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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 1:20 pm)



Subject: Fingers


DisneyFan ( ) posted Wed, 19 January 2000 at 11:43 AM · edited Sun, 15 December 2024 at 8:02 AM

Anybody ever come up with a solution for characters that have less than five fingers and toes? I'm working on a character with two fingers and a thumb, and two toes (okay, I'm sure a lot of people know who that is :)), and it's driving me BONKERS! Any ideas?

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currently using Poser Pro 2014, Win 10


PhilC ( ) posted Wed, 19 January 2000 at 12:03 PM

You mean like this:- clawcuff.gif
What do you need to know?


DisneyFan ( ) posted Wed, 19 January 2000 at 1:10 PM

Uhh... yeah, like that. :) I wanted to use the Poser hands & I came up with a morph target that worked reasonably well for the right hand. Unfortunately, I tried to make a morph target for the left hand also, and it didn't turn out as well. Is there any way to reverse the first morph target and use it on the left hand? I haven't yet been able to make a poseable figure on my own either; I've followed the manual (for what that's worth ;)), but simple parenting doesn't work, nothing moves right, and I don't get the bend, twist, and side-to-side dials. So setting up another hand myself isn't really possible yet. Pardon my rambling.. :)

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currently using Poser Pro 2014, Win 10


PhilC ( ) posted Wed, 19 January 2000 at 1:37 PM

Try saving the morphed right hand object in OBJ format, mirror it in a 3d creation program and use that as the morph target for the other hand. Ensure that body part names match. Not sure if this will work but its all I can think of. Maybe if you can provide a visual of what you are trying to do, I may be able to come up with other ideas. Regards PhilC


DisneyFan ( ) posted Wed, 19 January 2000 at 1:48 PM

Hmm... I did try reversing the mesh (and got a big mess), but I didn't think to rename the parts. I'll try that when I get home..

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currently using Poser Pro 2014, Win 10


DisneyFan ( ) posted Wed, 19 January 2000 at 5:01 PM

Apparently, it doesn't matter what the name of the mesh is. I don't understand why it won't work, unless the hands have a different # of vertices. I still got a chewed-up hand instead of a mirror of the other one. I guess I'll just have to wait till I figure out how to make my own poseable stuff. Thanx for the help. :)

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currently using Poser Pro 2014, Win 10


Ghostofmacbeth ( ) posted Wed, 19 January 2000 at 5:57 PM

I used the Zgote gremlin and had someone yank of the hands though you could yank the creeper hands as well .. they have two fingers and three fingers respectively ... I tried doing other things like making some of the human ones invisible and stuff but it didnt work too, too well ... Good luck



DisneyFan ( ) posted Wed, 19 January 2000 at 6:35 PM

Hmm... tried one more time.. morphs.jpg
These are my two separate morph targets. The right hand works pretty well, but the left hand is awful.

morphs2.jpg
I reversed the morph targets on the right hand and applied them to the left one. They DO hold the shape, but they somehow mangle the left hand.. I don't have any extra Zygote figures myself, I've only had Poser 4 for a little while, and I'm a former Poser 2 user... I'll look into those, tho. This is irritating..

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currently using Poser Pro 2014, Win 10


Cage ( ) posted Wed, 19 January 2000 at 8:19 PM

Umm. "Bug" from the Micronauts or "Nightcrawler" from the X-Men? I have been thinking about transplanting the hands from the Zygote Free Elf, to have a figure with three fingered hands. Seems like this should work after a bit of .cr2 editing. Are you trying to merge the fingers? Can you use the Poser magnets to shrink the unnecessary fingers and enlarge the others?

===========================sigline======================================================

Cage can be an opinionated jerk who posts without thinking.  He apologizes for this.  He's honestly not trying to be a turkeyhead.

Cage had some freebies, compatible with Poser 11 and below.  His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.


DisneyFan ( ) posted Wed, 19 January 2000 at 8:59 PM

A Turtle, actually.. :) I used Rhino 3d for the morph targets, and I did shrink the index and the pinky finger and enlarge the middle and ring fingers. I did the same with the left hand, but whatever serendipity I found working on the right hand abandoned me when I did the other one.. :) I want to know why the reversed morph targets don't really work, but don't explode the polygons all over creation, either. It's strange.

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currently using Poser Pro 2014, Win 10


Kevin ( ) posted Wed, 19 January 2000 at 9:43 PM

Normally, morph targets that apply but don't do anything are due to a vertice order issue. Zygote does build the figures by mirroring, but they may do some final work in flesh or other programs that make them not identical. Kevin


otaku ( ) posted Wed, 19 January 2000 at 11:10 PM

The second morph my not be working because simply mirroring the morph creates a left hand I don't think it puts it in the exact same place spacially. The reason morphs don't work in programs like Amorphium is because the program doesn't have the same space relationship as poser. (I worded that rather strangley but I hope you get the idea.) My guess is that whatever program you are using is placing the mirrored hand in a slightley different space compared to poser try importing a left hand from your origanal poser obj and then place your new mirrored hand in that exact position. Don't know if this is the answer but it's worth trying.


chadly ( ) posted Wed, 02 February 2000 at 10:31 PM

I may be replying too late to be of any help (I only skim through the forums once a month or so), but I'll try. Almost all of Zygote's figure models (and all of the Poser figures) are symmetrical. And even though different programs have different scaling preferences, etc, I've never heard of a modeling package that translates its origin in X. In other words, the hands on any model we've made should be positioned symmetrically around the Y axis. (In fact, this is how we build them: mirroring and welding in Wavefront.) You've got the right idea though, Kevin. The reason that mirrored geometry won't work as a morph target for the opposite side is because (although the number and position of vertices is identical) the vertex numbering is not identical, unfortunately. The reason that Zygote's symmetrical models are not vertex-ordered symmetrically is because the weld command in Wavefront re-orders all of the vertices. It's a huge pain for us, too. Just in the way of interest: In Mirai (my favorite polygonal modeling package) there is a way to solve this problem. Unfortunately, since Zygote has many copies of Wavefront and only a couple of copies of Mirai, we use Mirai pretty exclusively for our higher-end clients. But on the bright side, we never give any freebies to our higher-end clients either! :) Hope this info helps -- or at least is informative (as information should be, I suppose.) -Chad Zygote Media


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