Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 6:57 am)
You did not say that you did the - conform to - step after you opened the socks. If you do a pose with clothinng item selected, or the clothing figure does not follow the pose for some reason, - conform to - after the pose will usually set the item in place. Lock actor - not sure, but I think that works best with props and hair props. If the sock is a prop, it will not point with the foot. If it had a morph to point it, it may ignore the morph directions, if it was locked.
I've had weird things like this happen. I've had the clothes unconform themselves when I pose the figure. I just select it, reconform it, and it seems to reposition itself back where it's supposed to be. Well, it's worked for me, anyway. Give that a try. When hair flies off, I learned to lock the hair before posing. Melanie
Ron, that answer is not satisfactory. Inquiring minds want to know. My guess is that it is because the sock CR2s themselves only contain information about the toe, foot and shin. My guess is that "Use Limits" calculates tolerances based on the entire "bone" structure of the figures concerned. The socks, lacking any information about anything above the shin, are thrown akimbo due to a lack of information for the "Use Limits" process. I'm certain that if I were to modify the socks with an entire invisible bone structure, joints an' all, there would be no problem. I'm not going to do that. They are, after all, quite ugly socks.
It is not that you need the entire bone structure, but perhaps you need the thigh as a target. I have been told that this is not necessary, but still, I put put a part of the mesh (usually about two rows and cross sectional scaled down so it stays inside) - up stream, or down depending - of the next group from the last real one. I remove the channels in this group that refer to the next one from it, that is not there. Again, i was told that this is not necessary. The other thing, are they meant for a P4 and used on a Mil or v.v.? Iused to have this happen with P4. I forget what the conditions were, but I think I could get things where I wanted them - eventually, and without resorting to the trans dials.
OK, you must always turn off IK ("inverse kinematics" for those who never learned to spell or look words up) everywhere on your figure (arms as well as legs) when the figure is first entered into a scene. Each time you bring in clothes, turn off IK on each item as you bring it in. Otherwise, you will discover hair flying all over the place (including out of camera view), socks crawling up into crotches and other odd places, and, especially, imported props going bonkers. Importing a 3ds prop into a scene will give clothing conniptions if IK isn't dealt with first. Posing a figure will give flying lessons to even the most earthbound of shoes, unless you get rid of all IK everywhere it rears its ugly chain. Why have inverse kinematics in a program if it causes this much grief? It makes creating a walk cycle easy for people who never learned how to animate from scratch. If you aren't making an animation, get rid of it. And, yes, I fervently hope that Curious Labs gets rid of it, too! Carolly
Maybe they should just make it an option if someone wants to use it, but not a default setting. Is there any way to keep it turned off with preferences? I've never even touched IK. I never turn it off (not even sure where to find it in there) and I never have problems with things flying around. Maybe I'm just lucky. But if it causes so many problems, maybe it can be left inactive until someone wants it. I never use animation, so I have no idea what IK is supposed to do, and frankly I don't really care, but this is a bug that has plagued people forever. It's a common complaint I've seen in threads as long as I've been using Poser (which is several years now). Maybe this will be dealt with in the upgrade. Curious Labs -- hint hint. Melanie
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