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Poser Technical F.A.Q (Last Updated: 2024 Nov 13 12:50 am)

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Subject: One Stuborn Bone


The 4th Party ( ) posted Sun, 14 July 2002 at 2:18 PM · edited Fri, 22 November 2024 at 6:51 PM

file_16251.JPG

no matter what I try, I can't seem to get this finger joint to rotate on the "Z" axis without taking half the hand with it. it even does it using spherical falloff zones. what I've tried so far: symetry comand in both pose and setup rooms (right to left and just right arm to left arm) changing the rotation order replacing the bone I've double checked the grouping,the hiearchy, the names/internal names, joint angles compared to the other fingers the only thing I can find different, is in the joint editor, the other finger bones have a bone_smooth to the next finger joint that the problem bone seems to be missing I've got the latest sevice pack (as far as I know sr3) any Ideas/suggestions would be greatly appriciated Thanks :)


dan whiteside ( ) posted Sun, 14 July 2002 at 7:57 PM

Could it be that the Joint Order is different on the left? Unfortunalty the darn bug that blanks out the Joint Order pop-up doesn't show what you used :)


The 4th Party ( ) posted Sun, 14 July 2002 at 8:46 PM

both sides are xyz, on all the fingers, if I change the deformer on Right Pinky 1, and use the symetry command, it changes the deformer on Left Pinky 1 also, but it still bends the same, taking a hunk of hand with it, but thanks for the thought :)


Cage ( ) posted Mon, 15 July 2002 at 4:06 AM

Havr you tried experimenting with the falloff zone mat sphere thingamajigs?

===========================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.


bloodsong ( ) posted Mon, 15 July 2002 at 1:37 PM

heyas; not the rotation order, the joint order. for example, if the right side goes hand, thumb, index, middle, pinky; and the left side goes hand, thumb, pinky, index, middle...? dunno what that has to do with anything, though. :/ the smoox/smooz thing is just the smooth scaling setting. that really shouldn't have any effect on the rotations and their distortions. although it definitely should have a smoo for its child, as well as its parent.


The 4th Party ( ) posted Mon, 15 July 2002 at 6:35 PM

Cage, I tried the spheres after the symetry command failed, it made no difference, that part really suprised me since I thought the zones isolated the mesh you wanted to move, and excluded that wich you didn't want effected. bloodsong, I haven't tried that yet, I'll switch them around in the hierarchy editor to make sure the orders are the same, worth a shot anyway :) if that doesn't fix it, I suppose I could try replacing the bone again before I start over from scratch thanks for the replies


The 4th Party ( ) posted Mon, 15 July 2002 at 11:03 PM

well, matching the finger order listing didn't seem to do anything, but, luckly, the bone replacment fixed it this time


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