Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 11 12:18 am)
whisper, Convinced me - ham it is, Oy! I didn't have any problems with the stickman I made in walk designer and p4 (haven't tryed in P5). the first step would be I imagine would to make sure the turkey has body parts named with names the walk designer can recognise, probably the exact same names as the default character. get rid of the pasted IK chains and start over with that. you IK's should probably come from working in the heirarchy editor. Nerd, bloodsong, and StephenRay all have tuts on importing a char into poser the latter in the tuts section here. One of them should work. Nice turkey by the way! good luck, - TJ
Thanks bikermouse. Unfortunately I claim the picture. I snagged it off Daz's website just to clarify which turkey I had (since they have more than one). I pasted the IK chains because the heirarchy editor wouldn't let me add them in the window. I'll try and track down the tuts you suggested. I already found Dr. Geep's, but I didn't see anything to help. I'll check it out again. Thanks!
Make sure the figure touches the floor in default position. The only mandatory .OBJ body parts needed are: rShldr,lShldr,hip,rThigh,lThigh,rShin,lShin,rFoot,lFoot...Spelling&CAPS are sensitive. You only NEED to create an IK chain for it if you want to use the "Walk Path" option. Otherwise, It's not necessary. If you do decide that you want to utilize the Walk Path option. Make sure that the feet are the goals in your leg chains. Not the toes. -ScottA
Thanks Scott. I think we may be getting somewhere. I checked to make sure the turkey has all the parts you listed, and it does not have a hip. The thighs are connected directly to the abdomen. I did want to use it with the walk path, but I haven't been able to get it to work with the walk designer at all. Possibly because it does not have a hip? Do you know if there is a way to work around it, or create a hip for it without it acting really bizare? Do you know if I can rename the abdomen, or will the rest of it not work (ie the wings, neck and head)? Thanks for your help. whisper
Sure. You should be able to change the abdomen to hip without a problem. But all those other parts will be hooking into an abdomen. So you'll have to change every instance of the word abdomen to "hip" in the .cr2 file if the figure is already created. And there are a lot of them. I use the find/replace function in wordpad to make global changes like that. If you made the figure with a .phi file. It will probably be easier to edit the .phi file and re-convert it to a figure again. -ScottA
er... people keep referring to the Daz turkey as it was something Whisper made.... It's from DAZ... And it really sounds odd that it doesn't have a hip? I have always believed the hip to be the "main" part of a character. but of course if there's no hip, there's no hip :o) Gonna check on my own copy of that turkey when I get home though. (NOT saying I do not believe you, whisper, it just seems odd)
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You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
Using Poser since 2002. Currently at Version 11.1 - Win 10.
Okay, the entire turkey's body is the abdomen. I edited the cr2 and changed all instances of abdomen to hip (even changed the GetStringRes number...thanks bloodsong for your tables). I even went into the obj file and renamed all instances of abdomen to hip (other wise the body didn't show up when you loaded it). Added IK chains to the wings (arms) and legs. Had to turn them off though because they kept making the walk look weird. And it will now work in the walk designer. However, (you knew this was coming didn't you?) when it walks, it sways back and forth and the legs look stiff. If I set the walk slider to anything other than 100% the wings stick out instead of against the body as I posed it in the walk cycle and the legs do funky things regardless of where the slider is set to. I'll post some pics when I get home tonight. Fixing to go to work so I don't have time to right now. Any ideas on this one? ernyoka1, you're right, this is the DAZ turkey and I also thought it was strange that it didn't have a hip. I thought all characters body parts were based of the relation to the hip.
Lol. It appears we have different opinions of "working with the walk desiger" is. The WD is designed to work with upright standing (human)characters. If you name the body parts with the same names the humans use. The figure should walk in the WD. But if the arms, legs, and hip of your character are not upright standing. With arms out. Then the figure will need some additonal tweaking after the WD does it's thing. Example#1: 1.)A dinosaur is laid out vertically. Not Upright. So the WD will cause the dino to hunch over badly when walking. So You need to reset the hip,abdomen,chest parts in frame number one after you apply the WD. Example#2: Your tukey's arms are not stretched out with a twist axis pointing vertically like a humans arms are. When WD is applied to a human figure. You'll notice that it pulls the arms (shoulders to be precise)down to the figures sides as it walks. If your figures arms(shoulders) are already at it's sides before you run it through the WD. It's still going to try and pull them down. And you get a deformed looking figure. The fix is the same. Apply the WD. Then go to frame number one and reset the arms to proper positions. I personally consider this to be WD compatible. Because the figure will walk. And it's the walking motion I'm intered in generating. Even though some body parts need to be reset when finished in the WD. But other people may not consider that as "compatible". You're basically cheating the WD to use a figure it's not really designed to handle if it's not modeled standing upright. With it's arms stretched out from it's sides. Some animation key frame tweaking may be needed to get the effect you want. They'll usually walk better if you pull the figure's hip down a bit so the knees to bend slightly before applying the WD. This will help prevent Gymbal lock. And the motion usually looks more natural. And if you use the WalkPath option. Changing the number of frames will also have an effect on you walk quality. It only calculates approximations. Sometimes you need to give or take away frames so it will finish a stride and walk smoothly. -ScottA
I went back and made more adjustments to the 30 frame walk animation I made which helped a lot. I ran it back through the walk designer with the new walk and now it walks more like I was expecting. The only problem now is that one leg (as you can see in the pic) is sticking out from the body a little on some frames. That however is a lot easier to fix that practically the whole walk! lol.
I thought about posting a animated gif file of the whole walk but it's 994kb (the smallest I was able to get it) or a 423kb video clip, but I didn't know if there was a size limit for that or if the video clip would work in the forum. I don't have a website at the moment or I would just post it there with a link.
If anyone wants to see it let me know and I'll set up a site to post it to.
Thanks again everyone.
Whisper
Hey I love the way you've made that red thingie on the beak swing :o) Cute animation!
FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
Using Poser since 2002. Currently at Version 11.1 - Win 10.
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