Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 03 7:06 am)
Whether the re-associated maps would handle as intended, however, I don't know.... :unsure:
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Cage can be an opinionated jerk who posts without thinking. He apologizes for this. He's honestly not trying to be a turkeyhead.
Cage had some freebies, compatible with Poser 11 and below. His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.
Whether the joint order matters might depend on what kind of actor this is and how it relates to its parent or children in the rigging. At the very least, there is a great difference between how Poser handles its "twist" and "joint" rotations. My impulse is to suggest that for most body parts the rotation order probably does matter, but I haven't done extensive tests to verify that. :unsure:
What sort of actor are you dealing with, and how does it fit into the rig?
On edit: With the mapname editing I suggest above, the same swaps would have to be made for all actors affected by each joint. If the mapname references don't correlate properly among all actors affected by a particular weight map, the results could be... messy. This really could be "the hard way", in some cases.
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Cage can be an opinionated jerk who posts without thinking. He apologizes for this. He's honestly not trying to be a turkeyhead.
Cage had some freebies, compatible with Poser 11 and below. His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.
In the post above, Y is twist axis, and I had the center aligned, this makes the UI draw the twist axis correctly but the influence is totally wrong
I want to rig a makehuman mesh
That is curious. The XYZ influence looks correct for a Y-oriented joint order, and the Y orientation looks more correct for X. Is the influence displayed above weight-mapping or Poser's default zone-based joint influence?
I've always avoided the Setup Room, unfortunately. This may be a question for someone with Setup Room knowledge. I know we have a few around here....
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Cage can be an opinionated jerk who posts without thinking. He apologizes for this. He's honestly not trying to be a turkeyhead.
Cage had some freebies, compatible with Poser 11 and below. His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.
I'm chiming in here mainly to see if there is a simple answer. Like Cage, I rarely venture in to the setup room, and it usually seems easier to re-rig something if a mistake has been made.
Quote - My impulse is to suggest that for most body parts the rotation order probably does matter, but I haven't done extensive tests to verify that.
I've seen it suggested when building hierarchy files that the first axis should be along the direction of twist, and if possible the second axis in the rotation order should be the most-used bend. So for a forearm on a T-posed figure, the order should be XYZ: it would twist around the X axis, then bend mainly in Y. Z equates to side-side, which a human figure's forearm doeswn't usually do.
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Hi, I have a problem during rig practice, regarding change of joint order. I had the joint order wrong and the twist axis was facing in the wrong direction, then I changed the joint order, acknowledged the warning popup, and clicked "align" on the joint centers to realign the bones. Now the twist axis is facing the right way in the UI, but the still the old twist axis remained in the figure somehow, and when I use twist it will move the vertices along the new axis but with the weights of the old twist settings. Is there anything I must click or do for a full refresh after change of joint axis? Thanks :)