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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 08 9:27 am)



Subject: Great Found 600 free BHV motions(Poser) in case you haven't


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tebop ( ) posted Tue, 30 October 2007 at 10:02 PM · edited Fri, 07 February 2025 at 11:28 PM

i asked about motions, then someone gave me a link. then i said, i wonder if i can find more in the web . so i searched and i found awesome ones If you haven't gotten them here they are www.mocapdata.com Unfortunately some of the categories like WOMAN moves.,, don't have any files. but all the others are superb


tebop ( ) posted Tue, 30 October 2007 at 10:17 PM

oh and they are long and nice. When you load them it will say that no matching whatever is found..but they still work with no problem. they are smooth


tebop ( ) posted Tue, 30 October 2007 at 10:28 PM

Wow, has some excellent spinning kicks and fight moves. This is great. i wonder why they give it free. there's so much


Acadia ( ) posted Tue, 30 October 2007 at 10:31 PM

Nice find !  :)

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



Nance ( ) posted Tue, 30 October 2007 at 11:30 PM

Attached Link: Santa Monica BVH files

Here's an oldie but goodie that's been around for quite a while.   Originally from Stanford Univ at Santa Monica, but now hosted at Colorado.edu for an animation course.   Has a ton of BVH files inculded in the zip.  Not quite Poser ready (hip at 0.0 on Y axis) but easy to fix.

Page down to the link titled " Stanford BVH Motion capture archive"

http://www.cs.colorado.edu/~janem/CS4229/syllabus.html


tebop ( ) posted Tue, 30 October 2007 at 11:34 PM

Nance, thanks. you or someone gave me that already in another post


metabog ( ) posted Wed, 31 October 2007 at 12:58 PM

With a lot of these .bvh files in Poser they'll distort the shoulders of the figure severely and do that 0,0 hip postioning Nance mentioned. Anyone who has tips on fixes for these please throw in your feedback I'm still figuring out best fixes.


Nance ( ) posted Wed, 31 October 2007 at 1:26 PM

for the hip fix, rather than Dropping To Ground , I usually try parenting the figure to a dummy prop and adjust that instead.     Still may require multiple adjustments, but less tedious than adjusting the hip in each of the hundreds of frames.


tebop ( ) posted Wed, 31 October 2007 at 7:29 PM

MEtabog. i get no problem with any. they work perfect. At first they were distorting when i didn't putsh the AUTOMATIC SCALING. but now that i push the AUTOMATIC SCALING button when some dialog box pops up.. everything works perfect for me.


tvining ( ) posted Wed, 31 October 2007 at 7:39 PM

What's the difference between the different "actors"?


tebop ( ) posted Wed, 31 October 2007 at 8:01 PM

probably difference in skeleton in the custom figures they made the bvh for. but it doesn't matter much for Poser. I applied all to James and they are great. The listed figures there, There's 3 figures and one is a female i think.


DarkEdge ( ) posted Wed, 31 October 2007 at 8:18 PM

This is awesome!
I haven't tried using mocap for anything so I am much the nOOb with this stuff. Do you all have a linky that might explain how I can use this with Poser content?

Any help would be much appreciated.

Comitted to excellence through art.


tebop ( ) posted Wed, 31 October 2007 at 9:47 PM

It's simple. Load your figure, then go to File menu and select import BVH. then select the bvh. then a message appears to orient it....i choose along X axis it works fine for me. then another message and i choose Auto Scale. Then a message appears saying that no corresponding Chest or something was found...it's ok, the bvh was made for other kind of character that have different body parts that's why the message pops up.. but still it works on poser human characters. just ignore the message. Then the figure goes above or below the ground plane..but just a bit, unlike other bvh files. you can change ytrans for Hip but make sure you turn of IK before doing so.


tebop ( ) posted Wed, 31 October 2007 at 10:04 PM

file_392256.jpg

To the person having problems with distorted body parts.. JUST CHOOSE ALONG THE X AXIS. If you select along the Z axis. it will distort shoulders . but if x axis. no distortion. it's perfect. Here is an image of how i get james by choosing ALONG THE X AXIS and then AUTOMATIC SCALE in the dialog boxes that pop up


DarkEdge ( ) posted Wed, 31 October 2007 at 10:07 PM

Thanks tebop! 😄

Comitted to excellence through art.


metabog ( ) posted Thu, 01 November 2007 at 11:44 AM

Thanks Tebop I'll try importing them as you did and see how it goes!


gagnonrich ( ) posted Fri, 02 November 2007 at 2:36 PM

I tried the three different Normal walks and two are very different. I wonder if it's different people wearing a motion catpure rig doing the same actions. That might explain why they often start with their arms outstretched.

