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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 01 6:51 am)



Subject: Using Poser's Collision Detection to Make Grabbing/Pushing/Puling poses, how?


tebop ( ) posted Thu, 09 July 2009 at 9:43 AM · edited Mon, 20 January 2025 at 10:48 PM

Hey guys, i want characters to grab/hold/push stuff, but i've been finding it difficult to pose the hands correctly, many times i can't quite set them hands right. They go into the object, or just look stupid. 

I've never used Poser's Colision detection feature, not that i know of. I don't even know how to use it. But could this help me?

So how exactly do you apply it the collision detection.? The hands of my figure have collision ON and the Cube too, yet i moved the hand into a cube and the hand still went through the cube. 


MistyLaraCarrara ( ) posted Thu, 09 July 2009 at 11:47 AM

The collision detection doesn't work that way. 

As far as I can tell, it's for hair and cloth collisions.

There is a product out there called 'poser physics'. but, I'm not sure what it does exactly.



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markschum ( ) posted Thu, 09 July 2009 at 12:32 PM

You have to turn on collision detection for the scene . Its the buttons on the right of the preview display.  One mode is to show collisions only, the polygons change color if they are in collision . The other mode prevents the collision and backs off the dial setting so the part just collides. It wont move any prop so you cant really push something. And it does not work in animations, except at the keyframes.

If you hover over the buttons you should get a test window showing what the button does.


tebop ( ) posted Thu, 09 July 2009 at 12:48 PM

Ok, i thnk i got it markschum.

It worked, not perfectly but it's good enough.

And you have to pose the hand with the dials, if you manually move it with the tranlation tool( IK On), then it will still go though the cube


tebop ( ) posted Thu, 09 July 2009 at 1:39 PM

file_434466.png

Hey guys, well i started thinking about Collision detection and i dont' think it really helps that much for animation.

So i thought about a different way to do it.

The trick is use IK on the hand and parent the hand to a NONSCALED cube, then parent the nonscaled cube to  the Object that will push on  you or you will push on.

Then move the object and the character's arm will move accordingly, then just pose the rest of the body as needed. It's nice.

Here's a sample of an animation: 3 frames

FRAME 1


tebop ( ) posted Thu, 09 July 2009 at 1:39 PM

file_434467.png

FRAME 2


tebop ( ) posted Thu, 09 July 2009 at 1:39 PM · edited Thu, 09 July 2009 at 1:40 PM

file_434468.png

FRAME 3

When making your final render, you can just hide the Unscaled Parent cube, so it will be invisible

I know you guys already know how to do all this but it might help some others


Miss Nancy ( ) posted Thu, 09 July 2009 at 2:16 PM

in frame 3, check forearm and hand settings - bend, twist, side-side.  it's possible they've exceeded the normal parameters for human joint movement.



gagnonrich ( ) posted Fri, 10 July 2009 at 10:04 AM

A similar faster way to do the particular animation you have is to turn IK on for the hand touching the wall. That will freeze the hand at that location without Poser having to calculate collisions. Moving the body or other parts of the figure will cause the arm to bend while the hand remains at its fixed location. It will probably still have the same problems with bending.

You might want to try turning Use Limits on from the Figure menu. I haven't played much with that setting, but it's supposed to prevent body parts from bending unrealistically. I personally usually leave it off because I sometimes want a stylized look to a pose that requires breaking some bending rules.

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


tebop ( ) posted Fri, 10 July 2009 at 10:56 AM

 gagnonrich.. I did turn on IK for the hand touching the wall. that's what i said in my explanation!


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