Forum: Poser - OFFICIAL


Subject: Question to the JP gurus: how twist bar/bend X combine with MatSpheres

kuroyume0161 opened this issue on Aug 29, 2004 ยท 5 posts


kuroyume0161 posted Sun, 29 August 2004 at 12:28 AM

I'll be doing some more indepth research, but have noticed that when Spherical Falloff Zones are included in a Twist or Bend JP, they are used in combination with the existing TwistBar or Joint Angle settings. Do they combine as expected (mean of their interaction) or is there a more complicated combinatorial state? Thanks, Kuroyume

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

Contact Me | Kuroyume's DevelopmentZone


Cage posted Sun, 29 August 2004 at 2:45 AM

Probably a simplistic answer, but I thought the bend and twist JP's had the full effect within the inner mat sphere, gradually tapering off in the range between the inner and outer spheres. Perhaps, if this is true, you are asking about how the effect takes place in the range between the two zones? Sorry if I've missed the point. I'll step back now and wait for a more technical answer....

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kuroyume0161 posted Sun, 29 August 2004 at 10:06 AM

They are definitely separate from any other settings and used along with either twistbar or joint angle settings. After studying some effects with the SFZs on and off, they are added to the twistbar or joint angles then a mean is taken so that: effect on vertex = (TBP + SFZP) / 2 OR (JAP + SFZP) / 2 where TBP is the TwistBar Percent, JAP is the Joint Angle Percent, and SFZP is the Spherical Falloff Zone Percent. So, a point between the "green" joint angles gets rotated 100%. If SFZs are used, and, for instance, the same point is halfway between the red and green spheres, then the effect on the point is (100 + 50) / 2 = 75%. The Twistbar values (StartPt/EndPt) and Joint Angles (Static/Dynamic) are still factored in when SFZs are used. By adjusting either of these with SFZs on, there were differences in which, and by how much, vertices were rotated.

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

Contact Me | Kuroyume's DevelopmentZone


Jim Burton posted Sun, 29 August 2004 at 10:10 AM

I don't think they work in any fully-understood manner. ;-) The inner edge (the green line) is always the "full" amount, but often it will overrule the inner fall off zone too, somewhat, even if the inner falloff extend farther into the joint. A lot of the more recent DAZ figures have a hard-edge on some bends because of this, incidently (like the front of the thighs). I'd say generally, the fall off zones only work in the area between the green and red edges.


kuroyume0161 posted Sun, 29 August 2004 at 12:25 PM

I took the outer sphere (red) and pulled it totally outside the body part on a twist JP. Nothing moved except for the children. The body part and parent were now completely in the matSphere exclusion zone and the twistbar effect was now completely 0%. It may be that SFZs have a priority in setting the effect (?). Will continue my experiments. :)

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

Contact Me | Kuroyume's DevelopmentZone