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3D Nightmares... Or... The little sculptor - [Tutorial] Cars With Posable Pedals, Steering Wheel
ahjah [ Wednesday, 21 February 2007, 02:09 PM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
<img src="https://www.posetteforever.com/images/smiles/eusa_clap.gif" alt="" /> <img src="https://www.posetteforever.com/images/smiles/eusa_clap.gif" alt="" /> <img src="https://www.posetteforever.com/images/smiles/eusa_clap.gif" alt="" /> Great tutorial, thanks a lot, VK! <img src="https://www.posetteforever.com/images/smiles/eusa_dance.gif" alt="" />
Whazizname [ Wednesday, 21 February 2007, 04:26 PM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
Yes, Thank you VK!
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{I just took the time to see if the"phi text" method was available to P5 users;...
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The manual says: "Figure creators wishing to use the old method should refer to the electronic Poser 3 Advanced Techniques document, which covers the old figure creation method in detail. This document is in PDF format and is included on your Poser 5 content CD in the documentation folder."
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It is not on my version of the CD. <img src="https://www.posetteforever.com/images/smiles/rolleyes.gif" alt="" /> }
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{ I did however notice a bunch of free content (including morph targets for Don & Judy) that I did not remember were there. :grin:}
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Now having said that;... How can a P5 user make use of this beginner's tutorial?
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<img src="https://www.posetteforever.com/images/smiles/happy8.gif" alt="" />
Whazizname [ Wednesday, 21 February 2007, 06:05 PM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
WhooWeee!
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I was able to download the "Poser 3 Advanced techniques" document from eFrontier.
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<img src="https://www.posetteforever.com/images/smiles/happy8.gif" alt="" />
goat4444 [ Friday, 16 March 2007, 08:30 PM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
Great detail in here!
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So, if I have an existing car model, with pedals that don't move, hoe can I make them move?
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Thanks!
Whazizname [ Tuesday, 20 March 2007, 01:37 AM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
I'm with Goat on this...
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I think that I need a "hand-holding type" tutorial on how to rig a car model in P5.
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I looked at already poserized vehicles (The Cobra, The Veepster, a Hummer, and others); but they only helped to confuse me more as to where the bones need to be.
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As for the phi file, whew... I think I understand how to make it; but I am unclear when to make it; or even if I need to make it in P5.
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<img src="https://www.posetteforever.com/images/smiles/eusa_think.gif" alt="" />
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<img src="https://www.posetteforever.com/images/smiles/happy8.gif" alt="" />
VK [ Tuesday, 20 March 2007, 11:16 PM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
Sorry, I can't help with the Setup room in Poser 5 and later. However, the steps are always the same.
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Maybe it helps when I try to answer your questions.
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@goat4444:
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Make the first step: Import the existing car model into Poser (menu "Import > Wavefront OBJ").
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Once you see the car model in Poser, open the Group Editor and check if there is for each pedal a group including only the pedal geometry.
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You always have to start with a properly grouped model. So this is always the first step. Please ask for more information if you don't know how to import the model or how to use the Group Editor.
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If the car model has no groups for the pedals, you need to group the model. This can be done in your modeler or in Poser. If you don't know how to group the model please ask here for more information.
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If your car model has groups for the pedals, you're ready for the next steps:
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- Scale the model if necessary.
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- Place the model in the Poser scene where you want it to load.
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- Adjust reversed normals if necessary.
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- Use "Spawn Props" in the Group Editor to create props from the model groups.
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- Delete the original car model.
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- Export all the props to create the figure obj file.
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If you don't understand these steps, please ask for more information.
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Once you have the figure obj file, you can start to create the .cr2 (rig the model), see below.
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@Whazizname:
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I'm sure there are tutorials how to use the Setup room in Poser 5 or later to rig the model.
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The phi-method is usually much faster (and painless, too). Here's some more information:
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1. You can create the phi-file at any time. I usually make the phi when I have spawned the props in Poser. This way I can see the exact group names and make sure that all groups are included in the phi.
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2. Usually, the car rig should be very simple. The simpler the better. You have a root object (the car body), and all parts are attached to the car body (like wheels, doors, pedals, etc.). Because of this, the phi is also very simple. You can use the following code as a template.
