Forum: Poser - OFFICIAL


Subject: Antonia - Opinions?

odf opened this issue on Oct 27, 2008 ยท 13981 posts


lesbentley posted Sat, 22 August 2009 at 4:12 AM

@odf,> Quote - lesbentley: Here's a render with the eyes pointing at the camera. It seems to work fine, at least in Poser 8. The key is the correct positioning of the endpoint. It is usually placed along the main axis, which means that axis will be pointed at the camera and Antonia will go all cross-eyed. If one gives it the same x and y coordinates as the center but a higher z coordinate, everything will work fine.

Yes I agree the the eyes look fine in you image. I guess I should have actually checked the effect of "Point At" before opening my mouth. Sorry for the distraction.

I like the idea of the endPoint being in front of the head so it can point at things, instead to being on top it is in most figures.

@Believable3D,

Quote - What you seem to imply here is that rigging changes would not be treated as a morph - i.e. couldn't be saved as a normal pmd / INJ pose file and function. Is that correct?

Rigging changes would not be treated as a morph, but a pose file can include rigging changes.

The origins of Antonia's left and right collars are set to "origin 0.006 0.573 -0.042" and "origin -0.006 0.573 -0.042" respectively. Say you wanted to change the x origins to "0.026" and "-0.026" respectively. Purely from the point of changing the origin ("Center Point"), the following pose file should do the job.

{

version
        {
        number 3
        }
actor lCollar
        {
        channels
                {
                xOffsetA xOffset
                        {
                        initValue <span style="color:rgb(255,0,0);">0.026</span>
                        staticValue <span style="color:rgb(255,0,0);">0.026</span>
                        }
                xOffsetB xTranB
                        {
                        initValue <span style="color:rgb(255,0,0);">-0.026</span>
                        staticValue <span style="color:rgb(255,0,0);">-0.026</span>
                        }
                }
        endPoint <span style="color:rgb(0,204,255);">0.08</span> 0.565 -0.033
        origin <span style="color:rgb(255,0,0);">0.026</span> 0.573 -0.042
        }
actor rCollar
        {
        channels
                {
                xOffsetA xOffset
                        {
                        initValue <span style="color:rgb(255,0,0);">-0.026</span>
                        staticValue <span style="color:rgb(255,0,0);">-0.026</span>
                        }
                xOffsetB xTranB
                        {
                        initValue <span style="color:rgb(255,0,0);">0.026</span>
                        staticValue <span style="color:rgb(255,0,0);">0.026</span>
                        }
                }
        endPoint <span style="color:rgb(0,204,255);">-0.08</span> 0.565 -0.033
        origin <span style="color:rgb(255,0,0);">-0.026</span> 0.573 -0.042
        }
}

Note that this file also moves the endPoint by the same ammount (optional). Moving the origin may affect the way other JPs work, for example in the lCollar the "jointZ jointz", "jointY jointy", and "twistX twistx" contain the line "center 0.006 0.573 -0.042". I don't know enough about joints to give you good advice here, but it may be worth resetting the origins via a pose, and see if it helps.