice. You're converting. I wasn't even aware of that tool, but I'll admit that I don't use DS and if I see anything with Duf or Dsf or whatever I look the other way lol. And here I thought you were creating the morphs. Thanks for the heads up on that, looks mighty useful. I think the only DS conversion thing I have is something included with one of Netherwork's python suites, never even bothered to look. THAT on the other hand looks very interesting.



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EldritchCellar ( ) posted Sun, 13 June 2021 at 12:48 PM

...back to wrapping up the genital morphs section for my current project :D



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TwiztidKidd ( ) posted Sun, 13 June 2021 at 12:57 PM

I don't speak Dazstudionese either lol ... I love Poser, everything renders so much better and faster in Poser.



EldritchCellar ( ) posted Sun, 13 June 2021 at 1:19 PM

Careful with that one, speaking ill of DS used to cause some rather vicious and tiresome flamewars hereabouts... glad those days are over.



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