Forum Moderators: Anim8dtoon, RedPhantom, Staff
New Poser Users Help F.A.Q (Last Updated: 2025 Feb 12 2:40 am)
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Have you, or has the pose you applied, translated the hip? If you move the figure by moving the hip, the centre of rotation doesn't move with the figure. As an experiment, load Andy and move him by selecting the body, then rotate and you will see he rotates about a point that appears to me to be somewhere between his feet. Now move him back to his original position, turn off ik, select the hip and move this. Now select the body and try rotating him, and you will see the difference.
Just what are you trying to accomplish. I'm adding a quickie animation of andy spiraling down the cylinder, if you need to know how it was accomplished let me know.
... Lol, well that was supposed to be a 30 frame GIF, I guess those aren't supported, anyhow.. Andy is at top on frame 1 and bottom on 30. The image is showing the whole transition instead of frame by frame.
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Consider me insane if you wish, but is your reality any better?
my goals have changed since i posted this my CURRENT goal is: i want to know how to get andy (or any other character) to interpolate properly, like for example say i make 4 key frames where he's on a different side of the pole, and instead of smoothly rotating like yours, he detaches from the pole spins around than reattaches on the other side, HOW DO YOU MAKE ANYTHING SMOOTHLY TRANSLATE!?!?!
Sorry, I don't really animate that much so beyond simple is above my skills. Lol.
Have you tried the spline editor, or the interpolation choser on the keyframe editor?
Also you may want to post in the regular poser forum as I think some of the animators post there. (Don't hold me to this as I'm not sure)
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Consider me insane if you wish, but is your reality any better?
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the figure "Andy2" SPECIFICALLY has this problem it rotates like a pendulum rather than normally, it'll be in a COMPLETELY different spot once rotated even SLIGHTLY I've tried messing around in the joint editor but it didn't help
before rotation:
after rotation: