Wed, Feb 12, 2:02 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 11 3:50 am)



Subject: any and all information about pivot points


the_lova_skul ( ) posted Sat, 07 April 2018 at 2:33 PM · edited Wed, 12 February 2025 at 2:00 AM

the title says it all. I NEED TO KNOW!


Boni ( ) posted Sat, 07 April 2018 at 4:55 PM · edited Sat, 07 April 2018 at 4:56 PM

The question seems a bit broad, what aspects are you talking about? Rotation? Joint impact? I may just not totally understand.

Boni



"Be Hero to Yourself" -- Peter Tork


3D-Mobster ( ) posted Sat, 07 April 2018 at 7:39 PM · edited Sat, 07 April 2018 at 7:42 PM

As Boni, its a difficult question to answer. Because there is not really that much to know about pivot points. Its basically just the rotational point of an object. For instant if you load a box in Poser and rotate it, it will spin around the bottom part of the box on the X and Z axis and spin around itself on the Y axis. This is because the pivot point is at the bottom center of the box.

If you open the joint editor you can see where the pivot point it placed for a given object (Green cross). Its the same for bones in a character, where the pivot point is placed at the root of the bone and aligned towards the end of the bone (called End point). So normally you would place the bone at the shoulder towards the elbow of a character which will allow the character to rotate the shoulder.


SamTherapy ( ) posted Sat, 07 April 2018 at 9:37 PM

If you are so inclined, download one of my free Dalek sets (search for my user name) and open the Joint Editor when you have something like Eye, Gun or Arm1 selected. That will show you a pivot point and how it relates to the Poser Universe.

In general, Pivot points are local to the model they are associated with and are used to, uh, pivot or rotate/translate(ie extend) a particular part of the model. You can adjust the origin (the pivot point itself) via the Joint Editor.

That's about it but if you need owt else, shout up.

Coppula eam se non posit acceptera jocularum.

My Store

My Gallery


the_lova_skul ( ) posted Sun, 08 April 2018 at 9:25 AM

is there a way to move the pivot point via DIAL not with the mouse, it's INCREDIBLY imprecise!


seachnasaigh ( ) posted Sun, 08 April 2018 at 9:41 AM

Select the prop. Open the joint editor window (either window : joint editor or Shift+Ctrl+J). You should see these dials appear, which adjust the position of the origin.

origin adjustment dials.PNG

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


SamTherapy ( ) posted Sun, 08 April 2018 at 1:20 PM

I must be invisible again. Sigh.

Coppula eam se non posit acceptera jocularum.

My Store

My Gallery


the_lova_skul ( ) posted Sun, 08 April 2018 at 4:25 PM

and how do you move the RED one? and i can see you SamTherapy


the_lova_skul ( ) posted Sun, 08 April 2018 at 4:26 PM

why is the "other" window not opening?


the_lova_skul ( ) posted Sun, 08 April 2018 at 4:33 PM

WHY IS THIS PROGRAM CRAP!!!!!! EVEN WITH THE DIALS IT'S SUPER IMPRECISE


the_lova_skul ( ) posted Sun, 08 April 2018 at 4:41 PM

WHAT IS WRONG NOW!?!?!?!?!?!???!?!?!?!?!???!?!?!?!?!??! I FIXED THE ROTATION, AND EVERYTHING IS STILL WRONG!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


3D-Mobster ( ) posted Sun, 08 April 2018 at 4:42 PM · edited Sun, 08 April 2018 at 4:45 PM

the_lova_skul posted at 11:34PM Sun, 08 April 2018 - #4327708

WHY IS THIS PROGRAM CRAP!!!!!! EVEN WITH THE DIALS IT'S SUPER IMPRECISE

I have never really gotten the impression that Poser were a very precise program, neither one where it crucial :) In fact most 3D applications are not extremely precise unless you write the exact values, which you can do in Poser as well. The biggest difference is that most 3d modelling programs have snapping tools which allow you to snap to faces, vertices etc. But besides the pivot point in Poser there is not really a huge need for snapping as I see it.