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<!-- no smilies start --><div class="code"><div class="code-header" id="codehdr2_161562f1" style="position:relative;">Code: [<a href="download_post.php?post=35048">Download</a>] [<a href="javascript:void(0)" onclick="ShowHide('code_161562f1','code2_161562f1','');ShowHide('codehdr_161562f1','codehdr2_161562f1','')">Hide</a>] [<a href="javascript:void(0)" onclick="select_text('code_161562f1')">Select</a>]</div><div class="code-header" id="codehdr_161562f1" style="position:relative;display:none;">Code: [<a href="download_post.php?post=35048">Download</a>] [<a href="javascript:void(0)" onclick="ShowHide('code_161562f1','code2_161562f1',''); ShowHide('codehdr_161562f1','codehdr2_161562f1','')">Show</a>]</div><div class="code-content" id="code_161562f1" style="position:relative;"><span class="code-row-text">objFile :Runtime:Geometries:cartest.obj
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1 cargroup yzx
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2 wheelgroup xyz
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2 doorgroup zxy
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2 hoodgroup zyx
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2 pedalgroup yxz
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</span></div></div><!-- no smilies end -->
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When you use the template, you insert your group names and add more actors (for the wheels, for example).
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- The "objFile" line: This is a file path using the ":" separator. The line starts with the word "objFile", followed by a space or tab, followed
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by ":Runtime", followed by the path to your obj file. Use the exact filename of your obj. The line must end with a return.
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- Write a line (a full line ending with a return) for each actor.
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- Each line starts with the hierarchy level (a number), followed by a space or tab.
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The logic of these numbers is simple: The root actor has number 1. This actor will be the child of actor BODY in the figure. Most objects like humans and cars have a single root actor. However, you can define several root actors, for example two roots for two faerie wings. All actors with number 2 are children of the root actor. These parts are attached to the root actor.
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All actors with a higher number are children of the prior actor with the prior number. For example, a "3" actor is a child of the "2" actor in the latest preceding line:
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2 foo
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3 foochild
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3 foochild2
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2 goo
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3 goochild
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3 goochild2.
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- Each line lists the exact group name, followed by a space or tab. Spaces are not allowed in the group name, and your obj must not contain groups with spaces.
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- Each line ends with a rotation order flag, followed by a return. The rotation order is for example "xyz". The above template can be used for a car model facing the front camera (the usual setup).
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- Be sure to finish the phi file with a return to make a full line for the last actor.
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- The rotation order is crucial when you make a soft body model, because Poser tries to set up complicated joint parameters for the figure. You don't need these parameters in a car model, so you don't need to care for this stuff. Once you have the .cr2, you load the car figure and simply adjust the origin of the parts.
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However, the rotation order flags in the phi can help to place the origins. Here are the rules:
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The origin of the root actor is always centered in the root actor. The flags in the phi just define the rotation order, that is the order of the rotate channels on the root actor.
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For children of the root actor, the first dimension (axis) defines the major axis of the child. The second and third dimensions define the plane where the child is attached to its parent. When Poser converts the phi, the origin and the end point of the actor are placed at the end points of the major object axis, and centered in the second and third axes.
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For example, the wheels have flags "xyz". The x-axis is the major axis of the wheel, and "yz" define the plane where the wheel is attached to the car. Using this flag, Poser places the origin and end point of the wheels on the x-axis, and in the center of the y and z dimension of the wheel. This is exactly what you want. Remember that this setup can be used when your car geometry faces the front camera.
VK [ Tuesday, 20 March 2007, 11:19 PM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
Likewise, the door actor has flags "zxy". The origin and endpoint of the door is placed at the endpoints of the door in the z-axis, and centered in the xy-plane.
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Poser uses the bounding box of the geometry group to calculate the position of the origin and endpoint. The bounding box is the smallest box enclosing the entire geometry. For example, the hood actor has flags "zyx", the origin is centered in the xy-plane. This is not the hinge point of the hood. So you need to adjust the origin when you have your first .cr2.
VK [ Tuesday, 20 March 2007, 11:21 PM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
The phi-flags also define the rotation order of the actor, that is the order of the rotate channels in the .cr2. You can set up the rotation order in the phi or later in the .cr2. Most actors rotate about one axis (like the doors, hood, pedals, etc.). In this case, the rotation order doesn't matter, maybe you even delete the unused rotate channels from the .cr2.
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The rotation order does matter when the actor uses more than one rotation axis, like the front wheels (to drive and steer). There are two important rules for the order of the rotate channels:
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1. Later rotate channels carry the rotation axis of prior rotate channels.
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2. The middle (second of three) rotate channel can generate "gimbal lock".
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A "later channel" is a channel whose code appears later in the .cr2. The "middle" rotate channel is the channel whose code appears after the first and before the third rotate channel.
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Let's see what this means for the front wheels: We choose the rotation order "xyz". X-rotate revolves the driving wheel. Y-rotate turns the wheel when you are steering. Z-rotate is unused. When you drive and steer, you set both rotations, that is
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x-rotate (drive)
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y-rotate (steer).
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The subsequent steer channel carries the rotation axis of the prior drive channel. When you steer the wheel, the drive rotation axis is carried and points to a new direction. This is what you want.
