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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)



Subject: help w/ joint set up...


atom123 ( ) posted Thu, 05 December 2002 at 11:13 PM · edited Fri, 15 November 2024 at 11:53 PM

Attached Link: http://www.renderosity.com/messages.ez?ForumID=440&Form.ShowMessage=979848

file_34692.jpg

im having some serious problems making a descent joint set up for my characters. if anyone could help, i would be extremely overjoyed...


nerd ( ) posted Fri, 06 December 2002 at 1:33 AM
Forum Moderator

OK, lets start at the beginning... Pro-Pack, P5, or plain ole Poser 4... Each of you poor contorted body parts suffer from a different Poser joint problem. The head is easy, the y-Rot zone is tool long. The knees appear to suffer from incorrect fall off zones, and maybe the wrong joint order. It looks like the hands are having soem trouble too. Pick a body part and we'll start solving theri woes one by one. ngsmall02.gif
Poser Orthopedic Surgeon


atom123 ( ) posted Fri, 06 December 2002 at 7:55 AM

now thats what im talking about!!!!! i am using the propack. i have to be very honest tho, and admit i have no idea of how to fix what you said. i open the joint editor, and feel like the lion.... "better make it 4 lumps...." this is a start. i have been pointed in the right direction....


atom123 ( ) posted Fri, 06 December 2002 at 9:26 AM

file_34693.jpg

i went thru the manual on the joint editor, and now i have a headache... so i started messin around w/ the original obj file of the character, and i noticed something weird. usually when i exit the setup room, itll prompt me to group the parts if i havent already...... this time i forgot again, but it didnt propmt me. instead, it automatically did the grouping of the bones to the obj file for me, and w/ darn good results........ i didnt make much effort to tweek the bones, as i was only bullspittin anyways. but whoa, the results....... its as if it aligned the bones to my counterpart groups perfectly........ whats the deal w/ that???


atom123 ( ) posted Fri, 06 December 2002 at 10:16 AM

file_34694.jpg

spoke too soon. musta got lucky on the 1st try. i totally regrouped theis guy, and tried it again, but ive realized 1 thing. poser is weird. this time, the "magic" grouping twisted the character around. so once again, i used the heirarchy editor and still, the whacky foot bend... ((by the way, does anyone else need to reload poser before characters appear in the new figures group after having been created thru the heirarchy editor???)


brycetech ( ) posted Fri, 06 December 2002 at 12:05 PM

file_34695.jpg

see image for a brief intro into joints


nerd ( ) posted Fri, 06 December 2002 at 2:43 PM
Forum Moderator

I don't know how any body uses that bones thing. What an enormous pain in the rButtock! If your modeling program supports groups in OBJ files (most of them do) group your figure's body parts before you export it to Poser. In MAX each object in the scene becomes a group in the OBJ. A modeling program is going to do a much nicer job of selecting groups than that poor anemic grouping tool in Poser When you import the OBJ to Poser you can use the grouping tool to separate the OBJ groups into Poser props. Open the grouping tool, click "Spawn Props". Now you have all the figures body parts. delete the OBJ you imported. Now go to the Hierarchy editor. Click the Universe at the top of the HE list. Click the Apply Standard Hierarchy button, then click on the hip in the HE list and click Apply Standard Rotation. Now click create new figure. The figure will be saved to the library. Load it back and have a crack at some of the stuff Bruycetech is showing you. You could also take the figure in the setup room and tweak the bones a bit. From here almost all the work that needs to be done is going to be with the Joint Editor. You think the Joint Editor is hard? wait till the do the eyes! You have to hack the CR2 to get them working right. The next step is joint centers. Open the figure you created in HE. Switch to one of the Isometric views, switch to outline view, and open the Joint editor. You will easily be able to position the center points now. They should be place near to where a real human joint would be. You may also want to change some of the joint angles so they line up with the axis of the body part. (This is the one thing the setup room does well. You can use it for this step if you prefer.) [![ngsmall02.gif](http://www.nerd3d.com/Banners/ngsmall02.gif)](http://www.nerd3d.com)


nerd ( ) posted Fri, 06 December 2002 at 2:57 PM
Forum Moderator

Now set the orientation of the joint center...


nerd ( ) posted Fri, 06 December 2002 at 3:04 PM
Forum Moderator

Now set the area to be effected by joint twist. The green lines show where the range should be...


nerd ( ) posted Fri, 06 December 2002 at 3:11 PM
Forum Moderator

Now set the joint bend angles. You will need to do this from 2 sides. In the neck you will need to do the side and front view... Spherical zones are next. Stay tuned to this thread.


nerd ( ) posted Fri, 06 December 2002 at 3:38 PM
Forum Moderator

Not every body part needs spherical falloff zones. Some that do are thighs or buttock, collars, shoulders, neck, fingers. The spherical zones control the area effected when a joint is moved. In this example we need to make sure the collars dont get torn when the neck is twisted. The red or outer zone stops the zoint's effect before it reaches the collars. The zones can be controlled with the normal posing tools or the parameter dials. I prefer the dials. [![ngsmall02.gif](http://www.nerd3d.com/Banners/ngsmall02.gif)](http://www.nerd3d.com)


nerd ( ) posted Fri, 06 December 2002 at 5:01 PM
Forum Moderator

Attached Link: http://www.nerd3d.com/Tutorial/EyeSetup.htm

Remember you can copy the joint setup using the symmetry command. So, you only need to do one side. Now for the eyes. I already have a tutorial covering that... http://www.nerd3d.com/Tutorial/EyeSetup.htm [![ngsmall02.gif](http://www.nerd3d.com/Banners/ngsmall02.gif)](http://www.nerd3d.com) Whew!


atom123 ( ) posted Fri, 06 December 2002 at 9:17 PM

whew indeed!!!!! thank you so much! its actually starting to make sense now. going over the manual, and this thread, im sure ill have a full characters w/ a proper joint set up soon.... your methods seem to be in the direction im heading...... i do my grouping in uvmapper, and spawn props once in poser. i do use the HE to create the basic joint set up (much better than phi builder imo), and will now tweek in the set up room and further w/ the joint editor..... thanks so much people....... peace and chicken grease. (stay tuned......)


atom123 ( ) posted Sat, 14 December 2002 at 12:28 AM

file_34701.jpg

[ "human victim1"](http://www.renderosity.com/artistdownload.ez?Who=atom&fileid=2238&key=405115), [ "human victim2"](http://www.renderosity.com/artistdownload.ez?Who=atom&fileid=2239&key=709575), [ "AF001"](http://www.renderosity.com/artistdownload.ez?Who=atom&fileid=2243&key=83217). i thank you all in my quest, and to show my appreciation, i share my works to the community. big ups yall! peace and chicken grease!


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