Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)
It has to do with the way Poser treats positioning of anything in the studio.
The y Axix is the "twist."
The x Axis is the "bend."
-and-
The z Axis is the "side-to-side."
When an object has been "twist"ed 90 degrees, the "bend" and the "side-to-side" become the same direction.
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
Yup! If you would like to get additional knowledge on this subject: Try "playing" with the "joint parameter" editor function in Poser. It may help you understand how the 3 axes relate to each other and what the priorities are between them. cheers, dr geep <-----------------------(still confused about axes, also) ;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
After importing a prop, try to give it a figure parent (head, rHand ...) as soon as possible. Then pose the figure and the prop will follow. Example: If you first pose a figure into a shotgun-holding pose and then try to move/rotate an imported shotgun into its hands, you will probably run into this problem. Trick is to import the shotgun first and then to make the figure conveniantly touch the shotgun e.g. The hand "graps" the barrel. At this time parent the shotgun to the grabbing hand. The shotgun will now follow the movements of the hand and posing the prop will be a lot easier.
The basic problem is that the Y rotation always runs along the figure's own axis, while the X and Z rotations run along the axes of the universe. This means that whenever the figure is more or less horizontal, its own Y axis will nearly agree with one axis of the universe, so that you really have only two axes under your control. In the worst case you can have only one movable axis. The trick I use to get around this: when I have an object that gets into such a predicament, I throw in a simple Box prop with its own Y axis along the direction that I can't control directly, and then parent the distressed object to this Box. I either make the Box invisible or place it inside the object. The whole problem would go away if all rotations ran along the axes of the object itself. I wish CL would fix this -- or at least provide a toggle -- in V5. I sent them a note to that effect some time ago.
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Gimbal lock? I've been building in 3space for more than a decade (was using DKB back before GUIs) and hadn't heard that term. HOWEVER, I have just spent a delightful time with the dictionaries. "Gimbal lock" wasn't in any of them, not even the O.E.D., but I came across a couple of other useful tidbits. (For example, the female gnome is properly called "gnomide".) Thank you, bloodsong.
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Is this a problem anyone else is having? If I yRotate a prop 90 degrees, then zRotate and negative xRotate have the same effect! :/