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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 25 12:38 pm)



Subject: Really wierd issue with P6 - animation


MaterialForge ( ) posted Fri, 23 April 2010 at 12:18 PM · edited Fri, 22 November 2024 at 12:27 PM

Hoping someone can point me in the right direction. I have a figure (M2), a second figure (computer screen object) and a point light. I applied a motion cap to M2 to make his head move back and forth as if reading the screen. That works great, but the screen AND the point light also move. I've locked the figures, cameras, etc. Morph dials for the screen and light do not change in ANY of the frames. Nothing is parented or conformed.

It appears that the mocap is being applied to EVERY figure in the scene, but those other figures' settings do not change.

Scratching my head on this one - I've checked all the obvious, is there a bug or something with mocap files in Poser 6? I've never encountered this before on any motions I've used.

Thanks!


santolina-sailor ( ) posted Fri, 23 April 2010 at 12:32 PM

Ive had something similar happen with 7,check that your light setting has the "ainimated" unchecked,and if you have used "point at" for the camera check the settings there also,In the end with my case I found that deleteing the light and creating a new one sloved the problem(dont forget to move the timeline to start(00)before you initiate any changes to props or lights or character


seachnasaigh ( ) posted Fri, 23 April 2010 at 12:55 PM · edited Fri, 23 April 2010 at 12:56 PM

Good idea, Santolina.  Another possibility which occurs to me:  I don't know if you used a background prop which would serve as a point of reference, but if you used the face or pose cameras, they are parented to the selected doll by default, and will move with the doll even though the camera has no keyframes applied to it.   If this is the case, use the dolly or main camera instead.

The problem is not familiar to me (and I do quite a bit of animation in Poser).
Well, silly animation, but nonetheless...

Poser 12, in feet.  

OSes:  Win7Prox64, Win7Ultx64

Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5


MaterialForge ( ) posted Fri, 23 April 2010 at 1:04 PM

Yeah, checked that too. Also tried re-loading the light and screen after applying the animation - the animation STILL applies to every object in the scene, even if I import another M2. As of now it looks like the mocap file is a dud, I've checked everything, reloaded, etc. :(


MaterialForge ( ) posted Fri, 23 April 2010 at 1:06 PM

Ahh - let me try the main camera then. I'm using the face camera....brb...


MaterialForge ( ) posted Fri, 23 April 2010 at 1:11 PM

Well, changing the camera did the trick. :) Thanks! Did not even think it would be that, since I checked that the camera was locked and had no keyframes or motion. Wow. (Note to self - banish face camera...)


santolina-sailor ( ) posted Fri, 23 April 2010 at 2:15 PM

Quote - Well, changing the camera did the trick. :) Thanks! Did not even think it would be that, since I checked that the camera was locked and had no keyframes or motion. Wow. (Note to self - banish face camera...)

Good! but dont banish the face camera---say your on the dolly and its cranked all the way back on a long shot but you need to alter one of your igures a little ,select face cam for the figure to be modified and bingo your in there close up and can now do the work ,finished selsct doll and there you are back to base and havnt laost your Dolly cam setting


markschum ( ) posted Fri, 23 April 2010 at 3:24 PM

Face camera essentially has a point at applied to it. It wont show keyframes but it will follow the head movements. Hand camera is the same.  Dont use either for animation unless you want some wild effects.
 


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