Forum: Poser 12


Subject: About model recognition method for each frame

Tekitoumen opened this issue on Jul 26, 2022 ยท 12 posts


DCArt posted Thu, 04 August 2022 at 5:26 PM

OK. In reading the various threads you've posted they all seem to relate to varying a person's breathing over time.  I think you are making it more difficult than it needs to be.

First ... take the model's BASE MESH (the one in the Geometries folder) into your modeler. Create the morph that extends the chest out to the MAXIMUM that you want it to be when the breath is at its heaviest.  Save this morphed object as "Breathe" or something like that, and save the OBJ file to your desktop.  DO NOT overwrite the original OBJ in the Geometries folder. 

Now .. add the FIGURE to your scene (the one in the Character library).  Zero the figure to its default pose.

Select the figure and choose Figure > Load Full Body Morph.   Use the button with the three dots on it to locate the Breathe morph you created. The text in the Label field should automatically fill with Breathe (or whatever you named your morph). Choose OK.

Now you should have a Breathe dial in the BODY actor of your figure, and the dial will also appear in the parts that the morph affects.

Now ... when you animate, all you need to do is set the value of the Breathe morph in the BODY actor to various values in the animation. At 0, the morph will be fully off. At 1, the morph will be equal to the Breathe morph you created.  So, for smaller breaths, use values between 0 and 1. 

Say, for example, you have the Breathe morph in Frame 1 set to 0 (the model's default shape).  On frame 30, you set the Breathe morph to .2, which makes the chest come out 20 percent. On frame 60, you set the morph back to 0 (chest back to normal position).  On frame 90, set to .4, so now the breathing is a little heavier. On frame 120, set it back down. 

 That's all you need to do. Just vary the Breathe morph setting up and down to get the breathing you want. Trying to change out geometry with python scripts is far more complicated than you really need it to be. Just animate that morph to various values as needed to create the breathing. It's that simple. 8-)