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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 09 3:46 am)



Subject: Poser physics 2012 released


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wolf359 ( ) posted Wed, 20 June 2012 at 6:57 PM · edited Thu, 09 January 2025 at 9:46 AM

Hi for poser 9/2012
users needing hardbody and ragdoll physic animation

read all about it

*poser9/poser 2012 only

 

Cheers

 

http://blog.smithmicro.com/2012/06/20/poser-3d/just-released-poserphysics-2012-physics-simulation-ragdoll-dynamics-for-poser-9-and-pro-2012/



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ToxicWolf ( ) posted Wed, 20 June 2012 at 7:12 PM

Been waiting for that.  Thanks.

Poser Pro 2012 SR3

Windows 7 Professional 64 bit

Intel Core I7 990x 3.46G 6 core

24G RAM

EVGA GTX580 R Video Card

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MaryHines ( ) posted Wed, 20 June 2012 at 7:28 PM

me too, thanks !


MistyLaraCarrara ( ) posted Wed, 20 June 2012 at 7:55 PM

can it make james's feet hit the steps walking, without collapsing into the ragdoll?



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JohnDoe641 ( ) posted Thu, 21 June 2012 at 12:52 AM

Sweeeeeeeeet. Too bad I lost my job and I can't afford it now. :(


face_off ( ) posted Thu, 21 June 2012 at 3:53 AM · edited Thu, 21 June 2012 at 3:54 AM

can it make james's feet hit the steps walking, without collapsing into the ragdoll?

Can you pls explain a little more what you mean by this and I'll try to respond in full?  Foot collisions should not result in a "Hit" for "Keyframed until hit" animations.

To everyone else.....pls let me know what tutorial video's you'd like.  I need to do a few on the new fixed, ball and hinge joints, but let me know if there are specific things you'd like covered.

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operaguy ( ) posted Thu, 21 June 2012 at 5:56 AM

I asked face-off recently about soft body physics, is it possible in Poser, ever. He asked me to elaborate on what I meant by that, so here goes:

It is the same as your current product, but when objects collide, they deform to a lesser or more degree based on rigitity controls you set for them. For instance, a jello-filled cube falling on the floor would self-deform as it hits and bounces, compressing and deforming, then reasserting its shape over several cycles of self-decompression until it stops.

http://www.youtube.com/watch?v=btTmXAl2Ghs

Paul, congratulations on the release of your new version of Poser Physics!

::::: Opera :::::


face_off ( ) posted Thu, 21 June 2012 at 6:15 AM · edited Thu, 21 June 2012 at 6:16 AM

Attached Link: youtu.be/ThJwSEjJxxY

Thanks for the link Opera.  I'll need to have a think about that!  The first challenge would be actually deforming the cube Poser primative.

See the above link for an example of doing a simular thing with joints in PoserPhysics.

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wolf359 ( ) posted Thu, 21 June 2012 at 6:39 AM

"can it make james's feet hit the steps walking, without collapsing into the ragdoll?"

HI  a figure walking up a flight of stairs would require manual key frame animation
I did a tutorial on this a few years ago

https://vimeo.com/5045617

Cheers



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Mazak ( ) posted Thu, 21 June 2012 at 6:50 AM

I purchased it yesterday. But I miss a documentation. Can't find it?  😕

 

Mazak

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Mazak ( ) posted Thu, 21 June 2012 at 7:26 AM

file_482809.jpg

Poser Physics 2012 import Animation in Vue. That's awesome :woot:

Mazak

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face_off ( ) posted Thu, 21 June 2012 at 7:57 AM

I purchased it yesterday. But I miss a documentation. Can't find it?

Poser Pro 2012 [or Poser 9]/Documentation/PoserPhysics/help.html

Sample scenes are in The Scenes library (in the Poser Libraries window) under PoserPhysics.

