View Full Version : Have a look at a bugged out PoseMixer file...
ewdean 12-15-2003, 02:58 PM Could someone who knows what they're doing look at this file and offer their suggestions. I can't get beyond this point with PoseMixer...
Attached are my results of the PoserMixer tutorial off of Maxon's site and after I drag a modified sphere into the name field that contains a slider, the slider is greyed out! It keeps displaying 'EMPTY' when there obviously is a pose on the slider. I don't know, maybe you know what's wrong. I'm using v8.00
http://members.cox.net/edean6/posemixer.zip
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squidinc
12-15-2003, 08:29 PM
if anyone helps you with the file you will most likely be unable to open the file afterwards, it may be worth upgrading to 8.2 first, it's free from maxon :) ( this fixes any bugs that are found by maxon as well, so it could be that you're problem may be solved )
ewdean
12-16-2003, 04:07 PM
First of all, squidinc, you've got a pretty decent gallery of images, I hope you get a 3D job soon enough.
Well the upgrade to 8.2 solved the slider problem. However when I now add a PoseMixer below the polyselection, Cinema always translates the polyselection to another location.
I've tried to illustrate my problem with the following screenshots.
http://members.cox.net/edean6/pm.jpg
Here's the problem flow:
-In image#1, I've just added the PoseMixer to the scene.
-In image#2, I've dragged the PoseMixer below the appropriate polygon.
-In image#3, I dragged the Head_Default polygon onto the PoseMixer's default pose field and then all hell breaks loose.
I don't understand why it's translating the Head poly. Anyone have any clues?
wesware
12-16-2003, 04:11 PM
This is a hierarchy problem.
Your head geometry and it's poses have (I am assuming) different world coordinates so the head moves to the coordinates of the default pose geometry. Try this, place all of your head morph targets into a null that has been zeroed out to the collar geometry, place the null containing the target as a child of the collar geometry alongside the Head geometry... then place a stop tag on the null so the morph target geometries won't be deformed by the bones. This way your targets will have the same coordinates as the head geometry.
HTH
AdamT
12-16-2003, 04:24 PM
Unfortunately Posemixer takes into account the relative locations of the affected, default, and target objects, so you have to make sure they all have the same global *and* local coordinates. The easiest way to do that is to copy the whole heirarchy that includes the affected object and then delete anything below that object in the heirarchy, as well as anything extraneous that doesn't affect the objects' position.
Then make the copy of the affected object your default object. For targets, copy your default object and keep the copies as siblings, i.e., in the same heirarchy level. So in your case it would look like:
Billy Boom
--Body
----Jacket
------Collar
--------Default
-----------Eyes
--------Target1
-----------Eyes
--------Target2
-----------Eyes
[Etc.]
wesware
12-16-2003, 05:15 PM
Oh Adam, why would he want to keep his character's hierarchy clean :)
I use visual selector so I tend to get a little sloppy with my hierarchies then I sort it out later with vis-sel.
ewdean
12-16-2003, 05:24 PM
thanks guys, you solved my problem.
What i ended up doing was copying the p.x, p.y, and p.z coordinates of the Head poly to all of my morph targets (Head_Default, Head_Angry, Head_Happy), and then dragging them all underneath the Collar poly.
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