Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 18 10:12 am)
didn't ockham have a script to do something - e.g. jiggle or bounce? or mayhap he was working on such a script. p.s. I saw three of those "hunter" animations several years ago, and they didn't have that soundtrak. I don't recall who did 'em, nor whether it was maya or lightwave. it wasn't poser, anyway. when those animations came out, folks were just posting deformed nostril-glow zombies, and nobody was doing realistic animations in poser.
I think he was tinkering with it, but when it comes to doing animation with so many possible figures, and with so many different morph names, and so many different figure sizes and shapes, you just gotta clunk it out by hand.
It's amazing walk designer and universal poses make life so much easier.
Since yo ucan almost just drop those in, adding 3 or 4 total morphs to a animation sequence is already child's play.
Way too many people take way too many things way too seriously.
Ockham's Jiggles script can work for this sort of thing. It's designed for use with motion morphs, but I've gotten it to work nicely with body handles. I tend to set the "twang" too high, though.
I think there's a "jell-o magnets" script somewhere which may try to achieve similar effects in a different manner....
Edit: Oops. Scooped by Ockham himself....
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Cage can be an opinionated jerk who posts without thinking. He apologizes for this. He's honestly not trying to be a turkeyhead.
Cage had some freebies, compatible with Poser 11 and below. His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.
Thanks for replies, guys. I starting using poser just 2 days ago. Before it I've used DazStudio.
Garee: If you say it's easy, then its good. I just don't want to setup it manually - i have some dance project with ~4 min animation sequence, so its quite long to add morphs and tweak it by hands I suppose. I'm interested what "few things out there" do you talking about?
**Miss Nancy: ** I'll try Ockham's script. Dont know if its complatible with Viki 4.
Btw, about the clip. Its Hash Animation Master and video has maded by one of developers. Dunno actually its simulated or faked physic.
Cage: "jell-o magnets"?
http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2119103
http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2214491
JelloMagnets, by underdog, based on code by Ockham. I never tested it....
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Cage can be an opinionated jerk who posts without thinking. He apologizes for this. He's honestly not trying to be a turkeyhead.
Cage had some freebies, compatible with Poser 11 and below. His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.
it has been a long time since i opened my copy of AM up so can't quite remember but, i would think that that anim is still done with the equivalent of the parameter dials, so morphed if you like, and then just a keyframe anim at the end, same as poser.
It is very easy in poser to simulate this bouncy bouncy boobies, basically when the body goes up the boobs go down, when the body goes down, the boobs go up, when up the boobies will part company, and when down they will be reunited again (trampoline effect)
it only has to be applied in a subtle way to get the effect across! or to affect the dynamics of the cloth,you may use.
i can't see how you can do a 4 min anim with a dance sequence, work on the choreography of that sequence, but then not be prepared to use the body morph dials to "assist" in the "selling" of the movement, to the viewer, personally i would ONLY use the body morphs to help sell this effect, and not any script that may simulate the effect of gravity on a single body part, as i know i can do it with the dials, but think that there would be a lot of adjusting and readjusting to do with any script, so probally more work than dialling!
i remember an anim that came with poser 5, a really fantastic bit of anim, about a boy at a gym, looking in the mirror at himself, dreaming of having big muscles, can't remeber all of it but basically either he or his reflection starts flexing and growing, posing in front of the mirror, pulling all the bodybuilder poses, and the muscles tightening and bulging (flexing) it was very believable, very smooth, and a slick bit of anim, ...and done using the body morphs!
sorry i don't have a link to wherever that anim is but if you want more info about it, then i will look it up for ya! (name of the anim and or artist)
basically my advise to you would be to take what looks to be the hardest route, and not to look for a simple solution! you'll learn more and get better results.
hand key the bounce.
I have tried Jiggles and also took a shot at a mysterious system from Masa (Japanese Poser guru) and have never had anything like the success one wishes for by pushing a button. No offense to Ockham, either; he is a poser great mind, and i may not have had the patience to get on the learning curve for jiggles.
