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48 comments found!
just found another way, 1st i have to turn off all the ik 1st, then apply animated pose, finally turn on the ik again n it works normally.
but if the ik is initially turn on and apply pose as second step, the foot will be clipped in place as shown in the video.
strange
Thread: poser inverse kinematic problem | Forum: Poser - OFFICIAL
Quote - I think it is simply that the pose was saved without IK applied.
You can test it by creating two animations of the figure moving its leg side to side. Do one with IK off and rotate the leg. Save as "IK Off". Do another with IK on and drag the foot. Save as "IK On".
Now test each pose of the figure with IK on and IK off to see the results.
hi, not sure if i understand but your suggestion remind me of applying the pose to figure and save as new pose 1st without ik on, then when reapply the new pose doesnt seems to have ik issue anymore. it works at the moment, but strange still, there are commercial n free figure out there which doesnt need to save new pose 1st to avoid such ik issue?
Thread: poser inverse kinematic problem | Forum: Poser - OFFICIAL
Quote - I think it will only add trans key frames to the goal actor. For the legs these would generally be the feet, for the arms the hands.
What is your IK's goal?
hi there sir, however after several attempt i found out the keyframes trans xyz issue was perhaps just a glitch, now it works normally. but regardless of the previous issue, the problem still persist. my custom ik body part alwaz stay in place whenever an animated pose is applied.i've made a video to state my procedure n problem clearly. i wonder if i did correctly...
http://www.youtube.com/watch?v=32Y_axp6uH8
Thread: I am looking to hire somebody | Forum: Poser - OFFICIAL
hey there, yup, i replied your renderosity private msg 4-5 days ago. thought you gave up for not having instant response. sorry bout that so i reply here.
my email: svncancer@yahoo.com
i havent install daz so i dont have genesis yet. if u have ideas/resources on importing it into poser without daz installed that would be great. if not i can always install myself asap
Thread: I am looking to hire somebody | Forum: Poser - OFFICIAL
Quote - > Quote - greetz, haven't install daz so i dont have michael 5 yet. just remind me if u wish to request figure movements for previous generations like m4 or v4 or lower will try my best
Hello
I sent you an email please let me know if you recieved it.
thx
Radek
ok, i replied to your email, take your time
Thread: I am looking to hire somebody | Forum: Poser - OFFICIAL
greetz, haven't install daz so i dont have michael 5 yet. just remind me if u wish to request figure movements for previous generations like m4 or v4 or lower will try my best
Thread: need help with poser display tracking | Forum: Poser - OFFICIAL
Quote - Have you got the latest SR? I seem to recall this was one of the problems that were fixed with an SR.
hi & thx , it fixed! does the latest sr(i believe its v2.2) fix the cloth room issue as well? the drape cloth at simulation settings doesnt seems to work properly whenever i checked ' start drape from zero pose' ... obvious poke though occur and the cloth doesnt collide with the figure at all during drapin process
Thread: need help with poser display tracking | Forum: Poser - OFFICIAL
Thread: joint editor | Forum: Poser - OFFICIAL
Quote - I go to Figure (on the menu) then Symmetry, then Left to Right or (Right to Left if appropraite). Then it asks you if you want to copy the joint zone's setup also - say yes.
oh my,i've been using the symmetry functions ages ago and i dont even know why poser asking me about the joint setup as well... parrotdolphin, thanks! :D
Thread: help!! hollow imported object modelled in blender ! :D | Forum: Poser - OFFICIAL
Quote - aah it exceeded the max upload
see link, http://www.lullys.com/head.gif
when you see the face you are seeing it through the back of the head
hi Lully, :D
really thanks for the detail! at least i've understood whats the function of normal flip . the head 'contour' seems to be inward.
take alook at these, im sure the same concept applied here
http://www.youtube.com/watch?v=ObNHHwB8OQg
http://www.youtube.com/watch?v=UBFZIig7BaQ&NR
Thread: help!! hollow imported object modelled in blender ! :D | Forum: Poser - OFFICIAL
Quote - You're very welcome :)
On a side note try importing a human head, once with normals flipped and once without. Then rotate the scene slightly. You'll be surprised at what you see.
hi sir, not sure if i got your point. but i imported a flipped human head( hollow ) , turned it to 180 deg with respect to y axis untill 'he' facing backward, so i rotated the camera slightly, surprisingly the head rotated along with the camera as well LOL... Reminds me of an optical illusion i've watched online few months ago!
Thread: help!! hollow imported object modelled in blender ! :D | Forum: Poser - OFFICIAL
Quote - Try importing it with the flip normals option selected.
hohohoho... thank u very much sir!
Thread: ik problems | Forum: Poser - OFFICIAL
Quote - I think ka06059 might be referring to the hands and feet moving when IK is turned on (though that is not obvious from the post, and I might be wrong).
If that is the case, try this. With IK off, zero the figure in the joint editor, then check that the Body and hip translations are zero. Save a pose dot. Turn IK on, parent the hands and feet to the Body actor, apply the pose dot. If it worked the figure should now be in the zero pose, Memorize the figure, if desired turn IK off. Save the figure for future use. The hands and feet should now stay in the same location when IK is turned on.
hi lesbentley , i think u got my point here.... :D. thanks for the reply ! btw i followed your instruction,but still can't solve it. i followed your steps in order.after clicking the zero figure button, the hip and body is in zero pose, except there's still an x y z offset value for BODY (in joint editor). about parenting, i went to object>change parent , and parent the hands and foot to the BODY. other than that i think i've followed the instruction carefully.....
if u have time pls take a look at this
http://www.youtube.com/watch?v=ioV2xgmIbFs
the character is downloadable too, u may check it manually in poser....
Thread: ik problems | Forum: Poser - OFFICIAL
Quote - yup, what Trekkie said. IK uses the foot or hand position to control position of the leg and arm. It makes some animations easier.
ok markschum, thanks for the reply :D.... but i think i didn't explain clearly what my problem is. so i visualized it . if u have time plz just take a look at this......
http://www.youtube.com/watch?v=ioV2xgmIbFs
the figure is downloadable, u may chack it manually in poser,
Thread: ik problems | Forum: Poser - OFFICIAL
Quote - Not really sure what it is you want here. The whole purpose of IK is to "glue" the hands and feet in place, so why does it surprise you that they do not move when IK is on? They shouldn't. If you want to move a hand or a foot while IK is turned on, use the translate dials on the hand/foot. Movie the hip will lead to oddities. (sometimes desirable, mosttimes not.)
hi trekkiegrrl..... sorry for my bad english. i think i'm not explain clearly, so this time i try to visualized it.... if u have some time pls jz have a look at this,
http://www.youtube.com/watch?v=ioV2xgmIbFs
the character is downloadable too.... u may check it manually in poser. there must be a solution for it but i still can't figure it out on how to handle it , quite for years now ... :D
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Thread: poser inverse kinematic problem | Forum: Poser - OFFICIAL