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timarender ( ) posted Thu, 21 June 2012 at 8:02 AM

In my 1st hour of using it, I have managed to get some unhelpful errors:

  1. Several times:

File "C:Program FilesSmith MicroPoser Pro 2012RuntimePythonposerScriptsPoserPhysicsPhysicsWxP9.py", line 435, in endSimulation
AttributeError: 'NoneType' object has no attribute 'endSimulation'

  1. Twice. Both times requiring Poser to be restarted:

assertion "bNormalizationResult" failed in ....includeode/odemath.h:444


face_off ( ) posted Thu, 21 June 2012 at 8:09 AM · edited Thu, 21 June 2012 at 8:11 AM

timarender - Would it be possible for you to email me on support@physicalc-software.com your Poser build number, OS, 32 or 64 bit, and if possible the scene too (or at least details of the propr in the scene)?  I can then track the issue down.

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Mazak ( ) posted Thu, 21 June 2012 at 8:09 AM

Quote - I purchased it yesterday. But I miss a documentation. Can't find it?

Poser Pro 2012 [or Poser 9]/Documentation/PoserPhysics/help.html

Sample scenes are in The Scenes library (in the Poser Libraries window) under PoserPhysics.

 

Thank you :)

 

Mazak

Google+ Bodo Nittel 


MistyLaraCarrara ( ) posted Thu, 21 June 2012 at 8:41 AM

Quote - "can it make james's feet hit the steps walking, without collapsing into the ragdoll?"

HI  a figure walking up a flight of stairs would require manual key frame animation
I did a tutorial on this a few years ago

https://vimeo.com/5045617

Cheers

 

 it's very tedious to manually keyframe feet collisions.  was hoping the physics could help.



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3doutlaw ( ) posted Thu, 21 June 2012 at 10:25 AM

Is there any limitations for Poser9 versus Poser2012?  I just got some serious animation inspiration from the link below, but I want' to make sure I won't be missing something using Poser9?

http://youtu.be/cS-Jq_yYPnQ


timarender ( ) posted Thu, 21 June 2012 at 1:36 PM

Further to my earlier bug report, I am (currently) unable to reproduce them at will. In the meantime; I have found PoserPhysics to be generally efficient and easy to use.


moogal ( ) posted Thu, 21 June 2012 at 2:25 PM · edited Thu, 21 June 2012 at 2:26 PM

Quote - I asked face-off recently about soft body physics, is it possible in Poser, ever. He asked me to elaborate on what I meant by that, so here goes:

It is the same as your current product, but when objects collide, they deform to a lesser or more degree based on rigitity controls you set for them. For instance, a jello-filled cube falling on the floor would self-deform as it hits and bounces, compressing and deforming, then reasserting its shape over several cycles of self-decompression until it stops.

http://www.youtube.com/watch?v=btTmXAl2Ghs

Paul, congratulations on the release of your new version of Poser Physics!

::::: Opera :::::

 

It's not just the collison deformations that would be helpful.  I'd like to be able to add springiness or jiggle to props and figures.  A magnet can be used to manually push-pull the mesh, but I want something to automate the inertial damping when animating transmap hair, antennae, soft-body parts...  Magnets that "lazily" trail their parents' motions and slowly come to rest (while over/undershooting their rest point) would be most welcome.

Having given it some thought, a normal magnet which is strongest in the centre and falls-off toward its perimeter should be able to do the breast/belly jiggle that is so difficult to animate now.  OTOH, springy transmap hair seems it would need a magnet that is strongest at the edge and weakest at the centre, and I'm not even sure if such magnets can currently be created.

 

 


operaguy ( ) posted Thu, 21 June 2012 at 3:43 PM

moogal can't all those hair behaviors be done with strand hair simulations?

 

"something to automate" is a simulation run driven by a physics engine.


maxxxmodelz ( ) posted Thu, 21 June 2012 at 3:52 PM

Congrats, Paul.  I'll be purchasing in the next couple days.  Cant wait to try it.


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB GPU.


face_off ( ) posted Thu, 21 June 2012 at 4:32 PM

3doutlaw : Is there any limitations for Poser9 versus Poser2012?

