Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 20 7:34 am)
Animation is motion divided by time. Did you ever make a "flip book"... say a batter hitting a ball or a cat pouncing or whatever action you want... and then determine the number of pages you'd have to draw... divide the motion evenly between the pages (time). When you need to slow down an action (at beginning or end) you don't add more pages, you decrease the movement. There are 11 basic principles of animation. You probably know some of them from watching cartoons where they get exaggerated. "Squash and stretch" is the most common and obvious one because it affects almost everything which is soft or malleable (tennis ball, frog). One of the things which tells us how hard an object is is how much of an effect it suffers when hitting something else known to be hard. A marble hitting a wall won't squash when it bounces, indeed the wall might dent! In animation, the most important thing is the flow of motion, not the individual picture. There are places in a cycle where a figure may be off-balanced, or a leg disappear, or an arm look funny, but if the items are in the right place for the motion, don't change them to make that frame look better! There is something called key-framing, however, where you do chose important places in the motion as markers. Carolly
Some poses are not well made, especially if the maker grabbed and pulled body parts into place using the tools and IK. If you look at the actual dial settings, various body parts may have strange twists relative to each other. So when you animate between such poses, the body parts have to move in bizarre ways to get from one position setting to the other, even though it looks like a small, simple change. To begin, you should also make sure your interpolation is set to linear (green on the graph) instead of spline (orange), which can be more realistic, but can cause wild overshoots of positions. Also, well-made poses don't affect unnecessary body parts. For example, facial expressions shouldn't have setting for the face-shaping morphs (or feet). As the others suggested, look at the animation pallet and delete keyframes for parts you want to leave in position. HTH - Elisa/gryffnn
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I'm trying to wrap my head around this animation thing, and I thought "Hey! You know what? You could animate between two poses, that'd help you out. After all, you got TONS of poses." Well, so much for brillance. Am I missing something? Can I animate between two poses and somehow control the feet so they don't slide all around?