Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 7:38 pm)
Poser needs Sprite collision detection. "F" seventy-five magnets...should be: assign figure or prop to be a sprite. Assign "squishy" factor variable to sprite where 0=no squishyness. Sprite acts as inverted magnet, so the figure repels vertexes in the colliding sprite to a falloff point, so that eventually you could have touching sprites that conform to each other. Did that make sense? Would it be hard to program that? -Darth_Logice
If you're planning to render outside Poser, like in Bryce, you may try that: Scale up a copy of yor model to the XZ size you want the deformation area in matress. After that, scale it down in Y to shallow the depth deformation. Export it and use as a negative object in a boolean, were the matress is the positive one. The borders may show some problems. Perhaps if you flatten even more the double in Y, and apply some magnets to give it that S shape, you may get a more natural effect.
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We all know very well that the magnet zone is a sphere with alterable properties. Is it possible to substitute the sphere with another .obj? If it were, it would be very possible to say, pose a figure, export as obj, and use the pose as a magnet to create push-down effects on, say, a mattress or cushion. Anyone ever tried to manipulate the zone in such a way? Can the zone be morphed? I'm off to answer some of my own questions. -Darth_Logice