PoserPhysics 2012 runs the same on both products.  Thanks for that link - ghidghid is a great animator!

 

Thanks Greg : I will post a video tutorial on the new joint system in the next 12 hrs or so.

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3doutlaw ( ) posted Thu, 21 June 2012 at 4:41 PM

Quote - 3doutlaw : Is there any limitations for Poser9 versus Poser2012?

PoserPhysics 2012 runs the same on both products.  Thanks for that link - ghidghid is a great animator!

Thanks for the response, I am in for one!  I got more to learn in Poser animation.  My last big animation project was in Carrara, so I got some learning to do!


face_off ( ) posted Thu, 21 June 2012 at 4:58 PM

timarender - Further to my earlier bug report, I am (currently) unable to reproduce them at will.

Without more detail, I can only speculate that maybe you had a prop in the scene which perhaps had some odd geometry in it, or reversed normals, which has tripped up the creation of a trimesh prop.  Also, (and I will fix this in SR1), don't open two PoserPhysics windows at the same time (there is no need to).

Again, pls email me if you have any issues.

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Believable3D ( ) posted Fri, 22 June 2012 at 7:21 PM

I don't do animation (at least, not at present). Does Poser Physic offer any significant benefits for rendering stills?

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Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3


MaryHines ( ) posted Fri, 22 June 2012 at 7:35 PM

just my 2 cents, but ...once you created an animation using Poser Physics, you could then go back & select images from possibly hundreds of stills (depending on how long your animation was),, but also via the PoserPhysics animation you would wind up with eventually tons of free poses which you could save to your Pose library (& as another plus, most all of the poses would be poses that you probly wouldn't be able to buy because they would be unique or created from your own animations)


wolf359 ( ) posted Fri, 22 June 2012 at 10:20 PM

"I don't do animation (at least, not at present). Does Poser Physic offer any significant benefits for rendering stills?"

To be honest this plugin for creating realistic
Dynamic animation events that would be very difficult if not impossible to key frame by hand.

If you have no immediate plans to start rendering animations this plugin is probably not a good option for you.

Cheers



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Believable3D ( ) posted Fri, 22 June 2012 at 10:58 PM

Thanks, Wolf. It would be nice to see something like soft-body physics even for stills. I know there is the morph tool, and the cloth room, but one can't do everything with those....

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Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3


face_off ( ) posted Sat, 23 June 2012 at 1:53 AM · edited Sat, 23 June 2012 at 1:53 AM

Attached Link: http://poserphysics.blogspot.com.au/2012/06/new-joint-system-tutorial.html

A new tutorial is now available detailing the new joint system in PoserPhysics 2012.

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wolf359 ( ) posted Sat, 23 June 2012 at 3:27 AM

EXcellent work Paul!!

I just wanted to say  the I have been animating characters for over 13 years
and have used expensive apps like Lightwave3D and Maxon Cinema4D
and with the exception of Autodesk $$motionbuilder$$ and a few other expensive game engines I have not seen any pro app that can take it existing character rigs and
apply ragdoll physics to them on demand at a specific frame combining them with "rigid body" object collisions.

Even the older poser physics ,that I still use, far,exceeds anything I have seen in this area of ragdoll physics
this VIDEO says it all IMHO

Cheers



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face_off ( ) posted Sat, 23 June 2012 at 7:05 PM · edited Sat, 23 June 2012 at 7:08 PM

Thanks for the nice words Wolf!

It would be nice to see something like soft-body physics even for stills.

For stills, IMO, soft-body physics effects are far better off being done manually in something like ZBrush (and word is that GoZ integration is coming to Poser, which would make this a snap).

It is the same as your current product, but when objects collide, they deform to a lesser or more degree based on rigitity controls you set for them. For instance, a jello-filled cube falling on the floor would self-deform as it hits and bounces, compressing and deforming, then reasserting its shape over several cycles of self-decompression until it stops.

