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582 comments found!
@Nagra_00_ not to say having a faster simulation would not be a good thing the issue with multithreading is how to track everything so that it acts as it should. Example is two balls (whatever's) one at 0 and the other at 100. They both are moving towards each other at a speed of 90 units a measurement and will collide in real life. In the single thread ball1 travels from 0 to 90 and is still 10 units from ball2. Now ball2 starts to be moved and can only get 10 units before running into ball1 and some type of collision occurs and the effects calculated. Now if we were to run them at the same time ball1 would travel from 0 to 90 and be 10 units from the location where ball2 started, no collision. Ball2 would start at 100 and move to 10 and be 10 units from the starting location of ball1 and still no collision. The next cycle through the movement the two objects are now 80 units apart and heading in opposite directions so will never collide. If everything moved at a constant rate it maybe possible to multi-thread, but most threads will be stuck waiting for the largest most time consuming calculations to complete before going on to the next cycle. if they moved at different rates the small fast objects might complete their travel and never encounter the obstruction slowly moving into their path. Think of it like a bullet and a car. The bullet may only require to check 50 points per cycle and can complete 100 cycles per second. The car requires 500 points and can complete only 10 cycles per second. At point (frame) 1000 the two objects car and bullet should be at the same location and cause a collision. However the bullet only took 10 seconds to get to the location and found nothing there since the car is still 90 seconds behind in calculated space.
It is issues like this and others that make trying to multi-thread very difficult.
Poser 5, 6, 7, 8, Poser Pro 9 (2012), 10 (2014), 11, 12, 13
Thread: Suggestions to dynamic cloth room | Forum: Poser 11 / Poser Pro 11 OFFICIAL Technical
As far as number three can't you create the pose you want for the cloth such as sitting down with a larger person, spawn a morph from the position and then apply that morph to the cloth then save the cloth back out as "large sitting"? That way next time you already have the cloth in a sitting position and you can apply it then have the character stand up from the sitting position. Granted you would have to save the character pose as well since you would want to make sure the figure is inside the cloth, which is the reason for starting in the T-pose as that is the position of character and how the cloth was first modeled, but it should work.
Poser 5, 6, 7, 8, Poser Pro 9 (2012), 10 (2014), 11, 12, 13
Thread: Graph Editor Poser Pro 11 | Forum: Poser - OFFICIAL
I just setup a scene with a V4 and 810 frames and moved back and forth with no issues.
If you have multiple layers you will see two lines one Red and one Black. The Red one is what you are moving on that layer and the Black one is the result of the results of what the layers are doing. If they are all set to add then each change on the layer will change the black line. If set to replace then only changes on the top most layer with movements of that single joint/movement will have an effect. So if you have 3 layers and Bend the Right thigh on Top layer then and Bend on the lower layers will be overridden. However the Right Thigh can be twisted on a lower layer and still have an effect since there is no twist on the top most layer.
The Selection Sync will keep that graph in sync with whatever body part is currently selected. With Poser11 you can have multiple graphs open so can jump back and forth between graphs without having to select the body part first. So you can have the Elbow / Wrist / Shoulder all open and move between the graphs to make a movement such as drinking a cup of tea a lot faster since you do not have to spend time selecting the proper joint first before making the adjustment.
Poser 2014 also has the layers option, but not the multiple graphs.
Poser 5, 6, 7, 8, Poser Pro 9 (2012), 10 (2014), 11, 12, 13
Thread: Graph Editor Poser Pro 11 | Forum: Poser - OFFICIAL
Do you have any more specifics? I don't have a problem with the graph editor, but it could be that I am not doing what you are. What do you mean by moving backwards?
Poser 5, 6, 7, 8, Poser Pro 9 (2012), 10 (2014), 11, 12, 13
Thread: Poser 11 bullet physics on figures | Forum: Poser - OFFICIAL
@ Boni No I meant that My Andy does melt the way it is suppose to. Not sure what the issue is for CISI but soft body does what it is suppose too for me on my machine at work. Just tried it with PP2014 and it also works. One thing to look at which I found is there are three check boxes on the properties Tab the top one being Active. If you uncheck that box then Andy will not melt. Make sure it is active. Also if you have the ground selected as the object and unselect it Andy will drop straight thru instead of blobbing.
