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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 11 12:18 am)



Subject: [WIP] Figures without bones, Vertex Weight (well sort of . . .)


Asciicodeplus ( ) posted Thu, 07 July 2005 at 4:04 PM · edited Sun, 12 January 2025 at 3:26 AM

file_267363.jpg

In the image there are two figure setups, one created using standard bone hierarchy and the other one using a special magnet setup, can u tell which one is which? . . .

Anton made me think with another post that he did earlyer about experimental projects in Poser like if its possible to make a vertex weight posable figure without haveing to re-write poser, so I started thinking how could be done, if possible . . .

In the image the magnets act like a lattice system to deform the geometry like a standard bone from poser would do, using ERC to control all the bones from the main body of the "figure" . . .

I'm gonna attach the file that I'm working on for u to play, please post comments and ideas, as this is just starting my guess is, yes u will need to have one magnet per vertex in the worst case, I'm trying to find a way to minimize the effort in doing that . . .

BTW, I discovered a way in which u can make a fully functional arm IK for AM just changing 3 values(well maybe more, say around 5) inside the .cr2 file, and AM will still be compatible with everything out there, I already sent the file to Anton . . .

Anton, are u around? Mind if I post the info here?


randym77 ( ) posted Thu, 07 July 2005 at 4:59 PM

Apollo doesn't have IK in his arms?


Asciicodeplus ( ) posted Thu, 07 July 2005 at 6:36 PM

Mmm . . . Nope, but that can be easyly fixed now, it's just a matter of hierarchy . . .


face_off ( ) posted Thu, 07 July 2005 at 7:12 PM

looks interesting....

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kuroyume0161 ( ) posted Thu, 07 July 2005 at 7:20 PM · edited Thu, 07 July 2005 at 7:21 PM

inkyParent and nonInkyParent in the body part
and an inkyChain section in the Figure. :)

Message edited on: 07/07/2005 19:21

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

Contact Me | Kuroyume's DevelopmentZone


mylemonblue ( ) posted Thu, 07 July 2005 at 8:59 PM

Hmmmm.... Is it possible two write a script to put a magnet on every polygon in a named group?

My brain is just a toy box filled with weird things


kuroyume0161 ( ) posted Thu, 07 July 2005 at 9:05 PM

But what would be the performance cost of 40,000 or 80,000 magnets!? Hmmmm...

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

Contact Me | Kuroyume's DevelopmentZone


Asciicodeplus ( ) posted Thu, 07 July 2005 at 10:59 PM

Dun worry for the magnets, since inside poser they are props that exist in the runtime folder, once all the work is done one can edit the .cr2 file to reference the components of the magnets to lower resolution props or even null props, u will only need the ERC control to dial . . . BTW, kuroyume, have u tried to set up an IK for AM in the arms or u r just saying how to create one but haven't done the attempt? 'cuz everytime someone tryies to set up a chain like: Slhd-UpArm-ForeArm-Hand u end up with weird results . . .


kuroyume0161 ( ) posted Thu, 07 July 2005 at 11:57 PM

No I haven't. This is the standard practice for setting up IK chains in Poser. There may be some JP tweaking involved, but I suspect this has a lot to do with the initial orientation of AM's arms. Poser's IK solver likes the elbows slightly bent and the arms in T-form. You may need to actually break the more natural arms at 45Deg. on the mesh (and then in Setup) or more simply just do the Memorized pose with the arms out T. Maybe I'll give it a run. Regarding the magnets, there is a lot more info required for magnets than you reveal. Magnets are composed of three parts with all of their channels (Rotate, Translate, Scale, nOffsetA, nOffsetB, etc.). These take up buku memory space when talking about 40,000. Polygons only require an index and a set of vertex indices (maybe 32 or so bytes). Each magnet may require 1024KB or more (you're talking 40MB+ just for these magnets).

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

Contact Me | Kuroyume's DevelopmentZone


byAnton ( ) posted Fri, 08 July 2005 at 12:06 AM

Cool, Only problem with "magnetic" joints is that spawning morphs will cause havoc. ANd there are some things about erc you have to keep in mind. 1)Poser can only handle so much of it before it gets confused. 2)It is possible to erase erc by saving figures back to the library in a certain sequence. 3)Erc uses memory. I would try to use a few magnets as possible. Is there a reason you need so many for the same effect? On side note: I purposely excluding arm chains.

-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the face of truth is concealment."


Over 100,000 Downloads....


kuroyume0161 ( ) posted Fri, 08 July 2005 at 12:49 AM

I purposely created arm chains - not that I'd use them. :) They seem to work, though moving the IK chain via the hands seems to have too much hand reaction. Moving by the ForeArm works well. Before doing this (to a copy of course), I set the arms up, Memorized, and saved the figure as a new one (but rereferenced the original geometry obj). These are the new rotations: L/R Collar.UpDown: +/-10 Shldr.Bend: +/-15 UpArm.Bend: +/-15 And the Figure IK chains: inkyChain LeftArm { on name LeftArm addLink lCollar:1 addLink lPectoral:1 addLink lShldr:1 addLink lUpArm:1 addLink lBicep:1 addLink lForeArm:1 goal lHand:1 linkWeight 0 1 linkWeight 1 0.2 linkWeight 2 0.04 linkWeight 3 0.008 linkWeight 4 0.0016 linkWeight 5 0.00032 } inkyChain RightArm { on name RightArm addLink rCollar:1 addLink rPectoral:1 addLink rShldr:1 addLink rUpArm:1 addLink rBicep:1 addLink rForeArm:1 goal rHand:1 linkWeight 0 1 linkWeight 1 0.2 linkWeight 2 0.04 linkWeight 3 0.008 linkWeight 4 0.0016 linkWeight 5 0.00032 } Seems, as Anton did, you can bypass the naming of inkyParent/nonInkyParent. It may or may not make a difference to how the IK reacts.

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

Contact Me | Kuroyume's DevelopmentZone


byAnton ( ) posted Fri, 08 July 2005 at 12:54 AM

Does your scaling still behave properly. I have seen IK interfere with scaling in some instances?

-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the face of truth is concealment."


Over 100,000 Downloads....


kuroyume0161 ( ) posted Fri, 08 July 2005 at 1:14 AM

Do you mean figure scaling (propagatingScale) or scaling of the IK chain body parts?

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

Contact Me | Kuroyume's DevelopmentZone


byAnton ( ) posted Fri, 08 July 2005 at 1:23 AM

ik chain body parts.

-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the face of truth is concealment."


Over 100,000 Downloads....


kuroyume0161 ( ) posted Fri, 08 July 2005 at 1:30 AM

Seems to behave properly.

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

Contact Me | Kuroyume's DevelopmentZone


randym77 ( ) posted Fri, 08 July 2005 at 5:31 AM

Why exclude IK in the arms?

I don't use IK often, but when I do, it's usually in the arms. Ever since I saw that Dr. Geep tutorial on posing with IK. :-)


Asciicodeplus ( ) posted Fri, 08 July 2005 at 12:09 PM

Actually I just used 3 magnets to get the effect, I arraganged'em in a way they move the figure by slices, like a lattice in a standard 3d modeling program, now I have a new idea on how this could work without haveing to use one magnet per vertex . . .


byAnton ( ) posted Fri, 08 July 2005 at 2:15 PM

Randym, Arm Ik has internal issues I wasn't willing to accept.

-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the face of truth is concealment."


Over 100,000 Downloads....


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