But guess that doesn't help you a lot :D So there are two solutions you can do in Poser which might help you.

  1. You can type in values in the joint editor.
  2. As you seem to prefer dials, there is a small white arrow next to the dial, if you press that and choose settings, you can change the sensitivity.

Also typing in caps without any screenshots or description of what you are trying to do, ain't really making it easier to help you or getting people to help you I think :D


SamTherapy ( ) posted Sun, 08 April 2018 at 6:06 PM

Content Advisory! This message contains profanity

the_lova_skul posted at 12:06AM Mon, 09 April 2018 - #4327709

WHAT IS WRONG NOW!?!?!?!?!?!???!?!?!?!?!???!?!?!?!?!??! I FIXED THE ROTATION, AND EVERYTHING IS STILL WRONG!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

102213729-capslock.jpg

Coppula eam se non posit acceptera jocularum.

My Store

My Gallery


the_lova_skul ( ) posted Sun, 08 April 2018 at 7:11 PM

3D-Mobster posted at 6:59PM Sun, 08 April 2018 - #4327711

the_lova_skul posted at 11:34PM Sun, 08 April 2018 - #4327708

WHY IS THIS PROGRAM CRAP!!!!!! EVEN WITH THE DIALS IT'S SUPER IMPRECISE

I have never really gotten the impression that Poser were a very precise program, neither one where it crucial :) In fact most 3D applications are not extremely precise unless you write the exact values, which you can do in Poser as well. The biggest difference is that most 3d modelling programs have snapping tools which allow you to snap to faces, vertices etc. But besides the pivot point in Poser there is not really a huge need for snapping as I see it.

But guess that doesn't help you a lot :D So there are two solutions you can do in Poser which might help you.

  1. You can type in values in the joint editor.
  2. As you seem to prefer dials, there is a small white arrow next to the dial, if you press that and choose settings, you can change the sensitivity.

Also typing in caps without any screenshots or description of what you are trying to do, ain't really making it easier to help you or getting people to help you I think :D

okay i thought rotation was the problem but apparently not this is what it's supposed to do: https://www.youtube.com/watch?v=UyFnWl8DXLM&feature=youtu.be

here is what it does: https://www.youtube.com/watch?v=i0F6T5dY8WI&feature=youtu.be


3D-Mobster ( ) posted Mon, 09 April 2018 at 9:45 AM · edited Mon, 09 April 2018 at 9:51 AM

If I understand you correct from the movies, what you want to make is a character that have to jump off an object and grab hold of another one?

So the issue you have is really with animation and not the pivot point. If you start to change the pivot points orientation it will screw things up. As its the default rotation of the object, so what might be the default Y-axis for the character, could suddenly become a mixture of the Z and X axis. Which will make it near impossible to maintain control and is most likely why your character is spinning around like that. You shouldn't change the pivot point in order to make an animation, maybe if you are very good at it, it might be something to do, but im pretty sure that even they will avoid it and most likely rely on dummy objects instead. But that is just a guess.

Animation and especially character animation is very difficult in general, so that your animation goes wrong is very common :D

I don't know how much you know about animation and im not an expert my self, so I would suggest looking up as much information you can about it, both 2D and 3D. But basically how you can approach animation is to think about key positions or keyframes. Which are the limits of an object during an animation or what to say. Everything between these are inbetweens, which are basically frames that are the transition from one keyframe to another. Here is a simply example.

Keyframe_example.png

Lets imagine the ball is a character performing a jump. So you have a starting frame where he is standing on the ground, this will be your first keyframe, another where he is in the air and last where he lands on the ground.

So if you start by making each keyframe and make sure the timing is correct. Lets say it take 2 seconds for the character to jump, at 30 FPS it means you will need 60 frames. And to keep it simple, you can make the first keyframe at frame 1, second at frame 30 and the last at frame 60.

