Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 1:43 pm)
Good question, I don't know of any easy way to do it. I might be (should be) possable to make another Z-rotate channel in the figure to use for the actual bending, and have the original channel set to -30 and hidden, the two could be linked via JCJ or you could have the 2nd one with actual channels in the parent, if you do it that way the joints are going to be tough to set up right, though.
My idea is similar to Jim's But keep the original jiont and create a dummy dial, such as a morph that does not change anything. Link it via ERC (Details how to do this at http://www.nerd3d.com/Tutorial/SuperMorph.htm) Make it invisible and set it to -30 and 30. So you have a morph controled joint without a real morph. I was thinking of doing this myself. however it looks as if the hips do not bend well.
Hi Lady Cherry, I think that Jim is talking about this: search in cr2 file the actor lThigh, this is an example for make your cr2 working: actor lThigh:1 . . . rotateZ zrot { name GetStringRes(1028,3) initValue 0 hidden 1 forceLimits 0 min -180 max 180 trackingScale 1 keys { static 0 k 0 -30 } interpStyleLocked 0 valueOpDeltaAdd Figure 1 lThigh:1 Side-Side deltaAddDelta 1.000000 } valueParm Side-Side { name Side-Side initValue 0 hidden 0 forceLimits 0 min -180 max 180 trackingScale 1 keys { static 0 k 0 0 } interpStyleLocked 0 } . . . you must replace the rotateZ zrot definition with the code above... the rThigh is similar (angular inversion). Hope help you and sorry for my poor english, Mav :)
Now that I think of it though, while Malveris has it the way I figured, you could possably run it the other way, with the original Z-rotate channel zeroed (but still calling the side-side master channel as he shows), and have the side-side channel with the -30 preset (that is the k 0 -30 line). I don't know if this way would be better for working with existing poses (which are going to try and remove the -30 preset) or the other, I'd guess neither will work correctly, but that is just a guess. Incidently, I've thought of doing something along this line on a figure, especially on the joints that bend to over 180 degrees, like the elbows and knees- have the default bend in the middle of the range, ranther than at zero. What kept me from trying it are the problems you have run into and the thought of making "kinked" clothing (as differing from "kinky" clothing, which is no problem) ;-)
Hey jim I will try that tonight. As far as turning off inverse kinetics off as default what do i need to do for that? Im more of a modeller I build clothing and figures for poser but not 100% familiar with it hehe. Thank you for your time I appreciate all the help -Lady Cherry
The Art Door and Rendervisions Community.
For Artists By Artists
Your welcome! You need to cahnge the Poser name for th eIK chain to something other than "LeftLeg" and "RightLeg", as Poser takes control of these, no matter how they are set. This is Vickie III setting, which are on: inkyChain LeftLeg { on name LeftLeg addLink lThigh:1 addLink lShin:1 goal lFoot:1 linkWeight 0 1 linkWeight 1 0.2 } inkyChain RightLeg { on name RightLeg addLink rThigh:1 addLink rShin:1 goal rFoot:1 linkWeight 0 1 linkWeight 1 0.2 } These are Glamorous Vickie's settings, which are off, only thing changed was the space in the name and "off", you need both parts - you also have to open the CR2 in Poser, make sure the IK is set to off and resave it, as a couple other components have to be turned off, too (the offsets for foot parts, actually), but Poser will do this for you. inkyChain Left Leg { off name LeftLeg addLink lThigh:1 addLink lShin:1 goal lFoot:1 linkWeight 0 1 linkWeight 1 0.2 } inkyChain Right Leg { off name RightLeg addLink rThigh:1 addLink rShin:1 goal rFoot:1 linkWeight 0 1 linkWeight 1 0.2 }
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If you need me to explain better let me know I will explain it the best I can.
Mych love
-Lady Cherry
The Art Door and Rendervisions Community.
For Artists By Artists