Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 03 12:46 am)
Attached Link: V3 & M3 Skeletons
If you're using the skeletons which come with Poser, they aren't very good. The DAZ M3/V3 skeletons *may* be better, but I'm not sufficiently clued up on anatomy to form an opinion. DAZ claims "anatomically correct" and "rigged individually for realistic movement of the bones".Thanks for that.
I have got the M3 & V3 skeletons, and their clavicles & scapulae do move.
I had played around with these skeletons using the parameter dials, and they didn't do anything,
After your suggestion to use these figures, I went back, and I found if you use the direct manipulation then the scapula moves with the humerus - not correctly, but it moves!
I guess I'll have to do it by hand if I want it done correctly, but it's a start at least.
Thanks for the input. Now to get the rhythm right
I'm looking at the skeleton that came with Poser 4 (don't know if it's still in
the newer versions) and the clavicle and scapula are one piece.
It should be possible to separate them out using either a modelling app
or the Grouping tool in Poser, but that would require re-rigging the whole
thing.
Hmm. One trick that wouldn't require re-rigging:
Use the Grouping tool. Start by locating the lCollar in the grouping tool.
Then pick New Group, name it lClavicle, and carefully select the clavicle.
(This is the hard part!)
Then do two things with this group:
Assign Material so you can hide it on the real figure;
and Create Prop to make a new free-floating prop from the clavicle.
Then parent the clavicle prop to the sternum,
and make the material of the real clavicle invisible.
Do the same on the right side, and save the figure with the props attached.
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The Daz skeletons are done amazingly well, and gave me quite a lesson in anatomy when I was working on the morphs for them! If they have any shortcoming, I think it would be not being able to curl the palm bones, or individually manipulate the toes, but they had to rig them with conforming to V3/M3 in mind.
There are a few standout rigged figures, and the skeletons are up there with EtuJedi's wings, IMHO.
Way too many people take way too many things way too seriously.
Search out the DAZ AV skeleton; that one has a fully articulated spinal column, the scapula are adjustable to keep them where they belong (the shoulder assembly pivots from the clavicle, so the scapula can separate from the ribs at certain motion limits). The tarsals and metatarsals are standard Poser Shovel Foot rigged, so you lose some accuracy there, and the carpals are the same; rigged as 'hand'. It isn't perfect, but it is a lot closer than some of the other skeleton models out there.
It's the V3 and M3 skeletons I have at present, and these are based on the fully articulated spine model.
I guess from what I've seen it's either a poser limitation or an oversight on DAzs part rather than a fault with the skeleton model itself- perhaps putting a morph control for the various movements which require scapular and clavicular movements would have been a good idea.
As I'm new to the fancier parts of Poser I won't be doing it myself any time soon!
Edit.... with regards to the posing of the skeleton within M3 or V3 (Well V4) anyone who's tried it will tell you how much fun this can be - bones getting lazy and being left behind (the radius is the biggest problem for me) if you don't do things in a certain order can certainly produce some funny results.
I've seen a few posts about problems getting the skeletons to conform, and have worked around a lot of the problems. I'd guess that the radius problem stems from the fact that the model is rigged from the wrong direction as far as the radius is concerned.
It must be difficult getting this sort of thing to work seamlessly, but the radius should be viewed as pointing in the wrong direction as far as the rest of the arm is concerned - it pivots around the ulna at the distal (hand) end, but the rotation of the forearm is controlled from the same place as flexion in the parameter dials - we can't have eveyrthing I guess!
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Is there any way (or is there a current model which supports it) of getting the skeletal figures to move correctly in the shoulder region?
Elevating the Humerus (referred to as the shoulder in poser) does just that - only the humerus moves.
In real life the scapula should move also. I am creating animations to show different aspects of my work (Sports Therapy) and the scapulo-humeral rhythm (no, it's not the latest track by Travis!) is important.
I'd like to be able to show the correct scapula movement, and the clavicle as well if possible without having to chop things up (the clavicle should elevate and rotate during the movement of the humerus)
Any ideas?