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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 10 8:20 am)



Subject: Poser Physics..... another great reason not to use D/S.


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stewer ( ) posted Sat, 26 November 2005 at 10:35 AM

Thanks Wolf - but I don't have anything that supports Poser animations. As long as you have Poser (which is required anyway for PoserPhysics), you can export ragdoll simulations as BVH.


wolf359 ( ) posted Sat, 26 November 2005 at 10:40 AM

Stewer, what about figure to figure collissions?? can you have a figure realisticly tackle/knock down one another ,like in those amazing endorphin video clips at the natural motion website??



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randym77 ( ) posted Sat, 26 November 2005 at 12:33 PM

Attached Link: http://mysite.verizon.net/vze78spq/posette.gif

This is Posette. Doesn't work nearly as well as V3. Kind of scary-looking, actually.


LilWolff ( ) posted Sat, 26 November 2005 at 12:44 PM

WOW! This indiced me to finally try CP's Passport while I have time to look at Poser Physics. Hoping there will be more items like this coming. :-) Besides PhilC said: "Very easy to set up, very easy to comprehend." Watch out Phil, I know where your poser forum is if I have trouble. ;-) But does anyone know where I find that $10.00 coupon for Passport membership to buy Poser Physics? It is not in "my stuff" or in my mail, don't know where else I am suppose to look?


Dizzi ( ) posted Sat, 26 November 2005 at 12:55 PM

LilWolff: It comes with the confirmation email about the Passport purchase...



randym77 ( ) posted Sat, 26 November 2005 at 12:56 PM

I just bought a Passport membership yesterday. The coupon code was on the invoice page (where your downloads usually are) as well as in the e-mail receipt. Right under the Passport membership on the invoice.


LilWolff ( ) posted Sat, 26 November 2005 at 1:03 PM

Thanks Dizzi.. but oh CRAB! Unless my order ID is the coupon there is nothing in my purchase confirmation email. ;-( A nice reminder to me to NEVER buy on a holiday weekend or weekends ever! grrrrrr


LilWolff ( ) posted Sat, 26 November 2005 at 1:11 PM

Thanks randym77 but I looked both places and there is nothing anywhere today. Was hoping there was something else I had to do. I really should have known better! BUT ... Poser Physics looked soooooo good!


krazik ( ) posted Sat, 26 November 2005 at 1:28 PM

Lilwolf: Why not on holiday weekends? ;) Check your IM for your coupon code. Not sure how your order didn't get a coupon. Sorry for the trouble, -Rylan


LilWolff ( ) posted Sat, 26 November 2005 at 1:51 PM

OMG thanks Rylan! :-) The code is not working right now, I deleted my purchase and will it try again later when I get back. I sure hope they are paying you those the bucks that PR companies get. Nothings "soothes" a customer more than instant recognition of a problem, even if it is not instantly solved. Thank you!


PoseWorks ( ) posted Sat, 26 November 2005 at 1:53 PM

Very cool!


krazik ( ) posted Sat, 26 November 2005 at 2:02 PM

I'm not PR ;), as posted here b4 I'm the developer of CP so its sorta my baby. Sorry I had a brain fart and marked your coupon as used when I made it. Try again. -Rylan ef/cp


Smoovie ( ) posted Sat, 26 November 2005 at 3:34 PM

"what about figure to figure collision's" I'd like to see a demo of that,too


randym77 ( ) posted Sat, 26 November 2005 at 3:34 PM

Attached Link: http://mysite.verizon.net/vze78spq/stairs.gif

Using PuppetMaster should work. I tried using Poser Physics on the DAZ skeleton, but the sim blew up. So I ran it on M3 instead, saved the pose, and applied it to the skeleton. It worked reasonably well.


face_off ( ) posted Sat, 26 November 2005 at 3:36 PM

Attached Link: http://www.physicalc-software.com/forum/

Randym - With Posette - if she drops into a contorted position, it could be because the joint limits for the figure are loose. You can tighten up the joint stiffness and limits - check out the doco for how to do this under User Interface/For Advanced Users. Dan - Yes the Mac version runs under Mac 10.4. LilWollf - There is an "official" forum if you have any questions - so there is no need to bug Phil :-) See the above link.