Just create your animation with 'static' breasts. Then, when you are sure you have everything stable, just go in on a safety copy and add some movement, overshoot and twang, using the standard breast morphs. V4 has everything she needs, in this respect. An animator ought to have a grasp of gravity and inertia on such soft bodies (i do not regret that pun) and be able to achieve the desired results.
hand key it.
::::: Opera :::::
Hmm. Jiggles5(latest version) script and also previous ones doesn't working. Shows warning window with this error: application can't run, because tk3.dll not found. Also with next try shows other window with this info:
Traceback (most recent call last):
File "", line 12, in ?
File "C:3dlabe frontierPoser 6RuntimePythonliblib-tkTkinter.py", line 34, in ?
import FixTk # Attempt to configure Tcl/Tk without requiring PATH
File "C:3dlabe frontierPoser 6RuntimePythonliblib-tkFixTk.py", line 1, in ?
import sys, os, _tkinter
ImportError: DLL load failed: Íå íàéäåí óêàçàííûé ìîäóëü
I have SP3 installed. How I can fix it? Files from Python 2.2.3 can help?
Found some interesting plugin "Poser Physics" on Content Paradise.
http://www.contentparadise.com/us/user/poserphysics_product_16429
Somebody tried it? It support soft bodies?
Also I've tried to manually keyframe morps. It's easy, when animation is constant and short like walking or running, but when you have always changing dance animation this is really lot of work. And personally I want real soft body physic. Its most easiest way, just setup parameters like gravity, springs acerbity, weights, etc and job is done. I'm interested what Poser Physics can do.
vince3, thanks for the info, but i'll try easier way first.
Little_Dragon, this is only maded by keyframed morphs?
Poser physics does not support soft body dynamis.. you'll hav eto look at higher end pro software if you want that, and then you'll also be looking at rigging figures yourself as well.
You are wanting high end functions in low end software. There's a reason why high end animation is expensive, and takes years to accomplish. There are no shortcuts, and nothing that doesn't need tweaking.
Films like Shrek 3 take MANY years to complete, with hundereds of animators because it is a skilled job, and takes persoanl work.
Just because theres a wonderful lower end application like poser that gets some amazing results doesn't circumvent that.
A 4 minute pro animated dance sequence could take months even for professional animators to complete. I remember Disney working on th eball room sequence for Beauty and the Beast... if I recall pright, the animation team spent over a year doing JUST that one dance sequence.
Google "Ghost Warrior" by Timothy Albee when you get a chance. One guy wanted to prodct a 4 minute animation by himself, so literally shut himself in Alaska for a FULL YEAR, doing ONLY that, 24/7. No external distractions, no entertainment, JUST working.. for a full year.
Technically, his animation is top notch, bu he had to give up an entire year of his life to product it, and while it's great visually, it's pretty boring otherwise.
Sounds like you are wanting to do something similar, and there are no shortcuts. But what do I know? I've only been working with cgi for 23 years.
Way too many people take way too many things way too seriously.
Quote - great bitta bouncin', love the ear twitch, and am impressed with the loin cloth too, was that dynamic?, 'cause it looks like you got a great weight to it. if it is.
Yes, it's a cloth sim. I'm quite pleased with the results, myself, especially the fact that I made it loop.
Quote - Little_Dragon, this is only maded by keyframed morphs?
Yes, keyframed by hand. I added so many breast controls to this figure that I could animate "Dueling Banjos", if I so desired.
Nerd3D has a bounce and jiggle option in his walkdesigner utility for victoria 3 and 4., which can bought at DAZ3D, for puritanian reasons DAZ only shows a clothed animation, so it's very hard to tell how realistic this utility is. Poser++ ( which is a japanese site) wrote (already some years ago) a utility called PAE which made some extreme realistic results, but this only works on their own character NENE-lite. you can find this site here: www.eurus.dti.ne.jp/%7Emasasi/index.html
I don't make that much animations, but for who wants to try go ahead!
Regards,
Bopperthijs
-How can you improve things when you don't make mistakes?
ha weird bopperthijs!!! only yesterday i found all that stuff in my runtime, i had a little play with ananr4, still like that face, i've never tried those utilities at that site though, so would like to see if someone gets a good results with 'em.
haven't seen that site for ages, now i know that those clothes for aiko are by Yamato, i had mine in my Bat folder.
