lesbentley opened this issue on Mar 31, 2008 · 137 posts
lesbentley posted Tue, 13 May 2008 at 7:21 PM
**Animating off/on ('static').**You will be aware that both lights and cameras have an "Animating" check-box in their Properties tab. The state of this check-box determines whether or not the item can be animated in a Poser animation. The "Animating" check box sets the 'static' switch in the channels of the item to either "0" = animating, or "1" = none-animating.
Every Poser channel, by default, contains a 'static' line in the 'keys' section of the channel.
keys
{
<span style="color:rgb(255,0,0);">static 0</span>
k 0 0
}
So although the Poser interface only provides a way to change this switch for lights and cameras, a pose file can set the 'static' status for any channel, in anything. OK, interesting, but what use is it? One use is in Walk Cycles, where we want the figure to walk either above or below the level of the Poser GROUND plain. First I'll show you the pz2 file, here it is:
{
//static 1-Bod y.pz2
version
{
number 4.03
}
actor BODY
{
channels
{
translateY ytran
{
keys
{
static 1
}
}
}
}
}
The pose to turn 'static' off is the same as above, except it uses 'static 0'. Now load a Walk Path and run a Walk Cycle on a figure. In frame #1, yTran the body, then run the animation. The figure immediately drops back to the ground in frame #2. Now, in any frame of the animation apply the above pose file, and yTran the BODY. The figure (of more precisely the BODY actor) will maintain this altitude throughout the animation. You can adjust the yTran of the BODY in any frame and it will remain constant throughout the animation.
Of course there are other ways you could get the figure walking at different altitudes. You could use the Graph Editor, or parent the figure to an invisible prop. The parenting to prop method is particularly flexible, as it even allows the figure to walk upside-down, but for a quick, one click fix, 'static 1' can't be beat.
Note that you need to apply the correction to yTran after you have applied the Walk Cycle, and that applying another Walk Cycle will drop the figure to the ground again.
NOTES:
When 'static' is set on, Poser stores the value you set for the channel in the line 'staticValue' which will be created in the channel when you turn 'static' on. This value will be preserved in the current session, so if you turn static off, then turn it back on, the value will be used again. However if you save the scene with static turned off the 'staticValue' line will be stripped out of the file. This might be a good time to point out that the first number in the 'k' line of the 'keys' section is the frame number, 'k 0 ?' is the first frame of an animation, this is (rather confusingly) represented as Frame 1 in the Animation pallet, 'k 1 ?' is the second frame in the animation, 'k 24 ?' is the 25 frame in the animation, etc.