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Rule 2 doesn't apply to the front wheels, since we use only 2 rotation axes.
Tormie [ Tuesday, 20 March 2007, 11:56 PM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobr
Thank you for your tutorials VK, they are really priceless <img src="https://www.posetteforever.com/images/smiles/notworthy.gif" alt="" /> <img src="https://www.posetteforever.com/images/smiles/notworthy.gif" alt="" /> <img src="https://www.posetteforever.com/images/smiles/notworthy.gif" alt="" />
ahjah [ Wednesday, 21 March 2007, 12:08 AM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
<img src="https://www.posetteforever.com/images/smiles/thumb.gif" alt="" /> <img src="https://www.posetteforever.com/images/smiles/eusa_clap.gif" alt="" /> <img src="https://www.posetteforever.com/images/smiles/eusa_clap.gif" alt="" /> Thanks a lot, VK <img src="https://www.posetteforever.com/images/smiles/lol.gif" alt="" />
VK [ Wednesday, 21 March 2007, 12:45 AM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
You're welcome. <img src="https://www.posetteforever.com/images/smiles/smile.gif" alt="" />
Whazizname [ Wednesday, 21 March 2007, 09:17 AM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
Thanks again VK.
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I have a few questions:
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1.) The model I've chosen loads facing away from the camera. How does this alter the tutorial you posted? (I rotated & scaled the model; but when I spawned the props, they were unscaled, and unrotated.)
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2.) The model I've chosen has multiple "body" parts; should these be grouped together to form one "car body"?
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3.) (This is related to #2 above.) There were 74 props spawned from the model; some parts need to "work" together.(Tires, wheels, brake rotors, brake calipers,...)Do I need to group the parts that work together before I spawn the props?
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4.) Are the default OBJ export options ok for this?
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<img src="https://www.posetteforever.com/images/smiles/happy8.gif" alt="" />
Whazizname [ Wednesday, 21 March 2007, 11:15 AM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
@ VK;
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Please ignore questions 2 & 3. I used the group editor to combine the parts that work together before spawning props.
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I have one additional question though: How do I prevent the brake calipers from rotating as the wheels, rotors & tires roll?
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<img src="https://www.posetteforever.com/images/smiles/happy8.gif" alt="" />
VK [ Wednesday, 21 March 2007, 12:29 PM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
Answer 1:
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When the car faces the back camera, the procedure is exactly the same. You can use the same phi setup. For example, the major axis of the wheels is still the x-axis, and the flags in the phi are
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2 wheelgroup xyz
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You need different phi-flags when the car is oriented on the x-axis (facing the right or left camera).
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Answer 4:
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You choose special export options. Uncheck all options, check only "Include body part names in polygon groups".
Posy [ Wednesday, 21 March 2007, 12:29 PM ]
Post subject:
What was the question ?
VK [ Wednesday, 21 March 2007, 12:31 PM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
Answer 5:
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You usually don't need a separate actor (group) for the brake calipers, since the calipers won't move in the car figure. Therefore, the calipers are part of the carbody, and the wheels are a separate actor.
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If your car object has separate caliper groups, include the caliper geometries into the carbody group, and delete the caliper groups:
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1. Open Group Editor.
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2. Select the carbody group in the Group Editor.
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3. Click "Include Group" and select a caliper group.
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4. Repeat for all caliper groups.
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5. Select a caliper group in the Group Editor. Click "Delete Group". Repeat for all caliper groups.
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Caution: Don't delete the wrong group by mistake. And don't forget to delete the caliper groups, otherwise you have two groups including the same geometry. Before you spawn the props, check "Show Multigrouped Faces" in the Group Editor. Poser highlights all faces which are members of more than one group. When you spawn props from an object with multigrouped faces, you get a duplicate of the same geometry. For example, the caliper geometry is included in the carbody part and in the caliper part.
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If your car has a moveable suspension, you group the caliper geometry with the part where the caliper is attached. Of course, the geometry of the suspension should be mechanically consistent. This means, there must be some geometry where the caliper is attached (usually the housing of the bearing).
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When you have different parts which should roll with the wheel, you choose a common parent for all rotating parts. For example, you have an actor "axleFL". When you rotate the wheel, you set exactly one rotate channel of actor "axleFL". All actors which should follow the rotation are children of actor "axleFL". The hierarchy could look like this:
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2 axleFL
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3 brakerotorFL
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3 rimFL
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4 spinnerFL
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4 tireFL
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Now when you rotate "axleFL" all children follow the rotation, that is the brake rotor and the
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rim and the children of the rim.