Once you have done that, you have a very rough animation, which obviously looks both bad and wrong, as Poser automatically make all the inbetweens. So this is where you have to fine tune the animation so it actually looks correct. So something like this:

rw_jump_poses.jpg

So in this case the one called Anticipation, Jump (Contact) is added between the two first keyframes.and Fall (Contact) and Recovery between the second and third keyframe.

By simply adding these 4 extra keys, will make the animation look a lot better, as Poser can now make better inbetweens using these 4 keys as well.

But again I strongly suggest that you look up as much information about animation as possible, it is really difficult and it can easily go wrong....(Usually do for me :D)


the_lova_skul ( ) posted Tue, 10 April 2018 at 9:36 PM

non of that is really helpful, i've already added anticipation, and extra in between frames and such, but thanks anyway,


Rance01 ( ) posted Sat, 14 April 2018 at 6:02 AM

I do not think that changing the joint parameters or origins of a figure or object mid-stream through an animation would work in a predictable way; those properties are not animate-able. That is, I’m pretty sure that changing an object joint parameters or origin changes the object retroactively back through every previous key frame. Each and every frame would have to be visited and re-adjusted.

Generally, those sorts of parameters are set in an object or figure while developing the figure or prop; before storing the finished object to the library. Making such changes could certainly work at the beginning of a sequence though. You could animate your scene to a certain point and then create a new file from there with the modified joint and or object origin. Set the beginning of the new file as closely as possible to the end of the one before and continue animating from there. The resulting video files could then be edited together using your favorite video editor.

Contributing to your other thread, I think I see now a little more of what you are trying to achieve. While there are limitations to the software, Poser is not arbitrary or capricious. If you are getting wild or unpredictable results, it is probably because you did something wrong, or tried to make the software do something it was not designed to do. I have posted some examples in the other thread, along with some animated pose files, but I see now they are probably not going to help you.

An idea occurred to me though. Seachnasaigh suggested, and I second the idea, of using a control prop. You might try placing a sphere at the contact point between your object and the figure you are animating. Parent your figure to the control prop and use the visibility toggle to hide the prob. Pose the figure to contact the prop featured in your animation and rotate the control prop to rotate your figure. The central origin of your figure will inherit the object’s it is parented to. Again, you will probably have to generate a number of files to pull off the effect. One animation of the figure coming in contract with the prop (cut), another using the rotation-work-around (cut), and the continuing adventure of your animation. Then use an editor to stitch the videos together.

Do not loose patients. There is almost always a work around to any given problem, and there are lots of folks here at Renderosity like seachnasaigh. Folks willing to pitch in and help.


Richard60 ( ) posted Sun, 15 April 2018 at 11:30 AM

The best way to handle your issue is to place in control props. I would use two cubes. Place one cube at the center of the pole so that when you rotate that box it spins along the axis of the pole. Parent the second box some where outside the pole so that when you rotate the first box it orbits the pole. Add a constraint to Andy and the second box. With it dialed to zero Andy will not be affected by the box and when at 1 the box becomes like a parent to Andy. You will need to place the second box in the correct position and dial the constraint to 1 and move Andy using the constraint adjustment controls to position him at the contact point. Dial back to zero. Place Andy at his starting point move down the time line and as you get to the launch point place a Key Frame for the constraint and move down the Time Line and place another Key Frame with the constraint to 1. At this point Start rotting the first cube (inside the pole). What you should end up with is Andy standing (whatever) him moving towards the pole and rotating to match the constraint and finally him swing around the pole. At this point I would start a new scene with a different cut angle and edit the pieces together in a video editing program. The reason is if you dial down the constraint on Andy he will move back to his starting point (not stay where he was). If you really want to keep it altogether in one scene then I would setup another constraint and start to dial that up as you dial down the first constraint.

Poser 5, 6, 7, 8, Poser Pro 9 (2012), 10 (2014), 11, 12, 13


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.