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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 11 12:18 am)



Subject: Animation in Poser 7


Kassie ( ) posted Wed, 04 June 2008 at 1:55 PM · edited Wed, 08 January 2025 at 11:53 AM

I am trying to do an animation in poser 7

I have like 47 poses..

when I create the animation:
Do I set the frame length to 47 and do one pose on each frame?

I am rendering it now..

I did 230 frames
1 pose at frame 5 then another pose at 10 then another at 15 and so on..

or do I do one pose at frame 1 and another pose at frame 2 and so forth???

Thanks for any help!


ockham ( ) posted Wed, 04 June 2008 at 2:02 PM

It depends on the timing you want. 

Assuming the frame rate (frames per second) is set to the default 30 fps.......

Let's say you want the transition from Pose 1 to Pose 2 to take 3 seconds.
3 seconds * 30 frames per second gives an interval or distance of 90 frames.
Add 90 to the starting point of 1, and you'd apply Pose 2 at frame 91.

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muralist ( ) posted Wed, 04 June 2008 at 2:03 PM · edited Wed, 04 June 2008 at 2:05 PM

First set your timing as ockham suggests.   If you have 47 poses that are to be evenly distributed across the range of 230 frames.

230 divided by 47 = 2.89

So:
Make your animation 235 frames long (47 x 5).

Go to frame 1:  set the first pose and set a key.

Advance 5 frames, set the next key, and so on until you set them all.


Kassie ( ) posted Wed, 04 June 2008 at 2:07 PM

Thanks!
I think I set it right by doing each pose every 5 frames.. which it will probaly finish by midnight tonight.. ;0)

I was just thinking the rendering times are soooooooooooooo long.................
my animation size is small too!


markschum ( ) posted Wed, 04 June 2008 at 2:13 PM · edited Wed, 04 June 2008 at 2:17 PM

If you are using a standard 30 frames / second as your speed , the you decide how long you want the total action to take , and put your primary poses  that define the main action  at whatever fames fit you desired timeline . Keyframes do NOT need to be evenly spaced .

You may need to add some extra keyframes to "steer" a movement or change some frames to break spline , or change the interpolation type , to linear or constant instead of spline . That going to depend on your characters actions .

example 10 second anim. character starts standing , leaps forward , then  kicks
10 x 30 = 300 frames
action  - opening , sttand 4 seconds , suspense builds - 120 frames
action  - leap, 3 seconds - 90 frames
action - kick 3 seconds  - 90 frames

frame 0 - character stands pose
frame 120 - same pose as frame 0
frame 165, character mid leap, highest point of jump
frame 190 , characyer starts to land
frame 210 character finishes jump,
frame 220, begins kick
frame 280 kick finishes , leg outstretched
frame 300 , same as frame 280 - dramatic pose help

that would be my start for the sequence described , then add more keyframes to clean up the movements .

frame 0-120 and 280-300 I would make a constant , rather than spline .
between frame 120 and 165  two keyframes for the start of the jump
190-210 two keyframes for the jump landing
220-280 a few more for the kick .
the extra frames toward the startof the sequence as needed .

I hope this helps.
there should be some animation tutorials , if not poser then any keyframe animation stuff will apply.

You can do fast test animations by setting display mode to textured , and then set Use display mode in the moviemaker settings . That will very quickly create a textured preview of your animation , which should be all you need to test the actions .

.


jonthecelt ( ) posted Wed, 04 June 2008 at 4:16 PM

Also, whilst an animation seems to be a long arudous process, bear in mind that you are asking it to create 235 or so completely separate renders. If one frame render of that image takes 1 1/2 minutes, then you're looking at a total render time of 352 1/2 minutes, or almost 6 hours. Even if you're doing an incredibly basic scne, with minimal lighting, an it only take 30 seconds per frame, that's still 2 hours total time - which seems like a lot when you're used to rendering out single frames.

The best bet for rendering animations is to do it at a time when you're not going to need the computer for anything else - when asleep, for example, or at work, or cooking dinner. This way you're not tempted to keep coming back and checking how it's doing, it gets on with its job, and when you do finally get back to your computer, you have (hopefully) a lovely little surprise waiting for you...

... at which point you realise that you've forgotten to conform one piece of clothing, and it just sits there in the middle of the damned thing doing nothing, nad oyuhave to render the whole thing again (not that this has EVER happened to me, obviously!!)

JonTheCelt


David.J.Harmon ( ) posted Wed, 04 June 2008 at 4:41 PM

does anyone know the rez for doing video to tv format - I know one is 720 x 480 but don't know the dpi. what's the others

David J Harmon
davidjharmon.com


muralist ( ) posted Wed, 04 June 2008 at 5:26 PM

I'll add here that i usually render a quick test of the whole animation at the lowest resolution/fastest speed (wireframe preview) to check it before rendering the whole thing at high quality.


tvining ( ) posted Wed, 04 June 2008 at 8:26 PM

Rez for TV is 72 dpi


David.J.Harmon ( ) posted Wed, 04 June 2008 at 8:44 PM

what about HD would it be higher?

thanks I was going to set it at 300 dpi that will save me lots of time

David J Harmon
davidjharmon.com


Miss Nancy ( ) posted Wed, 04 June 2008 at 9:33 PM

kass, IMVHO 5 frames from one pose to the next is too fast, but I haven't seen the poses.
perhaps they're very similar to each other.

regarding dpi, I dunno if it matters.  if I watch a 720p movie on a 17-inch HDTV, the effective
dpi is alot smaller than if I watch the same 720p movie on a 42-inch HDTV, innit?



muralist ( ) posted Wed, 04 June 2008 at 11:16 PM

dpi has nothing at all to do with video resolution.  It only matters for print.


kuroyume0161 ( ) posted Wed, 04 June 2008 at 11:38 PM · edited Wed, 04 June 2008 at 11:41 PM

I agree with muralist.  What's this about 72 dpi for video?

NTSC

SDTV: 480i (720×480 split into two 240-line fields)
EDTV: 480p (720×480)
HDTV: 720p (1280×720)
HDTV: 1080i (1280×1080, 1440×1080, or 1920×1080 split into two 540-line fields)
HDTV: 1080p (1920*1080 progressive scan)

This link has a slew of them: http://www.videotechnology.com/0904/formats.html

My methodology here is to save a raw video (usually individual lossless frame images - say TIFF) in at least the largest target format pixel dimensions and use something geared for final product (such as Adobe Premiere) to create the target video format(s) in the correct sizes.  One thing to be careful about is Aspect Ratio.  Computer monitors are typically 1:1 whereas televisions aren't (the pixels are rectangular not square).

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


Teyon ( ) posted Fri, 06 June 2008 at 2:06 AM

72 dpi is the standard resolution, despite aspect ratio. Don't confuse the two.  So it would be 1920x1080x72dpi for an HD display. A simple jaunt through Photoshop's NEW DOCUMENT options will show that.


David.J.Harmon ( ) posted Fri, 06 June 2008 at 7:28 AM

didn't think of that, since it is a moving picture the dpi can be smaller. Have you ever look at film strip, it is grainer than sh*t. but on the screen it looks good.

David J Harmon
davidjharmon.com


Teyon ( ) posted Fri, 06 June 2008 at 3:01 PM

Yup.  Like other's have said before, dpi above 72 (or 96) only really matters in print.


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