Jim Burton opened this issue on Jun 01, 2004 ยท 20 posts
Jim Burton posted Tue, 01 June 2004 at 11:34 AM
For those who don't know how, here is the E-Z way: 1. Open the Figure as the first one you have opened after starting Poser (or pull down File, New). This is to preserve the figure as :1, incidently. 2. Turn off the Leg Inverse Kinematics (Figure, Use Inverse Kinematics, click both legs off) 3. Resave the figure under another name- "Vicky 3 No IK" or whatever. 4. In your favorite text editor or whatever, open the CR2 and search for "inkyChain LeftLeg". Change it to read inkyChain Left Leg (with a space). (Figure CR2s will be found in Poser/runtime/libraries/character/figure folder). 5. Do the same with inkyChain RightLeg (inkyChain Right Leg) 6. Save the CR2. E-Z, what? ;-) You now have the option to turn it on if you like, but it doesn't automatically open with it on. This isn't new information, but I thought it might be helpful to some. I seldom use IK myself.
shadownet posted Tue, 01 June 2004 at 12:22 PM
Thanks Jim, I did not know this trick. I think I changed the 1 to 0 or something like that to deactive IK in the cr2. Can't remember cause I rarely do it. I must be one of thefew people who actually like and use IK, even when making poses and animations. :O)
pixelwks posted Tue, 01 June 2004 at 6:26 PM
I've never understood why so many are against IK. It's a feature found in virtually every 3D program and I for one couldn't live without it. I know we all use Poser differently, but what's so bad about IK?
Dizzie posted Tue, 01 June 2004 at 6:35 PM
what's so good about it?
FreeJack posted Tue, 01 June 2004 at 6:54 PM
.
lesbentley posted Tue, 01 June 2004 at 6:55 PM
Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=1791476
There is nothing bad about IK, it's a usefill tool. Whats bad is having it on by default so that you usually have to turn it off before you can do any usefull posing. Linked above is another thread touching on IK.wolf359 posted Tue, 01 June 2004 at 7:25 PM
The great majority of people who use poser never animate and many use canned poses created by other people as a staring point for stills. as an animator IK is a must have tool!! when I download a free poser figure the first thing i look for is wether it has ik chains and if not i delete the character instead of bothering to set up my own ik chains in posers primative "heirarchy editor" and i even find it an invaluable tool whe creating still poses. people here tend to copy others workflow habits and never bother to learn different and possibly more efficent ways of doing things.. in poser IM sure many people here try navigate through their poser scenes by using the lengthy pull down menu under the document window,or even reaching into the document window trying to grab a figures arm when you can open up the animation pallette, push it over to a corner of your screen. and have a permanent,collapsable,scrollable heirachy listing every scene element for easy selection. Much like the object or scene manager palletts in high end programs like cinema4dxl or lightwave.
Tguyus posted Tue, 01 June 2004 at 7:34 PM
I use IK all the time. Vicky can't dance without it. Can't do a chin up on a bar. Can't do a pushup. Well, she CAN do all those things without IK, but her hands and feet just don't stay where they should without IK. So if you do animation and you want a fit Vicky, you'd better keep IK.
That said, I edited all my CR2s so IK is off when they load. But I have a variety of pose files which turn IK on or off for various IK chains. (As I recall, I have lesbentley to thank for those!) The pose files make it quick and easy to change IK settings.
Dizzie posted Tue, 01 June 2004 at 8:08 PM
Thanks for the info...I wondered what it is used for....in fact, there's a lot more things in Poser I wonder what they are used for...LOL
narcissus posted Wed, 02 June 2004 at 3:05 AM
Thanks for the info! I've heard this before but thought disables IK forever.... Yes IK is usefull sometimes,I use it for poses,but I don't like the default "IK on" pitklad
Aeneas posted Wed, 02 June 2004 at 5:46 AM
Thanks for this trick! It will be very helpful indeed!
