Forum Moderators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 17 1:30 pm)
Myself, I cheated! For Lionheart, I made a 'buffer zone' group between the jaw and the head called jawhinge. Jawhinge is child of head, jaw is child of Jawhinge, that way the jaw only blends the jawhinge. I don't know if this is the best way, but it seems to work. Bloodsong probably will drop by, look at my post, shake her head and give you a real answer. :) Regards Lemurtek
Select your jaw, use your left or right side camera and position it so you have a good profile of the jaw. Switch to outline display mode and open your Joint Editor and select the bend channel from the pulldown. You will now see 4 legs, extruding from the centerpoint, two red lines and two green lines. The area of your bodyparts that come between a red-line and a red-line DOESN'T deform. The area of your bodyparts that come between a green-line and a green-line DOESN'T deform. The area that comes between a green-line and a red-line DOES deform. You'll probably want one of the red-lines and one of the green-lines to be fairly close to each other on the front side, with the redline just bellow the upper lip and the greenline just above the lower lip. Hope this helps.
Problem is that the jaw when at its zero setting is slightly up in the top of the mouth. Impossable to get the "legs" as u say to only cut through one or the other.. When i bend the jaw it pulls the top teeth & gums down from the head. I allready fixed the problem, But I cant stop thinking there must be a way to make it so the parent (the head) isn't affected. Thanks for the help all. P.S. To fix it I bent the jaw so it was away from the upper mouth area of the head (bending for the head is checked off. I then exported the jaw only as an obj and then imported it back in to the poser scene. I then replaced the jaw body part with it.
heyas; okay, the big secret is this... in the cr2, find the head. (this is much easier with a cr2 editing program!) inside the head are three channels from the jaw. they are called something like twisty_jaw, and i think bendx_jaw (or rotatex_jaw). those are the three 'affector' channels that tell the head to be affected by the rotations of the jaw. delete those branches of the cr2. leave the smoox_jaw (or smooz_jaw, or whichever) in, that's the smooth scaling factor. in fact, you can delete the bend but leave the side/side or twist in, if those work okay.
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I have a character that has a posable jaw. It effects the head though. The only way I know, is to turn off bending on the head but then it dosn't smooth into the neck anymore. Is there anyway to quickly fix this in the CR2 file. I read somewhere it was possable.