My visual indexes of Poser content are at http://www.sharecg.com/pf/rgagnon


electricart ( ) posted Fri, 02 November 2007 at 5:10 PM

From what I've read, the "T" pose is for some programs to get a zero pose, as when you load a poser character. I've used BVH quite a lot lately and I do the following:

Load figure and apply the BVH file. on frame one I adjust the hip Y trans to the required height then I go to the graph and select all of the other key frames and bring them up or down as a group to match up with the first. If the shoulder is dropped to 30 and 14 looks best I get all the other keyframes and align them with the good one. In the case of the hip or shoulder there might be some subtle up-down you want to preserve to make a walk look good. In rotations I might see a joint rotated to 700 degrees (don't try that at home) I adjust one keyframe at the graph maximum untill it looks good and drop the others to match. BVH files almost always need some tweaking but this method works well. I don't remember where I picked this up at but somebody smarter did it first. Others will use the body rather than the hip to move stuff around but that won't save back because BVH does not recognize it. Once everything is set right you can save it out as a BVH export or a pose file. 
The "santa" file you guys found looks like a treasure, I'll be busy for a while I think.


Dale B ( ) posted Fri, 02 November 2007 at 7:46 PM

The easiest way to deal with the Y axis issue (ie: getting your meshes bloody feet on the ground plane) is to go to your friendly neighborhood graph editor. Once the graph is open, you need to check both hip and body, to see which value is off (while it is true that the hip is the root of a bvh file, some capture methods can put data where it doesn't belong, and the actual cause of the problem is the 'body'. Not often, but better safe than sorry). But let's assume the problem is with the hip. Select the hip either by clicking on the figure, or choosing from the body parts drop down. On the upper right of the graph panel, choose 'Y axis' from that drop down. Now, place your cursor at the left edge of the graph, press shift, hold down your right mouse button, and drag the cursor to the right. The graph window should be turning black. Just continue dragging until you reach the end of the graph (you might want to slide the scroll bar and make sure the starting end didn't shift. All you need to do to fix it is set the pointer in the black field, press and hold shift and R click, and drag the field until it is back to the start). If you look at you cursor, you'll notice that it's changed from a single arrow to 2 horizontal arrows. If you press and hold the left mouse button, you could drag the selected keyframes in the dark field up or down the timeline without changing their relation to each other. This is handy for moving a motion along the timeline without running the risk of creating impossible amounts of chaos. Leave the cursor in the dark field, and press left CTRL, and you will see the horizontal arrows become vertical arrows. Just press and hold left click, and you can drag the selected keyframes up and down in motion value, again without changing their relationship with each other. You will also be able to see how the character's position is changing, and once you have it where you want it, just release the ctrl and mouse and you can close the graph until the next time you need it.


diolma ( ) posted Fri, 02 November 2007 at 11:44 PM

Thanks for that, Dale B. I was looking for something like that in the Graph Editor, but didn't know about the drop-down for the Y axis nor about CTRL trick:-)

RE: selecting the whole animation; can't you just select the start, scroll to the end then shift-click (like in word documents)? I thought I'd tried that and it worked, but maybe I was mistaken..

Slightly off-topic, I wanted a way to apply the BVH files to V4 but with "flat feet", not the "high-heeled shoe" effect that is her zero position.
I couldn't find a simple way to do it (maybe there's a way with the graph editor now I'm learning some more of its capabilities), so I wrote a Python script that does it for me:-)
The script simply goes through all the keyframes (which is usually all frames after loading a BVH) and subtracts 25 degrees off the "Bend" parameter for each foot. Takes about 5 secs to run on a 991-frame anim..
I'm trying to think up ways to use the same technique to correct other  "faults" (such as compensating for body-parts which are different in length from those assumed by the BVH), but that's not so easy..

