Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)
Simple. Open it in UVmapper. And select all those spike groups. Then shrink them down small and put them somewhere in the UV layout where you can easily select them again if you need to. The reason for this is just incase you want to select them individually again someday. Then with all of them selected. Assign them to a new material called spikes. Then assign them to the jaw group. And save the new .obj file. This way. The spikes will become part of the jaw group. And will move with it. . *Note: If you're using morphs to move the jaw. Then doing this will screw up your morphs. To get around that. Instead of assigning the spikes to the jaw group. Assign them to a new group called jaw_spikes_. This little trick allows you to add more geometry to a morphed group. While retaining the same number of vertices, and the morphs will still work. Open the Poser dog in UVmapper and look at the groups in it to see an example of this. ScottA
heyas; does the mouth morph open? or is there a posable jaw? the spikes should move with the jaw if it is posable. however, if the mouth opens via head morphs, it won't affect the props. if it is morphs, there are some things you can do: you could turn the mouth morph to 1, move the spikes into the new position, and spawn 'open mouth' morphs for them. you could also, if you were so inclined, slave the spike morphs to the head morph, to make them all move as one unit. you could try inserting a jaw bone into the storybook dragon to make the jaw posable. i dont know how the model looks, so i can't guess how successful that would be. once the jaw bone is in place, parent the props to that, and they will move with it. --or you could just make the spikes the jaw body part.
Hey there, Looks cool. Tailor might be able to make a morph that matches the head. Also, use the taper dial on the head to make the snout pointy. Twisting the fins can be very cool too.
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