The document provides descriptions of various tools and controls in Poser's user interface. It covers the menu bar, light controls, camera controls, room tabs, editing tools, document window, display controls, properties and parameters palettes, and animation controls. Key points include that the menu bar provides access to Poser functionality, light controls adjust lighting properties, camera controls allow selecting and moving cameras, room tabs switch between rooms, and editing tools are used to pose 3D models. The document window is the viewport, display controls select preview modes, and properties and parameters palettes adjust object settings. Animation controls are also described.
An introductory walkthrough/class, originally designed for tweens (ages 9-12), on using the open-source photo editing program GIMP. The lesson provides an overview of GIMP and walks you through the steps for creating a simple composite image.
Putting together a slide show.
Using slide animation effects.
Controlling a slide show using the Presenter Console.
Quick printing.
Emailing a presentation.
An introductory walkthrough/class, originally designed for tweens (ages 9-12), on using the open-source photo editing program GIMP. The lesson provides an overview of GIMP and walks you through the steps for creating a simple composite image.
Putting together a slide show.
Using slide animation effects.
Controlling a slide show using the Presenter Console.
Quick printing.
Emailing a presentation.
PowerPointLabs (http://www.comp.nus.edu.sg/~pptlabs/) is an add-in for PowerPoint to help less-experience user to make professional-look presentation slides. This presentation is a brief tutorial about the PowerPointLabs.
HOW TO MAKE TARAPAULIN USING PHITOSHOP.pptxcampobernard12
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PowerPointLabs (http://www.comp.nus.edu.sg/~pptlabs/) is an add-in for PowerPoint to help less-experience user to make professional-look presentation slides. This presentation is a brief tutorial about the PowerPointLabs.
HOW TO MAKE TARAPAULIN USING PHITOSHOP.pptxcampobernard12
in this presentation, you can learn how to make a tarpaulin, know the tools thar are going to use and their functions also you can learn some tips and tricks in photoshop.
A cut out image can be utilized for various things. As a result of the various requirements and utilizations, Adobe Photoshop offers various tools and methods that permit you to cut out an image and eliminate the background.
toolbars and axis , how to import file from autocad to sketchup , basic tools of sketchup , how to extrude walls , how to make a window (quick way ) , how to see dimensions, commands - position camera, walk and look around. All this can be learned in this presentation. A guide for beginners.
In photography, Blur refers to an image (or sections of an image) that are not sharp. This is frequently brought about by camera shake, and it’s a mix-up that you ordinarily need to stay away from.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
2. ( 1) The Menu B ar
consi st s of a ser i es of pul l -down
m enus used f or accessi ng Poser
f unct i onal i t y.
Som m
e enus and/or subm enus dupl i cat e
ot her on-scr een i nt er f ace el em s.
ent
The M enu B appear s as f ol l ow and i s
ar s
avai l abl e f r omever y Poser r oom :
3. FILE that you’ll be using
very often.
New: Allows you to start
with a blank scene in
which you can add 3D
models
Open: to open Poser
scenes that you have
already saved
Save As: save the Poser
Scene that you have
created.
Export: saving your
rendered images as a .jpg
or .png file.recommended
image as a .png file in
order to make use of a
transparent background.
4. A common process involving New, Open, Save
As, and Export goes as follows:
Step 1: Click New and create a scene using the
3D models
Step 2: Click Save As to save the scene that you
just created. This will allow you to open the same
scene later on in the future.
Step 3: Render your scene (Rendering will be
covered).
Step 4: Export your image as a .png file.
5. Edit Menu
Under the edit menu there are two
functions that you’ll use as a beginner.
Undo: The undo feature allows you to
undo any of the changes that you
have made when working within
Poser.
The number of times that you can
undo a change can be increased or
decreased.
General Preferences : The General
Preferences is where you set up how
you want Poser to look on start up
and how you would like some of the
features in Poser to operate.
This is where you’ll find the general
settings for Poser.
6. The Figure Menu contains functions related to the 3D
figures used in your scene. Here’s a quick look at the 2
features you’ll need to know.
Conform To: You’ll need to use this to attach clothing to
any of the popular 3D character bases such as Aiko 3,
Victoria 3, Michael 3, Aiko 4, Victoria 4, Michael 4,
and Hiro 4.
The way that many of the clothing, hair, shoes, and
props are able to stay on these characters is to use the
Conform To feature.
Use Inverse Kinematics: This feature is used to help
with posing the 3D models in realistic poses
you’ll need to turn off the Inverse Kinematics by clicking
Use Inverse Kinematics.
When starting a new scene, you can delete your
figure by clicking on the figure and then press the
delete button on your keyboard
(Also under; Figure->Delete Figure). After deleting the
figure, you can set Poser to open with an empty scene
by going to the General Preferences (See Edit Menu)
and then select the “Launched to Preferred State”
option.
7. LI G T C N O
H O TR LS
LI G T C N O
H O TR LS
(2)The Light
controls
•al l ow you t o adj ust
l i ght i ng pr oper t i es.
•addi ng and r em ngovi
l i ght s,
•and speci f yi ng
l i ght col or s and
ot her l i ght
pr oper t i es
8. 3.CAMERA COTROLS
The C er a cont r ol s al l ow you t o sel ect and
am
move one or m e Poser cam as.
or er
Ther e ar e t w t ypes of cam a cont r ol s:
o er
9. •Vi ew :
C i cki ng one of t hese
l
cont r ol s act i vat es t he
Face, Lef t H and, or R ght
i
Hand cam a. er
•Posi t i on
used t o m ove or r ot at e t he
cur r ent l y sel ect ed cam a.
er
10. The Camera Plane position
controls move the camera
along the X, Y, and/or Z
axis,
Camera
control
Trace Ball
11. cur r ent l y sel ect ed
cam a w t hout changi ng
er i
i t s l ocat i on i n 3D
space.
To use t he C er a
am
cont r ol s si m y cl i ck
pl
and dr ag your desi r ed
12. Material FACE Hair Cloth Setup Content
4-R O TABS
OM
The R oomt abs al l ow you t o
sw t ch f r om r oom t o r oom
i
w t hi n Poser . To ent er a
i
,
r oom si m y cl i ck i t s t ab.
pl
13. Editing Tools
You can use the Editing tools in any
combination to create a virtually
infinite number of still or animated
poses
1 .Select your desired body part or
prop by clicking that actor.
2 .Select the desired Editing tool.
You can only have one
Editing tool selected at a time.
3 .Click and drag to perform the selected tool’s function.
14. TRANSLATE/PULL tool
moves the selected figure/part/prop vertically
around or laterally around the Camera’s X and Y axes
depending on how you drag.
The translation may occur on the figure’s X, Y, and or Z
axes depending on the position of the camera relative
to the figure.
You can translate body parts or figures, and can also
adjust an item’s translation using the parameter dials,
15. TRANSLATE IN/OUT
The Translate In/Out tool moves the selected figure/part/prop along the
Camera’s Z axis (in and out).
This translation may take place along the figure’s X, Y, and/or Z axes.
Dragging down pulls the item towards you, and vice versa.
Moving an item towards you makes that items seem larger, and vice
versa.
You can also adjust an item’s translation using the parameter dials
16. SCALE
The Scale tool allows you to scale the selected figure/part/prop along
the camera’s X and Y axes.
Dragging in towards the element reduces the scale, and dragging
away from the element increases the scale. To scale in two
dimensions XY, drag laterally.
Dragging vertically scales in the third Z dimension.
The axes affected depend on your currently selected camera position.
You can also press and hold [SHIFT] while using this tool to scale
evenly in all three dimensions.
17. TAPER
allows you to taper the selected figure/part/prop along the
Camera’s X and Y axes. This only affects the end of the
selected actor that is most distant from the centre of the
body.
Dragging to the right increases the amount of taper, and
dragging to the left
decreases the taper, “flaring” the selected actor.
You can also adjust an item’s taper using the parameter
dials,
18. Using chain breaks on different body parts
can create interesting
effects. For example, to prevent the chest
CHAIN from moving, apply a
BREAK chain break to it. You can then translate the
hand freely without
moving the chest
The Colour tool allows you to select a
COLOR material group’s surface (diffuse) colour
The Grouping tool opens the Group
GROUPING Editor palette
19. The View Magnifier tool allows you to
zoom in and out to and from your
desired areas of
VIEW the Document window without altering
MAGNIFIER the position of your currently selected
camera.
This can be of great help when working
with scenes.
MORPHING The Morphing Tool opens the Morph Editor
palette.
TOOL
has two operational modes: Combine and
Create,
The Combine mode allows you to sculpt any
surface on your figure using
morph targets.
DIRECT allows you to directly adjust an
MANIPULATION element’s Translate,
Scale, and Rotation parameters
20. To adjust an element, first
select the Direct
Manipulation tool, then
select your desired
element: Clicking and
dragging one of the shaded
boxes above the selected
element increase or
decreases the element’s X,
Y, or Z scale. This is
the same as adjusting the
xScale, yScale, and
zScale parameters,
respectively.
21. DISPLAY CONTROLS
The Display controls allow you to select
your desired preview mode for your
entire scene,
a figure or prop, and/or specific elements of
your currently selected figure/prop:
23. Properties/Parameter
s palette
lets you quickly switch
between a selected element’s
properties and parameter
Dials
Parameters tab opens the
same object’s Parameters
palette.
You can also access both
palettes by selecting
Window>Parameter Dials
24. .
FIGURE PROPERTIES
Figures have the following properties:
Name: The Name field displays the
figure name. Enter a new
name in this field if you desire.
Visible: Checking the Visible checkbox
makes the figure visible and vice versa.
Visible in Retracing: if the figure is in front
of a mirror. Clearing this checkbox makes
the figure not appear in reflections.
Collision detection: enables collision
detection for the currently selected figure.
Displacement Bounds: The Displacement
Bounds property determines the
figure’s displacement boundary.
25. PARAMETERS PALETTE
The Parameters palette contains all of
an object’s parameters
(transformation settings,
Each object type has
specialized parameters, For example,
different figures have different morph
targets available
28. Each vi ew of t he D ocum ent
w ndow i s t aken t hr ough a
i
vi r t ual cam a, w ch m
er hi eans
you can vi ew each scene f r om :
M t i pl e angl es, ei t her one at
ul
a t i m or f r om up t o f our
e
angl es at once.
29. You can position cameras to
view your scene from any angle
or distance and can resize the
Document window to suit your
needs.
31. Main Camera : The Main
Camera is the default setting
that works well for large
scenes
Face Camera: Use this camera
for rending portrait shots of your
character. It zooms in on the
face of the character that is
currently selected.
Posing Camera: This camera
helps to focus on the feel or
mood of the pose. If you are
having trouble with your images
not capturing the mood of the
pose then try using the posing
camera.
32. will only need to do 3
things.
1-Render the scene,
2-adjust the rendering
settings, and
3-adjust the size of
the rendering image
33. Render:
To create the image.
Render Settings:
change for creating draft and
final image renders.
Render Dimensions:
determines how large or how
small you want Poser to render
the image.
34. I n addi t i on, t he Docum w ndow
ent i
has num ous cont r ol s ar ound i t s
er
edges t hat you use t o change t he
appear ance of scene el em s. ent
You can al so sel ect obj ect s
w t hi n your scene by cl i cki ng
i
t hem di r ect l y w t hi n t he
i
D ocum w ndow or by usi ng t he
ent i
m enus on t he bot t om of t he w ndow
i
36. The D spl ay cont r ol s al l ow you
i
t o sel ect your desi r ed pr evi ew
m f or your ent i r e scene,
ode
a f i gur e or pr op, and/or
speci f i c el em s of your
ent
cur r ent l y sel ect ed
f i gur e/pr op:
40. Poser's Cloth room allows
you to create realistic cloth
that behaves like real fabric.
Want to add custom clothing
to figure?
Create a tablecloth?
By a flying carpet?
41. Poser makes it easy to create
stunning cloth effects.
And, you can even apply a Force
Field for realistic wind effects!
The Cloth room appears as follows:
the Cloth room contains the
following UI elements:
42. Cloth Simulations (1):
The Cloth Simulation
area allows you to create,
delete, and set
up cloth simulators.
43.
44.
45. Cloth (2):
to convert objects to and
from dynamic cloth
objects and to set up
collision detection for your
cloth.
46. Cloth Groups (3):
The Cloth Groups area is
where you set up
dynamic,choreographed,
constrained, and
decorated cloth groups.
49. Load the Actors
1. Start a blank scene in Poser
2. Load your figure don't pose it yet.
3. Load the Dynamic Cloth Object.
4. Make sure the object is parented to
the Hip of the figure.
5. Select the cloth object
6. Press [Ctrl] + I to open the object
properties .
53. 1.Load your desired figure and
be sure to disable Inverse
Kinematics
2.open the Joint Editor palette
3.click the Zero Figure button.
4.If not loaded yet, load or
import your desired cloth
object
54. 1. ensure it fits the figure without
obvious intersections.
2. If importing a static prop,
convert it into dynamic cloth
3. Select the cloth, then open its
Properties palette and click the
Set Parent button (or select
Object>Set Parent)
4. The Choose Parent window
appears.
55.
56. 7. Switch to the Cloth Room
8. Click "New Simulation"
60. 8.Check the
number of
frames is
the same
as your
animation
OK
61. 12.The Cloth self collision is
useful for draping clothes
that will hit together.
13.It prevents the cloth from
passing through it's self.
14.Set the number of drape
frames.
15.See the documentation
that came with your item.)
16.Click OK
65. •Click "Collide Against"
•Click "Add/Remove"
•Put an "X" in the box in
front of your figure
•Check the "Start Drape
from Zero Pose" box. Click
"OK"
72. This will give the
cloth simulator some
frames to get the
cloth into the pose
73. If you are just doing a
still image you will use
the slider to pick the
best frame when the
calculation is done and
render that frame.
74.
75. Leave everything at the default settings, and
click on "Calculate Simulation".
it may take a while. It depends on the power of
your computer.
76. Before you hit calculate make sure of these things
• The figure is completely zeroed at frame 1 or set to the cloth's starting
pose.
o Check the hip translation.
o Check the body translation
• The cloth prop was parented to the figure hip at frame 1
o You can check in the Hierarch Editor to see if the prop is parented.
• The Simulation Settings > Simulation Range frames are set to the
same length as your animation
The cloth room "thinks" at 30 frames per second. Keep in mind what
real cloth would do as it moves at the speed your pose moves.
This one point will help you get great results.
77.
78.
79. Sketch Designer renders scenes as
sketch-like drawings using black-and
white or colored brush strokes that
you can tailor to your liking.
Simulate pen, pencil, pastel,
charcoal, and even water colours and
paintings without ever having to set
foot inside an art school!
101. The first step in making a figure is to
create its basic mesh.
To begin, launch Shade and,
from the Tools menu, choose
Tool>Create>Sketch muddling>
Modelling
104. Setting the Plane on Which an Object Is Created
Changing the Viewport and Selecting a View
From the View
Type menu of the Figure
Window,
you can change the Viewport
and select the plane on which
the object is to be created.
Selecting a Face in Work Plane
Controller
105. Plan Perspective
View
Side
Elevation view
View
106. For use version of Shade 10,
and some careful work.
It begins with a mesh generated in
Shade's tool and covers the
workflow and major issues involved
in using Poser's Grouping Tool,, as
shown below.
107. Setup Room and Joint Editor to set up a
figure with joints and bone structure.
114. Poser Now
. Once the file has been
saved, we can quit out of
Shade and launch Poser
115. In Poser, we
delete any
figure(s) that
may already be
in our scene,
and choose
Import> OBJ
from the File
menu as
shown-
116. navigate to the
file we just saved
and click Open.
Using the default
settings brings in
a human-sized
cactus.
use the Paint
Bucket tool to
give it some
color-
117. proceed to tackle the complex part of the tutorial- setting our prop
up with a working joint structure.
Before we do that, though, we come up against
the first really 'technical' aspect of
figure creation-
grouping
118. create a virtual bone structure,
with joints between the bones and with each bone
controlling a group of the polygons that make up
the figure.
Each bone controls a group which is named
identically to that bone-
so the first step once we have our figure's mesh in
Poser is to
set up the right groups.
120. there's already at least one polygon group set up on the
cactus- the entire cactus is red, indicating that all its
polygons belong to a group.
Clicking the Delete Group button
should remove that group and free up those
polygons-
we can do it more than once if there are
additional groups on the cactus.
121. Grouping Tool.
Once we have deleted
any existing groups,
the cactus should be a
dark charcoal grey,
indicating that none of
its polygons are
selected by any group.
122. .
switch over to
Wireframe
display mode, so
we can see
'through' the
cactus.
Click the
Wireframe icon
in the Document
Display Style
tool, down at the
123. We'll start by creating a group for the base
of the cactus-
call it 'Base'.
Select Polygons tool
a plus symbol should be yellow.)
Click the New Group button,
124. Now just click and drag
over the polygons you
want to add to the group-
you'll see them turn red
as they're selected.
if extra polygons get
selected by mistake, you
can switch to the
Deselect Polygons tool
(with the minus sign) to
remove them from the
group.
