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455 comments found!
Quote - The lines for the loop belong here:
def copyMorph(figure, conform):
for f in range(scene.NumFrames()):
scene.SetFrame(f)
number = conform.Actors()[0].InternalName()
number = number[number.index(':'):]
...It's important to have the indention that way, so the complete current method code will be inside the loop.
It worked! Thank you VERY much! This is great!
Thread: Two New Free Python Scripts, all Other Scripts Updated | Forum: Poser - OFFICIAL
Quote - > Quote - ... how difficult would it be to add a looping subroutine so the morphs are copied to all frames of an animation?
Should be easy. Add the following code at the beginning of the method copyMorph, and put the current code of this method into the loop:
for f in range(scene.NumFrames()):
scene.SetFrame(f)I haven't tested it, but this should copy the morph setting for each frame in the scene.
Ulp. I'm afraid I'm not much of a pythoner yet, though I'm trying to learn. Seems like I should've been able to get this to work but just couldn't find the right spot to insert the looping code lines.
Here's the code in case D3D or any other python experts are willing to point to the corect insertion point... and thanks! (D3D-- I hope you don't mind my pasting the code in the message. Please let me know if I've done bad.... and thanks again for the great script!)
partialMatch = 1
noJCM = 0
import poser
import string
def copyMorph(figure, conform):
number = conform.Actors()[0].InternalName()
number = number[number.index(':'):]
for figActor in figure.Actors():
try:
conActor = figActor.InternalName()
conActor = conActor[:conActor.index(':')] + number
conActor = conform.ActorByInternalName(conActor)
except:
continue
for figParam in figActor.Parameters():
name = figParam.Name()
if noJCM and (string.find(name, "JCM") == 0):
continue
conParam = conActor.Parameter(name)
if (conParam == None) and partialMatch:
m = 1000
params = conActor.Parameters()
for p in params:
i = string.find(p.Name(), name)
l = len(p.Name()) - len(name)
if i >= 0 and l < m:
conParam = p
m = l
if (conParam != None and ((figParam.IsMorphTarget() and conParam.IsMorphTarget())
or (figParam.IsValueParameter() and conParam.IsValueParameter()))
and conParam.Value() != figParam.Value()):
conParam.SetValue(0)
conParam.SetValue(figParam.Value() - conParam.Value())
scene = poser.Scene()
conform = scene.CurrentFigure()
if conform:
figure = conform.ConformTarget()
if figure == None:
figure = scene.Figures()
for fig in figure:
c = fig.ConformTarget()
if (c != None) and (c.InternalName() == conform.InternalName()):
copyMorph(conform, fig)
else:
copyMorph(figure, conform)
scene.Draw()
Thread: Two New Free Python Scripts, all Other Scripts Updated | Forum: Poser - OFFICIAL
Thanks very much D3D! These are very handy. I'm especially enamored of the Copy Morphs script since I'm migrating my figure control magnets to morph targets (so I can render in Vue). The Copy Morphs script will let me quickly copy the shaping morphs to the conforming clothing. But I'm wondering...
... how difficult would it be to add a looping subroutine so the morphs are copied to all frames of an animation?
Thanks again!
Thread: What pose set is worth buying? | Forum: Poser - OFFICIAL
Quote - ...I find the process of building up a pose from scratch is more rewarding. I think about what I would do if I were in that situation, how I would react, maybe even act out the scene to get ideas. That can make all the difference between a wooden pose and a dynamic looking one.
Hey old friend! Does this mean you've actually gone out to find a temple, removed most of your clothes, and hoisted a sword? cheers...
Thread: Could we save pose or animation seq. with props? | Forum: Poser - OFFICIAL
Hiya Les... Just wanted to add my thanks for taking the trouble to write all this up. I found it very very helpful. It would be nice if we had some kind of "wisdom wall" where bits like this could be preserved rather than counting on iffy forum searches. anyway... cheers, and thanks again
Thread: Thanks to DAZ for trying but V4.2 has significant flaws (see pic) | Forum: Poser - OFFICIAL
Ok, ran a few more tests just for the heck of it (and in case it helps others) since, as mentioned above, I don't plan to use V4 further so this is of limited practical value to me personally.
Results of first tests implied that the only thing that mattered for causing the flying jaw was whether the V4 eyes were set to PointAt a camera or an object parented to a camera (any camera, not just the one used for the current display).