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LilWolff ( ) posted Sat, 26 November 2005 at 3:44 PM

Rylan I am sure glad you care about your baby! Thank you for you help. I bought poser physics, installed it and thanks to you I will now have time this weekend to check it out. :-)


face_off ( ) posted Sat, 26 November 2005 at 3:44 PM

Attached Link: http://www.physicalc-software.com/forum/viewtopic.php?t=26

Randym - See the above link re: skeleton ragdolls.

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face_off ( ) posted Sat, 26 November 2005 at 4:51 PM

Attached Link: http://www.physicalc-software.com/forum/viewtopic.php?t=27

Wolf/Smoovie - "what about figure to figure collision's" - see the above link for a demo. Wolf - "can you have a figure realisticly tackle/knock down one another" - this is really easy. Simply keyframe animate the scene to the point where the two figures touch, set the physics movement to "Keyframed until hit" and run the simulation. The simulation will create ragdolls from the figures when they touch and handle the simulation from then on. The energy transfer between the bodies can be varied a number of ways to get different effects - I'm preparing a tutorial on this and will post on the PoserPhysics forum in the next week or so.

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face_off ( ) posted Sat, 26 November 2005 at 5:52 PM · edited Sat, 26 November 2005 at 5:56 PM

Wolf - clarification to the above statements on "figure realisticly tackle/knock down one another"....

The realism will depend on the type of tackle, the velocity they hit at, which body parts hit each other, etc. PoserPhysics is not a Poser version of Endorphin. It would be unrealistic to expect the plug-in to give the same results as Endorphin @ $12,000. To get the Endorphin "tackling" video results - you would need to use the PoserPhysics API to add some force to the bodies when they collide. I'll include this in the tutorial.

Message edited on: 11/26/2005 17:55

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kuroyume0161 ( ) posted Sat, 26 November 2005 at 6:31 PM

Cool, face_off. I was going to ask about auxilliary forces in collisions (other than gravity). It'd be nice to have a force vector on each body to use in calculations, maybe setting a 'weight' (i.e.: mass) on a body and determining the acceleration from the keyframes or something! :)

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

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Hawkfyr ( ) posted Sat, 26 November 2005 at 6:39 PM

Bokmarked

“The fact that no one understands you…Doesn’t make you an artist.”


wolf359 ( ) posted Sat, 26 November 2005 at 6:52 PM

Thanks paul !!! just bought it looking forward to your tutorial



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operaguy ( ) posted Sat, 26 November 2005 at 6:55 PM

kuroyume0161 you are reverse-engineering Endorphin! Not that there is anything wrong with that. Not that it wouldn't be great! I feels good today just knowing someone had a vision, put in the brains and hard work, deployed vast persistence, and came up with something cool and powerful, on the Poser level. It might be time to rename Poser. Pretty soon at least. Here's lifting a jigger of Maker's Mark Straight Kentucky Bourbon at ya Paul! ::::: Opera :::::


kuroyume0161 ( ) posted Sat, 26 November 2005 at 7:09 PM

No, I'm reverse-engineering Newton! ;0) F=m*a But, of course, the calculations get complex when dealing with more than two-body collisions using 3D force vectors. And then the center of gravity, moments of inertia, radius of gyration, spring coefficients, and so on might become important. Okay, I'll stop reverse-engineering Endorphin. :)

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


estherau ( ) posted Sat, 26 November 2005 at 8:57 PM

I too only do still images, but use dynamics for clothes sometimes. so if i make a figure drop onto a couch for a realistic couch pose, can i just save the pose like a normal pose? love esther

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face_off ( ) posted Sat, 26 November 2005 at 10:01 PM

Attached Link: http://www.physicalc-software.com/forum/viewforum.php?f=12

Kuroyume - "auxilliary forces in collisions" - all doable using the PoserPhysics API. You can make product suggestions at the above link. Estherau - dropping a figure onto a couch will certainly work - but you'll want to tweak the end result - and the figure might be posed like a dead body rather than someone sitting in the couch! Also, fingers are not included in the ragdoll simulation.

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EdW ( ) posted Sat, 26 November 2005 at 11:20 PM

Attached Link: Fore!!!