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Usually you don't need a separate tire actor, unless you want to move the tire away from the rim in your car figure. Therefore, you group the rim and the tire and make a single actor "wheel".
Whazizname [ Wednesday, 21 March 2007, 01:27 PM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
The car I've chosen doesn't have a suspension, or axle group.
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The way I understand it is: the front rotors, and calipers need to steer with wheels & tires; and the rotors need to roll (x- rotate?) with wheels & tires.
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So, in this situation, what would you suggest to prevent the front calipers from rolling with the wheel/tire/rotor group?
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<img src="https://www.posetteforever.com/images/smiles/happy8.gif" alt="" />
Whazizname [ Wednesday, 21 March 2007, 01:59 PM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
I thought I should post this image for P5 or newer users following this thread.
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{I left the roof panels in seperate groups because I wanted to be able to make them invisible when desired. I left the spoiler a seperate group; because it's height is adjusted as the vehicle increases speed. I left the engine part in their original groups; because I was unsure of the detail accuracy, and may want to change them in the future.)
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Question 6:
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Is it nessesary to put something in the phi file to change the spoiler height; or is it ok to just use the y-trans dial?
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<img src="https://www.posetteforever.com/images/smiles/happy8.gif" alt="" />
VK [ Wednesday, 21 March 2007, 05:09 PM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
You're right. You need two separate actors to steer and drive.
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You could try the following rig for the front wheel:
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2 caliper
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3 brakerotor
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4 wheel
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Use the y-rotate on parent "caliper" to steer. Use the x-rotate on child "brakerotor" to drive. When you steer, the caliper and its children follow the rotation. When you drive, the caliper is fixed. The brakerotor rotates and its child "wheel" follows the rotation (see image).
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Answer 6:
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No need to modify the phi. You can use the y-tran dial on the spoiler actor.
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Poser includes translate channels for each actor in the new cr2, but the translate dials are by default hidden (except for the dials on the root actor). When you want to use translate dials in a child actor, you have to open the cr2 in a text editor and edit the "hidden" line in each translate channel you want to access in the dials palette. "hidden 0" display a dial for the channel, "hidden 1" doesn't.
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BTW, your car looks great.
Whazizname [ Thursday, 22 March 2007, 02:07 AM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
Thanks VK!
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<img src="https://www.posetteforever.com/images/smiles/smile.gif" alt="" />
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That is a clever solution to my rotor problem.
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I might have more questions about the joints. I now have the bones in place.; but I am not having the expected results when adjusting the position.
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But; now I need sleep.
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Thanks again.
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<img src="https://www.posetteforever.com/images/smiles/happy8.gif" alt="" />
Whazizname [ Thursday, 22 March 2007, 06:31 PM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
{I forgot to say, that the car model is not created by me; I just chose it to learn rigging in Poser.}
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It seems as if the "crosshairs" are in the reverse order from those shown in VK's diagrams. {I mean, the green one is at the rear edge of the door, and the red one is at the front edge.} Is this caused by the model originally facing rearward?
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I positioned the "crosshairs" in the Left door to match the diagrams; but when I apply rotation the whole front part of the car bends. I'm unclear about how to control only the desired actor.
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also, the bones seem to be in an incorrect position. The main bone seems to be located near the Right front wheel. <img src="https://www.posetteforever.com/images/smiles/eusa_think.gif" alt="" />
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{see image.}
VK [ Thursday, 22 March 2007, 08:53 PM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
A. The reversed door-joint:
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This could be caused by the orientation of the geometry. Poser assumes the new figure is facing the front camera which is the default for all Poser humans and animals.
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On the other hand, my simple example car has correct orientations for the door when I have a facing front and a facing back model and create the figure using the same phi-file. It's maybe just a fluke, who knows.
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Of course, you can always correct the joint orientation in the Joint Editor.
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B. Front part bending:
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You have to disable (uncheck) the "Bend" option of all actors:
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1. Select an actor.
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2. Open the Info dialog.
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3. Uncheck "Bend".
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The Bend option activates the soft-body joint attributes. These attributes define which polygons should be deformed when you bend (rotate) the actor of a skin (an organic figure). Cars are not skins and the joints shouldn't deform the geometry. Therefore you have to uncheck the Bend option. (You should also delete the respective channels in the cr2).
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C. Origin of the root actor:
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I'm not sure whether I understand the bones in your picture. The base of the cone is the origin, the top is the endpoint, right? The large bone from the center to the right front wheel seems to be the origin and endpoint of the root actor "carbody".
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It looks like Poser places the endpoint of actor "carbody" at the origin of the first child (the front wheel on the right "RIMRF" according to the Hierarchy Editor shown). From there, Poser draws a line to the origin of the following children. This would explain the white lines originating at RIMRF and ending at the origin of the remaining children.