( to the Bat folder robin)
Garee: Well, imo, Poser isn't low-end soft, its more middle-end. Daz|Studio is low-end, thats for sure.
Quote - There's a reason why high end animation is expensive, and takes years to accomplish.
Well, if you have mocap equipment, then its doesnt takes YEARS, it takes MINUTES. > Quote - Films like Shrek 3 take MANY years to complete, with hundereds of animators because it is a skilled job, and takes persoanl work.
Its takes many YEARS, because its not just only animation - its models, textures, landscapes, scenario, rendering time, voice acting, sound fx, postproduction, . > Quote - I remember Disney working on th eball room sequence for Beauty and the Beast... if I recall pright, the animation team spent over a year doing JUST that one dance sequence.
B&tB is a cartoon film, not a 3D CG. CG uses a little bit other techniques, dont you think? > Quote - Google "Ghost Warrior" by Timothy Albee when you get a chance. One guy wanted to prodct a 4 minute animation by himself, so literally shut himself in Alaska for a FULL YEAR, doing ONLY that, 24/7. No external distractions, no entertainment, JUST working.. for a full year.
Its hard to believe. He doesn't had a job in these times? 24/7?!!! Man, he need at least to sleep, eat, go to toilet. So, thats not 24/7 - thats for sure. More real are 12/7, if he doesn't had a job. But, anyway, he need a rest from PC sometimes , so - 12/5. :) It was more sensible to hire some mocap studio, its cheaper anyway, than a wasting money on food, billpays, etc A WHOLE YEAR of life just for handmaded 4 min animation. But, on the other hand its good for experience and portfolio. I'll check this state of the art later today. :) Little_Dragon:
Quote - I added so many breast controls to this figure that I could animate "Dueling Banjos", if I so desired.
Can you advise, how much morphs an what type of morphs for breasts and buttocks need for a quality physic reproduction? So far I have only two morphs. One make breasts move on X coord, other on Y. bopperthijs:
thanks for the info. But walkdesigner utility is quite useless, if its only supports own animation for bounce and jiggle.
operaguy: lol. I am, thats for sure. Rendering right now in background. Though a bit late reply for right now. :)
@Rancen:
You're right that B&tB was an cartoon-movie, but disney did use computer-animation for the Ballroom scene, the character were drawn, but the ballroom itself was a computeranimation, if they done that by hand the film could have take decades to complete. Other computeranimation techniques were also used succesfully in other movie like the lion-king.
You 're right about the fact walkdesigner only support his own animation for bounce an jiggle, but you can use it when you make your own walkdesign-cycle. But I agree it won't be that convincing as in the animation you showed us.
Regards,
Bopper.
-How can you improve things when you don't make mistakes?
Rancen: Yes poser and DS are low end. they do not have features like full poly modelling, soft body dynamics, uv mapping, and a whole host of other features. pro 3d software can run $4000+ when you start tossing in various plugins, so yes, Poser IS low end hobbiest software. Lok at it's render speed.. and then try to imagine rendering 100s of thousands of frames to complete a film or animated sequence.
If Poser were middle end, you'd see it used all the time in television and film animation, but IF you see it used in a still ad shot, or bok cover, you're pretty lucky. Lightwave, Carrerra ,or C4D would be more middle end stuf now, with XSI and Max being higher middle end now, buit there are even more powerful 3d applications that surpass them in the pro feild as well.
And the majority of the B&B sequence was done in cgi, with digitally scanned 2d animation seamlessly added.
And obviously you still haven't visited the Ghost Warrior websites to find out the real story on why he did what he did. Since you are walking his path now, it would be best to see where it leads, right?
Seems you'd rather hear there's a simple solution to this then the truth though. What you actually want is NOT easily done in poser, and animation of any kind takes a lot of skill patience, and hard work. That's why cgi films and commercials cost so damned much.. nothing is ever easy... one of my favorite expressions.
Way too many people take way too many things way too seriously.
There might be a way using Python and magnets, at least for the breast bounce, but it won't be particularly easy.
Here's what I'm thinking about.