When I reparented the PointAt target prop to UNIVERSE, the jaw behaved properly again. But then the flying jaw returned if I subsequently reparented to ANY prop or figure below the UNIVERSE level.
But then I followed ThrommArcadia's suggested experiment (at least as I understood it). I applied a new V4 pose in the last frame and got the flying jaw, but switched to the Face Cam and rotated it to snap the jaw back in, then hit Undo. Very surprisingly, the jaw then worked properly throughout the animation, even when the PointAt target prop was reparented to a camera. That is, I could then actually run an animation with the eyes pointed at a camera and the jaw staying in place. However, I tried to repeat the procedure and it didn't work the second time.
Perhaps others could keep experimenting with this, though, since it's past my bedtime now and, as already stated, my motivation for exploring V4's issues is pretty limited.
In any case, thanks to ThrommArcadia and others for the thoughtful ideas and suggestions.
cheers...
Thread: Thanks to DAZ for trying but V4.2 has significant flaws (see pic) | Forum: Poser - OFFICIAL
Quote - Never never give up!
Glad it works :thumbupboth:
Well, kudos once again for discovering a potential workaround. Perhaps someone who uses V4.x extensively for animation will carry this further and isolate the critical elements of the workaround (e.g., does it work if the jaw parts remain unlocked? does it work if the point at target remains visible? etc)
cheers...
Thread: Thanks to DAZ for trying but V4.2 has significant flaws (see pic) | Forum: Poser - OFFICIAL
Quote - Why must you guys pick things apart? It's only a 3D model. Not a real human.
What do you expect? You do this every time Daz has a new release.
And, if there's something wrong with the fig, bug report it so they can fix it.
Long live V3!!!!!
uhhh... first of all, your message implies it would it be somehow more appropriate or understandable to "pick apart" a real human than a 3D computer toy. Where does THAT come from?
Second of all, on what basis are you saying "you" (meaning, I suppose, me) "do this every time Daz has a new release"? As a personal matter, I certainly don't criticize every Daz release. I have lots of Daz stuff which I think is great. But if you mean "you" as a reference to "people in this forum who criticize Daz things" I'm sure there are many here who would question the idea that I, or others with whom I've been discussing this flying jaw issue, somehow represent them or their views or forum discussion habits.
Third, the flying jaw issue has been reported many times, including by me directly to Daz, starting with release V4.0; so it's a little presumptuous of you to be giving lectures about proper channels for reporting bugs. The simple fact is that Daz has failed to address this issue in its coding for V4.x.
Finally, while I may be "picking apart" your message, I have no ill will for you as a "real human." So... peace....
Thread: Thanks to DAZ for trying but V4.2 has significant flaws (see pic) | Forum: Poser - OFFICIAL
Quote - ...well I never parent the ballprop to camera.
A crosseye issue or not, depends on the distance between the ball and the character.
Well, well! It worked! I'm not sure what the critical element of the method is, but I did the following steps:
1. loaded raw V4
2. locked actor for both jaw parts and all tongue parts
3. loaded ball prop and left unparented to anything
4. pointed each eye at ball prop
5. made ball prop invisible
6. added frames to animation
7. posed V4 in last frame
The flying jaw issue disappeared!
I then added raw Sapphire Fox Hair and it too followed the pose as it's supposed to.
Congratulations! I think you've at least found a workaround!
It would be interesting to do some experimenting to see which element(s) of the strategy eliminate the problem. It may well be keeping the "pointed at" object unparented, at least to a camera.
OTOH, since I'm not enamored of V4, I probably won't use this fix much, but hopefully it will help others.
addendum: just took the above scene and parented the ball prop to the main cam... the flying jaw and hair prop issue returned
addendum #2: just changed the "point at" ball prop parent to another, new, unparented ball prop and the flying jaw problem disappeared again...
Thread: Thanks to DAZ for trying but V4.2 has significant flaws (see pic) | Forum: Poser - OFFICIAL
Yes, except the flying jaw animation issue also applies to other objects parented to the head, such as hair props, so just making troublesome parented objects invisible won't work for every manifestation of the problem. Here's a pic with off-the-shelf Sapphire Fox Hair applied to a freshly loaded V4.2, with PointAt toward an invisible prop invoked. This doesn't happen with V2, so there's just something fundamentally wrong, IMHO, with the way V4 is coded.