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In a car model you usually only need the origin, not the endpoint, of an actor. The origins look OK as far as I can see.
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To fix the endpoint problem (if this is a problem), you could place the endpoint of actor "carbody" at the center of the car, right above the origin of "carbody" (same xz-coordinates of origin and endpoint).
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I don't know if you can edit the endpoints in Poser 5. The Joint Editor of Poser 4 only shows the endpoint of the "goals" (the last children in the hierarchy). To modify the endpoint (in Poser 4), you have to edit the cr2 in a text editor:
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1. Open the cr2 in a text editor.
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2. Find the code of actor "carbody". The code could look like this:
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<!-- no smilies start --><div class="code"><div class="code-header" id="codehdr2_195294f5" style="position:relative;">Code: [<a href="download_post.php?post=35095">Download</a>] [<a href="javascript:void(0)" onclick="ShowHide('code_195294f5','code2_195294f5','');ShowHide('codehdr_195294f5','codehdr2_195294f5','')">Hide</a>] [<a href="javascript:void(0)" onclick="select_text('code_195294f5')">Select</a>]</div><div class="code-header" id="codehdr_195294f5" style="position:relative;display:none;">Code: [<a href="download_post.php?post=35095">Download</a>] [<a href="javascript:void(0)" onclick="ShowHide('code_195294f5','code2_195294f5',''); ShowHide('codehdr_195294f5','codehdr2_195294f5','')">Show</a>]</div><div class="code-content" id="code_195294f5" style="position:relative;"><span class="code-row-text">
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actor carbody:1
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{
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name car
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on
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bend 0
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dynamicsLock 1
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hidden 0
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addToMenu 1
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castsShadow 1
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includeInDepthCue 1
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parent BODY:1
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channels
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{
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</span></div></div><!-- no smilies end -->
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3. Scroll down to the end of this actor's code. It looks like this:
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<!-- no smilies start --><div class="code"><div class="code-header" id="codehdr2_ab0f6549" style="position:relative;">Code: [<a href="download_post.php?post=35095&item=1">Download</a>] [<a href="javascript:void(0)" onclick="ShowHide('code_ab0f6549','code2_ab0f6549','');ShowHide('codehdr_ab0f6549','codehdr2_ab0f6549','')">Hide</a>] [<a href="javascript:void(0)" onclick="select_text('code_ab0f6549')">Select</a>]</div><div class="code-header" id="codehdr_ab0f6549" style="position:relative;display:none;">Code: [<a href="download_post.php?post=35095&item=1">Download</a>] [<a href="javascript:void(0)" onclick="ShowHide('code_ab0f6549','code2_ab0f6549',''); ShowHide('codehdr_ab0f6549','codehdr2_ab0f6549','')">Show</a>]</div><div class="code-content" id="code_ab0f6549" style="position:relative;"><span class="code-row-text">
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}
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endPoint 0.326 0.253 -0.307
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origin 0.332 0.253 0.08
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orientation 0 0 180
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displayOrigin 0
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displayMode USEPARENT
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customMaterial 0
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locked 0
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}
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</span></div></div><!-- no smilies end -->
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4. Edit the "endpoint" line. There are 3 numbers separated by a space. The numbers are the xyz-coordinates of the endpoint. Write the xz-values from the "origin" line into the xz-values of the "endpoint" line. Save and close.
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As far as I can see, the cr2 should work well. If you modify the endpoint of "carbody", post a new picture with the resulting bones. If you get unexpected results with the cr2, post the problems.
Whazizname [ Friday, 23 March 2007, 01:19 AM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
In Poser5 the endpoints are controllable with the joint editor. I'll change their positions to match the origins' positions. {I'd done this with the Left door; but the body still bent; so I changed it back. Now that you've explained the bending issue to me, I'll redo it.}
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Thanks again VK!
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<img src="https://www.posetteforever.com/images/smiles/smile.gif" alt="" />
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<img src="https://www.posetteforever.com/images/smiles/happy8.gif" alt="" />
Whazizname [ Friday, 23 March 2007, 05:15 PM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
The cr2 is almost complete.
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Just a few things...:
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The endpoints are not a problem, after bend is unchecked for each part.
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I have been unable to unhide the ytrans dial for the spoiler. I changed the "hidden" from 1 to 0; no success. I then noticed that there were fewer lines in the "groupNode Transform" section; so I added the missing ones to the c2. I again changed the "hidden" value; no success.
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Suggestions?
