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Poser Technical F.A.Q (Last Updated: 2024 Dec 04 2:47 am)
Welcome to the Poser Technical Forum.
Where computer nerds can Pull out their slide rules and not get laughed at. Pocket protectors are not required. ;-)
This is the place you come to ask questions and share new ideas about using the internal file structure of Poser to push the program past it's normal limits.
New users are encouraged to read the FAQ sections here and on the Poser forum before asking questions.
Attached Link: arrowprop.zip (4 KB)
Attached Link: flagprop.zip (73 KB)
lol! hey, vk, want to write the sequel to my book??? ;) now with the tread-thing, somebody got a cylinder to work in that instance, by parenting magnets to the gears. as the cylinder rotates through the magnet zones, the magnets pull it into the proper shape. also, as the there gear things move, they pass their magnets and zones through the cylinder to keep it in the right shape. of course, this wouldn't work with your train track example. :)
WOW!!! This is awesome stuff, VK. Thanks for posting it :-)
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I just love this sort of thing. I just finished Denis's (allstereo) tuts on Poser's Dependent Parameters and got a ton of in depth understanding out of it. This is one of the reasons I stay with Poser (despite it's instability, goofy interface, lack of new content, etc). You never see technical discussions of this depth for Daz. I guess they want folks to guess how it all works. This will go a long way with helping me rig my you-really-don't-want-to-know-but-it'll-be-for-sale-on-pervertosity-soon gizmo.
Have you folks ever considered writing a book? B.L. Render's "Secrets of...for Poser 8" is still topical but getting long in the tooth.
Thanks for taking the time to write this.
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...if you don't like railways, track vehicles, bike chains, and conveyor belts. When you make a poseable railway model, track vehicle, articulated bike chain, or a similar model, you connect several elements, which travel at a fixed distance between each other along a curved motion path. A common method to create an accurately curved and timed motion path is to rotate the elements around a fixed pivot along the curves. Depending on the model, the curves of the motion path may be of different radii and may require different rotation centers of the elements. To create different rotation centers in course of the motion, you use either "virtual" joints (additional invisible elements), or variable rotation centers. Virtual joints produce large data overhead, and complicate the animation setup. To keep it simple, you might prefer fewer elements with variable rotation centers. Some animation programs support variable rotation centers, others don't. In Poser, you can't animate the rotation center of a prop or actor. On the other hand, most (if not all) animation programs support only a limited number of transformation channels per object, typically 3 rotation channels and 3 translation channels. If you want to create more sophisticated rotations, you have to use virtual joints (such as "Target Helper Objects" in Carrara, "Null Objects" in Lightwave and C4D, "Effectors" in EI Animator etc.). In Poser, you can use a virtually unlimited number of transformation channels per object. You can add several parallel rotation and translation channels for one prop or a single bodypart. Because of this unique feature, Poser can be a very powerful tool for complex motions of single-body objects and rigid multibody objects. Multiple parallel channels are useful, for example, to create animatable rotation centers in Poser. This tutorial explains, how to implement different origins at the same time, and how to create a variable origin.