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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 18 10:25 pm)



Subject: Extracting frames from an animation


Nebula ( ) posted Sun, 04 February 2007 at 9:30 PM · edited Wed, 20 November 2024 at 1:44 AM

Hello,

  I have an animation that comes from a BVH file.  I import it and it works great.  I want to extract a portion of the walk sequence so that I can extend it.  I also want to extract other elements of it so that I can make my own animations.

  Problem is that when I go to the Pose library, click the "+" and save, it asks me what range of frames to save.  I enter them.  When I reload the saved section two or three times to make an extended walk cycle, the character walks one cycle then jumps back to the starting point and does it again.  I wanted the character to just keep walking along.  I realize I need to make a change.  But how do you edit the animation to get the character to continue on?

  If this is unclear, please feel free to clarify.

  Thanks for your help,

Nebula


jerr3d ( ) posted Sun, 04 February 2007 at 9:52 PM · edited Sun, 04 February 2007 at 9:52 PM

on the keyframes window, check at the very bottom to see if the Play Range slider extends across the 2 or 3 walk loops you have loaded


QuarterBond ( ) posted Sun, 04 February 2007 at 10:12 PM

I have had that problem with animated poses before too. It seems that some of them have a definite x,y,z coordinate imbedded in the pose file. I have never figured out how to disable that to extend it to more cycles either. 

...so I guess all I am saying is that is a good question. 


xantor ( ) posted Sun, 04 February 2007 at 10:35 PM

Reload your saved pose then export it as a bvh file, then you reimport that file, it will no longer have the movement in z so you can use it as a walk cycle.


elenorcoli ( ) posted Mon, 05 February 2007 at 12:51 AM

you will still have to move it in the direction you need it to go though.  in hip, or in body, the z (for exapmle) is set in that it will return to that point.  i would delete the z frames from one section, then the other to find out which one is holding that motion (not saving this)  then reload the animation, figure out the difference in the distance covered in the z from the first step to the last.  then reload the animation again for the second cycle, add the difference to the z values in the second cycle.  z or x, whichever way, possibly at an angle will make you use both z and x, but just use the calculator and add those values.


Nebula ( ) posted Mon, 05 February 2007 at 7:57 AM

Wow, a bit complicated isn't it.  But I can certainly give it a try.  This same source BVH file also has the character walking a few strides, the stop and turn 180, then walk a few strides, stop, turn 180, walk a couple strides then stop.  Are there issues I need to be aware of to extract the 180's?  Would I be looking at the z-rotation values there?

Thanks for all the input.  You've all grasped my problem and I was happy to see some steps that I understood how to do! lol  Thanks again!

Nebula


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