quietrob opened this issue on Jun 02, 2010 · 10 posts
quietrob posted Wed, 02 June 2010 at 1:37 AM
I have a Katana for Aiko.
It is a conforming Katana that conforms to her right hand.
I would like to be able to conform it to her LEFT hand.
All conforming tutorials are for clothing not conforming props. I could use a little ( a lot) help.
Thanks!
Robin
Medzinatar posted Wed, 02 June 2010 at 1:47 AM
Props do not conform.
what you have is a "smart prop"
find what body part it is parented to (most likely right hand) and change parent to left equivalent.
then move prop into position with xyz trans and rotates, then save prop back to library as smart prop for future use.
quietrob posted Wed, 02 June 2010 at 3:11 AM
I do know that Props do not conform and are parented.
Yet this is listed as CR2. It is not listed as a Prop. It is located in my figures library.
When I tell it to conform to the figure, it flies to the right hand and never lets go. (I've seen props lose their place).
I totally understand what you are saying but allow that in this case, it is a CR2.
I would like it to conform to the left hand and not the right.
By the way, I also have guns that conform to a certain hand as well.
HELP!
Thanks!
markschum posted Wed, 02 June 2010 at 10:36 AM
if it is a figure you need to load it to the scene and parent it to the other hand.
You would be able to rebuild the cr2 to place it at the other hand but that means altering the geometry center and orientation before changing the cr2. with the figure in the zero pose move the sword figure to the other hand and export it to an obj. That will become your new geometry. Check the obj file for body part names and change them from right to left. Then make a copy of the cr2, and change the body part names from right to left and change the geometry file name to your new geometry file.
Fugazi1968 posted Wed, 02 June 2010 at 10:44 AM
Because it is a conforming figure, it is not as simple as moving it from one have to the other, as I'm sure you have found out. Since it will be controlled by the figures underlying skeleton.
I suspect that the sword is controlled by the main hand bone (rHand off the top of my head), so the polygons in the sword would all belong to a group with the same name. Thats how Poser related the bones to mesh.
I would fo through the following steps.
1 Move the sword to the other hand manually.
2 Export the sword to an obj file
3 Import the sword back into Poser, Open the group editor and add a new group with the correct hand name. Click on Add all to transfer all polys to the new group.
I think thats about it, except when you have done all that save it to your character library so you don't have to do it again. You could also delete the bones that arent relevant to the sword in the Setup Room (just to be neat).
If anyone has anything I've missed please let me know :)
John.
Fugazi (without the aid of a safety net)
https://www.facebook.com/Fugazi3D
LostinSpaceman posted Wed, 02 June 2010 at 1:45 PM
Why?!? On God's green Earth, Why does it have to be a FIGURE? It's a sword! Export the geometry. Reimport it and parent it to the new hand and save it as a smart prop. There's no benefit to a sword being a conforming figure.
quietrob posted Wed, 02 June 2010 at 5:40 PM
LostinSpaceman, there is a benefit. Many times I have changed the parenting in this way and when going through various poses, trying to find the right one, I've seen the sword move away from the figure. It is still parented, even though it moves away from the figure, the sword will still follow the movement of whatever body part I parented it to.
Once it's conformed however, the figure/in this case, the sword stays to that hand like glue. I could go through a hundred test poses and still it would remain right where I wish it to be. The only changes I would have to make is rotating the body part to the proper orientation to get the look I want.
markschum and Fugazi, thank you both. I'll report back with the results after I'm done. I do hate messing around with those material zones but the result will be worth it.
Thanks for all of your help!
LostinSpaceman posted Wed, 02 June 2010 at 10:17 PM
Quote - LostinSpaceman, there is a benefit. Many times I have changed the parenting in this way and when going through various poses, trying to find the right one, I've seen the sword move away from the figure. It is still parented, even though it moves away from the figure, the sword will still follow the movement of whatever body part I parented it to.
That would only happen if it was improperly parented to the figure on a body part other than the hand unless it's center was improperly moved away from where it should be in the joint editor. If that happens, the first place to look is in the joint editor to see if the props center is truely centered where it should be. Also, if your reparenting a prop that is a CR2 without exporting the geometry and reimporting it as a prop, the original CR2 is still affecting it even if you parented it to a different hand.
quietrob posted Thu, 03 June 2010 at 1:37 AM
LostinSpaceman (Great name by the way)
The Last sentence of your paragraph is exactly how I was doing it. I was changing the parent without exporting the geometry and reimporting it as a prop. I thought it necessary to get that
stickiness that I alluded to earlier.
As a matter of philosophy, why would the modeler choose to make it a CR2 rather than a prop?
I do see your point but as I said, I've seen this before with respect to other models. Weapons are often made as conforming figures rather than props. I also see that Non stick placement happen with respect to such props such as Belly Button Piercings, Necklaces, and nose piercings. Strangely, I've never see the behavior with respect to earrings! Once I reparent earrings that belonged to say V3, Aiko 3 has no problem keeping them in place.
adh3d posted Thu, 03 June 2010 at 9:53 AM
Well, you can export it as an obj, import it, and save the sword like a prop, then you have a normal prop, them open to the scene pose it and parent it to the hand you like.