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Post by paranoiapaige on Jun 28, 2018 21:00:06 GMT -5
Hello friends! Working on my newest hexie and I'm so proud of it so far! The idea is to make a skunk! One of my favorite animals ever! I think they're just so cute and fat!! Anyways, it's super cute.... when it's standing still. When it moves it looks like a horrible monster lmao. Originally I omitted the ankles/wrists and made the legs short and thought that was my issue so i put them back and it didn't help at all. I'll be honest, I'm a LNZ noob so if it's something I have to fix there I will need detailed instructions. please forgive the untextured paintballs, etc. Still a major WIP. Thanks in advance for any help
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Post by Barguestspirit on Jun 30, 2018 6:03:10 GMT -5
Did you add any addballz to the legs?
Usually if you move ballz more than a little out of their original position, you will need to anchor them to avoid wonky movement. This needs to be done in the "Move" and "Project Ball" sections of LNZ pro. Here's a little snippet of the "Move" section:
16, -7, -2, 10 19, 0, -5, -5 0, 0, -8, 3 18, 0, 5, 5 42, 0, 5, 5 40, 7, -2, 5 43, 0, -5, -5 7, -4, 0, 0 31, 4, 0, 0
If you look right above the "move" in LNZ pro, you'll see this: ;Ball number,x,y,z,(relative ball num) Anything with a semicolon in front of it is ignored by the Petz program, so it's used for making notes, organizing things, etc. Here it's telling us what those number columns are. So, if I take the first line from that snippet: 16, -7, -2, 10 That first number, in orange, is the ball number, the ball that is being moved. This is from a dog file, so 16 is the left knee. The next three numbers are the ball's X, Y, and Z coordinates. These designate how much to move the ball, and in what direction. 16, -7, -2, 10
Here I'll let my boy Foofur demonstrate the X, Y, and Z coordinates: The X number moves a ball left and right, the Y number moves it up and down, and the Z number moves it backward and forward. Larger numbers move a ball toward the plus, smaller numbers move it toward the minus. The letters used makes it easier to remember how these coordinates work. Think of X, it's all spread out to the sides, so when you need to remember what X means, think "side to side". Look at Y, throw your hands up above your head like you're stretching or dancing to "Y.M.C.A" (yes, you'll look weird, do it anyway), and remember Y kind of goes up and down. Now for Z, see how the letter Z goes back and forth? Well that's what the Z coordinate does. The X, Y, and Z coordinates are used for positioning in the "move", "addballz", and "paintballz" sections of a breed file. You'll use them often for hexing, so you'll want to remember what they do. When you need to refresh your memory, just remember the "X, Y, Z dance"! First throw your arms out to the sides, then raise them above your head, then stretch one arm straight in front of you and the other out behind. You'll give yourself a nice little stretch anyway.
Taking that left knee from the example, I'm going to add 3 to the X, Y, and Z numbers: 16, -4, 1, 13 So I've moved that ball to the right, down, and back towards the tail a tiny bit from where it originally was. There's a fifth column here that is useful for helping sort out movement problems. We can add a ball to the end of this line, this will be the relative ball. For example, if I want to move the left knee relative to the left hip, I'd add 19: 16, -7, -2, 10, 19 I can also further limit the movement of this knee by adding another line, this time adding the butt ball as the relative ball:
16, X, Y, Z, 49 X, Y, and Z would be where I want the position of the left knee relative to the butt. I'm sort of creating limits for how a ball will move. This can help keep the knee from being too wonky.
However, you will probably still need to anchor ballz in the [project ball] section. This is fairly simple. Here's a snippet of a project ball section: 41, 34, 50 42, 35, 50 63, 22, 50 64, 23, 50 2, 6, 90 0, 41, 85 1, 42, 85 12, 63, 85 13, 64, 85
Again, if you look in LNZ pro, you'll see the little note right there above the section that explains what those numbers are. Here it says ;Anchor,ball,distance So, the first number is your "anchor" ball, or the stationary ball. The second number is the ball you want to anchor. The third number is by how much, the distance you want between the balls, displayed as a percentage. In my example snippet, I'm using data from a cat, so look at that first line. That line is anchoring the left knuckle to the left sole, by 50%. If I want those ballz to be closer, I'll decrease that third number. If I want them further away from each other, I'll make it a larger number. When I sot of movement problems, I usually begin in project ball to anchor balls, then use the fifth column in the move section if necessary. I hope this helps.
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Post by paranoiapaige on Jul 4, 2018 15:58:00 GMT -5
Thank you so much Barguest Spirit!!! That was an amazing explanation!! After hours and hours of playing in LNZ I still couldnt get it fixed! As a last ditch effort I deleted all the toe balls in PWS and made new ones out of addballs and ta-da! It's fixed! lmao
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Post by Barguestspirit on Jul 4, 2018 19:03:18 GMT -5
Cool! I'm glad you were able to fix it!
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Post by ✬MsWildiful✬ on Jul 5, 2018 8:21:08 GMT -5
I think skunks are super cute too! They were my favourite animal too when I was little
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