Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 22 9:27 pm)
Just go into the setup room and grab a view where you have a good view of your object, usually top, front or side. Then select the bone creation tool and start your way around the necklace. Go nice and slow and they should connect themselves to each other. If you don't want more bones make sure you deselect the bone creation tool...otherwise you'll have a mass of bones looking at you (boneyard!). Then go into different viewports to move them into place with your translate/pull tool.
Really quite simple when you get the hang of it...don't worry you'll do fine.
Comitted to excellence through art.
The rings in Poser are too thick. I wanted thin rings.
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
As ockham says.
Also, you'll need to decide where you want your origin on each ring as it will determine how they rotate with respect to each other. One place would be at the point where the two rings touch so that rotation keeps them touching - otherwise the rings pass through each other or no longer remain connected. A better place would be to center the origin of the current ring with the 'previous' ring (the parent) so that the ring rotates around the 'previous' ring. This is how I rigged a key chain with keys. The keys' origins are centered on the ring center.
The situation is that you may need some way to change the origin for different rotations. For instance, the ring center is good for the rotation axis perpendicular to the ring. But what about the other two rotation axes? The axis of rotation that twists the ring with respect to the other might suffice at the center but the last axis will rotate away no matter what. Illustratively, lets say that the ring profile is on the XY plane. The Z rotation will rotate the links to bend the chain as you desired. The X rotation will twist the links. The Y rotation will rotation them away from each other and would require a rotation center (origin) like the first place (the point where the two rings touch). I'm not sure how to work that - as the origin is set on a JP basis and not a rotation axis basis.
Basically, a chain link like this will be a body part hierarchy like this:
Chain0
..Chain1
....Chain2
......Chain3
...
............ChainN
So, here 'previous' ring for Chain3 means Chain2. :)
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
Quote - They won't deform if you set all the bend lines to 0 in the CR2.
That's good to know :) I'm a rigging noob, sorry for spreading bad information.
OMG! This bone stuff is beyond me. I think I'll look around some more and try and make due with a chain that doesn't have round links but has the ability to morph shape to bend and curve. Or create them in post work.
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
Well, I can make you a morphing chain if you like, I remember your post from Freebies and can do something like this pretty easily I think. You want thin, round links just like what you showed above?
Thank you! Yes, thin, round links and the ability to either keep it straight or to curve it.
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
You could try making it dynamic.
Have a look at this thread.... http://www.renderosity.com/mod/forumpro/showthread.php?message_id=2615870
Yesterday's the past, tomorrow's the future, but today is a gift. That's why it's called the present.
JP setup isn't all that difficult - it is just a matter of preparation and consideration. Chains are a bit more involved than simple 'end-to-end' body parts as the connection is different (not end-to-end but interlocked - here you have an 'imaginary' constraint or collision with the other links that should be maintained). Since you are not concerned with 'deformations', you can ignore Sphere Mat Zones altogether. With this, you want each chain link to 'bend' without deformations. There is a tutorial for a 'chest' that explains this type of rigid bending of body parts. If you need it, I could dig it up and provide a download link.
There are EasyPose chains which may prove more versatile. Maybe you should look into that - as complex as it is, the results are excellent and more realistic.
The cool thing about setting up a chain of links as a figure of body parts is that if you add IK (which is a, well, chain of links), you can select one end and whip it around to wrap an object - just like a multi-segmented tail. This way, you put the root end behind the neck and then IK the other end to meet it and you have a necklace. :)
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
Well, since I needed to learn C4D morph target handling anyway, this is a useful project for me - already about 75% done, just need to figure out how to get the morph tag to save morph targets properly and export. Even if you decide to rig it with bones (which I also need to learn to do, but not tonight) you're welcome to this, it'll be done in less than 20 minutes.
A not-very-good morphing chain, in Poser prop format.
There are two morph targets with somewhat different bends, that can be combined for some possibly useful results. It is scaled a bit big, a chronic problem for me (mental note to find a good consistent fix, I guess objAction scaler).
