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1a__
Boot Poser clean and delete any figures or props that may have loaded by default. Work will be easier if you turn OFF Display/Ground Shadows and Display/Guides/Ground Plane. ___ Load one Note: For most modeling work, diddling the parameter dials with the mouse is not as exact or quick as direct numeric input. And the parameter dial value readout seen in the main Poser workspace can differ from the value you will see in a Edit Parameter Dial dialog. 1b__ Load one 1c__ Load one Note: These yTran values are rather arbitrary for this exercise, keeping the two balls close to the footCube just for viewing convenience. |
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1f__
Do a File/New (there's probably no reason to save when prompted) and then File/Convert Hier File, loading
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2a__ In Front camera view, move the camera to make the figure fill much of the Document Window. Select ball_1 and bring up
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2c__
Set ball_1's zRotate at ___ With the mouse over the Joint Angles centerpoint, you will see the mouse pointer becomes a bullseye. Click and drag this to the upper right a short distance, and the footCube start to move into a tighter curve. ___ Zoom in now and move the Joint Angles until the upper left and lower right end approach or barely overlap the very ends of the footCube equally. This will definitely mangle ball_1, but that's OK. (If it disappears and you need to select it, use the Current Element menu.)
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footCube1x1_1, xTran to -0.127 footCube1x1_2, zTran to -0.127 footCube1x1_3, yTran to -0.127 |
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___
Speaking of the Current Element menu, use it now to select each of the workbench figure element's Visible property (ball_1, ball_2, and footCube8x8_1). Now that you can see the jig and figure's relative positions, zTran jig.obj_1 to about -0.064, and otherwise budge it around in Front view until it somewhat encompasses the footCube8x8 mesh. (You also can relocate the workbench figure by moving its ball_2 parent, and probably with similar good result, but here we'll move the jig, instead.) Important: Save to a new .pz3 file name now, as you likely will find yourself coming back to start over or to try different approachs. Quick alternate: Instead of creating a jig prop, place the three footCubes as described above, and Edit/Properties/Set Parent both footCube1x1_2 and _3 to _1. You won't need to hide the workbench figure or go through the export/import process, and you will be able to adjust the assemblage's position by moving just the parent, footCube1x1_1. Since these props remain separate, you can give each a different Render/Surface Material/Object Color (Ctrl/Cmd-U) to better help you stay oriented. However, you can't lock the positions of the two child footCubes relative to the parent, and you will have three hazards instead of one for accidental selections. |
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| ___
This is where you need to begin to learn by playing around to gain experience. There can be no exact "folow-the-numbers" guidance for completing this step. At first it will seem like chasing bubbles while deflating an air mattress, because changing one control can mess up another. Here are some hints: 1) The primary controls you have are the two upper red/green Joint Angle lines, which, along with their center point, must remain fairly symmetrical to the footCube. You will probably need to bring these lines in completely past the ends of the footCube (completely within the first row of polygons), and may find that it helps anchor the curve if you bring them into the second row of polygons, though that will leave flat two sides that otherwise would contribute to our "curve." |
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___
Move the jig around so that the upper left cube's top right corner always abutts the top left corner of the footCube. Remember that the goal is for both ends of the curve to fit smoothly to the outsides of the jig's left and lower reference cubes. ___ If you get the curve you want but it doesn't complete the arc from top to bottom cube in the jig, you can rotate the jig to see if the curve will drop into place. Select the jig.obj_1, bring up Joint Parameters/center, and move the object's Center Point (green crosshairs) to the upper left corner of the footCube mesh. (You may have to back the camera out to see where the the jig's Center Point is to grab it, or try manually entering 0,0.128,0 into the XYZ windows.) |
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Good enough for Poser work! Back this critter up now to a newly named .pz3 file before anything can go wrong. ___ In the image at right, you can see that the object's "curve" isn't quite perfect, and the footCube's ends don't butt correctly against the jig's sides. However, the outside curve is fairly even, and the outside surfaces will fairly accurately line up with cottage walls formed from foot-thick footCubes. This is probably as well formed as you can get with the tools at hand in Poser 3. And, hopefully, you have something better to be doing with Poser than chasing computerized perfection to depict a world with surprisingly few straight lines. |
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The final ball_1 zRotate was -67.219°, and the final jig zRotate was 10°. Though tempting, there was no use of scaling, thus avoiding having to correct for unwanted distortions. |
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4b__
If off, turn ON both Display/Ground Shadows and Display/Guides/Ground Plane. What you will see, something like the screen shot at right, isn't what you want to get. ___ Select the corner.obj_1 and xRotate it 90° into an upright position use Figure/Drop to Floor to get it to rest correctly on the ground. It can be useful to rotate the corner object to be square with Poser, much like we set up the jig earlier, load a ___ Turn OFF Display/Guides/Ground Plane, and export the object again, calling it corner2.obj. (If you export with the Ground Plane on, that will become a part of the exported object, and not easily separated from it.) |
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4b__ Reimport the convert2.obj file into an empty Document Window. This time, enable Prop Import Options Centered, Place on Floor, "Make polygon normals consistent," and disable the other options. The result should be a corner object that arrives square to and centered on the Poser world (as shown at right from below the ground plane). This is an object free of all the parameters that were assigned along the way in the many previous steps, ready for fresh manipulation. ___ All that's left to do now is to save the corner object for future use as a building block. Set a distinctive full-frame view from the Main Camera (45-55mm Focal recommended), open to the Props palette where you would like to keep the object, select the object, click on the + symbol, and give a New set name: "footCorner." |
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4c__
"The proof is in the putting," and here the footCorner prop has been put at the junction of two walls. The larger wall pieces seen here are footCubes that have been yScaled 800%. For demo, the footCorner prop has been yScaled 700% and the scene is seen in Flat Shaded view to show faceting, but the corner object will appear nicely rounded and will fit flush in higher quality views (inset at right). ___ If you see something odd like ripples in rendered warp-modeled objects, you may have accidentally introduced some shear or other unwanted distortion during the warp modeling process, or this may be due just to general crankiness in the Poser rendering engine. Try resetting the lights, moving them around, and otherwise adjusting their parameters. (E.g., turn off the Casts Shadows property for each light in turn to see if it is the culprit.) |
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5b__ Found art As you go through this exercise to warp the footCube, you will see ball_1 transition through some interesting shapes, such as becoming egg-shaped or a perfect hemisphere. And you may see the footCube8x8 spring into an unusual but potentially useful structural shape. Save the best of these non-planned shapes while you've got them, rather than trying to come back and create them over again later. 5c__ Inverse Kinematics As a variation on the above exercise, try it with an activated IK chain. Re-create the workbench figure using this .phi file:
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3DA#36 supplement
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