Cheers,
Diolma



tebop ( ) posted Sat, 03 November 2007 at 12:41 AM

Hey guys. it's great. As you know i already found how to use the mocapdata.com, i choose Z axis and automatic scalee. I tried the santa monica studio using the same settings...and they wouldn't work, so i now choose X axis for those and they work: ) so nw i have two large free sets of motions plus all the ones i bought from es3d.com.


Dale B ( ) posted Sat, 03 November 2007 at 5:51 AM

You're welcome, diolma. And yes, you can use the shift/right click trick to select the entire graph field; I tell people about the drag and adjust because it is -very- easy to accidentally unselect some frames by sliding the scroll bar back and forth, and the kinds of whackiness you can get if you've used spline interpolation has to be seen to be appreciated (One early experiment crashed P5. It was Judy, and as near as I can tell, the sine wave created by missing the first 20 or so frames in that Y axis reset was so large it was outside of the floating point capability of Poser's code base. Other mistakes have led to figures twisting and turning to the point that they look like polygon explosions....). But yeah, the adjustment of mocap data is one of those unmentioned overhead issues in getting your animation to the rendering stage (I =really= hope I can scrape up the $5k for that Optitrack system. It's looking more and more impressive, and a hell of a lot cheaper than the Gypsy gear.... :P ).


electricart ( ) posted Sat, 03 November 2007 at 11:15 AM

Dale B,
We said almost the same thing only you said it better,  thanx. And I picked up on the shift right click thing (that's Cool.)


tebop ( ) posted Sat, 03 November 2007 at 2:12 PM

So are we ready to start using motions!?!!!:) Let's do it!


diolma ( ) posted Sat, 03 November 2007 at 3:59 PM

Well, to help cut down on a little of that overhead, here is the entire python script to "flatten" V4's feet. :-)
Copy into a text editor, save somewhere in Poser's Python scripts (with a .py extension, not .txt)
Operates from within Poser.
I've re-jigged it slightly; it now takes less than 1 second for a 100 frame anim.
Oh, and the previw display will (probably) look distorted when the script finishes (it seems to get confused as to whether it should be showing the 1st or last frame), but move the cursor into the preview and everything is OK.

The script:

#-----------------------------------------------------------------------------

Set V4 to "no high heels"

Copyright (c) 2007 John Avery (Diolma)

5th Nov 2007

V4 must be selected for the script to run properly.

All key-frames for the left and right feet will have their "Bend" values reduced by 25 degrees.

It is not advisable to run this script twice!

#-----------------------------------------------------------------------------

from Tkinter import *
import poser
scene = poser.Scene()

#-----------------------------------------------------------------------------

Next section is TK

#------------------------------------------------------------

class App:
   
    # - - - - - - - - - - - - - - - - - -
    def init(self, master, textMessage):
        self.master = master
        master.title("V4 Flat-foot")

        self.StatusEntry = Entry(self.master,width=50)
        self.StatusEntry.grid(row=0,column=0,columnspan=2)
        self.StatusEntry.insert(0,"Select the figure then click GO")

        # Go/nogo buttons.
        self.buttonGo = Button(self.master, text="GO", command=self.doGo)
        self.buttonGo.grid(row=3, column=0)

        self.buttonCancel = Button(self.master, text="Cancel", command=self.doCancel)
        self.buttonCancel.grid(row=3, column=1)

        self.master.protocol('WM_DELETE_WINDOW', self.doCancel)
       
    # - - - - - - - - - - - - - - - - - -
    def ShowStatus(self,S): # Just saving repetition
        self.StatusEntry.delete(0,END)
        self.StatusEntry.insert(0,S)
        self.StatusEntry.update_idletasks()

    # - - - - - - - - - - - - - - - - - -
    def Update(self):
        if scene: scene.ProcessSomeEvents(1)
        root.lift()
        root.after(100, self.Update)

