Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 05 2:05 am)
basically the green sphere should cover only the area you want to move a hundred percent with the bone, and the red sphere should overlap the green sphere some and cover only the area you want to blend between a hundred percent to zero percent. thats a pretty simplistic explination but it will give you an idea of how to go about working. the best way to learn is to study existing rigs and see how they are set up, and see what adjusting them a little bit does to the joint.
oh wait you are applying this shape as a morph? sorry I didn't get that at first, no you cant change the jointing for a standard morph becouse the joint effects the mesh before the morph. so the mesh is being deformed by the joint as if all its points are in their origional position. no this foot wont work as a standard morph, you could rerig the figure if the morph effected the mesh before the rig and there is a way to do this in poser. but it involves editing your cr2 Manually what you need to do is go into the cr2, in each bodypart is your morph channel and a lot of other morph channels. as well as the joint channels at the very end, if you go in there and move your morph just below all of the joint channels, repeat that with every bodypart. I recommend cr2 Builder for modifying poser file hirarchy. http://www.geocities.co.jp/Bookend-Ohgai/9483/tool/CR2Builder/02k/index.html
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You mean, move the morph deltas right below the joint channels? I got the program but I don't quite understand what you said in your last post, could you please elaborate?
Thanks.
On a side note I temporarily fixed the problem by exporting the entire mesh with with the morphed feet as a new obj and pointing the cr2 to that mesh manually, I posted in the other topic over at DAZ that you saw with a picture, the problem is that I found out that for some reason, when I export the entire mesh (Poser Service pack 2.1 may have some bugs) the vertex orders are changed, producing a exploded mesh effect and non-symmetrical geometry. I don't know how to fix this but I've sent a notice to Smith Micro, here's a picture of what happens:
Here's what I got when I didn't morph it with body morphs but had the gargoyle feet as part of the base mesh:
I did what you told me about moving the body morphs of the elongated digitigrade foot to after all the joint channels; However, I used the same cr2 that I used in setting up the joints correctly with the digitigrade feet morph intigrated into the mesh, as a result I notice that even with the correct joint setups, the mesh does not respond well to bending, though it does bend. Could anyone elaborate on what I need to do further to fix this problem?
Here is a picture to illustrate the problem:
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Hello,
I'm making my own digitigrade feet for a custom gargoyle character, but I'm having a problem getting the toes to pose along with joints. I have modified the joint centers of the left and right toes but everytime I try to cause the morphed toes to bend, twist, or move side to side I don't get a response, as if the bones only recognize the original configuration of the mesh and won't allow for transformations with a morphed body part that has extended beyond the reach of the original position of the body part.
I'm attaching a picture so that you can see the problem:
Could you please help me? I have no clue what I'm doing wrong other than what I've mentioned above.