I have tried prudent planning long enough. From now I'll be mad. (Rumi)
JohnRender posted Wed, 02 June 2004 at 9:02 AM
Attached Link: http://market.renderosity.com/softgood.ez?ViewSoftgood=23806
If removing IK is as simple as editting a few lines in a text editor, why is there a product in the Marketplace (for $15.00!) that does this?satria posted Wed, 02 June 2004 at 9:27 AM
I think Ik is important tool for posing or animate like in other advanced 3dApps ,maybe the problems are poser`s IK not great like other apps,but it still ok .. and worth it to use Something i never understand are a lot people here suggest not to move the body part ,i know its about save pose problem , but in posing or animation why ... ? With move body part u can achieve pose without make the other part out of their limit
Jim Burton posted Wed, 02 June 2004 at 2:02 PM
The title should read: "turn off forever", duh! IK has its uses, but it shouldn't be on by default, methinks. I seldome use it myself, and get sorta tired turning it off. As to why there is a $15 program to do this, Jim is sorry he broke the guy's rice bowl, but a lot of people already knew about this trick. ;-) Incidently, what actually happens here is Poser looks for Inverse Knematics with a "RightLeg" and "Leftleg" name, and resets that to ON when you open a CR2 (but not a PZ3, if I recall). Any IK by any other name doesn't get touched. This DOES work incidently, all the characters and figures I sell or give away have had it off for years and years. And your welcome, guys!
moogal posted Wed, 02 June 2004 at 4:31 PM
What I hate about IK is that I have to also use joint limits to get good results. It seems even the simplest change to a figure's pose results in the unnatural twisting of the wrist, side to side motion of the knees, etc. (Limits are OK, but I find some of the default limits a bit too strict and others not strict enough.) IK would be much more useful if the hands and feet could twist/bend/rotate automatically as they are being translated to prevent unnatural bending.
Tguyus posted Wed, 02 June 2004 at 8:33 PM
moogal-- I also sometimes see wrists and ankles breaking, but it's usually when I have too many body parts set on IK at once. Lately I've been doing IK in a stepwise fashion. For example, to do a feet-planted dance, I'll turn IK on for the feet then animate. Go to the animation pallette and erase the keyframes for toes through thighs. Then turn IK off for the legs and turn it on for the hands. Run the animation, then erase the keyframes for the hands through collar. Then turn off IK for the hands. Turn it back on for the feet and again erase the toe through thigh keyframes. When I then run the animation with IK on for the feet, things move reasonably naturally (i.e., feet are firmly planted, hands move slightly but stay close to same place, and nothing breaks or twists badly) ... all without turning on limits. A bit tedious, though, until you get the hang of the sequence; and maybe someone has a better technique.
Mycrofted posted Thu, 03 June 2004 at 11:15 AM
Did I miss something? How do you turn off IK so that it is off by default for all figures unless you turn it on for a particular figure? Or perhaps off for posing and on for the animation process.
Jim Burton posted Thu, 03 June 2004 at 12:22 PM
Mycrofted- Your have to do this to just once every figure you use. Once you change the name you have the option to have it on or off when you open a figure (whichever way you saved it). Only way to have the Poser default as IK off is to talk CL into doing a Poser update!
Jim Burton posted Thu, 03 June 2004 at 7:19 PM
Thanks John!- You have to save the character back to the library the first time to turn off IK, if you don't and try to edit it off in the CR2 you get this weird condition where it is sort of half-off, it can be fixed by turning it back ON and then OFF again in Poser, though. That is the way I've always done it myself, I latched onto this new system when I was setting up clothing for a new DAZ figure. I think there is IK information saved for the feet parts if it is ON when the CR2 is saved. If you do a search and replace as you suggested, also change "Figure 3" (or whatever) to "Figure 1", too, sometimes Poser will modify this number on characters with JCM (or just Full Body Morphs) if it is saved other than as "1". Gets complicated, which is why I said open "as the first figure after you started Poser". ;-)
JHoagland posted Thu, 03 June 2004 at 7:19 PM
That's a neat trick and those instructions worked perfectlty. :) But- why do you have to save the character back to the library? Why woun't think work on the uneditted character? I tried adding a space, changing the case ("rLeg", "rightLeg", Rightleg", etc), but nothing turned off IK for the legs. P.S. As long as you're opening the character in a text editor anyway, do a global search and replace the ":3" (or whatever number) with ":1". P.P.S. And there's another side-effect of re-saving the character back to the library- Poser doesn't save the "presetMaterial" section of the cr2. --John
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