JCM terrible at 50%

AbnerKAbnerK Posts: 718

Hi, 

I've made some JCM's they look okay at 100% but if the joint is anything in between the JCM is just awful. I've come across this several times and wished I could have two JCM's one for 50% and one for 100% or in this case one that only dials in after a certain amount of joint movement. What is the solution for this?

 

Thanks

Post edited by AbnerK on

Comments

  • You can do this, but it requires manually setting up (or at lesat editing) the ERC links rather than using ERC Freeze. For example, to stop a JCM from kicking in below a certain value you can add a negative constant to it which - assuming the JCM's lower limit is 0 - will keep it at zero until the bend component is hgh enough to balance the constant; stopping a JCM is just a matter of adjusting the multiplier and making sure that its maximum value is 1, so that it ignores any further bending. You do all this through the Property Hierarchy pane, you can find the JCM (or the controller) by right-clicking o its slider in the Parameters pane and selectingthe optin to Show in Property Hierarchy, then look at Controllers (if you are dealing with the JCM) or Sub-components (for the bend) to find the existing links, or to create a new one by dragging the other proeprty across from the Parameters pane.

  • AbnerKAbnerK Posts: 718

    Thanks Richard, 

     

    I know the property Hierachy window and now that I see it I remember seeing 1st Stage and 2nd Stage. I can see multiply and Divide but I'm just wildly trying things with no results. What do I do with it? Thanks. 

  • 1st Stage , ERC DeltaAdd is probably the one you want. That gives a multiplier (to turn bend angle into morph values) and a constant (to handle delayed start).

  • AbnerKAbnerK Posts: 718

    Oh, I tried that one, I probably didn't put the right values in but, I just tried it again and it is doing something. It addedd the morph to 100% at 50% bend so I'm sure I can work it out. Thanks Richard 

  • AbnerKAbnerK Posts: 718

    1st Stage , ERC DeltaAdd is probably the one you want. That gives a multiplier (to turn bend angle into morph values) and a constant (to handle delayed start).

    Ah, I've got it now. The bend is a minus figure so I need to add. Cool. Thanks, Richard, that work great.  :)  

  • AbnerKAbnerK Posts: 718
    edited February 2020

    Ah, It works great until the bend hit's +ve. It's the right thigh bend so, it's in the minus if I enter -0.5 or +0.5 it still works  but when the thigh bend goes into the +ve figures it really falls apart. What can I do there, or do you know of a tutorial that isn't 10 years old and talks about poser. :)

     

    Maybe I'll work it out if I sleep on it. 

    Post edited by AbnerK on
  • If you are doing something like this you are likely to need to have separate sets of JCMs for positive and negative bends, then set the minimum value to 0 so that each is blocked from doing anything when the bend changes sign.

  • AbnerKAbnerK Posts: 718

    Thanks Richard I did make a separate morph for the +ve and -ve values. It was only after hooking some of the them that I thought about how I would do it. The movement back didn't actually need correcting at first so didn't worry about it until I added in the Delta Add values you suggested. Sorry I'm not pointing the fingure just trying to be clear. :) I'll think about it tomorrow. Thanks again. 

  • AbnerKAbnerK Posts: 718

    If you are doing something like this you are likely to need to have separate sets of JCMs for positive and negative bends, then set the minimum value to 0 so that each is blocked from doing anything when the bend changes sign.

    thanks for you help Richard. I had a cople of other niggles with this item, slightly off symmetry and the UV's going crazy so I adjust thed item exported with better settings, they must have been messed up in the update which is why I hadn't really spotted it, then when I attached it to the G8M this time I only needed two JCM's for the legs side to side. Even the character morph wasn't really needed and the rest I did with smoothing modifiers. So, thanks for the help. Btw, the smoothing modifers were exportable so i could make a JCM for the character with that alone. Saves a step in MD. 

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