duckee opened this issue on Nov 07, 2004 ยท 10 posts
Spanki posted Sun, 07 November 2004 at 2:46 PM
I agree with ArtyMotion - in principle. And the suggestions above are all good ones (in particular, spreading the pose out among various body parts and using limits when it helps). I'd only add that it often depends on which character you are using and how the joint parameters are set up on that character. So I would put more emphasis on making it 'look' correct, than on physically 'being' a correct movement for a particular joint... if it looks better (or more correct) to have some side-to-side bend in the elbow than it does twisting the shoulder to achieve the same relative angle of the forearm, go for it. On a similar note, you can't really physically 'twist' the hand (that's a forearm-related motion), but you'll find tons of Poser poses that have hand-twist values set. I usually don't fret over it unless the twisting the forearm works better in any particular case... sometimes (for example) the elbow may bend/bulge funny due to the 'bend' it's in, so it 'looks' better to twist the hand instead.
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