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Also... How do I set limits for the dials? {I mean, so the doors & hood will open only so far...}
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<img src="https://www.posetteforever.com/images/smiles/happy8.gif" alt="" />
VK [ Friday, 23 March 2007, 06:43 PM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
A. Dial limits:
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In the channel code, there is a "min" and a "max" line, like
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<br />
<!-- no smilies start --><div class="code"><div class="code-header" id="codehdr2_cccafde5" style="position:relative;">Code: [<a href="download_post.php?post=35101">Download</a>] [<a href="javascript:void(0)" onclick="ShowHide('code_cccafde5','code2_cccafde5','');ShowHide('codehdr_cccafde5','codehdr2_cccafde5','')">Hide</a>] [<a href="javascript:void(0)" onclick="select_text('code_cccafde5')">Select</a>]</div><div class="code-header" id="codehdr_cccafde5" style="position:relative;display:none;">Code: [<a href="download_post.php?post=35101">Download</a>] [<a href="javascript:void(0)" onclick="ShowHide('code_cccafde5','code2_cccafde5',''); ShowHide('codehdr_cccafde5','codehdr2_cccafde5','')">Show</a>]</div><div class="code-content" id="code_cccafde5" style="position:relative;"><span class="code-row-text">rotateY yrot
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{
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name Open
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initValue 0
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hidden 0
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forceLimits 4 <------- set the "forceLimits" flag
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min 0 <------- the minimum value of the dial
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max 80 <------- the maximum value of the dial
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trackingScale 1
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keys
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{
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static 0
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k 0 0
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}
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interpStyleLocked 0
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}
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</span></div></div><!-- no smilies end -->
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1. Write your min and max values into the channel code. The minimum value must be smaller than or equal to the maximum value. When your door opens to -80 degrees, you choose
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min -80
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max 0
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When the values are equal or the max value is smaller than min, the dial is locked.
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2. Write the "forceLimits 4" flag. The default value 0 means the limits are by default disabled. The dial can take any value unless the user activates "Figure > Use Limits". When the "Use Limits" menu is activated, the dial takes only values within the "min" and "max" limits in the channel code.
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A "forceLimits" value other than 0 means the "min" and "max" limits in the channel code are always enabled. The user cannot choose a value beyond the limits. This is what you want.
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B. Y-tran dial invisible:
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I'm not sure what the problem is. Could you post the code of the "groupNode Transform"? Are there any IK-chains in the model? IK-chains, if available, are listed in the Hierarchy Editor. Delete all of them.
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Save a document with the model and open the document in a text editor. Is the y-tran channel in the code? Is the "hidden 0" line set?
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You can send me the cr2 code (without geometry, maps, etc.) so I can take a look at it.
Whazizname [ Friday, 23 March 2007, 11:50 PM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
Ah... I forgot about Figure->Force Limits. Limits work now; thanks.
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<img src="https://www.posetteforever.com/images/smiles/smile.gif" alt="" />
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I attached the cr2. I left in the modifcations that I made to the groupNode code; because I was sucsessfl in removing the "taper dial" from the spoiler with it.
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<img src="https://www.posetteforever.com/images/smiles/happy8.gif" alt="" />
VK [ Saturday, 24 March 2007, 03:17 AM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
I could run the cr2 in Poser 4 with an example geometry (some cubes). The yTran dial of the spoiler is available
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and works as expected. Poser 4 strips some of the script when the model loads, but the essential channel code
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is the same as the code used by Poser 5.
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The "groupNode" is only used to group dials in the tabs of the dials palette, AFAIK. This parameter does not
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affect the channels. It seems as if you have to list the channels in a groupNode when you want to see the dials.
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Anyway, the yTran channel was already listed in the groupNode of actor SPOILER.
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I noticed a "SPOILER_jointx" dial on actor "Carbody". Channel "jointX SPOILER_jointx" is usually invisible
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(and should be automatically hidden when you open and close the Joint Editor with selected "Carbody"). However,
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this shouldn't affect the channels of the spoiler.
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I attach a zip with 3 different cr2's you can test:
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carreratest1.cr2:
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This is basically your original cr2. The only difference is a hidden "jointX SPOILER_jointx" channel on actor
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"Carbody". The yTran dial on actor "SPOILER" should be available in the dials palette of the spoiler.
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carreratestPo4.cr2:
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This is the original cr2 loaded and saved in Poser 4. I used this cr2 for my test. The yTran dial on actor
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"SPOILER" is available in the dials palette and works as expected. Note that the "figureResFile" lines point at
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:Runtime:Geometries:carrera.obj. And the materials are Poser 4 style, of course. Poser 4 doesn't use the
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groupNode code. If all fails, try this cr2.
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carreratestStrip.cr2:
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The stripped version of your cr2. I removed the unused code.
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There are several channels in each actor used only for joint and geometry deformation: "twistX", "jointY",
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"smoothScaleZ" etc. and "taper". These channels bloat the cr2 and are dead code (never used).
