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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 29 8:45 pm)



Subject: Poser Animation-Keyframe Curves-Arrrggh!


Tempus Fugit ( ) posted Mon, 23 June 2003 at 4:06 AM · edited Tue, 26 November 2024 at 11:24 PM

Hi all, I've just started to get into some of Poser 5's animation capabilities, and have run into something that's giving me fits. I set up a figure and applied a Mimic speech file, so the head is working fine. Now I want to add some realistic motion to the body as he's talking. I start off with his arms by his sides, and after a second, bring them up and fold them across his chest. Everything is fine so far. After a few more seconds, I want him to drop his arms, but when I do so, I create a curve in the keyframes that pushes his arms up way too far earlier in the sequence. I can go into the curve editor, and flatten out each curve for each body part, and each dial, but it does this for everything I move, and I've got a real mess. I want to just move a few parts, scroll down the timeline, move a few more, repeat, repeat, etc, without creating curves. I played with a few of the interpolation settings, and got some different results, but still not what I wanted. Any experienced Poser animators out there have some tips to share, or advice to help me find an easier way? Thanks! -Jeff


Little_Dragon ( ) posted Mon, 23 June 2003 at 4:20 AM

Working with spline interpolation is more of an art than a science. Due to the high frustration factor, many of us use linear interpolation instead, which is far more predictable. No real advice, other than adding keyframes to the trouble spots to manhandle the curve into place. You can highlight a section of the timeline or graph and apply different interpolation modes to that portion alone.



3ncryptabl3_lick ( ) posted Mon, 23 June 2003 at 5:54 AM

have your tried quaternion interpolation at all?


who3d ( ) posted Mon, 23 June 2003 at 5:54 AM

Also, once the arms are moved up you can set the next portion as "linear" or "constant". I really wish I wasn't in the middle of a render! But paying much attention to the 3 types of animation line in the "Windows...Graph" window really does help to cut down on the animation weirdness :) Try editing with the graph window open and you'll see how setting new keyframes affects previously wonderful animation efforts, and how inserting "constant" sections can (sometimes) cure that. Cheers, Cliff Bowman


Tempus Fugit ( ) posted Mon, 23 June 2003 at 6:15 AM

Thanks! It looks like I'll have to set motions up, and then check all the dials in the curve editor to keep things in place. I wish there was a way to define linear as the default method instead of the curved splines. Three dials for each body part to check gets pretty numerous. I tried the quaternion interpolation, but it looked like that broke each frame into a seperate keyframe, and I wasn't getting smooth motions in-between. Render, tweak, re-render, tweak, re-render, tweak, etc etc etc...


who3d ( ) posted Mon, 23 June 2003 at 6:32 AM

I THINK that if you start out by setting the first frame of all the settings you want to linear, then each keyframe will simply break it into linear sections, so that might be a technique to experiment with. However, good curve motion is going to be harder work that way (it's always one thing or another, isn't it?). Cheers, Cliff Bowman


3ncryptabl3_lick ( ) posted Mon, 23 June 2003 at 6:41 AM

I just thought I would ask that, the manual suggests it as a last resort. Im curious if it would help in this situation as I've never used it and can't, off the top of my head, imagine a scenario where one would need it. (not being sure how it affects the timeline) I've got some epxerience with the animation palette so lemme give it a wirl. Hopefully I understand your post enough to visualize both your functions and resulting problem. ahem A few notes first: Spline interpolating needs 3 keyframes to work properly. If you only have two, your motion will be distorted, ie: going way past the end frame near the middle of the action and then snaping back to rest at the last keyframe. This can be advantageous in some cases especially in cunjunction with the graph but takes alot of learning to get it right and to understand the dynamics of how it reacts to certain moves. Linear interpolation is a straight line. Two keyframes are fine but youll still only get a linear motion. You can add three keyframes but then you would get a snap and the second keyframe as it continues to its end-position. I use a combination of spline, breaks and linear keyframing. I don't think anyone could make any animation of any significance without using a combination. (who knows though, im only 1 guy) This may require some backstepping in your timeline in order to sequence a proper set of keyframes and tweens. Droping the arm. I think the first thing I would do in this case is find my 'end-frame' for my 'hold' position. (the arms being crossed) I would add a keyframe right there in the collar and make it linear. You could break that spline instead then continue with a new spline. (try that and see if that works for you) But I would go-go linear only because it makes changes easier later on if needed. (depending on what they are of course) Then I would scootch over about 5 more frame in the collar and add another keyframe, Linear to. What I'm doing now is closing those 5 frames as 'zero-motion'. It shouldnt move at all within those 5 frames and anything after it, shouldn't affect it. (not that it takes 5 frames to do that, thats completly arbitrary. the point is that the linear frame has broken itself away from the spline before it. a break spline keyframe might do the same thing and then you might be able to continue along with a new spline and be okay, i dont know, I've never had ocassion to do that specifically) Then it would only be a matter of adding a new keyframe, linear at the start of my move then one for about 5-20 frames before the end. Then I would add a few frames of 'wiggle' or 'ease'. Make those 'ease' frames regular splines. (default) one at the end of your linear and then scootch about 5-20 frames (whatever you decide) and drop another keyframe in. This will end the spline. This will add a smoother transition from the end-frame of my linear motion to the end-frame of my spline motion, which shouldnt be to drastic of a move anyways. Hope this helps! Good luck!


who3d ( ) posted Mon, 23 June 2003 at 6:45 AM

Umm... oh yeah, you can also "break" the animation splines, to prevent work later in the timeline from affecting movement earlier in the timeline (or the other way around). It's generally considered "best" to roughly block out movement - doing all of the movement roughly - first and then refining rather than doing the first 5 seconds then the second 5 seconds etc. This also helps to prevent "surprise" aspects to the animation (but nothing is certain). Cheers, Cliff


Tempus Fugit ( ) posted Mon, 23 June 2003 at 10:29 AM

Ah- some very good advice. I like the breaking splines once I have a segment done that I don't want to mess with anymore. I'm gaining a lot more respect for animators - product descriptions make it sound like you just pose a few keyframes, and the program fills in the rest. A lot of work goes into making a smooth, natural looking movement! So far, mine have come out looking like someone doing tai-chi (sp). Thanks again! -Jeff


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