Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Sep 09 2:22 am)
The first axis in the rotation order should be the twist axis, in this case the x axis. The order of the second and third axis is less important. Usually the second axis is the one that's used most, in your case that would be the z axis. I'd suggest xzy for the rotation order.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
I concur. To use a 'bone' analogy, the first axis is the one along which the bone length lies. If your body part geometry doesn't initially point directly down that axis of rotation, you can use Orientation to align the 'bone' with the body part.
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
Thanks, This is for a freebie. It's already available for Poser4 with morphs. Now I try to increase the versatility and make it poseable and with facets on both sides to make rendering easier in P5/6. It also helps me to understand the figure creation better... So I will try it with xzy as rotation order
If you're planning to do more figure creation, I can heartily recommend the book "Secrets of Figure Creation with Poser 5" by B.L. Render (known here as bloodsong), ISBN 0-240-51929-9 It's been an invaluable resource for creating my own figures. In-depth explanations of CR2 structure, joint parameters, morphs and much, much more.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
Beware: Poser 5 / 6 doesn't like rendering double sided facets. If you want a double sided map, be sure to introduce some thickness to it (it need only be minuscule); don't just add backwards-facing facets on the same vertices. If you knew that already, then ignore me. Oh, and thanks for the previous version. I walked ten paces North from the old oak tree, but I didn't find any treasure; do I need to reinstall it? ;)
Thanks EnglishBob,
introducing a thickness was exactly what I did. You can even apply different textures to front and back. I heard that before, that several programs do not like double-sided facets. Thanks svdl, think I have to look into this. By the way, my Poser4 behaves very strange. Every time I edit someting in joint editor, the center is reset to 0,0,0. Anyone else seen that?
Message edited on: 08/16/2005 12:55
What kind of falloff are you using? You can set the twistbar/bend angle/spherical falloffs for each axis using the Joint Editor.
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
You can try dragging the green marker somewhat more to the left, and the red marker somewhat more to the right.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
That's a tougher one, since your figure is extremely flat. You can use those green and red lines. Using the front camera, you can make the green lines point to the left, one should end slightly above the model, the other should end sligtly below. The angle between the green lines should be quite small, no more than about 5-10 degrees. Then rotate the red lines until they point vertically up and down. You also might try to have them point to the right. The polygons to the right of the red lines will NOT move when the bend dial is turned. The polygons between the two green lines will fully move with the bend dials. And the polygons between the red and green lines will stretch or contract when the bend dial is used. It takes a lot of tweaking to get these joint parameters exactly right. Trial and error is about the only way to do it. But this should get you started.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
I don't think so. They're meant as a simple way to have muscles bulge when bending an arm (instead of using JCM), doesn't seem appropriate here.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
Curve could work, though it's usually used for a series of cylindrical body parts, such as in a rope or tentacle. There's also a good chance that the curve parameter won't help much, usually those cylindrical body parts are only a few polygons long. Spherical falloff zones won't help. So probably you'll have to go the JCM route. About the y-axis rotation, it just may be that the amount of polygons is too low to allow Poser to compress the polys between the green and red lines.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
Trying different things I learned a lot of joint parameters, curve, morphs and all kind of other stuff. Decided finally to remake the mesh for the map and try out some different things. I'll let you know in another thread, what I achieved and maybe I'll write a tutorial and post it on my homepage at www.singular3d.at Thanks for your valuable help - Walter
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