Forum: Poser Technical


Subject: Extreme Joint Param Problem....

AofD opened this issue on Jan 06, 2001 ยท 12 posts


AofD posted Sat, 06 January 2001 at 11:01 AM

I would have him all done now but NOOOO.. Anyway the problem I'm having here is on the "Main" part when I try to bend it, it only bends the children.. I've been told there is nothing wrong with my .phi file.. everything is ordered properly and such... So does anyone know what's going on here? It does this on both the X and Z axis... Twist works just fine though... I'll greatly appreciate any help :) AofD Graphics Station http://www.crystalmoutain.com/graphicsstation/

ScottA posted Sun, 07 January 2001 at 9:48 AM

Whatever lies between the green lines. Get's bent (posed) Whatever lies between the red lines does not get posed. The area between a green line and a red line is the blending zone (it bends. But only slightly). Knowing this. Can you find the problem? Answer: The green line in the FRONT must be moved up slightly above the red line so that the hip lies between both green lines. Since the hip is what you are trying to bend. ScottA


bloodsong posted Sun, 07 January 2001 at 11:21 AM

heyas; um, scott.... the front green line is below the front red line, cuz the body part is rotated. the green lines move when ya do that. hmmm.... i have this happen every so often, it's usually because the x is backwards.... but this seems okay. except... if that part that is bending is the child of the main part (which i'm guessing is the cylindrical torso)... then the center is on the wrong end and facing the wrong way. move the center up to the neck and point the green arms down, and the red arms up, see if that fixes it. im also wondering... is the main the 'hip'? i mean, is it the root body part? it seems odd that the hip/leg area you show bending would be a child of the torso, instead of vice versa.


AofD posted Sun, 07 January 2001 at 11:54 AM

Sorry about that, the "Main" is the torso, the metal part with all the buttons... I'll try what you guys said play with that a bit and see what happens... AofD


ScottA posted Sun, 07 January 2001 at 12:39 PM

Umm. No Bloodsong. ;-) He's trying to bend the hip area. Not the legs. But I know what you're talking about. As long as the twist runs the length of the body part. You can actually get away with using the wrong rotation orders. You'll just have to drag the handles to the opposite sides they are in so it bends the right body part. What I posted is how you do it. Regardless of the rotation order. So Nyyyyaaaaa :-P ScottA


AofD posted Sun, 07 January 2001 at 12:55 PM

Blood Song YOU HAD IT!!! Well Kinda, I didn't move the center up to then neck but I flipped the numbers for both the Red and Green and now its bending properly. I just have some tweaking now! WOOHOO!!! : ) Thanks, that helped a lot. AofD

bloodsong posted Mon, 08 January 2001 at 6:37 PM

naw man, he's trying to bend the torso, not the legs. not the hip. 'less the torso is the hip. im so confoozed...! anyway, its cuz the x has its arms backwards. i knew that. :) (is that what you said, scott?) we knew that. we bad. :)


ScottA posted Mon, 08 January 2001 at 9:14 PM

Yes. We said basically the same thing. But you're suggestion to move the center point to the neck area has me puzzeled. Are you aware that in this case. With the X being "backwards". That simply moving the handles is all that's needed? That's what AofD did. You can drag them. Or type in the numbers. It's the same thing. Are you aware that Poser never uses the rotation orders for anything other than positioning the JP handles? If you get the twist axis running the length of the body part. The other two don't matter. You can screw them up. But easily fix them by doing what AofD did.Move the handles. That's why I said: "As long as the twist runs the length of the body part. You can actually get away with using the wrong rotation orders. You'll just have to drag the handles to the opposite sides they are in so it bends the right body part". I know you were aware of that much. But did you know that having the X "backwards" as you called it. Actually makes no difference to the poseabilty of the figure. As long as you position the handles properly? Even the Walk Designer does not care what the rotation orders are. Listed in the .cr2. It's simply the handles and zones that are important. Poser never checks the rotation orders to do any calculations. Just something I discovered a while back. But never mentioned to anyone. ScottA


bloodsong posted Tue, 09 January 2001 at 9:55 AM

but but but but!!! i said to put it at the neck, cuz he said those leg parts there were children of the torso, so... well, i mean, that means the neck had to be the torso's parent, donnit? i guess not, if the x is backwards. and scott... when you move the arms of the x so the green points where the red used to be and the red points where the green used to be, that means you've un-backwardized the x. :) see? okay, when the red arms of the x are pointing at your part and the green are pointing off, that means the x is backwards, cuz the green arms are supposed to be bracketing the part. so if you move the arms so the x is turned back around, then it ain't backwards any more. really, i have to train you and rob to use the proper terminologies, so we all quit confusing each other ;)


ScottA posted Tue, 09 January 2001 at 12:21 PM

Hehe. Yes. I know it's backwardized. ;-) But I wasn't sure if you knew that Poser doesn't use the rotation orders for anything important. So you can actually do them wrong. Then correct them by moving the handles. And to go even further (hang on to your hat) ;-) You can use any rotation order to bend a part the exact way it would if you used the "correct" ones. How you ask? By rotating the axis's with the dials in the JP editor. So that the twist runs the length of the part. And moving the handles with the JP editor or using the mouse. Getting rotation orders right is only for people new to JP editing. Any order will work. But you'll have to move more things to get the handles pointing where they would be if you used the "correct" rotation orders in the first place. That's why newbies need to know Correct rotation orders. So they don't have to move things as much. The thing that most people don't know is. Poser doesn't care If your dials are listed from top to bottom : zyx xyz yzx etc....... It's all relative. ANY order one works for ANY part. As long as you know how to rotate and move the axis's and handles in the JP editor. I've tested this with the WD. And the figure animates just as well with the "wrong" orders. As it does with the "right" orders. Rotation orders are relative. They don't "NEED" to be a particular way. As long as you get the handles and twist set up correctly. I've never heard anyone talk about this. And I wonder if I'm the only one who figured this out? ScottA


bloodsong posted Wed, 10 January 2001 at 12:13 PM

heyas; naah, i think most people know about it. the advanced guys, anyway. :) i use twist sometimes when i need a part to bend, but not around its center. you know, the center point of the s-s/bend jps is kinda tied to the center's location. you can't have them be in two different spots. the twist is a bit more independant, though. also, if you rotate the centers, you get mesh mush. dunno if you ever noticed that, i had a devil of a time with it on my latest figure. when you start rotating the centers, the mesh jiggles around a bit. VERY annoying. also, the recommended rotation order might have to do with avoiding gimbal lock. so i wouldn't use any old order just to use any old order. gotta have a good reason for your madness :) (and whatsa wd?)


ScottA posted Wed, 10 January 2001 at 1:39 PM

WD= Walk Designer