    # - - - - - - - - - - - - - - - - - -
    def doGo(self):
       
        # - Sanity check...
        try:
            Figure = scene.CurrentFigure()
            LFoot = Figure.Actor( "Left Foot" )
            RFoot = Figure.Actor( "Right Foot" )
        except:
            if not Figure:
                self.ShowStatus( "No figure selected" )
            else:
                self.ShowStatus( "%s: One or both feet missing!" % Figure.Name() )
            return
                        
        # - OK, do it.
        self.ShowStatus( "Left Foot" )
        self.doActor( LFoot )
        self.ShowStatus( "Right Foot" )
        self.doActor( RFoot )

        scene.SetFrame(0)
        self.master.destroy()

    # - - - - - - - - - - - - - - - - - -
    def doCancel(self):
        self.master.destroy()
       
    # - - - - - - - - - - - - - - - - - -
    def doActor( self, Actor ):

        Bend = Actor.Parameter( "Bend" )
        
        F=0                         # Init Frame number
        while 1:                    # Forever (except we'll break out eventually)
            scene.SetFrame(F)
                     
            # Deal with this frame
            Bend.SetValue( Bend.Value() - 25.0 ) # 25.0 is approx V4's "Flatfoot"
                       
            F=Bend.NextKeyFrame()
            if not F: break         # No more - break out of the loop.
        # End while 1

#------------------------------------------------------------

Activate the loop

#------------------------------------------------------------

root = Tk()
app = App(root, '')
app.Update()
root.mainloop()

#------------------------------------------------------------

End TK loop.

#-----------------------------------------------------------------------------

That's all there is.
My 1st ever Python script!

Cheers,
Diolma



todevastate ( ) posted Sat, 03 November 2007 at 6:51 PM

Hi guys, I'm having trouble. It seems, perhaps because I have an older Mac? the BVH file comes out as a text html and not a file. I can't load it into Poser because it remains only in the browser. Help, please.


diolma ( ) posted Sat, 03 November 2007 at 10:54 PM

Sorry, todevastate, I can't really help (I'm a PC man), but is it not possible to "cut & paste" the required section into a text editor and save that ?

Other news:
On looking more closely at the keyframes resulting from an imported BVH file, I realised that the abdomen is not used at all; all the "action" takes place in the chest area. (This may be what "Chest2" is all about - the (input) "Chest" might be the abdomen, and "Chest2" the chest - but I'm only guessing and probably wrong).

However, with all that action in the chest, some overly severe bending can occur at the join of the chest and the abdomen, especially in the more extreme poses.

So I set to again with Python and devised another little script that averages the "Bend",  "Twist" and "Side-Side" values between the chest and the abdomen (ie, 1/2 Bend in chest, 1/2 in abdomen and same for the other parms).

The result seems to be somewhat smoother and more natural to me.

If anyone else wants to try the script, I'll post it here (it's not very long - just a bit longer than the "Flat-foot V4" script above)

Alternatively, IM me and we can arrange for an exchange of e-mails..

Cheers,
Diolma



electricart ( ) posted Sat, 03 November 2007 at 11:49 PM

When I run across that "chest2" node I change it to "Abdomen" and it works out fine but I must admit I don't know it it is actually doing anything with bends because I never thought to look. 

By all means post the script, I have done hours of thinking up splits between parts, this would be great.


Dale B ( ) posted Sun, 04 November 2007 at 4:58 AM

Quote - Hi guys, I'm having trouble. It seems, perhaps because I have an older Mac? the BVH file comes out as a text html and not a file. I can't load it into Poser because it remains only in the browser. Help, please.

That's not a Mac issue, it's a browser reaction to text strings issue. You can copy-paste the BVH data into a text editor and save it with the .bvh extenstion, most of the time you can just save it straight from the browser, but manually change the extension to just .bvh and see how it works.


Dale B ( ) posted Sun, 04 November 2007 at 5:04 AM

Quote - When I run across that "chest2" node I change it to "Abdomen" and it works out fine but I must admit I don't know it it is actually doing anything with bends because I never thought to look. 

By all means post the script, I have done hours of thinking up splits between parts, this would be great.

