DAZ Quickie: Poses - rotate the non-rotatable

Do you know poses in which your model turns into a roast chicken in a three-dimensional grill and turns in all possible directions ... just not in the one you want? Here's a simple tip and some info.
Old Hands
The following is common knowledge - so nothing great. But as I tend to forget the simplest things and some of you may not know this simple trick, I apologize. And if you want to throw cotton balls or pickles at me: go ahead! Not everyone can be as experienced as you
The situation
A number of more artistic or contorted poses are complicated to use, as the model rotates in all possible directions at the same time as soon as it is to be turned, making it impossible to turn on a single axis. This applies to many of my older poses ... but also for DAZ Originals and Base poses. And no: this is not about sloppy work when developing the poses, but about one of the few (well ... ) DAZ quirks: the pivot point.
The Pivot Point (in the DAZ interpretation)
A pivot point - also called the center of mass - is actually a simple thing: in a 3D object it sits in the middle (sic) of the object and ensures uniform rotation in all axes. Unfortunately, DAZ does not locate the center of an object in the middle, but at the bottom edge - i.e. for human models: at the feet. Why keep it simple when you can make it difficult
Following a logic that is incomprehensible or barely comprehensible to us mere mortals, this pivot point does not remain in place when models wil be posed (extremely), but begins to move while they are posed. This can lead to a pivot point that lies completely outside the model ... and then no longer knows how or what to rotate. For this reason, DAZ invented an important thing: the NULL
The Null object
Honestly: the Null object was only invented to make it easier for you with my poses. The invention has nothing to do with the fact that the DAZ pivot point is simply ##@!!!++**### and therefore also causes confusion with DAZ poses. In all honesty!
So - and now that I have (once again) strung a few too many letters together, finally the tip
THE SOLUTION
* Load the model and the pose. Do not move the model!
* Use Create -> New Null ... from the main menu and hit " Accept "
* Shift-select the Null and your model in the SCENE pane and use Create -> New Group ... from the main menu. Hit " Accept " ... and that's it
You can now rotate your new group until you get dizzy ... and without the fried chicken effect described above.
Happy rotating
Old Hands
The following is common knowledge - so nothing great. But as I tend to forget the simplest things and some of you may not know this simple trick, I apologize. And if you want to throw cotton balls or pickles at me: go ahead! Not everyone can be as experienced as you

The situation
A number of more artistic or contorted poses are complicated to use, as the model rotates in all possible directions at the same time as soon as it is to be turned, making it impossible to turn on a single axis. This applies to many of my older poses ... but also for DAZ Originals and Base poses. And no: this is not about sloppy work when developing the poses, but about one of the few (well ... ) DAZ quirks: the pivot point.
The Pivot Point (in the DAZ interpretation)
A pivot point - also called the center of mass - is actually a simple thing: in a 3D object it sits in the middle (sic) of the object and ensures uniform rotation in all axes. Unfortunately, DAZ does not locate the center of an object in the middle, but at the bottom edge - i.e. for human models: at the feet. Why keep it simple when you can make it difficult

Following a logic that is incomprehensible or barely comprehensible to us mere mortals, this pivot point does not remain in place when models wil be posed (extremely), but begins to move while they are posed. This can lead to a pivot point that lies completely outside the model ... and then no longer knows how or what to rotate. For this reason, DAZ invented an important thing: the NULL
The Null object
Honestly: the Null object was only invented to make it easier for you with my poses. The invention has nothing to do with the fact that the DAZ pivot point is simply ##@!!!++**### and therefore also causes confusion with DAZ poses. In all honesty!
So - and now that I have (once again) strung a few too many letters together, finally the tip
THE SOLUTION
* Load the model and the pose. Do not move the model!
* Use Create -> New Null ... from the main menu and hit " Accept "
* Shift-select the Null and your model in the SCENE pane and use Create -> New Group ... from the main menu. Hit " Accept " ... and that's it

You can now rotate your new group until you get dizzy ... and without the fried chicken effect described above.
Happy rotating

! REPORT
Thank you.
I will try that.
Till now, I create my poses this way:
The full body/ figure/Character is posed and oriented in the 3d space.
hip, waist and limbs are posed and moved in relation to the figure only.
Example:
If I lay down my figure on its back I will dial the hip bone to -90.
If I want to have this whole figure turned by 180, I will NOT dial the hip bone, but the full figure instead, in order to exactly avoid that confusion.
So, hip and hirachy down is HOW to pose.
full body figure is WHERE and in WHAT direction to pose.
Does this makes sense... maybe.
I will try that.
Till now, I create my poses this way:
The full body/ figure/Character is posed and oriented in the 3d space.
hip, waist and limbs are posed and moved in relation to the figure only.
Example:
If I lay down my figure on its back I will dial the hip bone to -90.
If I want to have this whole figure turned by 180, I will NOT dial the hip bone, but the full figure instead, in order to exactly avoid that confusion.
So, hip and hirachy down is HOW to pose.
full body figure is WHERE and in WHAT direction to pose.
Does this makes sense... maybe.
REPLY
! REPORT
Pushee-Ri
Karma: 33,861
Wed, Apr 23Thanks for your feedback - and yep, it makes sense 
Nevertheless, it is very easy for the pivot to get out of hand. I have seen this myself with DAZ Original poses, more often with DAZ Shop poses ... and very often with mine
But fortunately, with the little trick above, you can quickly get to grips with this ... and then you can rotate and rotate and rotate ....
Hav a nice day

Nevertheless, it is very easy for the pivot to get out of hand. I have seen this myself with DAZ Original poses, more often with DAZ Shop poses ... and very often with mine

But fortunately, with the little trick above, you can quickly get to grips with this ... and then you can rotate and rotate and rotate ....
Hav a nice day

I wasn't familiar with this The Null object.
When I proposed poses with groups of several characters, I advised my users to load or create a small plane that I provided.
All they had to do was load the characters, then the poses, and parent the characters to the small plane, then move the plane, remembering to make it invisible before rendering.
When I proposed poses with groups of several characters, I advised my users to load or create a small plane that I provided.
All they had to do was load the characters, then the poses, and parent the characters to the small plane, then move the plane, remembering to make it invisible before rendering.
REPLY
! REPORT
Pushee-Ri
Karma: 33,861
Wed, Apr 23Thank you very much 
Yep - the whole thing also works with any other object as soon as it is grouped with the model. With the Null object you just don't have to hide anything

Yep - the whole thing also works with any other object as soon as it is grouped with the model. With the Null object you just don't have to hide anything

I would use that or some other parenting object (like a seat if they were seated) to get around the awkward rotations. At least for people. For handheld objects, things can get a little more complicated.
REPLY
! REPORT
Pushee-Ri
Karma: 33,861
Wed, Apr 23Yep ... the props 
Even if, for example, the center of mass is set correctly in Blender, DAZ slips the Pivot to the feet / end of the object (think of a pole, for example) when importing for inexplicable reasons.
Better yet, DAZ uses two dots (don't ask me why): one green (Pivot) and one red (???). As a CC you could use the joint editor to align the points before saving the probs - but you usually forget to do that in the heat of the moment ... and the user wonders about the crazy rotation behavior
Have a nice day

Even if, for example, the center of mass is set correctly in Blender, DAZ slips the Pivot to the feet / end of the object (think of a pole, for example) when importing for inexplicable reasons.
Better yet, DAZ uses two dots (don't ask me why): one green (Pivot) and one red (???). As a CC you could use the joint editor to align the points before saving the probs - but you usually forget to do that in the heat of the moment ... and the user wonders about the crazy rotation behavior

Have a nice day