Poser 5, 6, 7, 8, Poser Pro 9 (2012), 10 (2014), 11, 12, 13
Thread: Poser 11 bullet physics on figures | Forum: Poser - OFFICIAL
just Tried it with PP11 SR5 and Andy melts away for me.
Poser 5, 6, 7, 8, Poser Pro 9 (2012), 10 (2014), 11, 12, 13
Thread: walking path + animation | Forum: Poser - OFFICIAL
One more point is the walk path is only used to position the body along the path. Once you apply a walk to the path and figure the motions are recorded as key frames in the animation palette and you can change/delete the walk path and it will not affect the currently applied walk. You can also go in the animation palette and move/change any key frames you want. So if you want to move the arm to a different position you can and it will not affect the rest of the walk cycle.
Poser 5, 6, 7, 8, Poser Pro 9 (2012), 10 (2014), 11, 12, 13
Thread: walking path + animation | Forum: Poser - OFFICIAL
True you can only apply the walk designer to one path at a time. The flow would go something like this: Make path 1 and walk design that takes 400 frames. Path 2 takes 450 frames. Now you can go into the time line and add at least 850 frames (400+450) or add some more lets say 150 to make it no round 1000 frames. You apply the first walk to path 1 starting at frame 1 this will cause Andy to walk for 400 frames, at which point he stops. One of the options in walk designer is to apply the walk to a new layer or choose the layer from a drop down. The other option is which frame to start the walk on. Then go to frame 550 and then apply a walk to the second path. If you apply the walk to any layer except BASE then if you change to a layer lower then the layer in which you applied the walk to and the layer on which to it is on has Replace as the method (which is the default) Then any joint that is moved in the upper layer will override any changes that you try to apply in a lower layer.
To prove this go to the animation palette and create a new layer. With the new layer selected move a part of figure (such as arm up/down). Now select the BASE layer and try to move the same body part in the same direction. It will not move. Now move it forward/backward and it does move. The reason Andy does not move is that joints are all moved when applying a walk cycle
Poser 5, 6, 7, 8, Poser Pro 9 (2012), 10 (2014), 11, 12, 13
Thread: walking path + animation | Forum: Poser - OFFICIAL
Most likely it has to do with layers. There is the BASE layer which you can not get rid of and controls the length of your animation. My first tip is never to put any animation on the BASE layer. The BASE layer in my workflow is only used to set the starting position and direction of objects and I use constant section keys on this layer. Each time you make a walk path it asks if you want to put it on another layer (this you should do). If you open the Animation Palette on the layers tab you should see a stack of layers BASE layer at the bottom. On the left side there is a composite Method. If it is set to Add then what every movements are on that layer are added to the one below it. If it is set to replace then the movements on the lower layers are ignored. This action only applies to any motion on the layer. So if you have two figures one on layer 1 and one on layer 2 even if both layers are set to replace both of them will move. The only time replace comes into effect is if there is a motion in the joint and only for the movement in the joint. So if you have two layers and have the arm go forward and backwards on the top layer and up and down on the other layer they will both combine together because there is nothing to replace (cancel) below. The reason your Andy does not move is that you are trying to affect him on a lower layer that has replace in effect in an upper layer. Applying a walk cycle will affect almost every joint in a figure so it will appear that Andy will not change. However if you select the top most layer you will find that you can move him again.
Poser 5, 6, 7, 8, Poser Pro 9 (2012), 10 (2014), 11, 12, 13
Thread: Gel Lights in PP2014 | Forum: Poser - OFFICIAL
So if I understand what you want is to light the center section of each bar in the center and have a darker outside, is this correct? If so then you are going to have a lot of math to do to make each light beam appear at the proper location and change the grid map to account for the offset needed for the bars further from center. OR curve the backdrop to keep the light the same distance away. Another way would be to create a material zone on each bar down the center so that you can make it a light emitter that way the light will always be coming from where you want it to appear. Since the light does not line up on the girl to keep it in line with the grid adding the extra mat zone would probably be the most accurate way to get the look you are after.