The bvh parser is designed to ignore the data that doesn't fit into the bone heirarchy system it's imported into. You can't have two abdomens in a Poser rig, so the one closest to the hip is used, and the second is ignored (it doesn't just go by body part name; it goes by location and association in the IK chain as well)


diolma ( ) posted Sun, 04 November 2007 at 4:33 PM

#-----------------------------------------------------------------------------

Spread param changes between chest and abdomen

Copyright (c) 2007 John Avery (Diolma)

4th Nov 2007

Figure must be selected for the script to run properly.

All key-frame rotations for the chest will be spread between abd. and chest (50/50)

It is not advisable to run this script twice on the same figure in the same scene!

#-----------------------------------------------------------------------------

from Tkinter import *
import poser
scene = poser.Scene()

#-----------------------------------------------------------------------------

Next section is TK

#------------------------------------------------------------

class App:
   
    # - - - - - - - - - - - - - - - - - -
    def init(self, master, textMessage):
        self.master = master
        master.title("Share Rotations")

        self.StatusEntry = Entry(self.master,width=50)
        self.StatusEntry.grid(row=0,column=0,columnspan=2) # columnspan = 3 if debugging..
        self.StatusEntry.insert(0,"Select the figure then click GO")
       
        # Go/nogo buttons.
        self.buttonGo = Button(self.master, text="GO", command=self.doGo)
        self.buttonGo.grid(row=3, column=0)

        self.buttonCancel = Button(self.master, text="Cancel", command=self.doCancel)
        self.buttonCancel.grid(row=3, column=1)

        self.master.protocol('WM_DELETE_WINDOW', self.doCancel)
       
    # - - - - - - - - - - - - - - - - - -
    def ShowStatus(self,S): # Just saving repetition
        self.StatusEntry.delete(0,END)
        self.StatusEntry.insert(0,S)
        self.StatusEntry.update_idletasks()

    # - - - - - - - - - - - - - - - - - -
    def Update(self):
        if scene: scene.ProcessSomeEvents(1)
        root.lift()
        root.after(100, self.Update)

    # - - - - - - - - - - - - - - - - - -
    def doGo(self):
       
        # - Sanity check...
        try:
            Figure = scene.CurrentFigure()
            aChest = Figure.Actor( "Chest" )
            aAbdomen = Figure.Actor( "Abdomen" )
        except:
            if not Figure:
                self.ShowStatus( "No figure selected" )
            else:
                self.ShowStatus( "%s: Chest or Abdomen missing!" % Figure.Name() )
            return
                        
        # - OK, do it.
        self.ShowStatus( "Running..." )
        self.doActor( aChest, aAbdomen )

        scene.SetFrame(0)
        self.master.destroy()

    # - - - - - - - - - - - - - - - - - -
    def doCancel(self):
        self.master.destroy()
       
    # - - - - - - - - - - - - - - - - - -
    def doActor( self, aChest, aAbdomen ):
        ## -- For some reason I still don't understand, the "Twist" values weren't working when
called with name = "Twist"
        ## -- ("Bend" and "Side-Side" worked OK, just not "Twist").
        ## -- So I tried the "ByCode" method - that seemed OK...
       
        chestXR = aChest.ParameterByCode(poser.kParmCodeXROT ) #Bend
        chestYR = aChest.ParameterByCode(poser.kParmCodeYROT ) #Twist
        chestZR = aChest.ParameterByCode(poser.kParmCodeZROT ) #Side-Side
           
        abdXR = aAbdomen.ParameterByCode(poser.kParmCodeXROT )
        abdYR = aAbdomen.ParameterByCode(poser.kParmCodeYROT )
        abdZR = aAbdomen.ParameterByCode(poser.kParmCodeZROT )
                                      
        F=0                         # Init Frame number
        while 1:                    # Forever (except we'll break out eventually)
            scene.SetFrame(F)
            # Comment out the next line to speed things up..
            self.ShowStatus( "Frame: %d" % F )

            # Deal with this frame
            v = (abdXR.Value() + chestXR.Value()) * 0.5
            abdXR.SetValue( v )
            chestXR.SetValue( v )
           
            v = (abdYR.Value() + chestYR.Value()) * 0.5
            abdYR.SetValue( v )
            chestYR.SetValue( v )
                                      
            v = (abdZR.Value() + chestZR.Value()) * 0.5
            abdZR.SetValue( v )
            chestZR.SetValue( v )
                                      
            F = aChest.NextKeyFrame() # Next..
                                      
            if not F: break         # No more - break out of the loop.
        # End while 1

#------------------------------------------------------------

Activate the loop

#------------------------------------------------------------

root = Tk()
app = App(root, '')
app.Update()
root.mainloop()

#------------------------------------------------------------

End TK loop.

