tom271 opened this issue on Feb 20, 2011 · 17 posts
tom271 posted Sun, 20 February 2011 at 5:11 PM
The Bones are {Box} and two bones... Flap1 and Flap2.. See diagram..
How do I get the two flaps to adhere to each other.. Is there a way to “Parent” the doors together.... I could not see anything in the higharchy window menu...
----------------------------------------------------------------------------------------------------------------------------
ockham posted Sun, 20 February 2011 at 5:31 PM
Your parenting diagram shows the problem. Flap2 should be a child of Flap1. You've got it rigged as a child of the box.
Not clear from your entry whether this is a figure or just a parented set of props. If it's a parented set of props, you can just open the hierarchy window and drag Flap2 onto Flap1, then resave the whole set.
If it's a figure, you'll have to rebuild the whole thing with a different parenting pattern.
In either case you'll probably need to redo the joint centers after the change.
markschum posted Sun, 20 February 2011 at 5:37 PM
Heirarchy should be Box > Flap 1 > flap2
flap 2 should move with flap 1 but it will not stay verticle as if gravity was affecting it.
If both flap 1 and flap 2 are in the heirarchy as connected to Box then its working correctly , but not what you want.
ockham posted Sun, 20 February 2011 at 5:48 PM
Another thought: If it's a figure you won't need to rebuild.
For a single change like this, you can just edit the CR2. Find the paragraph for Flap2, then scan down until you see
parent Box
or it might be
parent Box:1 or some other number.
Change this to
parent Flap1 (with the :1 if it was there)
Then scan down until you find
addChild Box
Flap2
Change this to
addChild Flap1
Flap2
While you're in the CR2, also change every bend 1 to bend 0.
Resave the CR2. As above you'll still need to readjust the joint centers.
tom271 posted Sun, 20 February 2011 at 10:08 PM
Thank you .... I'll go with redoing it over again... it is only three bones...
Box > Flap 1 > flap2.. no gravity is required... but it would have been interesting...
Maybe next time I like to learn to do that...
----------------------------------------------------------------------------------------------------------------------------
markschum posted Sun, 20 February 2011 at 10:13 PM
You can set up an erc control to move both flaps together so that the one flap hangs vertically while the other opens , but that can be added later if you want.
tom271 posted Sun, 20 February 2011 at 10:38 PM
"You can set up an erc control to move both flaps together so that the one flap hangs vertically while the other opens , but that can be added later if you want."
I would be very interested in making them both open with one dial..!!!!
----------------------------------------------------------------------------------------------------------------------------
Miss Nancy posted Sun, 20 February 2011 at 11:09 PM
markschum posted Mon, 21 February 2011 at 12:40 AM
for any cr2 you find the BODY section and after a parameter you add this code:
valueParm DoorOpen
{
name DoorOpen
initValue 0
hidden 0
forceLimits 4
min -90
max 90
trackingScale 1
keys
{
static 0
k 0 0
}
interpStyleLocked 0
}
Then you find the channel in flap1 and flap2 that opens them and add this code to them:
interpStyleLocked 0 <<<<<<<<<<<<<<< this line is last line of parameter
valueOpDeltaAdd
Figure 1
BODY:1
DoorOpen
deltaAddDelta 1.000000
} <<<<<<<<<<<<<<<<<<<<< and this exists - add the code between
Note: Figure 1 and Body:1 are whatever is in the cr2 you edit.
You may need to change the deltaadddelta to -1 to change the direction it moves
tom271 posted Mon, 21 February 2011 at 1:06 AM
@ Miss Nancy... I have P7...
@ markschum... I'll keep a note on that one... It looks a little bit out of my intent for now.. BUT!! I am very interested.. This will move both doors on one dial????
----------------------------------------------------------------------------------------------------------------------------
markschum posted Mon, 21 February 2011 at 4:31 PM
yes, what I describe would a new dial in the BODY of the figure and that dial would move both flap 1 and 2 together . This code is what P8 and up implement as dependant parameters.
tom271 posted Mon, 21 February 2011 at 6:12 PM
I open it with wordpad and that CR2 is huge,,,, lol....
I got to find the "BODY" section...
your instruction were a bit vague...
*"for any cr2 you find the BODY section and after a parameter you add this code:" *
Can you be a bit more forthcoming... I don't do this everyday... can you expand..?
and after I add this code.. and find a new dial.. What do I do next... will it be all setup already?
Thanks again...
Tom*
----------------------------------------------------------------------------------------------------------------------------
lesbentley posted Tue, 22 February 2011 at 1:15 PM
Quote - I got to find the "BODY"
Any text editor has a search function. Just use the search string "BODY". Or use a cr2 editor.
The reason your cr2 is "huge", is probably because it is using internal geometry (geomCustom). Load the figure in Poser, then save it back to the palette. Poser will then write an external obj file for the geometry, and place it in the same folder as the cr2. This will drasticly reduce the size of the cr2 itself, and make the cr2 easier to understand.
tom271 posted Tue, 22 February 2011 at 5:25 PM
Quote
Poser will then write an external obj file for the geometry, and place it in the same folder as the cr2.
I was wondering why I kept finding Obj files in the Character folder..LOL...
Thank you,, I now know I'm not having bad files...
I will do a search,,,
----------------------------------------------------------------------------------------------------------------------------
markschum posted Wed, 23 February 2011 at 10:32 PM
Content paradise has some models that put the ibj file in with the prop or figure, and its ok to do so, its just not what people expect.
There is a utility in freestuff that will extract any custom geometry and make an obj file.
tom271 posted Wed, 23 February 2011 at 10:58 PM
Quote - Content paradise has some models that put the ibj file in with the prop or figure, and its ok to do so, its just not what people expect.
There is a utility in freestuff that will extract any custom geometry and make an obj file.
and which utility is that..?
----------------------------------------------------------------------------------------------------------------------------
markschum posted Wed, 23 February 2011 at 11:05 PM
I think its called geometry stripper