The math is fairly complex, and there's no guarantee that it'll look truly realistic. If you want realism, you'll have to keyframe by hand. That's what Nerd did for his jiggle/bounce sequences for the Walk Designer.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
Gareee:
Quote - Seems you'd rather hear there's a simple solution to this then the truth though. What you actually want is NOT easily done in poser, and animation of any kind takes a lot of skill patience, and hard work. That's why cgi films and commercials cost so damned much.. nothing is ever easy... one of my favorite expressions.
No. I'm trying to find optimal decision between quality and speed. svdl:
Thats would be great, if its possible to make work with morphs (their deformations imo looks more realistic, then magnets) which changes breast position by x,y and Z axis (flatten and hang forward morphs). But there is another parameter must be, which should compute nipple coords by z axis, depending on breast softness and chest position. Or maybe you can check ockams script and rewrite crazy jiggle calculations there?
Little_Dragon: hmm, I though you use more advanced technique. Ok, then.
Well, finally I've found needed python files and run ockham's jiggle 4 script. Results looks awful. Tried all settings and tweaks, but seems its not possible to make good breast jiggle with this script, at least with Viki4. Jiggle 5 seems not finished. I can't even apply needed morphs. "Great" work, ockham!
So, last two paths is to export V4 model with full rig to Maya or Max or morph breasts in Poser by myself.
Hereinafter, question appears - what plugins is exist for exporting rigged Viki4 to fbx, obj, 3ds, etc for Poser 6, DS or importing cr2 for Maya 5 (preferable) and 3dsMax 6?
Well, I wouldn't consider myself a poser genius, but Rancen IS trying to use a walk animation utility for dancing.. those are two VERY different things when it comes to animation, and animating in a dance sequence is VERY complex.
I well remember many hours of frustration trying to make things move they way they should move when animating something, and the big problem now a days, is there are low end apps like poser the make doing animation LOOK easy, when in fact, it still isn't.
You also need an intuative eye for animation, what to move where, and how, and not everyone has that. Some people who can't draw worth a damned however are excellent animators.
I will however agree that Ockham is one of THE poser geniuses, however you can't just use a utility written for one thing, and apply it to something else.
It's kinda like using mimic to do breast animation.. NOt really an option.. LOL!
People just do not like to hear there's no "make art" button in poser, and that it's not all just a little simple dial spinning.
CGI Animation is light years easier then it was 20 years ago, but it's still by no means simple. if anything it's become more complex in some ways, because more options (like soft body dynamics, and amazing lighting and rendering advancements) are now available. For every new feature that makes things easier, there is more learning to be able to use them.
I'd hazard a guess if farmed out to a cheap animation house, they'd bid something like $3000-$8000 for the job, assuming a bhv animated sequence and rigged figure was provided, and they would laugh if you mentioned them using poser for the job.
I'm not offended because I've got many years of animation frustration under my belt already. That's what makes it fun.. the challenge.
And I'll bet Rancen still hasn't read up on Ghost Warrior yet.
Thanks for the compliment though, Operaguy!
Way too many people take way too many things way too seriously.
18 months to do an animation isn't exactly "years". a studio would hafta be nuts to spend years on a movie, as the idea would be dead, and the money from the suits would be cut off, if there weren't results in 9 months or less. it might take an individual several years to do an animation by himself, e.g. a startrek animation lasting 12 minutes that took 18 months, but the hardware and software are obsolete in 6 - 9 months. p.s. no matter how obnoxious somebody seems to somebody else in this forum, it's not our job to get rid of him. it's the job of the mods, in case he violates the TOS in some way. the general idea is to be helpful and supportive, but it's not always possible for everybody to do that.
"18 months to do an animation isn't exactly "years". a studio would hafta be
nuts to spend years on a movie, as the idea would be dead, and the money
from the suits would be cut off, if there weren't results in 9 months or less."
Um, almost ALL movies take years to make, especially big blockbusters.
I believe the "Shreks" all took 3 years each to complete... Antz was released before Shrek by 3 years, which came out in 2001. They announced a sequel within weeks, and Shrek II came out in 2004. It's taken them 3 more years to complete Shrek 3, and for both sequels, that's with the majority of model creation and base animation sequences in place already, but they keep rasing the bar with fluid dynamics, fur rendering and things like moving grass and plants.
