Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 01 3:31 pm)
Days like these, you can't help wondering if it's worth all the trouble... Your picture came out well, if it's any consolation. It shows that the end is more important than the means. :) When you consider the origins of Poser, as a quick and easy drawing aid, it's not surprising that later versions are having to swim against an increasingly strong current. It was never designed as a realistic flesh simulator, and it amazes me that people get the results that they do.
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Verbosity: Profusely promulgating Graham's number epics of complete and utter verbiage by the metric monkey barrel.
Content Advisory! This message contains nudity
[Disengage egg-sucking tutorial mode] ;-)
I always zero and lock side-side and twist rotations of the forearm and shin. This avoids nasty broken knees and elbows but makes IK generated poses an imperial sceptre up the backside. The desired pose can still be achieved by rotations of the hand(+shoulder) and foot(+thigh), since their deformation zones only affect the wrist and ankle, not the whole forearm or shin.
V3's Buttock/Thigh bends take on strange appearances if limits are not adhered to . I find the least objectionable way to bring the knee to the chest is bending the thigh alone to its limit of 65, then adding buttock bend to its limit of 30 before resuming thigh bend the rest of the way.
Unfortunately, any buttock bend deforms the groin area of the hip, resulting in even more compression of the already limited mesh in this area. I have had some success compensating for this with magnets centred at the y,z buttock bend coordinates bringing the pubic region forward as the buttocks bend. It's by no means perfect, but third party genitals can retain their shape and recognisability ;-)
And the final rule of thumb...
If in doubt, throw magnets at the problem ;-) (I wish Santa would bring me a real modelling tool...)
If anyone's interested, I'll see about bundling up the morphs into injectors.
Prefix-GeoffIX-Suffix
Message edited on: 12/12/2004 04:16
Verbosity: Profusely promulgating Graham's number epics of complete and utter verbiage by the metric monkey barrel.
And the biggest wish... That Curious Labs would find the wherewithall to extract their appendages from their orifices and rewrite Poser for the Mac to use MachO binaries rather than CFM so it can work with a version of Python that supports Tkinter, GRRRR!!!! NOT holding my breath.:-(
Verbosity: Profusely promulgating Graham's number epics of complete and utter verbiage by the metric monkey barrel.
Ahhhhh, Rederosity ate my original msg AGAIN!!!! Anyway, thanks a heap for this info gwhicks. It may contain the breakthru I need, although I've found a workaround by exporting the mesh to another 3d app and fixing the joint there. Time consuming, but very effective (see my latest 2 gallery images). Thanks again - great, detailed info.
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I've taken to copying my post text to a text editor before I click any browser buttons so as not to lose what I've typed. It's seriously disconcerting to have to recreate a chain of thought or revisit a stream of consciousness to redo a swallowed message. Oh, and I abhor the fact that IK posing ignores the zeroed twist and side-side limits when turned off. GRRRR!! I'm NOT paranoid, I'm PERSECUTED !!! ;-(
Verbosity: Profusely promulgating Graham's number epics of complete and utter verbiage by the metric monkey barrel.
AntoniaTiger, I have no doubt that is anatomically correct, but in the Poser realm bent knee shin side-side is better (less mesh break up at the knee) represented by thigh twist IMHO. For example, if the shin bend is 90, the side-side bend zones don't affect enough of the parent thigh to avoid strange mesh effects. Whereas twisting the thigh rotates the bent shin child without any distortion while distributing the twist along the length of the thigh smoothly. Anyway, (pp.) "They're more guidelines than rules" and YMMV, but I've seen enough extreme knee bend poses with large shin side-side components leaving the calf muscle in impossible positions to want to try for something better :-).
Verbosity: Profusely promulgating Graham's number epics of complete and utter verbiage by the metric monkey barrel.
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Warning....rant follows.... Hi So I've been trying to get some realism into my renders, and I've got to the point where the skin textures are not bad, but realism is being let down by poses and joints. In particular the elbow, shoulder, knee and hip joints. So I'm thinking, hey, why not develop some better JCM's to fix the problem. So I investigate. No go. The problem with JCM's is that say the elbow only gets screwy once it's bent more than 100 degrees, and JCM's start applying from 0 degrees, so you can't really have a JCM that starts effecting things after say a joint rotation of 90 degrees. So then I think, what about magnets. So I do the old "pose V3 with her shoulders back and arms down and look at the poor joint". The inside of her arms go into her torso. So then I lay down some magnets to try and fix things. Now I might be wrong here, but it seems to me the magnets don't work too well when there is a JCM (the std one's with V3) being applied to the area. So I couldn't get anything resembling a good result. So....next step is to export the previous mesh as obj into Maya and start to try and manually fix the shoulder joint by playing with vertices. But....Maya is designed to work on low poly meshes for deformation. A 60k poly mesh becomes and unworkable mesh. There are some tools to help (blendshapes, clusters, lattices, etc), but they don't really apply to fixing a hi-poly mesh like V3. Totally frustraited, I start playing with shaders in Maya and come up with something pretty good for skin. Run the render - looks a treat. But there is one little problem, V3's bottom is not quite right. I render a few different angles and nothing quite fixes it - so I head back to P5 to morph it into shape.....and......P5 crashes. Agghhhh. So it seems that P5 has a bunch of limitations which people have devised sneaky workaround for. But there are some things (joints!) where P5's implementation means they will be very hard to work-around. I ended up posting the final Maya render, at http://www.renderosity.com/viewed.ez?galleryid=774523&Start=1&Sectionid=26&filter_genre_id=0&WhatsNew=Yes Thanks for listening - had to get that off my chest.
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