Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 11 9:00 am)
If I were guessing I'd say that you have the parameters backwards... ie, the green should point towards the head and the red toward the body... it looks like its the other way around. (which often happens when poser creates a model with hornlike projections from a hierarchy file). I think it gets confused. Anyhow, select the bend property for the joint and then see if thats the problem luck BT
The green one should be at the back ( or bottom )of the neck 5, the pivot point is usually the green centre point. It looks to me like the settings for the joint are wrong in your first picture. Sometimes the bend can be set to too much and that is why it can affect other parts. Can you show the same picture with the neck 5 selected and the joint editor opened with bend selected?
EDIT: BTW, neck5 is selected in all the pics, except for the one with the center points. The head is selected in that one.
What really irritates me about this model is that the arms, hands, etc perform perfectly, without needing any altering at all. But even the bones for everything else gets thrown all over the place >=/ BTW, I realigned the bones to match their groups. Also, the spines on the head are props, so they're not affected by the JPs at all. I used to have them as part of the head, but they deformed badly because they wouldn't fit in the joint area.
Message edited on: 10/31/2004 00:23
Attached Link: http://bellsouthpwp.net/s/n/snowfox102/dragonposable4.zip
Here's the files, hopefully one of y'all can make sense of it =/Thanks for going through the trouble MoonRose. You did a much better job of explaining what's going on than I did. I can't figure out why it's doing that either. I've checked it in Wings where I modeled it, PHI Builder and Poser's hierarchy editor, and everything looks right. The only thing that's odd is if I go into the setup room. The bones are all over the place. But there's no change to the figure if they're moved. I kind of wonder if Poser just doesn't like having so many "necks". That doesn't make much sense though, because the MilDragon has 4 neck sections labeled neck1 - neck4. I've loaded and studied several different models, especially creatures with long necks, and those with the same "zero" position. I tried mimicing their setups, but I still encounter the same problem. This doesn't happen with other figures, or even other objects I've made. I experimented with something akin to Dr. Geep's Boxman last night. I stuck three cylinders together and messed with the joints on it. Even with rediculously out-of-whack parameters, it still behaved as I expected it to. About every other neck section on my dragon bends correctly. The "twist" and "sideside" movements are fine on all of them. I think my dragon is possessed >_> ;P
I've looked over the dragon, fun model :)
Here are some pointer:-
What I would do is to start over by writing a new hierarch file and bring the dragon into Poser that way.
However, take heart I know what you are going through, I've been there. Hopefully the above will be helpful. Good luck :)
Thanks PhilC, I'll work on the mesh some more. Glad you think it's a fun model too ^_^ I haven't started working on any body part other than the neck area, because it's what's not working. And I will be scaling it down in my modeller obviously, its default loading size is way too big ;) I know the neck especially needs more polygons, but I don't think that's what's causing the deformation.
I know I should have started working out the JPs from the hip outward. Maybe If I start there it'll behave itself. EDIT: Thanks Dr. Geep ;) Several of the bones are stretched out like that, adjusting/recreating them hasn't done anything yet.
Message edited on: 10/31/2004 18:54
Sorry SnowFox, ;=[ It would appear that my "magic potion" was a bit premature. When I tried to do some bone surgery on the neck ... neck4 and neck5 appeared to "snap" together. One observation though: You have 2 different (external) geometry files and, also, some embedded geometry in the .cr2 file. I don't know but it is possible that there is a conflict in there somewhere. PhilC ??? ... Any thoughts on this matter???. I shall try to investigate further ... later on. cheers, dr geep ;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
For the record...bone 5 wasn't parented properly to bone 4. That could have been fixed in the set up room by selecting bone 5, then going to the Objects menu, selecting change parent and selecting bone 4 from the hierarchy. You can change joint rotations with the joint editor. And Les said that it looks like a lot of your JP are pointed backwards. Have fun and good luck.... --Rebekah-- Hope my 2 belated cents might be of some help in the future. :)
NaySayGuy sez: "Da quitten guy nebber quits, an, uh, da winnin' guyz nebber winz ... or sumthin' lahk dat ... Ah thinks ... maybe ... Any-whoo, Da Doc, he sayin' dat all da time." Well, NSG was close but didn't quite hit the mark (as usual). This is what he was trying to say: "A winner never quits, and a quitter never wins." You're a winner Rachel, and your dragon looks excellent. Never give up and you will do just fine! ;=] cheers, dr geep ;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.