Whatever happened to Crosstalk?

Ron KnightsRon Knights Posts: 2,070
edited November 25 in The Commons

I remember sometime around 2000 I created my first version of Marlin Fingle, (based on Michael 1). He was a rather absurd, "portly" character with a huge nose.

I posed him together wtih my first version of Jill Chill (based on Victoria 1). The result was explosive. Jill took on Marlin's portly size.

I remember doing "surgery" on Michael 1. I eliminated every morph except a newly created "Marlin" morph.

Over the years I decided to use the default Michael's body size, but keep the huge nose. I lost track of Crosstalk.

I know Crosstalk had some benefits. It allowed clothes to follow the morphs of your character.

Whatever happened to Crosstalk? Is it still around?

I censored this pic because Jill's nipples were showing!

 

 

 

Post edited by Ron Knights on

Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,042

    did you try selecting the figure and right click or under edit transfer active morphs?

  • Ron KnightsRon Knights Posts: 2,070

    The characters and the render were done back around 2000. I merely loaded the characters into the scene.

    Sorry, but I don't understand your question.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,042
    edited November 25

    select your figure with clothes fitted and click this

    Untitled.jpg
    1912 x 1018 - 336K
    Post edited by WendyLuvsCatz on
  • Ron KnightsRon Knights Posts: 2,070

    I guess you don't understand what I meant. I was talking about Crosstalk that happened 25 years ago.

    I just wondered if Crosstalk had been "solved" I don't work with those particular characters any more.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,042
    edited November 25

    Ron Knights said:

    I guess you don't understand what I meant. I was talking about Crosstalk that happened 25 years ago.

    I just wondered if Crosstalk had been "solved" I don't work with those particular characters any more.

    AFAIK that was the Poser workaround for Transfer Active Morphs in DAZ Studio pro 

    likewise buying magnet fits

    DAZ studio does those natively

    Post edited by WendyLuvsCatz on
  • Do the clothes actuall have the right morphs? If so then crosstalk will trigger them, as long as they have the correct names. If not then you need the Transfer Active Morphs command to project morphs into the clothing - which is what DS has doen for a fair while. If the scenes were set up in Poser then it is possible that they triggered the accidental cross-talk in Poser but not the deliberate cross-talk in DS.

  • Ron KnightsRon Knights Posts: 2,070

    I'm sorry. This is not about the clothes.

    This is about how, back in 2000, Victoria "inherited" Michael (Marlin's) morphs. That is Crosstalk.

    I wondered what has happened to eliminate that problem?

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,042
    edited November 26

    so clicking on Transfer Active morphs didn't fix it?

    Did you try a smoothing modifier too?

    you want to apply a morph to V4?
    she is Unimesh

    export an obj of M4 and use morphloader 

    as to what happened to Crosstalk

    you are using DAZ studio 

    try Poser

    Post edited by WendyLuvsCatz on
  • BejaymacBejaymac Posts: 1,942
    edited November 26

    Ron, CrossTalk is a long standing Poser issue, and it's been the bain of many a content creator as they try and avoid it happening to their content.

    A simple example is if you load two V4s into a scene in Poser, load clothing for both and conform it to them, then dial up the morphs you want in the first V4 you loaded, the matching morphs in the clothing confomed to it will also dial up, but so will the clothing conformed to the second V4, that's CrossTalk.

    Studio doen't have that issue, but content made to avoid CrossTalk in Poser usually don't work so good in DS, either the valueParms have the wrong names or the ERC in the targetGeom is broken.

    Post edited by Bejaymac on
  • Crosstalk in Poser was a programming fault that was used beneficially to create an easy way for the clothes follow the figure pose/morph. The existence of the fault was proven by the fact all characters recieved the same morph.

    DAZ Studio has implemented a pretty strict object oriented approach to its dataset - just look at the scripting help files to get an idea of how data is obtained from the data objects only through pre-defined methods that hide a large part of the object data. As a result, the data objects only know about the object above and possibly below them in the tree, and only know a limited amount about the objects attached to them. Consquently, they will not know anything about another branch in the tree and cannot the affected by anyhing in that branch. So, in actual practice: 'Nothing has been done about cross talk' in DS, because crosstalk just wasn't possible in the first place.

    As for whether it has been fixed in Poser, I'm afraid I don't know. It would have required a complete re-vamp of the way the character & clothing data was stored in Poser. As it was an error, it needed to be fixed, and I imagine it has been fixed since the V1/M1 days. I can't recall having problems with it when I had P4 and was using V3 - but I didn't use P4 a great deal, it has to be said, because DS 0.7.x.x came out not long after I bought P4 and it was more capable and FREE.

    Regards,

    Richard

  • Ron KnightsRon Knights Posts: 2,070

    Thanks, everyone, for your explanations.

    Have a great day! And Happy Holidays!

  • richardandtracy said:

    Crosstalk in Poser was a programming fault that was used beneficially to create an easy way for the clothes follow the figure pose/morph. The existence of the fault was proven by the fact all characters recieved the same morph.

    DAZ Studio has implemented a pretty strict object oriented approach to its dataset - just look at the scripting help files to get an idea of how data is obtained from the data objects only through pre-defined methods that hide a large part of the object data. As a result, the data objects only know about the object above and possibly below them in the tree, and only know a limited amount about the objects attached to them. Consquently, they will not know anything about another branch in the tree and cannot the affected by anyhing in that branch. So, in actual practice: 'Nothing has been done about cross talk' in DS, because crosstalk just wasn't possible in the first place.

    I'm not quite sure what you are saying here, but I think it is not entirely correct. Daz was certainly aware of, and wanted to support, fitted items picking up the values of matching morphs on the base figure and took care to implement it as a feature rather than an exploit.

    As for whether it has been fixed in Poser, I'm afraid I don't know. It would have required a complete re-vamp of the way the character & clothing data was stored in Poser. As it was an error, it needed to be fixed, and I imagine it has been fixed since the V1/M1 days. I can't recall having problems with it when I had P4 and was using V3 - but I didn't use P4 a great deal, it has to be said, because DS 0.7.x.x came out not long after I bought P4 and it was more capable and FREE.

    Regards,

    Richard

  • The ability to read or modify object data in DS is through a managed interface where the object interface protects its own data from non-permitted use. This better programming practice means that the accidental activation of morphs on different branches of the scene tree is not possible. Something that is to be approved of. Regards, Richard.
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