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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)



Subject: problems creating a figure


Stephen Ray ( ) posted Tue, 29 April 2003 at 8:05 PM ยท edited Sun, 01 December 2024 at 3:19 AM

file_56432.jpg

Can some give me some insight why this is happening when I rotate ( any direction ) my figures head. The eyes antennas and nose are children of the head. when I translate the head they are the only thing that move. No matter how I set up the JPs this happens. When I rotate the neck, the head and everything on it moves proper. I can post a link to the file if someone would like to check it out, I'm really new at setting up figures.

Stephen Ray



mateo_sancarlos ( ) posted Tue, 29 April 2003 at 8:51 PM

Turn off bending for antennae and proboscis; bad x-rotation center for head. That's my guess.


PhilC ( ) posted Wed, 30 April 2003 at 12:42 AM

Difficult to be certain just looking at your pictures but check the following:-

  • Your first order of rotation must be axial to the neck.
  • The center needs to be at the base of the head where it joins the neck.
  • Orientate the center so that the twisting axis points down the neck
  • Twist: Place the green end at the base of the head where it meets the neck. Place the red end at the end of the neck where it meets the body.
  • Bend & Side-Side: Green handles pointing towards the head and angled so that all the head is included. Red handles point towards the body.
  • For the eyes you'll need to turn off bending.

If you'd like to make the files available I'll be happy to take a look at it if needed.

philc_agatha_white_on_black.jpg


HaiGan ( ) posted Wed, 30 April 2003 at 2:08 AM

Points at PhilC's post. I had joint problems too. After he helped me out with some lines of code that I hadn't included in the cr2, I found I could fix the remaining odd effect- very similar to yours- by getting those coloured handles pointing in the right direction. Oh, and make sure the 'use spherical falloff zones' box is NOT checked.


PhilC ( ) posted Wed, 30 April 2003 at 4:46 PM

file_56433.jpg

We may need to do this a step at a time. From the PZ3 you sent me I see that the figure is orientated with its major axis in the Y plane not the Z as I had assumed. You need to go back into the set up room and look at the rotation order of each body part. It is essential that the first order of rotation is axial to the body part. It is this that defines the twist. As shown in this image you have twist in the X plane, it needs to be in the Y. The order of the other two rotations is less important, a rule of thumb is to have the one that is probably going to bend most, last.

Unless you get the rotation order correct the critter aint gonna fly, err crawl :)

philc_agatha_white_on_black.jpg


Stephen Ray ( ) posted Wed, 30 April 2003 at 6:43 PM

file_56434.jpg

Ok it's starting to make since to me now. By changing the rotation order so the twist is on the Y axes and setting the parameter as you described it works. Now I see why the legs don't respond like they should. I modeled the legs already arched, so the twist is not running at the same angle as the legs. So is there a way to bank or rotate the twist so it runs liner ( same direction ) with the angle of the legs. I've looked in the manual and tried the direction manipulation tool, but it seems to have no effect on the twist ( only the element ) Or should I go back to the modeling program and make the legs perpendicular to the body? Thanks for the help so far, you've saved me from countless hours of trial & error

Stephen Ray



Lawndart ( ) posted Wed, 30 April 2003 at 7:27 PM

Attached Link: http://www.3-AXIS.com

To fix this, Open the Joint Parameters palette in the Pose room. Click on the "Align" button in the palette. That should fix it I think. Cheers, Joe www.3-AXIS.com


Stephen Ray ( ) posted Wed, 30 April 2003 at 10:10 PM

Thanks, the center point can be adjusted so the twist lines up with the limb.

Stephen Ray



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