odf opened this issue on Oct 27, 2008 ยท 13933 posts
msg24_7 posted Wed, 05 October 2011 at 10:22 AM
Quote -
Well "pseudo-gravity" is really just a fancy word that I'm using for for something that is really quite old hat, the Poser 'Point At' function, when used in a certain way. A ghost actor (no geometry) was parented to the BODY and placed a long way under the ground (-900000.0 PNU). The Poser 'Point At' function (Object menu) was then used to point the earrings at the ghost actor. So long as the y axis of the BODY remains vertical (no x or z rotation of the BODY actor), and the hip does not get moved more than about 500 PNU from the BODY, then it seems to works fairly well. The fly in the ointment here is that the rings will not respect solid objects and if Antonia is tilted too far to the side, the rings will fall through her neck. Because of that a dial was added to the BODY to turn "gravity" on or off.Note that 'Point At' works along a line drawn from the origin of the pointing item, through its endpoint, and terminating at the origin of the item pointed at. So its important to have the origins and endPoints positioned appropriately.
As to how broad an application this has, I'm not really sure. It's good for things that hang down and have a fair bit of room to move, also good for things that point up, like balancing a ball on a finger. Probably not very good for something like a ponytail, because it would fall straight through the figures back when it leaned forwards, and 'Point At' does not respect forced limits.
Maybe Poser's collission dectection is able to handle this...
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