#-----------------------------------------------------------------------------



diolma ( ) posted Sun, 04 November 2007 at 5:04 PM

I don't want to add any "confusing" stuff to the post of the script, so I'm doing a pre-post to say the things I need to...
Also, I'm having response problem on the net at the moment (it's this end, even affects google)
so if the script doesn't appear soon, be patient....

If the script doesn't work in Poser, IM me and I'll arrange to get an intact version of the script to you.

Some things to note:

  • It is safe (though pointless) to run this script more than once on the same figure.
  • You can change the ratio of the "averaging" by changing the bit after the line
        # Deal with this frame
     Instead of
                v = (abdXR.Value() + chestXR.Value()) * 0.5
                abdXR.SetValue( v )
                chestXR.SetValue( v )
    you could use (eg)
               sum = (abdXR.Value() + chestXR.Value())
               abdXR.SetValue( sum * 0.2 )
               chestXR.SetValue( sum * 0.8 )
     for each of the three parameters. Just make sure that the two multipliers add up to 1.0 if you want to keep the same total rotation for that part. The above example would set 20 percent of the rotation to the abdomen and 80 percent to the chest (as opposed to the 50-50 split of the original code)

If you really find this script useful, I could modify it to
a) accept input values for the percentage of the split
b) keep a copy of the original values so as to try out variations

but I'm only going to bother with that (or other things) if somebody really needs it...

Cheers,
Diolma



electricart ( ) posted Sun, 04 November 2007 at 5:06 PM

I just tried it and it's beautiful...

Looks like a new kid on the block! Thanks

Now a question, for G2 figures is it possible to add the waist into the mix? I have not done that much playing around with python so I'm not sure.


diolma ( ) posted Sun, 04 November 2007 at 5:13 PM

As I said - I'm having response problems!
My 2nd post ended up as the 1st...

Oh, well....

BTW - I've just noticed that one of the comment lines has been split (at least it looks like it..)
Python is line-oriented so this will probably cause problems after cut'n'paste.

The problem line that I can see is:
       ## -- For some reason I still don't understand, the "Twist" values weren't working when
called with name = "Twist"

This should be all one line. Or (since it and the following ones are comments and not required) the whole comment can be deleted..

Cheers,
Diolma



diolma ( ) posted Sun, 04 November 2007 at 5:33 PM · edited Sun, 04 November 2007 at 5:36 PM

"Now a question, for G2 figures is it possible to add the waist into the mix? I have not done that much playing around with python so I'm not sure."

Not having the G2 figures, I don't know their set-up.
Is the waist a separate part between the chest and the abdomen?

If so, then yes, it can be done, with a litte tweaking...

In the "Sanity Check" add an extra line:
*        # - Sanity check...
        try:
            Figure = scene.CurrentFigure()
            aChest = Figure.Actor( "Chest" )
            aAbdomen = Figure.Actor( "Abdomen" )
***            aWaist = Figure.Actor( "Waist")

**(Make sure that "Waist" is spelled exactly as it is in the Properties panel for the figure)

Then in def doActor(), after the bit that gets the "ParameterByCode" for the chest and the abdomen, add 3 lines doing exactly the same thing for the waist. eg:
*      :
      :
       abdYR = aAbdomen.ParameterByCode(poser.kParmCodeYROT )
       abdZR = aAbdomen.ParameterByCode(poser.kParmCodeZROT )

**       waistXR = aWaist.ParameterByCode(poser.kParmCodeXROT)
       waistYR = aWaist.ParameterBy**............ (you get the pattern..)**
**       etc..

