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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 1:20 pm)



Subject: Tear in Geometry


pappy411 ( ) posted Thu, 18 October 2007 at 8:24 PM · edited Mon, 23 December 2024 at 12:23 PM

file_391110.jpg

I am unable to solve the tear problem in my neck geometry.  The neck is parented to the chest, head is parented to the neck.  The neck is surrounded by the chest and not touching any other body part.

The chest is touching both left and right shoulder that is parented to the chest as well as the neck.

There are no body artifacts grouped to the head.

Any corrective wisdom will be appreciated.
Pappy. 


geep ( ) posted Thu, 18 October 2007 at 9:25 PM · edited Thu, 18 October 2007 at 9:27 PM

Hi pappy411,

It appears that the vertices at the joint (head & neck) need to be "welded."

If they are properly "welded," then when "Bend Body Parts" is active there will be no "tearing."

Do you see any "tearing" at any other joints?

cheers,
dr geep
;=]

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



pappy411 ( ) posted Thu, 18 October 2007 at 9:32 PM

The rest of the body performs great with the bones.  No tears.  I did weld the joints and the tear still appears.
Pappy


pjz99 ( ) posted Thu, 18 October 2007 at 9:53 PM

I would have thought the same as Geep, but see this thread in which adp001 explains some joint falloff info:
http://www.renderosity.com/mod/forumpro/showthread.php?message_id=3087659&ebot_calc_page#message_3087659

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pappy411 ( ) posted Thu, 18 October 2007 at 10:01 PM

Thank you!  

It is a strange situation.  I tried the neck grouping higher up and the tear occurred at the new upper  portion of the neck.  the polygons at the old tear held together and stretched well.

I sort of thiink something in the head geometry could be causing this.


vince3 ( ) posted Fri, 19 October 2007 at 4:13 AM

sorry i came into this thread with wrong thing in mind,

this is the first time i have noticed that tear (rip) is spelt the same as tear (cry), never spotted that before,

(i probally want to stay in more)

i've been no help have i?
(hangs head in shame)


EnglishBob ( ) posted Fri, 19 October 2007 at 5:46 AM · edited Fri, 19 October 2007 at 5:47 AM

Definitely a welding issue, if I may stick my neck out here (LOL). Poser needs the vertices which are to be welded to be in exactly identical positions, down to the last decimal point. Sometimes inaccuracies in the modeller's export routines (due to Poser's titchy scale) can round the coordinates up or down. The easiest way to achieve this, by the way, is to have a continuous mesh; but some modellers think that if you want groups, they have to be separate items and they duplicate the vertices along the border. Second, there needs to be an actual weld statement in the CR2 - hand editing can sometimes lose that line of code. I hope that made sense - if not, let us know how you did the grouping and the rigging.


pappy411 ( ) posted Fri, 19 October 2007 at 9:08 AM

Hi Bob,
I think you have the answer.  I did model the head seperately from the body.  I modeled the head and body seperately then  fit and welded the head to the body in Hexagon.  There were some rogue points I missed in the head that caused the problem.

Thanks to all for the help.
Pappy


geep ( ) posted Fri, 19 October 2007 at 9:24 AM

Bingo! ............. Glad you found it. ... ;=]

cheers,
dr geep
;=]

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



Conniekat8 ( ) posted Fri, 19 October 2007 at 12:29 PM · edited Fri, 19 October 2007 at 12:31 PM

Quote - The easiest way to achieve this, by the way, is to have a continuous mesh; but some modellers think that if you want groups, they have to be separate items and they duplicate the vertices along the border.

 

Great point!
I have one of the modellers that does this, Hexagon. The way I get around this is to do all my rigging related grouping in UV mapper. UV mapper doesn't create the duplicate unwelded vertices, and what's rteally beautiful is that it will let you export grouping, and apply it to an ungrouped morphed mesh (of the same vertex count).
Also, for some reason I prefer to select polygon groups on a flat UV map as well.

One handy thing to do in Hex, to avoid theese kinds of tears is to occasionally run 'average weld' with a really small value. (I need to do that more often myself!)

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