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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 6:57 am)



Subject: Dynamic hair and video compression question (alert bouncing bosoms)


lululee ( ) posted Thu, 28 August 2008 at 9:23 AM · edited Fri, 22 November 2024 at 5:50 PM

Attached Link: http://www.youtube.com/watch?v=bnLpzjyU3wQ

Hi,  1) I rendered some dynamic hair I have created in P7. All of the collisions are on but it is still going through the shoulders. Any suggestions on how to correct this?
  1. The YouTube video compression looks awful. Here was my development process.
  2. P7 Rendered "full frame uncompressed" to AVI at 640 by 480
  3. After Effects re-rendered to a quicktime movie at millions of colors
  4. Compressed in Flash with a data rate of 1500

Any suggestions to improve the collisions or video compression will be greatly appreciated.
cheerio  lululee


dphoadley ( ) posted Thu, 28 August 2008 at 10:02 AM

Content Advisory! This message contains profanity

Damn, but she looks scrumptious!  Will you do something similar with Wiktorija when I finish remapping her? ;=D
DPH

  STOP PALESTINIAN CHILD ABUSE!!!! ISLAMIC HATRED OF JEWS


lululee ( ) posted Thu, 28 August 2008 at 10:28 AM

Love to DPH,
I am looking forward to her.
cheerio  lululee


bopperthijs ( ) posted Thu, 28 August 2008 at 11:26 AM

DId you check collision settings in the documentwindow?  That is what I always forget.

Bopper.

-How can you improve things when you don't make mistakes?


ockham ( ) posted Thu, 28 August 2008 at 1:00 PM

What hair?  I didn't notice any hair. :)

My python page
My ShareCG freebies


shuy ( ) posted Thu, 28 August 2008 at 2:10 PM

I have the same problem, but sometimes something going well and "collision" works.
I think that if hairs going through arms surface before you start calculation, collision is not calculated. I'v tried fix it dressing hairs and sometime it helps sometime not (maybe not all hairs were selected)


operaguy ( ) posted Thu, 28 August 2008 at 10:20 PM

there is an important tool in free stuff for people serious about dynamic hair in Poser.

It is for V4, but could be adapted for other models.....it's 'a proxy."

You create you hair as per normal, and turn on collision for the hair groups. However, you thru OFF collision for the head, shoulders, neck, body, etc. Thank goodness, because collision against a full mesh takes for ever.

So, you position the proxy model over the head, shoulders/arms of the main model, parent it.

You turn ON collision for the proxy. It has very few polys. Therefore, the simulation goes WAY WAY faster.

This works. I use it.

But there IS a problem (not caused by the proxy thing) with collision in the Poser hair simulation: jitter. I have not been able to get rid of jitter. What is jitter? It the head is moving, but then it stops, the hair settles down, but not all the way. The hairs bounce and jitter against the colliding object.

So, the proxy makes using collision faster, but does not solve jitter. Can anyone help with this issue?

Here is the page for the proxy tool, by the wonderful kirwyn. Please write her a note of her freebie helps you a lot. By the way, her cute shorts are cool too.

http://www.renderosity.com/mod/freestuff/index.php?user_id=19480

:::::: Opera ::::::


operaguy ( ) posted Fri, 29 August 2008 at 12:14 AM

Well, I've been playing around.......

http://jrdonohue.com/haircollide.avi
large file

You can beat down "jitter" by increasing "bend resistence." I found a sweet spot at .91 setting for bend resistence. In the linked video most jitter is gone, although at the end you can see a few guide hairs jumping and dancing. Drat.

I know this jitter issue is not just Poser; other hair dynamics also suffer, like Carrara. I guess the bottom line is: if the hair engine cannot chase out jitter with the head stock still, you just "cut" at that point and render the following frames with no hair sim. When movement starts again, that's a different scene with sim running. In other words, work around the problem. With the hair moving, jitter is "there" but you really don't notice it.

Meanwhile, notice that the hair does NOT go thru the face at all. This sim was performed with Kirwyn's proxy in place. I made it invisible after running the sim.

lululee, your example is definitely distracting, as is everyting you post, it seems. I think i'll engage some long hair and see if shoulder proxy works.

::::: Opera :::::


lululee ( ) posted Fri, 29 August 2008 at 9:17 AM

Thanks so much operaguy for the valuable info on the jitters.
Do you have any ideas on the YouTube compression? It is much worse with the animation than it is with actual video footage.
cheerio  lululee


Miss Nancy ( ) posted Fri, 29 August 2008 at 11:04 AM

well, anyway, I liked the vid.  does you-tube allow ya to post a relatively uncompressed
codec? maybe their flv converter is better.  if I understand ya correctly, the data rate is
currently too high, hence there may be stuttering of the film on some monitors at certain
times.



lululee ( ) posted Fri, 29 August 2008 at 11:28 AM

HI Miss Nancy,
  i did some compressions at lower rates but it all looked the same. It is very frustrating to start with clean compression and end up with so much blur.
cheerio  lululee


dorkmcgork ( ) posted Sat, 30 August 2008 at 8:18 PM

that miss proxy is hilarious looking

go that way really fast.
if something gets in your way
turn


operaguy ( ) posted Sat, 30 August 2008 at 8:37 PM

yes it is quite hilarious. thank goodness it works so well!

Needed, however: the prop needs to be turned into about four props, on for head, one for neck, one for chest/back and one for each shoulder.

Why? because if you really start moving the model around, if it is parented to the head, it 'turns away' from the shoulders and chest. I found no way to parent/conform this prop to V4 and have it bend and follow the parts of the body.

Can anyone help with that? Either show how to make the prop move with all body parts, or else break it up into components.


Dale B ( ) posted Sun, 31 August 2008 at 4:51 AM

Component level proxies would be the best way to go; for the short bob styles, all you need is the head and possibly a neck proxy. A restrained tail could only need a head and shoulders, or maybe a backpiece. It would also make it easy to put some minimal scaling morphs into the proxies, so that they could be shaped somewhat to be universal in usage, and also give a better contiguous collision shape for the collisions.


operaguy ( ) posted Sun, 31 August 2008 at 8:41 AM

Yes. This just requires someone with modeling skills to take Kirwyn's mesh and make five models out of one


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