Forum: Poser - OFFICIAL


Subject: RDNA rollcall: Sound off now!

EClark1894 opened this issue on Dec 22, 2016 ยท 72 posts


wolf359 posted Mon, 26 December 2016 at 6:35 AM

"Wolf, if you bake all the keys down does it still have the same IK problem?"

Hi the only option to Bake keys in poser is by saving a keyframed animation to your library in the form of an animated pose file (PZ2) or export to BVH.

in this case All of the translations such as the squatting motion are baked and no longer using the IK feet pinning when re-applied to a character who has no motion.

This forces you to build motion in a very restrictive linear fashion however and any Baked motion from a Pz2 or BVH will create a key frame for very frame.

I created my little one second squat animation and saved as animated pose file.

Apply to new figure (Ryan) and then used walk designer to make him walk along a path after his little squat warm up.

Technically this works in creating an animation of a person squating then walking away. (See Video)

https://www.youtube.com/watch?v=nOayimJ6cdI&feature=youtu.be

However hip translation from the quat rise into the walk from walk designer will be nearly impossible to reconcile and he will slide into it as seen in the video and those his trans channels will be populated with key frames on every frame as poser has no option to Cull or reduce key frames making a manual edit extremely time intensive and will never line up properly anyway.

If the IK system did not retroactively ruin the Squat I would not be in the postion of trying to combine the walk cycle with a baked, reloaded motion as I would have done them All in the same session.

A nonlinear motion system Like the one in Iclone,Maya C4D or DAZ studio aniMate will not have this problem as motions can be combined from various sources and the hip always re orients correctly.



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