hhfspinball opened this issue on Sep 25, 2012 · 23 posts
hhfspinball posted Tue, 25 September 2012 at 6:08 PM
hhfspinball posted Tue, 25 September 2012 at 6:12 PM
hhfspinball posted Tue, 25 September 2012 at 6:12 PM
lesbentley posted Tue, 25 September 2012 at 7:19 PM
I can show you how to rig it, but it must be grouped correctly before rigging can start. By correctly I mean that each part ('actor' to be) that needs to articulate must have its own unique group, each part should consist of only one group, and the groups should have names that make some sense, eg "lClaw1", "rClaw2", "rCal2PistonRod", etc. Until you get to that point (lets hope you are there already) you can't start rigging.
markschum posted Tue, 25 September 2012 at 9:40 PM
If you can import each part seperately and parent them together as a prop you are part way there.
If you have that go into "heirarchy editor" check that everything is parented correctly and press the button near the botton thats "make figure" (or something like that)
By correctly I mean hand>forearm>shoulder>chest>hip like that.
You will find your new figure in the figures library under New figures. You then have to turn bends off, and adjust the pivot points using the joint editor.
There should be a tutorial on making figures , try DrGeeps website.
markschum posted Tue, 25 September 2012 at 9:49 PM
you will have a problem with those hydralic rams that connect two parts. There is a trick to do them but it is a bit complicated.
Essentially you make the ram in two parts, connect each to the body part they attach to
Thigh< ram_a-1 and hip<ram_a_2 and then you use point at to get them to work. It does take some adjusting of the joint center.
I would leave them out for a first attempt.
primorge posted Tue, 25 September 2012 at 11:29 PM
Nice model, wouldn't mind seeing a wire-frame of that just for curiosities sake...
By the way, I would seriously consider lesbentley's offer... Dude is very knowledgeable about the intricacies of Poser.
lesbentley posted Wed, 26 September 2012 at 3:27 PM
Quote - you will have a problem with those hydralic rams that connect two parts. There is a trick to do them but it is a bit complicated.
The hydraulic rams should not be too hard. What has me worried is those hydraulic pipes, if they need to bend, that could be very difficult.
markschum posted Wed, 26 September 2012 at 4:18 PM
I did not notice the pipes , a few more pics would be nice.
Perhaps rig as a rope and use ERC ?
IK ?
could be a real challange.
Daidalos posted Wed, 26 September 2012 at 4:50 PM
With the new Mechwarrioronline game coming soon...I forsee a market opp for just this sort of mesh. ;)
"The Blood
is the life!"
hhfspinball posted Wed, 26 September 2012 at 6:32 PM
Just a thought about the hydrolic lines...could they be treated like a finger with maybe three bones in them with the final bone using point at to hold it in place. as for wire mesh images...here you go
lesbentley posted Wed, 26 September 2012 at 7:34 PM
Quote - Just a thought about the hydrolic lines...could they be treated like a finger with maybe three bones in them with the final bone using point at to hold it in place.
The idea certainly sounds worth a try, I don't know if three segments would be enough to get a smooth curve, I suspect you would need more, perhaps six, but I'm only guessing. Another idea is to rig it as an IK chain, but I like your idea better.
Miss Nancy posted Thu, 27 September 2012 at 12:41 AM
one of the T-888 model freebies used bending shoulder-hydraulics. normally with these robots, one would turn off bending, but the hoses require it IIRC. fortunately nobody does animations, otherwise this could be a big problem.
primorge posted Thu, 27 September 2012 at 1:05 AM
really very beautiful model there hhfspinball...
monkeycloud posted Thu, 27 September 2012 at 5:38 AM
Great looking model... I'll look forward to seeing it rigged
hhfspinball posted Thu, 04 October 2012 at 7:53 PM
Having to reload the unit into poser to keep the part names for groups. almost done with it. when I get the last piece in i'll come back here and let you know.
DarkEdge posted Thu, 04 October 2012 at 8:27 PM
Attached Link: Rigging The Arachadonis
*cough*DarkEdge posted Thu, 04 October 2012 at 8:28 PM
Attached Link: Monster Rigging
*cough, cough*Lyrra posted Fri, 05 October 2012 at 6:02 AM
look into an ancient free program called PHI builder.
You use it to build a PHI from an obj, which then gets converted into a figure in poser. this is technology circa poser4, so it works in any version
Another person to ask about mecha rigging is Valandar over at the DAZ forums
tip: most mecha parts will be set to not bend, that is, not to mush when bent
Lyrra
hhfspinball posted Fri, 05 October 2012 at 7:51 AM
Well Dark Edge I see you've been in the dusty basement again. thanks, Will look at it in a bit. Will check it out Lyrra thanks
DarkEdge posted Fri, 05 October 2012 at 7:13 PM
Yeah, a little dusty down here. These are somewhat old (2-3 years) but the basics covered in Poser are still relevant today.
Lyrra posted Fri, 05 October 2012 at 10:12 PM
Unlike some programs, poser tends to stack new tech on top of previous tech. So by and large things that worked circa poser4, still work exactly the same as they used to with some minor exceptions. Even the new weightmapping is in addition to, not instead of, the classic rigging.
Lyrra
hhfspinball posted Tue, 09 October 2012 at 6:35 PM
OK. last piece in. all parts have names now what