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There are "weld" commands for each parent and child. "Weld" glues the seams of parents and children. This is
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only used when you have a skin with a continuous surface. Car actors are usually not welded, and the code can
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be removed. The filesize of the stripped cr2 is about 10% smaller. The more actors you have, the more
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overhead you get. The overhead is duplicated in each document which includes the figure.
Whazizname [ Saturday, 24 March 2007, 03:31 AM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
Thanks VK.
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I intended to remove the bloat; but wanted to get the cr2 working well first.
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I'll try out the cr2s and get back to you.
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<img src="https://www.posetteforever.com/images/smiles/happy8.gif" alt="" />
ahjah [ Saturday, 24 March 2007, 05:58 AM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
*stomp* I want this Porsche <img src="https://www.posetteforever.com/images/smiles/lol.gif" alt="" />
Whazizname [ Saturday, 24 March 2007, 07:49 PM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
To VK;
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I loaded the "carrerateststrip.cr2", directed it to the correct obj, and everything works well. <img src="https://www.posetteforever.com/images/smiles/eusa_clap.gif" alt="" /> <img src="https://www.posetteforever.com/images/smiles/notworthy.gif" alt="" /> <img src="https://www.posetteforever.com/images/smiles/notworthy.gif" alt="" />
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Thank you very much for assistance with this!
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I do have a couple more questions though...
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1.) Would there be a great size benefit to removing all of the unused dials(scaling for children, zrotate for wheels,...) from the cr2?
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2.) Could you please explain the much smaller cr2 size of the P4 version?
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{I intend to look into & compare the different versions; but I'm being invaded by friends from out of town. It must be "Spring Break" somewhere in the world... <img src="https://www.posetteforever.com/images/smiles/rolleyes.gif" alt="" /> }
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To Ahjah;
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I'm glad that I excepted this and the other Hankster automobiles as perks from one of my "testing jobs". I almost didn't; because they were not "poserized"; Now, thanks to VK's tutorial, and assistance... they are (or will be...). <img src="https://www.posetteforever.com/images/smiles/lol.gif" alt="" />
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<br />
To Goat;
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If you've been lurking this thread recently, I'm curious to know how your progress is going. <img src="https://www.posetteforever.com/images/smiles/smile.gif" alt="" />
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<br />
I decided that I don't use much Poser animation, so I did not include poseable pedals, and I did not link the turning of the steering wheel to the steering of the tires. I think I will include those with the next auto I poserize; but now I want to spend some time getting aquainted with Apollo Maximus, and Miki 2.
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<img src="https://www.posetteforever.com/images/smiles/happy8.gif" alt="" />
VK [ Saturday, 24 March 2007, 09:55 PM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
I'm glad to hear that the model is working well. <img src="https://www.posetteforever.com/images/smiles/smile.gif" alt="" />
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Re filesize:
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1. Removing the unused channels saves about 5% of the (stripped) cr2 filesize.
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2. The big difference between Poser 4 and Poser 5 is the material code: In the
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stripped cr2, the channel code is less than 20%, the material definitions are about 80%
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of the cr2 (84 KB versus 460 KB).
Whazizname [ Thursday, 29 March 2007, 12:39 AM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
To VK;
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<br />
I noticed that on the Vespa, there are dials in the "body" that control the visiblity of the spare tire, and extra seat.
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Would you please explain the procedure for accomplishing that?
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<img src="https://www.posetteforever.com/images/smiles/happy8.gif" alt="" />
VK [ Thursday, 29 March 2007, 12:44 PM ]
Post subject: Re: Cars With Posable Pedals, Steering Wheel - Like The Cobra
The changing parts are "alternate geometry".
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In the figureResFile, the geometry of actors "sparewheel" and "pillion" is a single tiny polygon "p_dummy" inside the Vespa body. The "p_dummy" geometry is invisible.
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<br />
<!-- no smilies start --><div class="code"><div class="code-header" id="codehdr2_0b4de475" style="position:relative;">Code: [<a href="download_post.php?post=35207">Download</a>] [<a href="javascript:void(0)" onclick="ShowHide('code_0b4de475','code2_0b4de475','');ShowHide('codehdr_0b4de475','codehdr2_0b4de475','')">Hide</a>] [<a href="javascript:void(0)" onclick="select_text('code_0b4de475')">Select</a>]</div><div class="code-header" id="codehdr_0b4de475" style="position:relative;display:none;">Code: [<a href="download_post.php?post=35207">Download</a>] [<a href="javascript:void(0)" onclick="ShowHide('code_0b4de475','code2_0b4de475',''); ShowHide('codehdr_0b4de475','codehdr2_0b4de475','')">Show</a>]</div><div class="code-content" id="code_0b4de475" style="position:relative;"><span class="code-row-text">actor sparewheel:1
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{
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storageOffset 0 0 0
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geomHandlerGeom 13 p_dummy <--- tiny single polygon
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}
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actor pillion:1
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{
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storageOffset 0 0 0
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geomHandlerGeom 13 p_dummy
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}
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</span></div></div><!-- no smilies end -->
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There are extra geometries for the pillion, the spare wheel, and the rack to mount the spare wheel.