Granted, you can cut corners and crank out poorly animated junk in a year, but the end result speaks for itself.
Google shrek and animation world news.. they cover a lot of "buzz" in the industry.
Way too many people take way too many things way too seriously.
it is interesting to study "Snow White."
From my reading I got the impression the film does not have hyper-real animation on purpose. It has what I call KeysMostly animation. The keyframe animator place his keys at the top of each action, with others where the ease in and ease out should occur. It is know that for Snow White heavy rotoscope was used, that is, they filmed the action and drew the cells either right over the film frames or by reference to the frames.
the instructions to the in-betweeners was to certainly fill in around the ease-in and ease-out cells, but to NOT provide continuous motion for the cells through to the next stop. Indeed, there are stops betweeen the stops. We accept this style and love it.
Disney got so good at animation early on that they COULD HAVE provided smooth, hyper-real, near camera-captured animation. However, this would have been too jarring, accompanying as it did very simple (but beautiful) 2D cell drawings.
My suggestion to anyone wishing hyper-real bubbies bouncing is to film and rotoscope, or damn it to attach mocap sensors upon, ah how shall I put this, upon all subject-to-squishing surfaces of the said semi-soft and seriously-sensual skin.
Apparently Disney felt such diligence was inappropriate for the young lady of the title.
:::: Opera :::::
yes i know Miss Nancy you have suggested this to me me several other times, and I apologize if any forum members think I reacted too harshly or out of order. While I realize it is not my job, I could not resist making a citizen's arrest.
Your admonitions are always very diplomatic. Please PM me if you wish to read my first draft! (just kidding)
::::: Opera :::::
Yeah Disney's animation studio workings were unique.. and very specilized. When I was working with them, everyone had "micro tasks".. for little mermaid. one guy only animated ariel Anothe rhad a different charatcer. a third did a different character. Someone else, lined things up, another guy did nothing but bubble animations.
When i did the tinkerbell for Spectromagic, I went nuts because one guy did Tink, another did her wings, and a third did the pixie dust... I had to composit them all together, and the the only "clean" drawings were the character herself.
Actually we tossed away the pixie dust and wing pencils, since they were far worst then the digital scans I did, and to my knowledge, the only existing "hard" stuff left is the final xerographics. The originals were accedently tossed, and feature animatiobn kept one set of xerographics, and I was given the Imagineering set as a gift.
I did see the same exact animated sequence ued later on a videotape intro, so I know they did recreate the sequence digfitally, bu ti tlooked like the wing and pixie dust effects were then created digitially, rather then by hand.
It's actually a dance, really, between realistic animation, squash n stretch animation, and artistic realization.
That's what makes some films "pop" for viewers, and other appear "heartless" or cold.
Shame Disney shitcanned the 2d animation studios.
Way too many people take way too many things way too seriously.
operaguy:
I'd a bad day. I was rude, I agreed. I've apoligized. Calm down, please. Ok?
Quote - My suggestion to anyone wishing hyper-real bubbies bouncing is to film and rotoscope, or damn it to attach mocap sensors upon, ah how shall I put this, upon all subject-to-squishing surfaces of the said semi-soft and seriously-sensual skin.
lol. Well, how much time needs for calculating THIS for the average pc in these days? I'll die eariler I suppose. Gareee:
Quote - but Rancen IS trying to use a walk animation utility for dancing..
No, i'm not. Why do you think so? I dont animating dance sequence. I've bvh already. I just fixed some parts and now trying to make realistic ...well, you know what. > Quote - I will however agree that Ockham is one of THE poser geniuses, however you can't just use a utility written for one thing, and apply it to something else.
Wait a sec. But for what it was created? Not for breast jiggle effect? > Quote - People just do not like to hear there's no "make art" button in poser, and that it's not all just a little simple dial spinning.
I just want to have soft physics to get rid of unnecessary routine. Yes, Poser is low-end, BUT it have hairs physic, cloth physic, rigid body physic. Why to not have soft body? Or I'm asking too much? Probably it will be in next Poser releases. > Quote - And I'll bet Rancen still hasn't read up on Ghost Warrior yet.
