Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 14 12:36 pm)
I agree... I was thinkign this when I first saw Anton's "changing" stuff in action. Swappable geometry is probably the answer. Model Vicky's knees in extreme angles then let us swap them in till we find the one that is closes to what we need for a pose - the poser deformations would still work so it would not have to be "perfect" just closer than the unbent knee.
heyas; you can put a magnet on, and then bend the limb, and adjust the magnet to 'fix' the mesh crunching and stretching and breaking. supposedly. at least with magnets you can see how your morph will look after bending! i dont thing geometry swapping will help. but some joint-controlled morphs would be nice. so as you bend the leg/arm/whatever further, the fix morph is applied in various degrees.
Obviously a JCM would be the right thing - but a JCM that wrked under all situations would be an immense task. A geom swap is something I can keyframe over time and make an "eyeball" choice on my own - plus it seems simpler ... though I could be wrong. I would pay a fairly heavy chunck of change for a Vick2 compatible fgure (texture/hair/clothing) that didn;t have the normal joint problems - as would many others I think. Yeay, the cloths would barf but most of what I put on her doesn't cover the joints anyway :)
V2 has joint fix morphs elbow and knee- not perfect, but better than nothing. Why not just key these morphs. They are not candidates for JCM. The way that JCM work is not applicable to joint fixes that are not wanted until a joint exceeds 90 degrees or so. These are nightmare morphs to do. The hip will be the worst. On a bend, a large part of the mesh of the buttock goes inside the hip.
Thanks for all the suggestions and thoughts thrown in. These things will all sort out once more physics (collision detection) will be widely available. The most horrible part of it all to me seems to be the intertwined meshes like in between calves and thighs. Maybe one should unjoin a few limbs and give ClothReyes a chance. BTW: where do I find good manuals about how to work on existing, complex meshes (like Posette) with the most popular packages, like using which tools to deform something in a well-controlled way? thanks again!
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Are there any morph targets around to overcome the problems of arms and legs in extreme (=acute) angles? I mean morphs with all the typical (=natural) deformations you get e.g. when squatting down etc.?? Most people 'solve' this in post production, but there are cases where this is not applicable. Any help appreciated :)