Jonj1611 opened this issue on Jun 15, 2010 · 18 posts
karibousboutique posted Sat, 03 July 2010 at 10:40 AM
Quote - Well I only know those details because in creating the above imaged space ship, I never did figure out how to get it converted to a figure so it's a heirarchical series of parented props with a main parent. It allows all the bits and pieces that need to move to move. Everytime I've tried converting it to a figure the entire hull of the ship does weird things when the landing gear is moved.
It comes down to the red and green "falloff zone" spheres/capsules. If you export your props correctly as one obj file with each prop acting as a new mesh group, then when you import it into poser, you will have one object mesh with group names for each of its parts. When you bring this grouped mesh into poser's setup room and add bones, each bone controls a different group on your mesh. The trick, however, is to adjust the red and green "falloff zones" for each bone so that they affect ONLY the part of the mesh you want, without any other. (Falloff zones govern the part of the mesh joint that bends as one group moves but another doesn't.) I understand WHAT they do, but I do not claim to be an expert on HOW to implement them-- the darn things mystify me, too, lol!
There is an easier way to do this with a prop, though, using morph targets -- and you may already know this, but it bears repeating for anyone interested. With this method, you would end up with one prop with morph dials to adjust parts of the mesh, instead of several props parented to each other. If you export all your spaceship parts as one mesh with the landing gear down, and then retract the gear and save as an obj with landing gear up, you could use the "gear up" object to create a morph in your "gear down" prop (or vice-versa.) Poser would then rotate the landing gear up & down as you turn the dial, making the landing gear retract. You could repeat this with every moving part of your spaceship, just adding new morph dials into one master prop. As long as every object used to make a morph has the same number of polys, this works really well. I did this to create a wing prop not too long ago.
If you ever figure out rigging and falloff zones, let me know. I have mastered every other part of creating conforming clothing, but I just CANNOT rig it without the mesh splitting or massive pokethrough occurring. Not for lack of trying, I assure you! :)
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