I've looked Ghost Warrior official site, but didn't found any story about making of it. Only books advertising. And actually, its NOT year and 4 min animation, its 6 months and 22 min movie length.
Seen the trailer. Well, animation is quite average if compare with first Final Fantasy movie (this is the top from what I've seen so far in cg movies), Animatrix, Shrek, etc.
I've been fiddling with MASA PAE program monday and discovered it was quite easy to make some "jiggle" morphs in Victoria4 ( I think it's easy because her breast are in the chest part, like nene-lite has) I just copied the breast up and down, left and right, flat and droop morphs to a morph that PAE could work with , by spawning the morphs. I set up a small animation, exported the BVH and loaded into the PAE-utility, this utility analyses the bvh-file and saves a PZ2-file with can be applied to your animation. Once loaded the animation looks promising, but I have to figure out the several PAE settings like delay, inertia and so on. I was making an animation but Poser crashed, I'm afraid I have to reïnstall my AVI-codecs before I can go further. The only disadvantage on PAE is that it has a 5 second limit. I've emailed MASA and he was willing to take a look at that. Perhaps I can convince him to make finished version of it. (He could earn some money if it works like I think it will. it's a very clever utility which analyse the motion of the chest and transforms that to the attached bodyparts, which have their own physics)
Regards,
Bopper.
PS & OT: is there anyone who can give a good link for learning Python (especially Poser-P), I'm afraid I'm at the point I can't go on without it.
-How can you improve things when you don't make mistakes?
Seems that I found what I need.
http://www.contentparadise.com/us/user/bodystudio_26_for_maya_product_17034
BodyStudio for Maya v2.6: Need Characters in Maya?
BodyStudio seamlessly integrates Poser 3D character animation technology into Alias|Wavefront’s Maya. This innovative plug-in allows Maya users to render and playback Poser animations.
Quote - > Quote - It is very easy in poser to simulate this bouncy bouncy boobies, basically when the body goes up the boobs go down, when the body goes down, the boobs go up, when up the boobies will part company, and when down they will be reunited again (trampoline effect)
- cough *
ok, because no one else ahs said it: she's adorable! what a cute face! (since i'm a girl, i didn't get stuck on her "soft body dynamics"). is she going to be featured anywhere? will we be seeing more of her?
Looks like this thread might be winding down, but I can't resist jumping in to say that Ockham's jiggle script has worked very well for me. Now, it is true that the version of jiggles I run is customized, as are the magnets I use to achieve the jiggles effect, but the results have been very satisfactory, at least to me. And for an animated clip of any significant duration, I can't imagine keyframing jiggles by hand.
Though I'm sure it won't cause Pixar to come knocking on my door, I'll try to post a small avi or flv one of these days so others can see how well Ockham's script works.
oh, sh*t! Just readed now, that BS 2.6 doesnt support rig import. How can I playback animation in Maya without it?
Found some useful info about poser character exporters with rigging support, but they can't reproduce same rigging quality as Poser and Daz, because poser use own rigging system.
This is the quality of rig convert of latest Daz FBX plugin:
http://files.turbosquid.com/Preview/Content_on_3_30_2006_11_58_15/v3%20bend%20leg%203ds%20max%202.jpg99014cf8-1e21-4b22-9e0a-df27bffcac31.jpg
Great quality, isn't it? Other exporters is not far from this.
I don't have needed experience (I more into music creating than in 3d) to make same quality rig as in poser, so I'll stay in Poser and shall look how bopperthijs and Tguyus methods works. Thank you guys for research.
bopperthijs: can you say what morph names need to spawn for Viki4.
Quote - PS & OT: is there anyone who can give a good link for learning Python (especially Poser-P), I'm afraid I'm at the point I can't go on without it.
We have an entire forum dedicated to the subject:
http://www.renderosity.com/mod/forumpro/showforum.php?forum_id=12390
You'll likely find some helpful links and examples there.
Quote - ok, because no one else ahs said it: she's adorable! what a cute face! is she going to be featured anywhere? will we be seeing more of her?
