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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 11 12:18 am)



Subject: Question : what happens exactly with "conform to"


Holli ( ) posted Sat, 12 July 2003 at 8:05 PM · edited Thu, 08 August 2024 at 8:09 AM

Attached Link: http://www.atomic-knights.de

Hello I know when I use the "conform to" function two figures get aligned to each other to move as one. This is normaly used for clothes but I need to know exactly how it works. When I conform the standart catsuit to a character both fit perfecty. How is it done ? Is it the center of both objects that get aligned or is it something else. It seems like it has to do something with identical name of the bodyparts My problem is like this : I want to create some kind of armor who covers some bodyparts but not all. And it should have additional moving parts which are not found in the human body. Additional question : When I conform the standart catsuit to the character it fits fine because in both characters the bodyparts have the same distances. Like the distance from hand to shoulder is the same. What will happen if the conforming figure has different distances of the bodyparts ? TIA -Holli


PheonixRising ( ) posted Sat, 12 July 2003 at 9:04 PM

Yes, the conform function only works with the same bodypart names and general skeleton set up. You can have additional parts coming off the normal parts like the chest and hip and such

-Anton, creator of ApolloMaximus: 32,000+ downloads since 3-13-07
"Conviction without truth is denial; Denial in the face of truth is concealment."



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steveshanks ( ) posted Sun, 13 July 2003 at 5:28 AM

Holli can you post an image of the part you mean, it is possible to do what your asking but the answer depends on how it fits/looks..Steve


stewer ( ) posted Sun, 13 July 2003 at 7:50 AM

When figure A is conforming to figure B, all the rotations at the joints are being copied from figure B to figure A. E.g. if both figures have a body part called "lShoulder" and figure B has X, Y and Z rotations of 30, -15 and 10 degrees, the body part "lShoulder" in figure A will get the exact same rotation parms. The distance between joints or even the hierarchy does not matter here. Body parts are being matched by their internal names, as the display names can be different in localized versions of Poser.


compiler ( ) posted Sun, 13 July 2003 at 12:31 PM

I'm hijacking this thread for a related question : How do you add body parts that are not listed in the character ? Say you have an armor suit with legs, arms, etc... Now you want to add wings to it. How is this done ? Thanks in advance for your help.


PheonixRising ( ) posted Sun, 13 July 2003 at 2:36 PM

Stewer, the rotations are coptied but not the joints parameters. Most clothes ahve joint parameters that need to be different than the figure. Only the dials settings are copied. Compiler, Adding new bosy parts is a bit tricky. What I do is made a new cr2 witht he additional parts and splice it into the original using a text editor. You must list it in actors, children, weld statments, etc

-Anton, creator of ApolloMaximus: 32,000+ downloads since 3-13-07
"Conviction without truth is denial; Denial in the face of truth is concealment."



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compiler ( ) posted Sun, 13 July 2003 at 3:46 PM

Hmm, sounds very difficult to me. Anyway, I'll have a try at it with Zpad.


Jaager ( ) posted Sun, 13 July 2003 at 10:20 PM

Conformed clothing has its own JP - inclusion/exclusion zones and MATspheres - so that it can bend and flex with joint movements. Mail armor will do this, but does plate armor? I think of it being rigid like a prop.


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