Inception8 opened this issue on May 28, 2009 · 19 posts
lesbentley posted Fri, 29 May 2009 at 4:11 AM
Quote - I guess what I might also be suggesting is there somewhere in the PP2 file that states the pivot point (JOINT) location when you load the prop. If so would there be a way to copy that so that the pivot (JOINT) parameter is also at the top of the morph 'earring' (object) so it keeps everything in one file for ease of use.
In a poser file, the pivot point is called the 'origin', and the 'origin' line has 3 values separated by spaces which define the x, y, and z, location of the origin respectively. The origin does move with the prop when it is translated. Your problem stems from the fact that you are NOT moving the prop you are moving its mesh whilst leaving the prop itself in the same place. Morphs don't move props or actors, they move the vertices associated with the prop's geometry. This may sound like knit picking but it's important to an understanding how things work.
If I remember rightly, ockhams idea of using ERC in the OffsetA channels won't work.
The following assumes that the earrings are two separate objects (even if they are in the same pp2). If it where me, I would scrap the morph as a way to fit the earring to G4. Instead I would use ERC to change the translations of each earring so that they move into position on G4. This solves the problem of the origin as it will move with the prop. I will say more about how to do the ERC in my next post.