SnowFox102 opened this issue on Oct 30, 2004 ยท 29 posts
SnowFox102 posted Sat, 30 October 2004 at 8:48 PM
SnowFox102 posted Sat, 30 October 2004 at 8:52 PM
brycetech posted Sat, 30 October 2004 at 8:54 PM
If I were guessing I'd say that you have the parameters backwards... ie, the green should point towards the head and the red toward the body... it looks like its the other way around. (which often happens when poser creates a model with hornlike projections from a hierarchy file). I think it gets confused. Anyhow, select the bend property for the joint and then see if thats the problem luck BT
SnowFox102 posted Sat, 30 October 2004 at 9:03 PM
brycetech posted Sat, 30 October 2004 at 9:16 PM
xantor posted Sat, 30 October 2004 at 9:19 PM
The green one should be at the back ( or bottom )of the neck 5, the pivot point is usually the green centre point. It looks to me like the settings for the joint are wrong in your first picture. Sometimes the bend can be set to too much and that is why it can affect other parts. Can you show the same picture with the neck 5 selected and the joint editor opened with bend selected?
SnowFox102 posted Sun, 31 October 2004 at 12:18 AM
EDIT: BTW, neck5 is selected in all the pics, except for the one with the center points. The head is selected in that one.
What really irritates me about this model is that the arms, hands, etc perform perfectly, without needing any altering at all. But even the bones for everything else gets thrown all over the place >=/ BTW, I realigned the bones to match their groups. Also, the spines on the head are props, so they're not affected by the JPs at all. I used to have them as part of the head, but they deformed badly because they wouldn't fit in the joint area.
Message edited on: 10/31/2004 00:23
SnowFox102 posted Sun, 31 October 2004 at 2:56 AM
Attached Link: http://bellsouthpwp.net/s/n/snowfox102/dragonposable4.zip
Here's the files, hopefully one of y'all can make sense of it =/PhilC posted Sun, 31 October 2004 at 4:00 AM
The first order of rotation must be axial to the body part. If your dragon is facing forward with his neck horizontal then the neck rotation order must be ZYX or ZXY.
xantor posted Sun, 31 October 2004 at 10:17 AM
The x rotate bend looks like the red parts are too straight, they probably should be more restricted. I usually find that the less area you allow for the red parts the more the bending affects other body parts. I hope I explained that okay.
Message edited on: 10/31/2004 10:19
xantor posted Sun, 31 October 2004 at 10:22 AM
I would also switch on the use spherical falloff zones and check where they are.
MoonRose posted Sun, 31 October 2004 at 1:08 PM
SnowFox102 posted Sun, 31 October 2004 at 4:48 PM
Thanks for going through the trouble MoonRose. You did a much better job of explaining what's going on than I did. I can't figure out why it's doing that either. I've checked it in Wings where I modeled it, PHI Builder and Poser's hierarchy editor, and everything looks right. The only thing that's odd is if I go into the setup room. The bones are all over the place. But there's no change to the figure if they're moved. I kind of wonder if Poser just doesn't like having so many "necks". That doesn't make much sense though, because the MilDragon has 4 neck sections labeled neck1 - neck4. I've loaded and studied several different models, especially creatures with long necks, and those with the same "zero" position. I tried mimicing their setups, but I still encounter the same problem. This doesn't happen with other figures, or even other objects I've made. I experimented with something akin to Dr. Geep's Boxman last night. I stuck three cylinders together and messed with the joints on it. Even with rediculously out-of-whack parameters, it still behaved as I expected it to. About every other neck section on my dragon bends correctly. The "twist" and "sideside" movements are fine on all of them. I think my dragon is possessed >_> ;P
PhilC posted Sun, 31 October 2004 at 6:32 PM
I've looked over the dragon, fun model :)
Here are some pointer:-
What I would do is to start over by writing a new hierarch file and bring the dragon into Poser that way.