Finally, instead of
*            v = (abdXR.Value() + chestXR.Value()) * 0.5
            abdXR.SetValue( v )
            chestXR.SetValue( v )

use
**            v = (abdXR.Value() + chestXR.Value() + waistXR) * 0.33333
** *            abdXR.SetValue( v )
            chestXR.SetValue( v )
***            waistXR.SetValue( v )
**
and similarly for waistYR and waistZR
(Those XR, YR, ZR suffices are my shorthand for XRotation, YRotation etc)

Hope that helps:-)

PS. For better accuracy you might want to use
**            v = (abdXR.Value() + chestXR.Value() + waistXR) / 3.0
      ** but there'll still be some small discrepancies. Shouldn't be big enough to be noticable tho..

Cheers,
Diolma



electricart ( ) posted Mon, 05 November 2007 at 9:14 PM

Thanks again, I'll try to set it up tomorrow. I think small discrepancies would be ok.


cmcc ( ) posted Mon, 05 November 2007 at 9:31 PM

Attached Link: http://artcomp1.tripod.com

this is a little off the subject but u dudes just seem to be the ones to ask about this. i hope this will work this is a short clip i put on you tube at that i made with poser and there are some funny fluttering shadows under the necklace and left shoulder that i don't understand. do any of you know what causes this and how to stop it.

Computer Art by Charles McChesney


SeanMartin ( ) posted Tue, 06 November 2007 at 12:42 PM

Check your shadow maps on your lights, cmcc. They're probably the problem.

docandraider.com -- the collected cartoons of Doc and Raider


BastBlack ( ) posted Tue, 06 November 2007 at 8:59 PM

I have an OSX Mac, and I could import the mocap BVH to M3. Some of the clips I tried had "Chest 2" that it ignored, other's didn't have it. I have to "X Axis" always. The Z just bends the figure into a twizler. ;) BUT..... The Shoulders.... The Shoulders are bad. They are too high. I tried to use the Graph menu, but I can't figure out how to do a Select All and move all up and down the graph as a big group. When I do, it switches to just one point moving up or down. GRRR! >< There isn't a right-click thing on the Mac. I do have a Mighty Mouse. Any ideas on how to fix the Shoulders? hopeful look sad puppy dog eyes bB


electricart ( ) posted Wed, 07 November 2007 at 5:30 PM

I know zero about Macs but I have used a layer to accomplish what I wanted to do. If the Collar up/down is say +20 and a +5 looks good then I added a layer and in that perameter I put a -15 in the first and last frame for the movement. The base layer stays the same.  Of course You also have to adjust the shoulder up/down. the effect is to subtract 15 from each frame. Hope this helps.


BastBlack ( ) posted Wed, 07 November 2007 at 5:46 PM

Layer? Is that something in Poser7? I have Poser 6. ^^;


tebop ( ) posted Wed, 07 November 2007 at 8:39 PM

My guess is a Poser 7 thing. Bastblack. i have poser 6 but when i read the Promo pages for Poser 7 back long time ago.. i read that poser 7 has animation layers. so maybe that's whhat they are talking about


BastBlack ( ) posted Wed, 07 November 2007 at 9:12 PM

Sounds like animation layers are good update.


diolma ( ) posted Thu, 08 November 2007 at 4:59 PM

Hi, BastBlack,

P6 doesn't have layers, but it does have Python:-)

It would be a fairly simple matter to write a script that could subtract 15 (or whatever) from each key-frame for the collar and each shoulder....

I understand that some Python scripts don't work on Macs - something to do with TkInter either not there or incompatible with the PC version? Not sure.

However if there's no need for a GUI, then a Python script should run OK on the Mac....

Cheers,
Diolma



BastBlack ( ) posted Thu, 08 November 2007 at 11:43 PM

Is there a python script that can do that? oO I know there is a program in the Marketplace, but it's PC only. pout


diolma ( ) posted Fri, 09 November 2007 at 5:07 PM

"Is there a python script that can do that? oO"

Well, not yet there isn't (that I know of).
However, if you look at the top of this page of the thread you'll see a Python Script that spreads param changes between abdomen and chest. I wrote that in a day or so.

