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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 03 12:46 am)



Subject: Walk designer need to offset Y but can't move it


hobepaintball ( ) posted Tue, 08 February 2011 at 10:28 AM · edited Thu, 30 January 2025 at 1:55 PM

I want to animate a walk on a treadmill. Walk in place, using the walk designer seems great for this as you can be weary, peppy, running, etc. But if I use walk in place i can't move M3s body up a little onto the treadmill. A walk path doesnt seem like it will work, because I don't want to go anywhere, just walk. How would I overcome this issue?

 

Thanks. I did check the manual and so no mention of this.


geep ( ) posted Tue, 08 February 2011 at 11:25 AM

Move the treadmill ... down? :blink:

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



lesbentley ( ) posted Tue, 08 February 2011 at 11:30 AM · edited Tue, 08 February 2011 at 11:31 AM

You have various options.

  1. You can parent the treadmill and all other elements of the scene to a prop, then pull the prop dpwn untill everything matches the figure.

  2. You can apply the Walk Cycle, then just yTran the BODY untill the figure is at the required altitude.

  3. You can apply the Walk Cycle, then parent the figure to an invisible prop, and set the prop to the desired altitude. This is the most flexible method, and the one I recommend, you can even have the figure walking on a wall, or upside down.


hobepaintball ( ) posted Tue, 08 February 2011 at 11:38 AM

Quote - You have various options.

  1. You can parent the treadmill and all other elements of the scene to a prop, then pull the prop dpwn untill everything matches the figure.

  2. You can apply the Walk Cycle, then just yTran the BODY untill the figure is at the required altitude.

  3. You can apply the Walk Cycle, then parent the figure to an invisible prop, and set the prop to the desired altitude. This is the most flexible method, and the one I recommend, you can even have the figure walking on a wall, or upside down.

Ok, not even enough time to make a pot of coffee, thanks for the quick reply.

Option 3 is a winner, works like a charm. Is there a downside?

Option 2 I tried but the Y wont translate with the dials or the control circle.

Option 1 too many items in my lunatic imagination to have to move to the "new ground level"

 

Thank You

 


lesbentley ( ) posted Tue, 08 February 2011 at 11:56 AM · edited Tue, 08 February 2011 at 11:57 AM

Quote - Option 2 I tried but the Y wont translate with the dials or the control circle.

That's very strange. There is no reason that applying a walk cycle should impede the translations of the BODY actor! Check the limits on the BODY's yTran. They should be at least min -100000, to max 100000.

Quote - Option 3 is a winner, works like a charm. Is there a downside?

If you reapply the walk cycle, or apply a second walk cycle, the figure will drop to the floor again. For those circumstances you need to zero the altitude of the prop before applying the cycle. Other than that, I can't think of a downside.


msg24_7 ( ) posted Tue, 08 February 2011 at 2:57 PM

Quote - That's very strange. There is no reason that applying a walk cycle should impede the translations of the BODY actor! Check the limits on the BODY's yTran. They should be at least min -100000, to max 100000.

...

The reason may be, that the walk is on a seperate animation layer and he's trying to move the figure on the base layer.

Yesterday's the past, tomorrow's the future, but today is a gift. That's why it's called the present.


hobepaintball ( ) posted Tue, 08 February 2011 at 3:42 PM · edited Tue, 08 February 2011 at 3:42 PM

If I start from scratch I can Tran Y after applying the walk in place . Somewhere along the way my M3 must have gotten parented to something. With the invisible prop M3s body Ytran is locked in the same way, but to the invisible apple now.


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