Bjornlo
Deity
Hi guys,
I am about to release my BREN LMG for use by you all. (preview in CS9 Thread).
Now, I thought that this time I would go ahead and include textures, rigging and smart prop it in poser, instead of just a prop to be imported.
The LMG is designed for animation. It has a removable clip, the carry handle rotates from the UP (carry position) to the down (firing position). The optional rear-handle is detachable. The bipod legs swing out and up (as in real life).
I know how to best rig it in Bryce and have done so.
The rear handle elements are grouped together and this group is parented to the gun.
The front handle elements are grouped together and this group is then parented to an animation controller (for the roll left and right) and this controller is then parented to the gun.
The bipod is rigged similarly. The left and right leg are parented to the left and right leg animation controllers (1 controller each, these controll left and right movement). These controllers are then parented to the bipod TOP. The Bipod Top is then parented to the Bipod PIN which functions as the animation controller. This PIN is then parented to the gun.
But when I imported it into Poser and made it a smart prop, I could not find any easy way to reproduce the same control.
I thought of imported the parts of the gun piece by piece. Resizing them within poser and smart proping the parts to each other. (same way as I did in the Bryce rigging). But, I was wondering if I could infact smart prop a smart prop to each other and if this was the best way.
So import the base gun. Size and position it and then mmart prop it to PDM's right hand.
Import the rear handle. Size and position it and smart prop it to the gun.
Import the front handle. Size and position it and smart prop it to the either the gun or an invisible rotation controller. But, if it is the controller (to make sure it rotates on the correct location)... then do I really need to have that imported first before the item to be controlled.... Or ?
And the same for the bipod.... two way movement based on different centers or rotation.
The alternative seems to be to learn out to create a new and custom figure with its own weird skeleton. Without knowing how that is done, that would seem like alot of work to rig a gun.
Suggestions?
I am about to release my BREN LMG for use by you all. (preview in CS9 Thread).
Now, I thought that this time I would go ahead and include textures, rigging and smart prop it in poser, instead of just a prop to be imported.
The LMG is designed for animation. It has a removable clip, the carry handle rotates from the UP (carry position) to the down (firing position). The optional rear-handle is detachable. The bipod legs swing out and up (as in real life).
I know how to best rig it in Bryce and have done so.
The rear handle elements are grouped together and this group is parented to the gun.
The front handle elements are grouped together and this group is then parented to an animation controller (for the roll left and right) and this controller is then parented to the gun.
The bipod is rigged similarly. The left and right leg are parented to the left and right leg animation controllers (1 controller each, these controll left and right movement). These controllers are then parented to the bipod TOP. The Bipod Top is then parented to the Bipod PIN which functions as the animation controller. This PIN is then parented to the gun.
But when I imported it into Poser and made it a smart prop, I could not find any easy way to reproduce the same control.
I thought of imported the parts of the gun piece by piece. Resizing them within poser and smart proping the parts to each other. (same way as I did in the Bryce rigging). But, I was wondering if I could infact smart prop a smart prop to each other and if this was the best way.
So import the base gun. Size and position it and then mmart prop it to PDM's right hand.
Import the rear handle. Size and position it and smart prop it to the gun.
Import the front handle. Size and position it and smart prop it to the either the gun or an invisible rotation controller. But, if it is the controller (to make sure it rotates on the correct location)... then do I really need to have that imported first before the item to be controlled.... Or ?
And the same for the bipod.... two way movement based on different centers or rotation.
The alternative seems to be to learn out to create a new and custom figure with its own weird skeleton. Without knowing how that is done, that would seem like alot of work to rig a gun.
Suggestions?