AnAardvark opened this issue on Oct 08, 2015 ยท 4 posts
AnAardvark posted Thu, 08 October 2015 at 10:03 AM
So I'm trying to build a scene with an Octopus in it. I've got the DAZ Octopus, which is pretty decent, except that you can't flatten the lower part of the body (where the tentacles attach) enough to have it cling to a flat rock, and the mesh looks a bit funny when you try and bend the tentacles up too much at the base. Octopi are very, very squishy, and I'm seriously thinking of trying the PP2014 soft-body capabilities to have the octopus plop properly on the rock.
I also tried the Smith Micro Octopus, and I have to say that it may very well have the weirdest rigging I've ever scene. In common with anything with tails, tentacles, or the like, there are a lot of joints, and they each have a bend, twist, and side-to-side dial. However, they don't do what you would think. You would think that bend would move the joint relative to the ventral/dorsal (top/bottom, analogous to a biped's front/back) axis, twist would twist it relative to the long axis, and side-to-side would move it parallel to the ventral/dorsal axis. No, instead bend rotates it around what would, in the zero position, be the x axis, twist rotates it around the zero-positions y axis, and side-to-side around the zero-positions z axis. So each of the eight tentacles behaves differently, and none of it makes sense.