Thanks Opera - that's a good suggestion.  One of the challenges of this approach is that the simulator would need to modify the underlying vertex positions of the props being deformed, rather than the position and rotates that it currently does.  So it's possible, but complex to implement.

PoserPhysics is already very feature-rich, with the inclusion of the new joint system.  I am wary of adding even more features because it may shift it from being a "very simple and easy app to use" into being a "complex app with a big learning curve".  But all feature requests are still most welcome.

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martial ( ) posted Sun, 24 June 2012 at 4:55 AM

Bonjour

I have bought Poser physics 2012 just friday

Since i test it ok with ball and v4 character

But i failed , after many  try, to set V4 character fall down on a chair beside her

Someone can suggest a mini tutor on it ? like step one,step two etc

I use Poser for many years but just for static illustration

I have tried to begin some  animation for fun  with this Poser physics

 

Thanks


face_off ( ) posted Sun, 24 June 2012 at 5:04 AM · edited Sun, 24 June 2012 at 5:05 AM

Attached Link: http://youtu.be/N-2ibTq-p8g

Hi **martial**.  There is a fairly detailed tutorial at the attached link (although I would call it "mini").

If you have specific questions, pls feel free to post screenshots of what you are trying to do and I can then help out.

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wolf359 ( ) posted Sun, 24 June 2012 at 5:13 AM · edited Sun, 24 June 2012 at 5:14 AM

"Since i test it ok with ball and v4 character

But i failed , after many  try, to set V4 character fall down on a chair beside her"

Hi  I cannot speak for poser physics 2012 as I use the older original poser physics with poser version 6

But I do Know that DAZ V4 & M4 are NOT compatible with the previous poser physics
unless you alter  certain lines in their CR2 files.
.....and that introduces a new issue  we can address later

Perhaps Paul can confirm compatibility with the DAZ V4/M4 Figures in Poser physics 2012??

Cheers



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face_off ( ) posted Sun, 24 June 2012 at 5:39 AM

Hi Wolf - I'm pretty sure I fxied that at some point, because I've been running V4/M4 ragdolls with the new system without modification to the CR2 file.

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martial ( ) posted Sun, 24 June 2012 at 5:42 AM

With Poser physics 2012   the DAZ generaton 4 figures are fully supported (V4,M4)

See http://www.physicalc-software.com/

Everytime i try to set V4 to fall ON the chair she fall down beside on the floor


face_off ( ) posted Sun, 24 June 2012 at 5:50 AM

Everytime i try to set V4 to fall ON the chair she fall down beside on the floor

The way a ragdoll falls will largely depend on their starting stance.  Try bending her thighs forward, and calves back a bit at frame 1.  There are also a range of joint tuning parameters to adjust how the ragdoll falls - which are covered in the documentation, but I will do a tutorial in the next few days which provides more detail.

Regardless, when you DO get Victoria to fall onto the chair, she will probably then fall onto the ground from there, unless you use a very big friction number.

Ragdoll physics, as the name suggests, has the figure falling like a ragdoll.  A ragdoll is unlikely to fall into a seated position in a chair and then stay there.

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face_off ( ) posted Sun, 24 June 2012 at 6:02 AM · edited Sun, 24 June 2012 at 6:03 AM

file_482937.jpg

The version I made the chair IMMOVEABLE, and slightly adjusted M4's thighs and calves.  He's ends up slumping forward and eventually falls off the chair.

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face_off ( ) posted Sun, 24 June 2012 at 6:04 AM · edited Sun, 24 June 2012 at 6:04 AM

file_482938.jpg

This time I bent his Abdomen back 13 degrees.  And he falls into the chair and comes to rest.  I didn't need to tweak any of the ragdoll settings for this.