I'm having way too much fun with this. Here's my first attempt. How do I make poor ole James fall forward instead of just slumping down... My other question right now is how to do have like a bat, racket or in my case the golf club work with the ball? If it's parented to the hand it's ignored so would I have to parent it to a different body part or keep it as a prop and keyframe it?


face_off ( ) posted Sun, 27 November 2005 at 12:02 AM

LOL Edw. There are a bunch of things you can do to tune James' fall. Let me put a detailed response together on the PoserPhysics forum for you in a couple of hours....

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Asciicodeplus ( ) posted Sun, 27 November 2005 at 12:45 AM · edited Sun, 27 November 2005 at 12:45 AM

I'm sure everyone at certain point thought about this but, maybe they are too shy to ask . . .

What about Renderotica style animations?, say some figure hanging and being whiped by other figure . . . or worse . . .

Sry, had to ask ;P

Message edited on: 11/27/2005 00:45


kuroyume0161 ( ) posted Sun, 27 November 2005 at 2:05 AM
  1. Wouldn't that type of animation only require looped keyframes? ;) 2. Definitely would need dynamics for 'jiggling' things. What I'd like to see is soft-body dynamics. I know that is asking a lot!

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


PabloS ( ) posted Sun, 27 November 2005 at 5:39 AM

~bookmark~


face_off ( ) posted Sun, 27 November 2005 at 5:58 AM

Asciicodeplus....You can certainly hang a figure by his or her arms (with a couple of lines of python code), however the whip would be a complex physics simulation, that would require a good knowledge of ODE in order to implement with the current version of PoserPhysics. Probably easy to simply keyframe animate this. EdW....just a quick response to your questions for the moment...there are about 5 ways you can change his falling - ranging from increasing the density of the ball (try 10000) and decreasing the desity of the figure (try 10)...through to adding a couple of lines of python code to add a force to the figure once he's hit (to throw him in the right direction) - there will be a tut on doing this "soon". However I think a really neat way (and I haven't tried this!) would be to a) disable the male figure and run the simulation - this will set the trajectory of the golf ball, then b) re-enable the male figure, and set the golf ball from ODE controlled, to Keyframed, and re-run the simulation. Then when the golf-ball hits the the guy, it won't stop - it will throw him to the ground. Kuroyume0161...soft dynamics. Add it to the suggestions forum :-)

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dona_ferentes ( ) posted Sun, 27 November 2005 at 6:01 AM

Kuroyume0161...soft dynamics. Add it to the suggestions forum :-)<< I must go over and add it too! Poser with physics and softbody dynamics...mmmmmmm (drooling)


Dale B ( ) posted Sun, 27 November 2005 at 6:13 AM

kuroyume0161; Gaaaah, don't give the kiddy-winkies ideas! Looping is probably the most overused animation trick there is, no matter what the genre....and in erotica and porn is probably the silliest you can suggest, considering the repetetive nature of many of the acts (of course that does tend to separate the dabblers from the ones who actually dare to tweak their cycles....) Asciicodeplus; Actually, kuroyume is right; for what you're talking about, keyframing would give the better results, simply due to the fact that the forces actually applied aren't that great, and most of the movement you see from someone being suspended is their own forces at work (kicking, twisting, etc). There are =other= uses this could be put to.....but I'll be nice and not squick the vanilla's..... O:)


randym77 ( ) posted Sun, 27 November 2005 at 6:15 AM

Attached Link: http://mysite.verizon.net/vze78spq/blocks-small.gif

I've been having way too much fun with this, too. When I first tried this one, Maddy collapsed straight down, without knocking over the stack of blocks. Fiddling with the density of the figure and the blocks and starting the sim with her leaning in the direction I wanted her to fall worked.


face_off ( ) posted Sun, 27 November 2005 at 6:20 AM

Ha Ha - nice one Randy. Looks like you've got the density of the boxes super-low. To conpensate, you could also reduce the bounciness of the boxes, so they don't fly around the place. OR, maybe you have the boxes Keyframed Until Hit, which is why they explode a little. You could maybe just go with ODE controlled?

