Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 10 1:16 pm)
Here's one possible solution:
Load the boot into your scene, select it and go to the Set Up Room. Select the boot once you're there and make sure you see something like "M3 Boot SETUP" on the parameters palette. Then simply translate the boot down the Y axis slightly, go back to the Pose Room, conform it to Mike and see how it looks. This is what I usually have to do with footwear.
Just out of curiosity, how many bones are you using?
It is probably due to IK still being active. Load M3, kill IK and zero. Next load the boots and conform to M3. If there is pokethrough, uncheck IK on the boots. If the boots "relax" but are still off, try zeroing them. Once that is done, memorize them and then add back into your library. I hope this helps. -Starkdog
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okay, well this will be a two part question, okay?
i have sucessfully created a conforming boot (left foot), boned to m3 with a blank m3 in the setup room, with an altered blank m3 cr2 that has been edited to reflect my new obj file. i bring it to the stage from the figures library and conform it to m3...all is good except that the boot is riding just a wee bit too high (you can see the bottom of m3's foot from underneath)...how do i get this to conform at a correct heigth?
and then; the right boot is created in the very same way as the left (cr2 is edited to reflect a new obj boot_right), when i go to conform to figure it's wacked out...if i un-conform it goes right back to a good position...??? this right boot was created in the very same way as the left, why is it going wacky???
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