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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 09 4:28 pm)



Subject: HOW TO MAKE REALISTIC ANIMATIONS By HANd with PoSER?


tebop ( ) posted Tue, 24 May 2005 at 8:50 AM · edited Sat, 08 February 2025 at 9:51 PM

Hello all I'm a Poser 5 user, and i'm making a movie, with people characters. I find it hard making natural everday movements seem real. say for example: 1. Standing and looking around 2. sitting and looking around, etc etc etc.. 3. blinking etc, etc. The reason why it's hard, is i have to do the motion of the body when a person breaths, and i don't know if i do it right or at the right speed, like for that i just move the chest back and forth, sometimes seems like not effective. I also have to blinking, and people blink alot, so that's really hard to make by hand. Another thing is with changing specific body part poses without distorting the characters motions. for example if i make a little arm movement in one specific time section.. then later on, i apply a pose to the figure, sometimes the movement from previous movement continues on forward and my character gets his arm overextended or something...it seems i have to go back to the first motion to the SPECIFIC body part, and then add a long CONSTANT static array of keyframes between that body parts movement and the time when i switch poses. so that the first movement doesn't continue on it's own. well, if anyone has mastered poser character animation of realistic human motion, can you help? Is there an easy way to do it? or simpler, any tricks? how do i create poses at any time, without having my character twist his body parts in weird ways to achieve the final pose? and how do i create breathing to look normal? etc thanks


xantor ( ) posted Tue, 24 May 2005 at 9:44 AM

Attached Link: http://www.ockhamsbungalow.com/Python/

ockham made a python script to make people standing and moving about slightly. It does blinks, too (it probably works with sitting poses, too, but I havent tried it that way). It is called naturalizer2 at the link.


Bobasaur ( ) posted Tue, 24 May 2005 at 10:00 AM

Attached Link: http://www.renderosity.com/messages.ez?ForumID=12351&Form.ShowMessage=2271155&Reply=2272987

You'll find links to a number of relevant threads here. This is a thread in the Animation Forum where someone was asking about animation related information. The responses to the question include links to threads on animation in general as well as specific tips. You might also check out the FAQ link at the top of the page. I haven't heard any discussion on breathing. I suspect I'd try increasing the size of the chest just a few % and then releasing it - cycling it over time. I haven't tried it yet though.

Before they made me they broke the mold!
http://home.roadrunner.com/~kflach/


shedofjoy ( ) posted Tue, 24 May 2005 at 10:02 AM

Thanx Xantor, That saves me some time.... definately a bookmark

Getting old and still making "art" without soiling myself, now that's success.


xantor ( ) posted Tue, 24 May 2005 at 10:03 AM

Scaling the abdomen and chest a few percent in z works for breathing (I have tried it).


DIMENSION_X ( ) posted Tue, 24 May 2005 at 12:39 PM

I do alot of animations all are customised to make the characters relaistic. I have not found any short cut method to date to do triva human movement like you mentioned or used pythons as suggested. I have released a product at the market store that cater for V3 sitting down that can be imported to your scene. I am working on a number product to add to this comming soon


Berserga ( ) posted Tue, 24 May 2005 at 4:29 PM

My personal opinion is that unless a character is winded, or scared or there is some other dramatric purpose to highlite them breathing that animating breathing is a bit of overkill. Just watch a movie with live actors and see how much you notice them breathing in a normal talking scene. Not much. all the other little touches help though. Fiddling with something in the hands or the way a character balances. If you can afford to spend the time plussing a scene go for it, but don't pull your hair out doing minute details that nobody will notice. The Traditional Disney approach to animation that most US animators seem to follow has characters flouncing around like crazy in every single frame... I hate it. I prefer the Japanese approach which is more sedate and IMO more realistic, but can be hyperkinetic when it pays most, in the action scenes.


adh3d ( ) posted Tue, 24 May 2005 at 5:14 PM

Film your sefl acting the roll of your poser character, that video gives you same reference in the speed of animation.



adh3d website


Little_Dragon ( ) posted Tue, 24 May 2005 at 5:51 PM

Scaling the abdomen and chest a few percent in z works for breathing (I have tried it).

I use magnets, myself. Or morphs, created from said magnets.



Bobasaur ( ) posted Tue, 24 May 2005 at 11:00 PM

@Little_Dragon Hey, Just making the breasts bigger and then smaller doesn't count! ;-)

Before they made me they broke the mold!
http://home.roadrunner.com/~kflach/


Fazzel ( ) posted Wed, 25 May 2005 at 12:00 AM

I don't know what character is being used, but DAZ's Victoria 3.0 has an inhale morph in the body morph package.



Berserga ( ) posted Wed, 25 May 2005 at 7:16 AM

Yeah but you will need The Tailor to add it to most clothes... Unless she is nekkid. :p I'd second the idea of filming yourself, or getting a small mirror to keep in your work area.


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