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martial ( ) posted Sun, 24 June 2012 at 9:50 AM · edited Sun, 24 June 2012 at 9:54 AM

Thanks

That exactly the effect i want to do

I will try again using your suggestion

The term ''ragdoll '' was new for me (i am a french speaking person) and i was supposing it was equivalent of character


martial ( ) posted Sun, 24 June 2012 at 10:30 AM

file_482946.jpg

My best result for now

I will appreciate a more detailled tutor on this as you annonce on thread before


martial ( ) posted Sun, 24 June 2012 at 10:34 AM · edited Sun, 24 June 2012 at 10:45 AM

file_482947.jpg

Just a test

When i have it like i want  i will use my v4 character

And a question:

 What is ''Reparent Props'' and why it is not accessible(the little windoys is always grey)?? 


timarender ( ) posted Sun, 24 June 2012 at 11:27 AM

The 'User Interface' section at http://www.physicalc-software.com describes the 'Reparent Props' function. That button is not enabled unless the scene contains parented Props. AFAIK, it does not relate to Figures.

 


face_off ( ) posted Sun, 24 June 2012 at 6:44 PM

martial - as Timarender indicated, you can safely ignore the "Reparent Props" button unless you are joining props together (with hinge, ball or fixed joints).  It is not relevant for figures.

I'll let you know when the new tutorial is available.

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face_off ( ) posted Wed, 27 June 2012 at 5:32 AM · edited Wed, 27 June 2012 at 5:32 AM

Attached Link: http://poserphysics.blogspot.com.au/2012/06/tower-builder-script.html

The python script used to create the Tower in my Tower animation is available in the attached link.

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face_off ( ) posted Wed, 27 June 2012 at 9:40 PM

Attached Link: http://poserphysics.blogspot.com.au/2012/06/poserphysics-sr1-notes.html

Details on SR1, incl a video showing the new features.  The Motors are super cool!

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face_off ( ) posted Tue, 17 July 2012 at 2:48 AM

Attached Link: http://youtu.be/dFKZblRPFpM

Check out the cool video of chain link simulations....

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face_off ( ) posted Thu, 19 July 2012 at 12:01 AM

Attached Link: http://youtu.be/iwZ0iJ3sJjg

file_484001.jpg

Ryan falling through a glass window at the above link.

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face_off ( ) posted Tue, 07 August 2012 at 4:17 AM

Attached Link: http://poserphysics.blogspot.com.au/2012/08/final-sr1-release-notes.html

Final SR1 release notes are available at the above address.

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JohnDoe641 ( ) posted Tue, 07 August 2012 at 12:39 PM

The lock feature has my curiousity peaked. Using the lock feature, let's say I have a figure sitting on a couch and want to simulate a small earthquake. If I get the couch moving a bit does that mean the figure would wobble on the couch (sway may be a better word) and stop wobbling when the couch stops moving all while retaining the original pose?

If so, that would be amazing.


shvrdavid ( ) posted Tue, 07 August 2012 at 9:13 PM · edited Tue, 07 August 2012 at 9:15 PM

Quote - I asked face-off recently about soft body physics, is it possible in Poser, ever.

I have playing with this for a while now, and think that there may be a viable way to simulate a lot of the soft body and collision stuff with what is there now. Some can be done fairly easily, others require a little thought on how to set it up.

If you look at the video for the Joint Anchors, you can use them for some of it, by attaching a magnet or wave deformer to one or both of the props. Collision deformations could be set up in a similar way as well.

Video is here that shows how the joint system works if you have not seen it.

http://www.youtube.com/watch?v=52CW8KPzYn4&feature=plcp

I am still playing around with how to set a lot of it up, but even without true soft body physics, a lot of it can be simulated with the tools we have now.

On another note about getting characters to do certain things in a simulation. Forcing scene specific limits is your friend. I have not played around with the ragdoll a lot in Poser yet. But in other programs, the joint limits allow you to choreograph reactions and still have some randomness as well. You can also add constraints.

I wonder if you can key constraints to a simulation with this? I need to play around with that as well. I didn't even think about it till just now, lol...

The joint system is a welcome addition, and will probably end up having more uses that we realize right now. If you are familiar with another physics engines abilities. Think outside the box and see what you come up with this one.



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