***It's an object file and static.
**
now, take your OBJ into Uvmapper.
break it into groups like Ring1, Ring2, Ring3, Ring4 etc
save
load OBJ into PhiBuilder
arrange rings into chain
save HIER file
open Poser
goto File > convert HIER File
load your Hier file from Phibuilder
Adjust joints with the joint editor.
nice and simple and I'm very suprised no oneelse suggested this method as it's the simplest and most reliable way of doing it...
Quote - Hi Folks,
Would you like to learn how to make a poseable chain using only Poser?
cheers,
dr geep
;=]
Yes! :)
Thanks for the chain pjz99 :) I"m going back to bed for awhile but I'll try it this afternoon :)
Khai, that sounds so easy when you list it like you have, but I've only used UVMap to spit out a template and at that it didn't turn out very well. And I've never heard of "PhiBuilder"." I suspect that while your list is short, it's not as easy and straight forward for a total newbie who has no idea or concept of modelling and stuff.
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
Attached Link: http://www.royriggs.com/poser.html
actually.. it is. get PhiBuilder at the link ...and it really is that easy. in UVmapper select by geometery Ring1. assign to Group - Ring1. etc. save the OBJ to the New figures folder under Poser. Open the OBJ with Phibuilder and arrange the IK chain - it's litterally drag and drop and very simple. save the HIER file.. then open poser and import the HIER file.. it'll ask you for a name, give it. then file new.. goto New Figures in Poser and there it'll be boned and setup with it's IK chain... simple as that.
and erm... I believe you have Secrets of figure creation in poser 5?
page 151 covers this (one page is all that as needed!) method and I think Phibuilder is on the CD
OPTIONAL - adjust the x, y, and zScale parameters to modify the shape of the "link" (Torus)
??? - Would you like to know how to change the shape using a magnet ???
BTW - Questions are always welcome.
When you see "[menu]" it means the main menu at the top of the screen.
cheers,
dr geep
;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
lets see... using cartoonish figures, spreading the information all over the graphic so you end up searching for it, things like that. I know a lot of ppl love the style you use. but I find the style annoying and cluttered.. an example would be taking 5 minutes to search through the graphic to find the information that could be put in such away it could be read in 30 seconds... things like that
Ok, good input ... let me see if I can apply it to this mini-tut ... and please feel free to critique it at any time either here (post) or email me . >>> geep@cableone.net
cheers,
dr geep
;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
We can do better than that with a Magnet.
Stay tuned ...
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
If I want round links instead of oval ones, so I still need to do the magnet step?
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
Quote - The prop I made available, if you like you can just scale it up along the X axis, or scale down along Z axis...
That looks great! Thank you :)
I still want Dr. Geep to continue the tutorial though! I'd like to be able to try and make some simpler things myself so that I don't have to bother people all of the time.
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
@ Acadia
No, you do not need to use a Magnet. That is why I labeled it "~OPTIONAL ~" on the graphic.
The Torus is already round.
This tut's for you Acadia so ...**
**I will not do any more about Magnets in this mini-tut since you do not want to deform the link.
BTW - Have you adjusted the "fatness" of your link?
cheers,
dr geep
;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
Yep. I lowered it to zero :)
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
Ok, next, we will duplicate the torus using the Grouping Tool (GT).
Note - You may not need to do all of these steps but I will cover them in case you need them.
Now, the "Clink" should be selected - if not, select the "Clink" prop.
Next, we will use the GT to assign "Group names" ... when we continue.
I will return in a few hours ... gotta go back to work.
cheers,
dr geep
;=]
P.S. Graphic to follow ...
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
Thanks so much for doing this :) I'm actually able to follow this :)
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
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amy_aimei answered my request in free stuff for a chain.
http://www.sharecg.com/v/14110/3d-model/Chain-of-Rings
It's an object file and static. I need some morphs added to it so that I can not only keep it straight, but also bend and curve it as needed, like this:
She made it in Blender and said that I would need to add bones to it from within Poser. Can someone explain to me how to do that, or perhaps add them for me if it's a hard thing to do?
"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi