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HipaHip
Joined: 09 Feb 2010 Posts: 2
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Posted: Wed Feb 10, 2010 12:18 am Post subject: difference between "inteposeer pro base" and bones |
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Hello
I'm new with Cinema 4D and I've tried interPoser pro.
When I import character, they don't have bones but blue objet called "inteposeer pro base [level]". What is the difference with bones ?
Thanks in advance for any help. |
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kuroyumeAdmin Site Admin

Joined: 27 Dec 2004 Posts: 515 Location: Colorado, USA
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Posted: Wed Feb 10, 2010 9:07 am Post subject: |
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interPoser Pro Base objects are similar to bones but are a unique Hierarchical Modifier plugin object (basically, plugin bone). This was required to accomodate the Poser-like deformations. There were several trials attempting to find a way to skin Poser figure objects using C4D bones in such a way as to retain most or any of the tri-axial deformation system but it was not possible to get similar results and maintain the C4D requirements on vertex weight blending. I opted for the truer representation using the plugin bones but at the cost of much compatibility (like C4D IK and such).
Robert |
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HipaHip
Joined: 09 Feb 2010 Posts: 2
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Posted: Thu Feb 11, 2010 1:21 am Post subject: |
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Thanks for this answer.
Do you mean that I can't use C4D's IK with imported Poser figure objects ? |
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kuroyumeAdmin Site Admin

Joined: 27 Dec 2004 Posts: 515 Location: Colorado, USA
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Posted: Thu Feb 11, 2010 8:41 am Post subject: |
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| Correct. C4D IK feeds the new rotations directly to the Coords. transforms in HPB whereas the IPP bones feed Poser Euler rotations indirectly (in matrix form) to the Coords. transforms. Because of this, C4D rotation cannot be used to pose/animate the mesh - it must be via the dials or IPP display tools. The main reason for this is that there is no determinate way to convert C4D to Poser rotations (each rotation axis used individually to do skin bend deformations). |
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