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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)



Subject: Animating Displacement


SimonWM ( ) posted Fri, 30 January 2009 at 10:26 AM · edited Tue, 26 November 2024 at 5:48 AM

I want to control my displacement animation but cannot find the animated curves, does Poser gives you this option or is this a shot in the dark like hand grasp animation?


SimonWM ( ) posted Fri, 30 January 2009 at 10:29 AM

Nevermind I found it! Poser rocks!!!


ockham ( ) posted Fri, 30 January 2009 at 12:01 PM

I think you're onto something.  Animating displacement is a relatively
undiscovered trick with tremendous power.

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ice-boy ( ) posted Fri, 30 January 2009 at 2:21 PM

with animated dispalcement map you could do muscle flexing. or for example veins when you flex the biceps for example. but it would be a lot of work IMO.


ockham ( ) posted Fri, 30 January 2009 at 4:04 PM

Yup, animated displacement can take over many of the functions served
by morphs or even joints.  Flowing water, rolling tank treads......

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nruddock ( ) posted Fri, 30 January 2009 at 4:52 PM

Attached Link: http://poserpros.daz3d.com/forums/viewtopic.php?p=300364&highlight=#300364

Animated displacement should certainly be better for some effects than morphs would be. The main limitation being that dispalcement can only move the surface along the (original) normal.


shedofjoy ( ) posted Sat, 31 January 2009 at 3:02 AM

There is a nice tutorial (for lightwave) on the deformation of a tyre when rolling along the ground using just displacements in 3DWorld magazine this month, i dont know if this is possible in Poser as the shader is told to respond to where the tyre connects to the ground whilst rotating and effect that area only,impressive stuff

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ockham ( ) posted Sat, 31 January 2009 at 3:53 PM · edited Sat, 31 January 2009 at 3:55 PM

file_423070.jpg

Interesting idea.  If the tire is UVmapped properly, it should be possible to do this with a single map.  You'd have a static bump map of the tread itself, then blend it with a negative displacement map.  Animation would simply move the U offset of the negative displacement.

A python script would then determine which part of the tire is currently down,
and adjust the U offset accordingly.  (This would require a pre-measured
correlation between the offset and the rotation angle of the wheel.)

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ockham ( ) posted Sat, 31 January 2009 at 3:59 PM

Sorry, "Pre-measured correlation" is overly fancy talk.  What you'd do is set the U offset
to zero, turn the tire until the dent is down, then look at the rotation.   Take this
number and write it into the script as the starting point.

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msg24_7 ( ) posted Sun, 01 February 2009 at 5:23 AM

Quote - ...A python script would then determine which part of the tire is currently down,
and adjust the U offset accordingly.  (This would require a pre-measured
correlation between the offset and the rotation angle of the wheel.)

It should be possible to control the U offset using the rotation value of the tire or the wheel. 
The math could be done within the "morph" or in the material room.
I don't know the math, but I am quite sure it can be done.

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svdl ( ) posted Sun, 01 February 2009 at 7:33 AM

It could be done in a .cr2 or .pp2 by using ERC.
Once the displacement is animated, it turns up as a dial on the properties palette, and I suspect that saving the prop or figure to the library then will include the displacement parameter - which then can be slaved to the rotation of the wheel.

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