SnowFox102 opened this issue on Aug 06, 2004 ยท 11 posts
SnowFox102 posted Fri, 06 August 2004 at 3:18 AM
Little_Dragon posted Fri, 06 August 2004 at 5:57 AM
Anywho, this is a model I whipped up tonight, a furmaid.
Oh, cool, someone beat me to it ....
Any hints?
Could be a hierarchy or mesh-grouping issue. The red crosshairs indicate the endpoint of a joint. As far as I know, they only appear on the root joint (for most figures, the hip), or at the end of a hierarchy chain (head, toes, fingers, tailtip, etc.).
PhilC posted Fri, 06 August 2004 at 7:22 AM
geep posted Fri, 06 August 2004 at 7:29 AM
Hi SF102, Nice looking model! ;=] You might want to check any IK chains that may exist. IK chains will produce "intermediate end-points" on a figure. cheers, dr geep ;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
SnowFox102 posted Fri, 06 August 2004 at 5:07 PM
BTW, none of my figures so far have IK at all. IK just gets in my way right now, I haven't reached that skill level yet ;)
SnowFox102 posted Fri, 06 August 2004 at 5:10 PM
SnowFox102 posted Fri, 06 August 2004 at 5:13 PM
SnowFox102 posted Fri, 06 August 2004 at 5:14 PM
SnowFox102 posted Fri, 06 August 2004 at 5:18 PM
PhilC posted Fri, 06 August 2004 at 5:24 PM
Probably best to start at the top and work down. In your hierarchy file do you have the parenting correct? If its not one result will be that the mesh splits when posing. Next have you got the joint rotations correct for each body part? The first order of rotation must be axial to the body part. The other two are less important but a good rule of thumb is to put the most often bent last. Finally are you using spherical fall off zones at the arm/chest and leg/hip joints? You'll almost certainly need them.
SnowFox102 posted Fri, 06 August 2004 at 5:38 PM
I'm betting that a lot of the problem lies in the hierarchy file. The parenting is correct as far as I can tell, but it's still posible that some small detail is wrong. As for the rotations, they're at least mostly correct for the dragon, and I didn't really do anything about them for the furmaid. As far as I could tell, the rotation oder only determines which way something will go for each command. If it doesn't go the right way for X Rotate, it probably will for Y Rotate. As for spherical falloff, Poser 3 doesn't display that option in the dialog. Well, it does when you click on a joint, but only for a moment before it switches to the standard dialog. I don't have the programming skills to edit a cr2.