However, take heart I know what you are going through, I've been there. Hopefully the above will be helpful. Good luck :)
geep posted Sun, 31 October 2004 at 6:42 PM
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
SnowFox102 posted Sun, 31 October 2004 at 6:44 PM
Thanks PhilC, I'll work on the mesh some more. Glad you think it's a fun model too ^_^ I haven't started working on any body part other than the neck area, because it's what's not working. And I will be scaling it down in my modeller obviously, its default loading size is way too big ;) I know the neck especially needs more polygons, but I don't think that's what's causing the deformation.
I know I should have started working out the JPs from the hip outward. Maybe If I start there it'll behave itself. EDIT: Thanks Dr. Geep ;) Several of the bones are stretched out like that, adjusting/recreating them hasn't done anything yet.
Message edited on: 10/31/2004 18:54
PhilC posted Sun, 31 October 2004 at 6:48 PM
Yep you got this far don't stop :)
Whilst I think of it, you have a lot of polygons with more than 4 sides. Whilst sometimes you can get away with it, its best not to. Particularly at the intersection of joints.
*waves to Dr Geep :)
geep posted Sun, 31 October 2004 at 6:51 PM
*waves back @ PhilC ;=] (glad to see you survived the hurricanes (and himmicanes) ;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
geep posted Sun, 31 October 2004 at 6:55 PM
Sorry SnowFox, ;=[ It would appear that my "magic potion" was a bit premature. When I tried to do some bone surgery on the neck ... neck4 and neck5 appeared to "snap" together. One observation though: You have 2 different (external) geometry files and, also, some embedded geometry in the .cr2 file. I don't know but it is possible that there is a conflict in there somewhere. PhilC ??? ... Any thoughts on this matter???. I shall try to investigate further ... later on. cheers, dr geep ;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
SnowFox102 posted Sun, 31 October 2004 at 7:13 PM
PhilC posted Sun, 31 October 2004 at 7:45 PM
SnowFox102 posted Sun, 31 October 2004 at 8:45 PM
MoonRose posted Sun, 31 October 2004 at 10:02 PM
thats great news :) i've never used PHI builder so i wasn't aware that these problems can happen when using it glad you got it figured out
SnowFox102 posted Sun, 31 October 2004 at 10:02 PM
geep posted Sun, 31 October 2004 at 10:47 PM
Congrats !!! ... and ... You Go Girl !!! cheers, dr geep ;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
sixus1 posted Mon, 01 November 2004 at 1:20 AM
For the record...bone 5 wasn't parented properly to bone 4. That could have been fixed in the set up room by selecting bone 5, then going to the Objects menu, selecting change parent and selecting bone 4 from the hierarchy. You can change joint rotations with the joint editor. And Les said that it looks like a lot of your JP are pointed backwards. Have fun and good luck.... --Rebekah-- Hope my 2 belated cents might be of some help in the future. :)
sixus1 posted Mon, 01 November 2004 at 1:22 AM
You might want to reparent tail1 to the hip :) --Rebekah-- Maybe useful after all. :)
SnowFox102 posted Mon, 01 November 2004 at 3:45 AM
Wow, first Dr. Geep posted, then Rebekah?? faints Heh, thanks for the tip, I fixed the parenting problem. I keep forgeting that the hierarchy can be adjusted in the setup room. Now all the joints are working the way they're supposed to. Thanks a million everyone!
geep posted Mon, 01 November 2004 at 6:13 AM
NaySayGuy sez: "Da quitten guy nebber quits, an, uh, da winnin' guyz nebber winz ... or sumthin' lahk dat ... Ah thinks ... maybe ... Any-whoo, Da Doc, he sayin' dat all da time." Well, NSG was close but didn't quite hit the mark (as usual). This is what he was trying to say: "A winner never quits, and a quitter never wins." You're a winner Rachel, and your dragon looks excellent. Never give up and you will do just fine! ;=] cheers, dr geep ;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019