Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 09 11:21 pm)
I've tried it too ( making Vicky's hands smaller, in my case) He's right.. even if you individually scale each element of the hand, it still results in a screwed up hand. It appears that although the fingers get smaller, they retain the original spacing apart from each other. This means that they no longer line up with the knuckle where the finger meets the hand. Manigart, the only solution I can find is to make the rest of Michael smaller. ( forearm, shoulder, body, head, etc. )
heyas; when you do this hand sizing with the magnet, does the hand still work right? i mean, do all the fingers bend where they're supposed to? and does moving them around inside the zone cause them to change size? i guess that is not a problem, if they're all near the center and the zone is pretty big. but i know that if you morph something to be bigger/longer/shorter, then the joints... well, they get out of joint. same thing when you scale the hand or fingers -- once you make the hand very long, the finger joints are still back where they were before, and the fingers try to bend around that, even out in left field as they are. which is why i like propagating scale, because when you use that, it also moves the joints along with the scaled up body parts. doing experiments and thinking, it seems to me that limbs ought to have propagating scale along their long axis. that is the kind of scaling that pushes the children body parts out off their joint centers and messes things up. it's also the direction of scale that is least likely to have that noticeable jump between body parts that are scaled. i haven't found out yet if having the z-scale (say) causes the regular scale to propagate along one axis as you use it. i somehow doubt it.
oh... another thing that needs to be dissected is the michael 2 long arms/legs/neck body dials. they're not morphs, they're scale controls, and they seem to use propagating scale to make the limbs longer, but still work properly. i read on victoria's tech notes that the long limb dials keep the joint centers centered, and that seems to be the only way to do it. i know you cant get the joint center trans values to slave to a dial and change, because i tried that. :/ well, i can see in the m2 cr2 that the stretch dials control the x-scale of the arms, and that the arms are not using propagating scale for that. so i dunno how they are working it. the stretch arms seems not to distort the hands/fingers... ah, they're not stretching the hands. okay... but the fingers, at least, should bend very wonkily, being pushed so far away from their previous centers.
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.
I have tried to increase size of hand and fingers, but the result is very disapointing. I have tried to group hand and fingers, I can't... If pepole is able to do that please explain me. This is my email adress : roland.1658@skynet.be Please explain with simple words, I m french :-)) Thanks very much.