Poser 5, 6, 7, 8, Poser Pro 9 (2012), 10 (2014), 11, 12, 13
Thread: walking path | Forum: New Poser Users Help
After you apply the walk to the path and figure you can delete the path that way it does not show up. Just tried it in Poser 2012, 2014 an Pro 11 and can not make it show. However I have had it show up in some of my renders, so the best way is to delete the path after it has served its function.
Poser 5, 6, 7, 8, Poser Pro 9 (2012), 10 (2014), 11, 12, 13
Thread: Can't find Kinect Capture in Poser Pro 11 | Forum: Poser - OFFICIAL
If it is not listed then probably your version of Poser does not think it is a Pro version, since only the Pro version has access to the Kinect. You may want to deactivate and reactivate your Poser 11 to see it that will cause the Kinect to show up. Otherwise you really need to get support help.
Poser 5, 6, 7, 8, Poser Pro 9 (2012), 10 (2014), 11, 12, 13
Thread: Kinect Motion capture Questions | Forum: Poser - OFFICIAL
Will Smith Micro release a mac version of their SW ? It is not so much that Smith Micro will not release for the Mac it is that there is no driver on the Mac for the Kinect.
Has anyone used SM Kinect Motion Capture system and is it a good work floor ? I played with the Kinect on Poser 2014GD and it works. However I also have IPsoft with 6 PSEye cameras and two Kinects so get better results with them then with a single Kinect. Also at the College where I work we have a Optitrak with 18 cameras and that gives the best results.
Is Motion capture all that is cracked up to be ? That is a depends type question. What do you hope to accomplish? If getting motion in is what you are after then yes it works, if getting motion in with little to no clean up afterwards then no it does not. Even with the 18 camera Optitrak system we still have to clean up the BVH files, although to a lesser degree then the other systems with fewer cameras.
Can anyone compare the SM Kinect workflow to something like Fastmocap.com ? I have no experience with FastMocap so can not say.
Does Fastmocap export file play nice with Poser ? Given that it says it can export BVH files in both versions and the Pro version has Poser compatibility then I would be inclined to say that it should work. BVH files are nothing more then text files with XYZ coordinates listed for each joint. As long as the BVH file has joints with the names of the Poser joints then it should work. If not it is easy to edit the top lines of a BVH and change the names to match your poser figure.
Poser 5, 6, 7, 8, Poser Pro 9 (2012), 10 (2014), 11, 12, 13
Thread: Poser Bullet Physics ? | Forum: Poser - OFFICIAL
I would use a primitive ball and constrain it to the hand of the person doing the punch. Move the ball to the fist using the small positioning cube created by making it a contrained item and position so that it covers the fingers. Make the ball a member of the rigid dynamic group. If you set the constraint on the ball to a 100% the ball will move whereever the hand goes. Make the ball invisible to the camera and as you move the hand towards the belly the ball will hit the soft dynamic belly and push it in.
Poser 5, 6, 7, 8, Poser Pro 9 (2012), 10 (2014), 11, 12, 13
Thread: any news from Nerd, what direction PP15? | Forum: Poser - OFFICIAL
You do realize that no one is going to answer your simple question as to if Poser will support some ones else figure, don't you? IF they were to say Yes and it did not happen due some unforeseen issue then they will be seen as breaking their word.
IF they were to get the mesh into Poser and the morphs but not the other things such as autofit (or what every the term is for making cloths not poke thru) would that be good enough? Or do they need to get every single function that is in Studio (the program and not the figure mesh) working?
I know what I like about Poser and one of those is that fact the interface is consistent and they add new ways of doing things while keeping the old which allows me to slowly get use to the new.
So after nearly 4 years of not having native support for Genesis why now are you deciding to not use Poser?
Poser 5, 6, 7, 8, Poser Pro 9 (2012), 10 (2014), 11, 12, 13
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Thread: Suggestions to dynamic cloth room | Forum: Poser 11 / Poser Pro 11 OFFICIAL Technical