Character Creators F.A.Q (Last Updated: 2024 Aug 27 11:07 am)
That is great news, Mason! I had to completely edit the IK out of a figure because I couldn't figure out a work-around. You are amazing!
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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.
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The IK problems with the boots on these figures was a big problem. Turning on IK for the legs caused the legs to squish up into the thighs. This was a child hierarchy problem in the cr2. I found a neat work around that allows posable boots and IK at the same time. This trick definitly can be used for other things as well. What I did was replace the combined boots with boot props cause I was fed up not having IK on the legs. Then I thought that if the boot prop (boot as a prop attached to the shin with the feet and toes hidden) didn't effect the IK then how about attaching the shin portion of the boot to the shin as a prop, attaching the foot protion of the boot to the foot as a prop and so on then weld the boot shin to the boot foot to the boot toe. Voila it works. The boots are treated as props but bend and conform and remain welded as though they are conforming clothes. I ahd to play with adjusting their offsets and postions but it works. The only problem is the cr2 won;t let you specify a group in an obj file as the geometry for a part. That means you can't say give me the foot portion of the wbootr.obj file for the foot and the shin from wbootr.obj for the shin. If the prop is a seperate obj file then it can be referenced seperatly. If not then you still have to combine the mesh into the main obj and reference it like its an actor. The new Wonder Woman, Wonder Girl and Supergirl with IK legs are now up on my site. The link is at the right under Mr. X (mason).