Forum: Poser - OFFICIAL


Subject: Is there any way I can work with a bent foot when making boots

HellBorn opened this issue on Dec 06, 2004 ยท 13 posts


HellBorn posted Mon, 06 December 2004 at 6:57 AM

Do I get it right?

You morphed the foot and the position you wanted.

This means that the original foot bone sticks out in the air above the foot.

I see no big problem with that unless it gets outside any fallof zones as the center of rotation is the same.

However for the toes the center is no longer correct.
I suppose that this means that it is possible to simply move the center for the toes without affecting the foot bone. I had a image in my head that told me that moving the center of the toes also moved foot bone. I probably got this from the fact that when skeletons are built the next bone starts at the end of the previous. Of course, they do not have to be placed that way.

Did i understand this correct?

To me it sounds like a nice way to do it ;)

The other way seems to be almost as much work as modeling it on the flat foot to begin with. And as you say all poses has to be adjusted.

The though I had was if it would be possible to do it something like this.

Make notes of how the foot and toes has to be bent. Load a figure and take it to the setup room. Rotate the foot and toe bones as noted then save the figure to the library. Take the boots to the setup room and donate the bones from the saved figure. Now (at least in my teory) if those boots are told to conform to a figure the foot and toe bones should align with the figure and deform the boots for a float foot.

Whould this teoretically work?

The question is somewhat academic as I probably will do it the PhilC way as I really like the idea of not having to set the foot bends as sone as I change the pose. I can however se a drawback in that if I have setup figures using say different textures I would have to redo them for the highheel figure version.

Message edited on: 12/06/2004 07:01