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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 7:38 pm)



Subject: Problem or Just a Poser Thing?


Circumvent ( ) posted Mon, 30 January 2006 at 3:46 PM · edited Mon, 02 December 2024 at 3:59 PM

Content Advisory! This message contains nudity

file_322548.jpg

I have a question in reference to unatural lines when a model is bent at the hip. My question is if I'm trying to pose a model to where the hip is bent like say sitting in a chair, the area where the leg is bent at the hip has a line all around the leg. This makes it look unatural. Is this a poser thing or can it be corrected with certain settings in Poser? I'm providing a image so you can see what I mean. Thanks. Adrian


richardson ( ) posted Mon, 30 January 2006 at 3:52 PM

Try to bend from the "thigh" 1st. Then "tweak" with buttocks. You will not escape some deformation, though.


Circumvent ( ) posted Mon, 30 January 2006 at 3:55 PM

Richardson Thanks for the response. I didn't know if it was a Poser thing or not. It's hard not to get some deformation included. Adrian


richardson ( ) posted Mon, 30 January 2006 at 4:04 PM

Adrian, You are no longer anonymous...heheh Don't forget to use IK and rotate hip "X". That can relieve some of the leg bend burdon...Just bend stomach and chest back a bit.


Circumvent ( ) posted Mon, 30 January 2006 at 4:07 PM

Richardson I know I picked a bad user name:-) I want to change it. I didn't know what else to use. Anywho, thanks for the help. I didn't know if I could use IK or not. Usually the IK is off which could be my problem too. Thanks again and I'll give it a try. Adrian


richardson ( ) posted Mon, 30 January 2006 at 4:31 PM

file_322549.jpg

IK is a terrible thing to waste. So long as your legs are in "line", you can go pretty far. ..uncheck "uselimits". harr


amacord ( ) posted Mon, 30 January 2006 at 4:55 PM

file_322550.jpg

joint editor can fix it....


logansfury ( ) posted Mon, 30 January 2006 at 5:09 PM

all that improvement from just an adjustment of Dynamic C? That is AWESOME!! is this P5 specific or can PPSR3 do this with its joint editor as well?


amacord ( ) posted Mon, 30 January 2006 at 5:18 PM

p5 is all i have and know, so i cant tell...sorry.


Circumvent ( ) posted Mon, 30 January 2006 at 5:35 PM

WOW! I didn't even know the joint editor existed. Thanks to all that helped me with this. Adrian


PabloS ( ) posted Mon, 30 January 2006 at 6:45 PM

-bm-


Circumvent ( ) posted Mon, 30 January 2006 at 7:15 PM

Amacord I wonder if you could give me a short tutorial on how to use the joint editor to smooth out the lines. Thanks in advance. Adrian


Tucan-Tiki ( ) posted Tue, 31 January 2006 at 1:02 AM

I hate when the unimesh figures bend thier legs and thier butt crawls all the way up thier back to strangle them. I wish they would fix that little problem, And the other problem is when you bend them to far and they suddenly look like a Jone Rivers crash diet...


xantor ( ) posted Tue, 31 January 2006 at 1:15 AM · edited Tue, 31 January 2006 at 1:21 AM

Logansfury the joints can be edited that way in propack, too.

Message edited on: 01/31/2006 01:21


ynsaen ( ) posted Tue, 31 January 2006 at 1:26 AM

well, I'm not amarcord, but... With the joint editor open, select a body part (in this case, the buttock). IN the joint editor, switch to the bend parameter (using the little drop down box). Make sure that "display deformers" is checked. You should see a red circle and a green circle. Although they ae harder than hell at times to select, select one with your mouse. Your dial area should change to show the dilas for these areas. Using the dials, move the green area around until the look is proper for what you are seeking. Depending on the specific pose, that could require using the rotation or translation dials in single or combinations. It's not the most elegant thing in the world, but it works wonderfully. One of the few things I sorta wish for in P7 is an easier way to deal with those falloff zones -- grabbign one in a multi figure scene is a F***king pita..

thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)


ynsaen ( ) posted Tue, 31 January 2006 at 1:29 AM

incidentally, never type without your glasses if you have to see the keyboard to type. more related, the joint editor scares the crap out of a lot of people, but when you are making a figure, it becomes something, well, a thousand times worse, LOL. Any kind of advanced rigging involves using the joint editor, and for animation, learning to use it and keyframe it can be a godsend.

thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)


linkdink ( ) posted Tue, 31 January 2006 at 2:11 AM

amacord, excellent tip! many thanks for that!

Gallery


amacord ( ) posted Tue, 31 January 2006 at 4:02 AM

@adrian @ynsaen the falloff spheres have nothing to do with this problem. move the mouse to the end of the green line, the one in front. the cursor icon will change to a circle with a dot in the center. click and drag it up. thats it! it is a one-click-solution.


jenay ( ) posted Tue, 31 January 2006 at 5:21 AM

a time ago i did some experiments with morphmanager. you can use this tools to make special hidden dials visible, like the joint parameterdials that are only accessible via joint editor. the joint editor is terrible to use (in my oppinion), but when you have the dials visible it's much easier to use them and see immediately what happens. i only did some experiments, because it was very tedious to find out the correct dial names - and there are a LOT of dials. - but maybe someone has a list ... ?


amacord ( ) posted Tue, 31 January 2006 at 6:04 AM

hi jenay! i think the easiest way to make all channels visible in the object properties is to hack the cr2. replace all hidden 1 by hidden 0. but for our current topic it is of no use, because what we want to manipulate is this: angles -26.2368 -139.245 -204.728 60.217 not this: keys { static 0 k 0 0 } the keys will show up in object properties, the angles will not. your idea made me curious, so ive tried it right now with the default V3 BLANK.cr2 (servus aus wien) A.


jenay ( ) posted Tue, 31 January 2006 at 6:40 AM

aha - vielen Dank f den Hinweis :) (grse aus Mchen)


ynsaen ( ) posted Tue, 31 January 2006 at 1:10 PM

oh -- so you just adjusted the center. My bad.

thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)


Circumvent ( ) posted Tue, 31 January 2006 at 1:19 PM

Thanks to all for helping me with this. I will start to experiment with this until I get the results I want. Thanks again. Adrian


amacord ( ) posted Tue, 31 January 2006 at 1:34 PM

no, ynsaen, not the center where the green and red lines come together. look at the screenshots i posted above.


ynsaen ( ) posted Tue, 31 January 2006 at 1:39 PM

duh -- ok, angle -- didn't pay enough attention tot he joint editor's sections.

thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)


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