stahlratte opened this issue on Dec 18, 2005 ยท 39 posts
Photopium posted Sun, 18 December 2005 at 9:47 PM
Magnets Rock! My only beef with them is the limitations of the sphere-based zones. It would be nice to have more control over the shape of the pull and soft selection tools. That said, they can be clunky to work with. Thankfully, people such as myself have created magnet systems that are designed to be more handy and intuitive. There's only 3 basic things you need to know about magnets: 1. The Base. What does it do? Not much, really. Technically, it defines the point of origen and direction that the magnet will pull in. Nine times out of ten, you can just turn it invisible and totally ignore it, because Poser tends to put it exactly where you need it to be. 2. The Zone. What does it do? It defines the area of effect in a soft way. (the Center of the sphere is affected the most, and the effect tapers off towards the outer rim of the circle. You will need to adjust this until you get it just right. 3. The Magnet. This is where it all goes down. When I'm not using my Universal Magic Mags (which is hardly ever) my workflow is as follows (say for example working on the head). Select Head. Load Magnet. On the magnet, do something fairly extreme, like tran Z by 20 and view effect. Select magnet Zone, and fine tune the zone so that the affected area is honed in on. Select Magnet and turn off the extreme, and start doing what I want to do. If I am not getting the desired results, fine tune the base position. That's really all there is to it. Every once in a great while, I find I need to go into Sphere falloff zones and monkey around in there trying to get a desired result. When doing that, note that the far left of the graph is the center of the sphere and the far right is the perimeter. Basically, this ends up being kind of a lathe and is not exactly universally handy. But packages such as Universal magic Mags make all this easier. You load a set, each set consists of six magnets (Which makes it handy when working over jointed areas). 3 for left and 3 for right, for symmetrical morphing. You pin the set to whatever group you're going to work with, and it anchors the two extra mags per side to the neighboring groups to provide pull in those areas. All zone, mag and base Tweaing are done from one central source, namely the "Magic" ghost prop. The bases and magnets are invisible, so as to not clutter up your screen. The only thing you really need to see anyway are the zones, and the zones are wireframes so you can properly see what you're doing in all 3 dimensions. Sets like these really improve the workflow of magnets and thus make them much more accesible and user friendly. Someone will yell at me, but I feel compelled to mention that my set will be on sale for 30% off as soon as RO approves it, which should've been today. -WTB