I'll probably upload her this weekend, barring any unforeseen complications.
http://www.renderosity.com/mod/gallery/index.php?image_id=1452840
http://www.furaffinity.net/view/571862/
http://www.furaffinity.net/view/563464/
http://www.furaffinity.net/view/565048/
Sorry to jump in late....
but I simply cannot resist this one.
OK so... would colored dots on a "soft body surface" on a live model videoed from two different angles be something useful? I could totally do that.
I am working on some new projects, and I have a greenscreen already, if such motion capture is useful I could add it the list of projects, with the consession of using a pastie/sticker to prevent it from being against TOS.
Finally, I've found great solution for this problem! Here's what I've got with PAE. Zip contains 2 avi files (first have normal speed animation, second - 2 times slower), compressed with divx codec.
This is generated keyframes by PAE, no any keyframe was edited by hand.
http://www.scenesp.org/ftp/modulez/X-Soul/V4&PAE.zip
After many tests and tunings, seems that I found most satisfactory PAE and V4 settings. My setup was also tested with many other animation types like dancing, jumping, walking and it works great! Only one problem remain with PAE - 5 sec limitation.
Questions?
Quote - Sorry to jump in late....
but I simply cannot resist this one.OK so... would colored dots on a "soft body surface" on a live model videoed from two different angles be something useful? I could totally do that.
I am working on some new projects, and I have a greenscreen already, if such motion capture is useful I could add it the list of projects, with the consession of using a pastie/sticker to prevent it from being against TOS.
That could actually be useful, you know. Particularly if your model is willing to go through the numerous poses that people would think up. Even a simple straightline walk is going to have significant variations from a slow, low impact walk; a full stride walk (all barefoot). Then repeating the same with flats, then low heels, then actual high heels. The change in pelvic tilt changes the forces affecting the soft bodies in question, and the way they move changes in response (you get more side to side swing with larger breasts walking in heels than barefoot, for example; but -how- the hips are moving affects it as well. Roll the hips, the greater the pendulum effect). For that matter, if you wanted a sellable product, short video clips of a model standing, sitting, kneeling in various manners, laying down, etc, with spotter dots on the major body parts so that the =timing= and fine details of such actions can be observed might go over with the animating crowd. There isn't a whole lot of actual video out there with an indexed and marked model...
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*-Only one problem remain with PAE - 5 sec limitation.
*Sent an E-mail to MASA (the maker of PAE), I did some days ago and he sent me a version with a 1500 frame limit (100 seconds( or 50 with 30fps)).
I explain how I make my morphs for V4: PAE actually uses only six morphs for the chest. (there are eight but only six are used) :
-Paerightx
-Paeleftx
-Paedownx
-Paeupx
-Paedroopx
-Paeflatx.
When you want to use V4, insert a blank one without any other morph settings. Select the chest (not the body, cause Pae works on the chest) and turn up the dials for the different Pae-morphs,
BreastUpR and breastUpL for Paeupx, spawn a morph and call it Paeupx.
(spawn morphs can be found in the object menu)
BreastInR and BreastOutL for Paeleftx
BreastInL and BreastOutR for PAerightx
I use BreastsNatural for Paedownx, cause that's the morph in upright rest.
BreastsHangForward for Paedroopx and BreastsFlatten for Paeflatx, You can consider to add some Breastscleavage to Paedroopx for better results. Once you.ve added your morphs, you can set-up your animation. Caution: don't use Morphforms cause Pae works with postion of the chest , and morphforms doesn't change that (that's probably one of the reasons why V4 doesn't work wel with Universal poses!)
Once you finished your animation, export it as a bvh-file and load that file in Pae, Analyse the file with movie settings, I've tried different settings and found out that a high gravity amount (about 80) and higher settings for inertia and speed give better results.
Export the analysed file as PZ2-file and inject that in your animation et voila... the breasts of V4 will move in a more or less natural way. You have to tune the settings of Pae to get the best results (if you have big breasts, you need higher gravity settings)
Best regards,
Bopper.
-How can you improve things when you don't make mistakes?
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Attached Link: Aretha_Hunter_small.mov
Hi! Its possible to make female breasts and buttocks have physic simulaton in Poser 6, like in example on attached video, without morphing them manually?