matlock opened this issue on Oct 10, 1999 ยท 6 posts
matlock posted Sun, 10 October 1999 at 5:52 PM
pack posted Sun, 10 October 1999 at 9:52 PM
You're better off adjusting the inclusion/exclusion angles. Thats what Zygotes always done when I looked. I put the limb near an extreme angle. Then adjust the center joint position. Next adjust Incl/Excl angles by placing cursor over the end of the line of the 4 lines controling the incl/excl angles. The cursor will change into a circle with a dot when your in position to start adjusting. Hard to explain, but it is in the P4 manual. It show the effect of the new angle in real time. I find this approach not only faster, but give nicer joints over the long run. There are exceptions. Good luck Pack
bloodsong posted Mon, 11 October 1999 at 6:25 PM
this is a stab in the dark, but... did you turn off the leg ik chains?
frederic posted Tue, 12 October 1999 at 2:33 AM
bloodsong, what do you mean exactly by "leg ik chain"? concerning the influence spheres, it is a known bug that the joint center will flip and you have to set it back each time you try to modify them. anyway, modifiying the influence spheres is the only way to achieve realistic joints. I wish somebody finds a way to get around this. also, I am still interested if somebody makes a P4 port from the modified joint parameters P3 characters I posted on the forum frederic
matlock posted Tue, 12 October 1999 at 2:59 AM
Pon me word, did I know it was a known bug ? So there it is. Can only hope it get kinda fixed then, cant we all ? Hey MC, you still there ? Back from holiday, Metacreations ? Cmon, we only want to optimize some figgers! Thanks Frederic.
bloodsong posted Tue, 12 October 1999 at 10:54 AM
heya; i meant the ik chains on the legs. :) you know, when you go to the figure:ik chains menu, and the legs and/or arms may or may not be checked? but... since it is a known bug, i guess that wouldnt help anyway.