125. Once the Base group
is set up, we can
create a new group
for the base of each
arm of the cactus,
and another for the
tip of each arm as
shown
126. clicking the
Show
Non-grouped
Faces checkbox
reveals any polygons we
might have missed,
while clicking the Show
Multigrouped Faces
box
shows any polygons that
accidentally wound up
in more than one group.
127. Poser's joints
depend on having
only two groups- a
parent and a child-
touching in any
place;
if three groups come
together the mesh
will 'tear' when the
figure bends, like
this-
128. The final result should be a
cactus in which each polygon
belongs to just one group, and
in which the groups are set up
more or less like this-
129. So we avoid this by carefully
setting up our groups to make
sure each polygon's edge or
corner is shared by at most two
groups.
Remember to make sure that
every polygon belongs to
exactly one group!
130. the next-to-last step.
1. Click the Setup tab to take the cactus prop into the
Setup Room,
where it'll be turned into a fully pose able figure.
The main tool to use in the Setup Room is the
1. Bone Creation Tool-
2. this tool lets you set up bones.
3. The trick when creating bones is to ensure that each
bone is named exactly the same as the group to which
it applies-
4. this tells Poser that this bone controls that group.
131. Edit the name in the
Name field first
then in the Internal name
field; use the Grouping
tool if you need to, to
check and make sure the
names match.
135. the bones in place and named to match the
grouping,
click the Pose tab to exit the Setup Room.
136. If a warning pops up that not all
polygons are grouped to a bone,
we'll need to
make sure the bones are
properly named, and
check that grouping one more
time to ensure that didn't miss
anything.
137. In the Pose Room, we
can see how our joints
work by using the
Rotate and Twist tools
on the body parts of
new figure.
138. if done right nothing
should tear but some
limbs may not bend
the way we expect.
If the figure gets too
contorted, use the
Restore>Fig
ure option in
the Edit
menu to
reset the
pose.
139. The way to fix bad joint
behavior is to use
Poser's Joint Editor.
140. each joint can
bend on the
X, Y or Z axis;
typically the
joint will
primarily bend
on two of these
141. 1. the Joint Order for each
joint should be set such that
the axis of least rotation,
2. the joint would twist, should
be listed first in the joint
order;
3. the joint bends most greatly,
should be listed last.
142. once joint order has
been set is to use
Spherical Falloff
Zones
143. As shown in the image below, all polygons
contained within the green inner Mat Sphere,
also known as the inclusion zone, will be fully
affected by the joint's bending- they'll make up
the 'limb'; polygons outside of the
outerMatSphere, also known as the exclusion
zone, won't be affected at all by the joint bends;
polygons between the zones will be warped
and bulged by the joint's bending.
144. To adjust the spherical falloff zones,
check the 'Use Spherical Falloff
Zones' box in the Joint Editor for the
given joint,
then select either the
innerMatSphere or the
outerMatSphere in the Parameters
Palette; use the dials to adjust its
size and position as shown. In our
example, the lower arm joint twists
along the X (side-to-side) axis, and
bends most on the Z (front-to-back)
axis.
145.
146. edit the various Top joints first, then proceed to the Base
parts, saving the main Base part for last.
use the Parameters palette to apply a name to our figure
(choose the Body
, and enter the name in the Properties tab),
and to name the dials and set limits for the joints.
Double-click the dials for the x-rotate, y-rotate and z-rotate
parameters and
use the Edit Parameter Dial dialog to give them more
intuitive names like Twist, Bend, Front-Back, Side-Side, etc.
You can set maximum and minimum value limits here as
well,
Use Limits to keep the joints acting reasonably.
147. go back to the Pose Room and
use the editing tools to test out
our figure-
open the appropriate Library
folder in the Figures category
and add our figure to the
Library for use in other scenes,
by clicking the Add to Library
button, with the plus symbol
on it.
Editor's Notes
Click Set Parent Click the "hip" of the target figure Click OK Tip: Ctrl + I is the "hot key" to open the Properties BoxCreate a cloth simulation
You can change these setting by clicking on "Simulation Settings..."
Click on Clothify. Select the object to Clothify Click the Clothify Button
Tip: You can speed up calculation by unchecking parts that won't effect the cloth simulation. For example you could uncheck all the upper torso, head and hands for a skirt simulation.
The more movement in your pose from zero, the more frames you need to give the cloth room to get the cloth into position.