MistyLaraCarrara opened this issue on Mar 02, 2013 · 9 posts
shvrdavid posted Mon, 04 March 2013 at 9:46 PM
Quote - hypothetcally, if i made a character, A3 for example, and wanted to include some wmapping for her elbows or glutes, can't do it? cuz pz2s are passive something or other ... ?
You can chain load the character using read script commands and do all sorts of things to it. IE: a cr2 that did this
...
readscript A3.cr2
readscript mods.cr2
...
That will load A3 then whatever you have in mods.cr2 Just remember that you can not remove things, just add or change them. If anything needs removed a python script that modifies, saves, then reloads, will be required.
Quote - and wmapping is only for joint bending,
it wouldn't do anything for expression morphs?
would need to slave morphs?
but can a slaved morph kick in at a certain limit set on the parent morph?
but if it was for like, a jaw opening and closing via bones and a joint,
then wm would come into effect?
You can bone rig expressions/muscle movement, etc... in Poser. Just keep in mind that a weight map can only move vertices on one axis. So you will need very careful bone origin and endpoints to take full advantage of all 3 axises of the bone.
You can slave morphs as well, dependencies can make them work off of a curve like you described. The higher the version of Poser, the more options there are for that.
Quote - and morphs all move linearly?
closing eyelids don't really move up and down,
eyelids sort of bulge over the eyeball. so hypothetcally, if i made a character and made her eyes a lil bigger, eyes open or eyes closed could work well,
but somewhere in between the blink, eyeball could poke through eyelids?
Morphs are 3 dimensional, so you can make morphs to aid scaling of eyelids, etc. If the eyelids are bone driven, you just set up the scaling channel to do it.
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