Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 24 6:22 pm)
Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=959487
Here's a thread that explanes why Gimbal lock. :)How the hell did I miss these?
I thought I knew, but I didn't...
...then I thought I figured it out, but I wasn't sure...
...then I forgot...
...then I ran into this again...
...then I knew that I figured that I thought that I wasn't sure if I knew or if I forgot...
...then I got a headache...
...so I tried to forget...
...but I couldn't...
...but I'm sure I did...
...then I ran into it again...
...THEN I knew I didn't know in the first place...
...but I do now.
I need to lie down.
We've OBVIOUSLY gotten to the point where Dr. Geep has done so MANY tutes on so many things...all he has to do now is find the right one. (LOL) Which leads me to thinking: If a person has a question about Poser s/he should first do a search on Geep's informative threads first. In fact, I think there was a thread that list ALL his "shows" recently. A good thread for anyone to save in favorites (writes down reminder to follow my own advice).
The "direct manipulation tool" worked. So that's what it's for. Usually, I have it covered up with the Parameter Dials window. I'll have to try playing with the joints because I looked at how the origins are displayed for a well behaved prop and one that isn't and, lo and behold, the joint end point, for a well behaved prop, goes to the end of that prop. The props, that have the gimbal lock (sorry, but I never heard of that before, so it would be tough to search for it) problem, have the end point close to the origin. For a prop I don't use often, using the "direct manipulation tool" is probably adequate, but it makes more sense to fix the prop's end points for something I'll use more frequently. I've been saving Dr. Geep's tutorials (thanks for making them!), but a lot of them go over my head. Sometimes, all I want to do is make drawings with Poser, not get a degree in it. Every now and then, I'm forced to crack open the manual (which often leads to more confusion) or try to see if someone else has had the problem here. This problem was a tough one to search for because I didn't even know what to call it. All I knew, for sure, was that there had to be a way to fix the problem because others had already done that with their props. Thanks for the assist.
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A lot of props change their rotation orientation when they've been shifted on their axis. Is there a way to keep the axis or rotation consistent. It's kind of hard to explain. Some props behave fine. Take a pen. When it's in a standing position and rotated around it's Y axis, it spins such that writing on the pen rotates in a circle without changing orientation. If the pen is rotated 90 degrees on the X axis, rotating Y should leave the pen fixed in space, but spinning on the same Y axis. A lot of imported objects behave very strangely when they're rotated on any axis. The Y axis is no longer fixed with Y rotation and it doesn't spin around it's axis, but now physically rotates end over end. The problem with this is that it's often useful to rotate an object when it's in a character's hands to show a label on a pen or move an axe's blade so that it's in a better view. It would be nice to spin the object along it's long axis so that it only spins and otherwise does not physically move. It doesn't have to be repositioned in the character's hands. A lot of props will move out of the hands if any of their rotations are changed and that's a pain to have to reposition. Since some props behave well and others don't, there must be a way to fix the problem with the misbehaving objects.