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randym77 ( ) posted Sun, 27 November 2005 at 6:25 AM

I set the boxes both low-density and super-bouncy. I wanted that effect. :-)


wolf359 ( ) posted Sun, 27 November 2005 at 8:33 AM

Content Advisory! This message contains violence

Attached Link: Poser physics

Well I stayed up until 2am last night getting to know this incredible advancement inposer animation and im happy to report that Mike&Vicky 2 are supported heres a little sequence rendered, two straight out of poser and one from carrarpro4 this changes EVERYTHING!!!



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face_off ( ) posted Sun, 27 November 2005 at 8:46 AM

Wolf....awesome. Fantastic movie. Just on the very first animation - the flip....did you know you can tighten up the joint limits, and stiffen the joints? That will stop the left leg popping up.

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wolf359 ( ) posted Sun, 27 November 2005 at 8:56 AM

Thanks paul!! i'll experiment with the global settings more today i just love how i can use my BVH files and have the physics engine take over at any specified frame. BTW is your tutorial up yet? I really want to get up to speed with this great new animation tool ;-)



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LilWolff ( ) posted Sun, 27 November 2005 at 1:22 PM

Attached Link: http://www.lilwolff.com/Sharings/TheKick.gif

My first one, right out of the box. A very optimized plain draft. I slowed the gif down to see the movements. Being a hobbiest, not an animator (also one that does not know everything they are talking about in this thread), I was impressed that I was able to get anything at all.

The Harliekin in the front reminded me of Lucy. A great comic fall. :-)


Tuathan ( ) posted Sun, 27 November 2005 at 2:15 PM

I hope the authors will make a generous donation to the ODE developers, since they have made most of the work by creating the physics engine.


richardson ( ) posted Sun, 27 November 2005 at 5:26 PM

!@#$%^&*() * * * #^p


face_off ( ) posted Mon, 28 November 2005 at 2:54 AM

Attached Link: http://www.physicalc-software.com/forum/viewtopic.php?t=38

Wolf - tutorial posted at the above link.

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wolf359 ( ) posted Mon, 28 November 2005 at 3:41 AM
jjsemp ( ) posted Mon, 28 November 2005 at 3:53 AM

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hotsteppa ( ) posted Mon, 28 November 2005 at 8:30 AM

Hi guys, Does this work/has anyone tried it with Poser 5? The CP newsletter I got clearly states "For Poser 6 or Poser 5" but everywhere else I hear just P6 SR2... I've got both versions, but I do my rendering in Carrara, and e-frontier won't release the SDK for Eovia to update the Transposer plugin, so P6 has turned out to be a complete waste of money for me, and a P6-only plugin would just be more money down the drain when I can't import the dynamic hair and cloth to match... So can anyone tell me? Should I get excited, or forget about it?


Dale B ( ) posted Mon, 28 November 2005 at 8:51 AM

Poser Physics requires P6 SR2 to function correctly. However. What you -could- do is build your animation in P6 (just the figure and motions), export the animation as a BVH file, load the character(s), import the BVH, then do the hair and cloth dynamics in P5 and export from there. It adds a couple of steps, but (a) gets you some use out of P6, and (b) lets you have access to the physics simulations. Since both P5 and P6 have the selectable runtime feature, you wouldn't need to duplicate your runtime. And it would also let you do some tweaking on your Poser setups; if P6 is just for keyframing and physics, there's a lot of stuff you could hide and ignore, giving you more screen area to work in.


face_off ( ) posted Mon, 28 November 2005 at 2:14 PM

Hotsteppa - the "Poser 5" reference was a error - it is for Poser 6 SR2 only. Sorry.

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hotsteppa ( ) posted Mon, 28 November 2005 at 4:53 PM

face_off - no sweat. Thanks for the clarification, I just wanted to know. The work you've done on this seems awesome, and I can quite understand the problems in developing it for the older version. My gripe over the whole situation is at E-frontier for not helping Eovia update their plugin. Having said that... Dale_B - thanks for the advice and what sounds like a great idea for a workaround. I'm going to do a few tests taking BVHs from P6 back to P5 and out to Carrara when I get a moment, and if all goes smoothly, I'll probably take the plunge after all (never can resist a cool new toy!)


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