However, that script uses TkInter (TkInter = the graphic interface for displaying dialogues and the like) which, as I said, I think is incompatible with the Mac, and I haven't written anything for the Mac, so it'd be new ground for me.

Hmm. I think I'll check out the Poser Python forum, see if I can find out how to write scripts for both the PC and the Mac.

Be back later.. (probably tomorrow)

Cheers
Diolma



BastBlack ( ) posted Fri, 09 November 2007 at 6:40 PM

Yea! ^^


diolma ( ) posted Fri, 09 November 2007 at 6:51 PM

#-----------------------------------------------------------------------------

Spread param changes between chest and abdomen

Copyright (c) 2007 John Avery (Diolma)

10th Nov 2007

Figure must be selected for the script to run properly.

All key-frame rotations for the chest will be spread between abd. and chest (50/50)

It is not advisable to run this script twice on the same figure in the same scene!

#-----------------------------------------------------------------------------

import poser
scene = poser.Scene()

- Sanity check...

Figure = scene.CurrentFigure()
if not Figure:      raise "No figure selected"
RCollar = Figure.Actor( "Right Collar" )
if not RCollar:     raise "Right Collar not found"
LCollar = Figure.Actor( "Left Collar" )
if not LCollar:     raise "Left Collar not found"
RShldr = Figure.Actor( "Right Shoulder" )
if not RShldr:      raise "Right Shoulder not found"
LShldr = Figure.Actor( "Left Shoulder" )
if not LShldr:      raise "Left Shoulder not found"
RCBend = RCollar.Parameter( "Bend" )
if not RCBend:      raise "RCBend not found"
LCBend = LCollar.Parameter( "Bend" )
if not LCBend:      raise "LCBend not found"
RSBend = RShldr.Parameter( "Bend" )
if not RSBend:      raise "RSBend not found"
LSBend = LShldr.Parameter( "Bend" )
if not LSBend:      raise "LSBend not found"

OK. Try it..

                              
for F in range(scene.NumFrames()):
    scene.SetFrame(F)

    # Deal with this frame
    # try a very simple "fix" for now..
    cv = RCBend.Value()    # save the Collar bend value
    RCBend.SetValue( 0 )   # clear it
    sv = RSBend.Value()    # get the shoulder bend
   
    # adjust the shoulder bend.
    # Due to the different "sensitivities" between the collar and
    # the shoulder, the collar value cannot be directly
    # transferred to the shoulder.
    # The following was worked out empirically using Posette.
    # It will probably have to be changed for different figures.   
    newSV = sv + (cv * 1.5)
    RSBend.SetValue( newSV )   # set the shoulder
   
    # Now do the same for the left side..
    cv = LCBend.Value()    # save the Collar bend value
    LCBend.SetValue( 0 )   # clear it
    sv = LSBend.Value()    # get the shoulder bend   
    newSV = sv + (cv * 1.5)
    LSBend.SetValue( newSV )   # set the shoulder
   

End while 1

Tidy up

scene.SetFrame(0)



diolma ( ) posted Fri, 09 November 2007 at 6:58 PM · edited Fri, 09 November 2007 at 6:59 PM

Hi BastBlack:-)

The previous post is my 1st attempt at a "de-shrug" script.
It sort-of works (at least on my PC Poser 6, using Posette and one of the Santa Monica "Ballet Walk" scripts)....

It's by no means perfect, but its a start and should run on the Mac.

Make sure you have the figure selected before you run the script!

If you don't know how to proceed, post again with where you are stuck and I'll see what I can do.
If the script doesn't work for any reason, tell me (in as much detail as possible) what goes wrong.
If the script works, but the results are rubbish then at least I'll know that I'm on the right track and the problem will then be limited to working out how to improve it (probably needs different conversion values for different figures)

Cheers,
Diolma



BastBlack ( ) posted Fri, 09 November 2007 at 8:07 PM

Okay... Will take a looksie. ^^


electricart ( ) posted Sat, 10 November 2007 at 1:20 PM

Well, I got the script working for spreading the bend between the chest and abdomen and waist that will work on all of the G2 figures. I found a couple of bugs and introduced a few myself during the process (I just gotta get up to speed with python) but I got them all out
Would you mind if I posted the script back?


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