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In the respective actors, for example "pillion", there is an "alternateGeom" instruction to load the pillion geometry. There is also a "geomChan" channel which displays a dial to choose the alternate geometry.
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<!-- no smilies start --><div class="code"><div class="code-header" id="codehdr2_a0056012" style="position:relative;">Code: [<a href="download_post.php?post=35207&item=1">Download</a>] [<a href="javascript:void(0)" onclick="ShowHide('code_a0056012','code2_a0056012','');ShowHide('codehdr_a0056012','codehdr2_a0056012','')">Hide</a>] [<a href="javascript:void(0)" onclick="select_text('code_a0056012')">Select</a>]</div><div class="code-header" id="codehdr_a0056012" style="position:relative;display:none;">Code: [<a href="download_post.php?post=35207&item=1">Download</a>] [<a href="javascript:void(0)" onclick="ShowHide('code_a0056012','code2_a0056012',''); ShowHide('codehdr_a0056012','codehdr2_a0056012','')">Show</a>]</div><div class="code-content" id="code_a0056012" style="position:relative;"><span class="code-row-text">actor pillion:1
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{
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name pillion
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on
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bend 0
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dynamicsLock 0
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hidden 0
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addToMenu 1
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castsShadow 1
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includeInDepthCue 1
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parent vespabody:1
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alternateGeom pillion
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{
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name pillion
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objFile 1003 :Runtime:Geometries:vspscooter:pillion3.obj <--- the alternate geometry
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}
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channels
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{
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geomChan pillion <--- choose alternate geometry
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{
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uniqueInterp
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name (pillion)
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initValue 0
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hidden 1
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forceLimits 4
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min 0
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max 1
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trackingScale 0.045
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keys
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{
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static 1
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k 0 0
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}
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interpStyleLocked 1
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staticValue 0
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valueOpDeltaAdd <--- ERC slave code
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Figure 1
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BODY:1
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vpvsp3pillion
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deltaAddDelta 1.000000
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}
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}
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</span></div></div><!-- no smilies end -->
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The geomChan channel is an ERC-slave of a master channel in BODY. When you set the master, the geomChan loads and displays the alternate geometry, for example the pillion.
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<br />
<!-- no smilies start --><div class="code"><div class="code-header" id="codehdr2_3a199c52" style="position:relative;">Code: [<a href="download_post.php?post=35207&item=2">Download</a>] [<a href="javascript:void(0)" onclick="ShowHide('code_3a199c52','code2_3a199c52','');ShowHide('codehdr_3a199c52','codehdr2_3a199c52','')">Hide</a>] [<a href="javascript:void(0)" onclick="select_text('code_3a199c52')">Select</a>]</div><div class="code-header" id="codehdr_3a199c52" style="position:relative;display:none;">Code: [<a href="download_post.php?post=35207&item=2">Download</a>] [<a href="javascript:void(0)" onclick="ShowHide('code_3a199c52','code2_3a199c52',''); ShowHide('codehdr_3a199c52','codehdr2_3a199c52','')">Show</a>]</div><div class="code-content" id="code_3a199c52" style="position:relative;"><span class="code-row-text">actor BODY:
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{
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{
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valueParm vpvsp3pillion <--- ERC master
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{
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name Pillion
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initValue 0
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hidden 0
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forceLimits 4
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min 0
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max 1
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trackingScale 2
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keys
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{
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static 0
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k 0 0
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}
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interpStyleLocked 1
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}
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</span></div></div><!-- no smilies end -->
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You find more information on alternateGeom and ERC in the ERC tutorial, Chapter 9.
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(www.atlantis23.com/erc_download.html).
goat4444 [ Friday, 06 July 2007, 03:34 PM ]
Post subject: Re: [Tutorial] Cars With Posable Pedals, Steering Wheel
Just wondering if anyone has had luck making more cars!
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<br />
Great tutorial!!
Tormie [ Friday, 06 July 2007, 05:59 PM ]
Post subject: Re: [Tutorial] Cars With Posable Pedals, Steering Wheel
Not me but I'm having some ideas for alternate geometries <img src="https://www.posetteforever.com/images/smiles/lol.gif" alt="" />