Thu, Nov 14, 2:56 PM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 14 12:36 pm)



Subject: Morphs for limbs in extreme angles


ramigani ( ) posted Wed, 31 October 2001 at 2:09 AM ยท edited Thu, 01 August 2024 at 2:48 PM

Are there any morph targets around to overcome the problems of arms and legs in extreme (=acute) angles? I mean morphs with all the typical (=natural) deformations you get e.g. when squatting down etc.?? Most people 'solve' this in post production, but there are cases where this is not applicable. Any help appreciated :)


EnglishBob ( ) posted Wed, 31 October 2001 at 5:58 AM

This is difficult to do, as far as I know. Morph targets have to be based on the un-bent version of the limb, so it's extremely hard to work out what to do to make an extreme pose look right. Magnets may well be your answer, but I know nothing about them. Just a lowly Poser 3 user :(


ramigani ( ) posted Wed, 31 October 2001 at 8:40 AM

Thanks EnglishBob, it is all just a matter of some of them modelling SuperStars around to squeeze and tweak arms, thighs, calves until they look like naturally de-formed. I cannot believe nobody has done so yet, cuz the problem is well-known and definitely needs to be solved. Anybody, please ?!!


soulhuntre ( ) posted Wed, 31 October 2001 at 1:30 PM

I agree... I was thinkign this when I first saw Anton's "changing" stuff in action. Swappable geometry is probably the answer. Model Vicky's knees in extreme angles then let us swap them in till we find the one that is closes to what we need for a pose - the poser deformations would still work so it would not have to be "perfect" just closer than the unbent knee.


Ghostofmacbeth ( ) posted Wed, 31 October 2001 at 2:20 PM

Normally I do about 2-5 seconds of post and that clears it up .. but I understand you can't do that with animations and all. Don't know of a way to fix it.



bloodsong ( ) posted Wed, 31 October 2001 at 4:21 PM

heyas; you can put a magnet on, and then bend the limb, and adjust the magnet to 'fix' the mesh crunching and stretching and breaking. supposedly. at least with magnets you can see how your morph will look after bending! i dont thing geometry swapping will help. but some joint-controlled morphs would be nice. so as you bend the leg/arm/whatever further, the fix morph is applied in various degrees.


soulhuntre ( ) posted Wed, 31 October 2001 at 7:16 PM

Obviously a JCM would be the right thing - but a JCM that wrked under all situations would be an immense task. A geom swap is something I can keyframe over time and make an "eyeball" choice on my own - plus it seems simpler ... though I could be wrong. I would pay a fairly heavy chunck of change for a Vick2 compatible fgure (texture/hair/clothing) that didn;t have the normal joint problems - as would many others I think. Yeay, the cloths would barf but most of what I put on her doesn't cover the joints anyway :)


Jaager ( ) posted Thu, 01 November 2001 at 4:30 PM

V2 has joint fix morphs elbow and knee- not perfect, but better than nothing. Why not just key these morphs. They are not candidates for JCM. The way that JCM work is not applicable to joint fixes that are not wanted until a joint exceeds 90 degrees or so. These are nightmare morphs to do. The hip will be the worst. On a bend, a large part of the mesh of the buttock goes inside the hip.


soulhuntre ( ) posted Thu, 01 November 2001 at 10:26 PM

The morph fixes are OK.. but they are mostly for the OUTSIDE of the elbow - I need the inside crease to look more natural as well :)


ramigani ( ) posted Mon, 05 November 2001 at 5:23 AM

Thanks for all the suggestions and thoughts thrown in. These things will all sort out once more physics (collision detection) will be widely available. The most horrible part of it all to me seems to be the intertwined meshes like in between calves and thighs. Maybe one should unjoin a few limbs and give ClothReyes a chance. BTW: where do I find good manuals about how to work on existing, complex meshes (like Posette) with the most popular packages, like using which tools to deform something in a well-controlled way? thanks again!


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.