Thread: Thanks to DAZ for trying but V4.2 has significant flaws (see pic) | Forum: Poser - OFFICIAL
Quote - Here´s a GIF anim!
Loaded V4 and a ballprop, pointed both eyes to the ballprop, made the ballprop invisible,
posed V4 at frame1 and frame 30. (Suddenly I didn´t have to parent or lock anything...?!)
Must be the ghost in the machine thingie...
BTW This is V4.0 !
Interesting. Must be unique ghosts in each of our machines since the method you outline doesn't work for me. My normal setup for eye PointAt is to have the eyes point at an invisible ball prop parented to the main camera (so the figure looks toward --but beyond-- the main camera, eliminating the cross-eyed look). So I had already been trying the approach you suggest without success. I'm glad if it really works for you though!
Thread: Thanks to DAZ for trying but V4.2 has significant flaws (see pic) | Forum: Poser - OFFICIAL
Quote - ...erh..forgot to say that you must also lock them...!
I know this is not something one should have to do (Were lucky that DAZ stick to digital stuff
and don´t produce cars), but if it works, it works. I discovered this when using V3´s poses
on V4 and the same thing with the teeth( ???) happened. Otherwise it just worked fine!
hmmm... I just tried locking the jaw and tongue parts as you suggested and ran the experiment I described above. Locking the jaw actors did not eliminate the flying jaw problem, whether locking the jaw parts before or after applying PointAt for the eyes. Did you really get it to work on V4 in an animation?
Thread: Thanks to DAZ for trying but V4.2 has significant flaws (see pic) | Forum: Poser - OFFICIAL
Quote - Problem #3: this is my opinion, of course, but I actually think she is too homely by default and despite many days of tweaking when V4.0 first came out I, at least, could never give her that je ne sais quoi of 3D model loveliness... and I had no better luck with V4.2 over the last couple days.
Given that she has exactly the same appearance out of the box (not counting texture), and that the morphs are exactly the same in effect, that someone would get the same results (whatever they might happen to be) falls into the "No duh" category.
I believe you misinterpreted my comment. I stated she was "too homely by default" meaning only that modifications through dialing of MTs and application of magnets is required. Since V4.2 included new morphs and (as I understood it) changes to some of the joints, that implies to me the possibility for new results from new combinations of magnet and morph settings. All I was saying was that I could not find any new combinations of morph and customized magnet settings which improved enough on her initial, unsatisfactory appearance. So thanks for the comment but I, for one, wouldn't have put this in a "No Duh" category.
Thread: Thanks to DAZ for trying but V4.2 has significant flaws (see pic) | Forum: Poser - OFFICIAL
Quote - I complained about vickie's dentures the other day on DAZ, it happens to me when I use point at for her eyes. Someone said zeroing the eyes makes it go back in place, but I haven't tried it., and I still want control of her eyes regardless, grrr. Anyway, this is the single most irritating bug with Vickie for me, it just drives me crazy LOL.
-Sarah
You can make the jaw jump back into her mouth IN A GIVEN FRAME several ways, the easiest to me being to switch to another camera (like the face camera) and move, zoom, or rotate that camera. The jaw magically jumps to the position correct for that frame. But then if you move to another animation frame, the jaw is shown to be stuck at THAT frame's position. I have not heard of any solution which keeps the jaw in the correct position for every frame of an animation.
Quote - my v4.2 doesn't loose her teeth??? Pointed the eyes at the main camera, moved the head, moved the camera moved everything but the teeth stayed where they belonged
The jaw usually moves with the head in a given frame, but try this: (1) create a 10 frame animation, (2) go to the last frame and pose V4 in a way which moves or rotates her head, (3) now page through (or play) the keyframes... the jaw should stay in the head. Now go to frame 1 and invoke PointAt for each eye, designating the main camera. Now scroll through your animation and watch the jaw remained fixed in its Frame 1 position despite the head moving away. If that DOESN'T happen to you, you would be the first person I've heard about who did not have this issue.
Quote - ...or you can parent the teeth to the head to avoid such things.
That is incorrect. The jaw is already parented to the head.
Thread: Thanks to DAZ for trying but V4.2 has significant flaws (see pic) | Forum: Poser - OFFICIAL
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Thread: Two New Free Python Scripts, all Other Scripts Updated | Forum: Poser - OFFICIAL