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Poser Technical F.A.Q (Last Updated: 2024 Nov 13 12:50 am)
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This is the place you come to ask questions and share new ideas about using the internal file structure of Poser to push the program past it's normal limits.
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I think if you save a .pz3 and edit it, so the body keyframes are included, down to a .pz2 pose file, it should do what you want. Save the .pz3 and an animated pose, then compare them in CR2 Editor or another application. Edit the BODY portion down until it resembles what you see in the body parts that are saved with the pose. Basically, you'll want the "keys" section, under channels, which is listed under BODY in the second part of the CR2. Look for the second figureResFile reference. I have no idea why the pose library does not give the option to save BODY information. One of those baffling Poser thinga. Perhaps there is some obscure reason for it.... Hmm.
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Cage can be an opinionated jerk who posts without thinking. He apologizes for this. He's honestly not trying to be a turkeyhead.
Cage had some freebies, compatible with Poser 11 and below. His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.
Attached Link: http://www.renderosity.com/messages.ez?ForumID=12390&Form.ShowMessage=1936474
If you are using P5 (or perhaps PP), then this script by Ockham (linked above) may prove usefull, I haven't had a chance to try it out yet.If you are using P4, or for some other reason Ockham's script does not solve the problem, then its down to text editing the BODY actor as sugested by Cage.
I have nothing against Cage's method, but I would like to point out some other methods that should achive much the same result in this case.
First with respect to an animation pose. If you save your BVH to an animation pose (pz2), you can open the pz2 in a text editor and type a BODY actor and the reqiired translation in by hand. You should only need to add translations for the first frame (k 0), these should persist through the rest of the animation. Example:
{<br></br><br></br>version<br></br> {<br></br> number 3.0<br></br> }<br></br><br></br>clearFigureKeys 30<br></br><br></br><br></br><br></br>actor hip:1<br></br> {<br></br> channels<br></br> {
The second method (only tested in P4) is to make a character that you can save BODY poses for. Poser refuses to save pose data for an actor named BODY, so:
Save a copy of your character to a pallet. Open the resulting cr2 in a text editor. Search and Replace all instances of the string "BODY" with (say) "BODY_A". Because the "BODY" is nolonger called "BODY", Poser will be fooled into saving pose data for it when you save a pose for the character.
Poser only has a problem SAVING pose data for a BODY, there is no problem in APPLYING it to a BODY. This means that you can convert a pz2 created by the above method so that it works with normal characters, just open the pz2 in a text editor, and do a Search and Replace of "BODY_A" with "BODY".
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The problem is this. I have a couple of bvh files that I import and they work fine. Problem is that when they move the figure way off center of the poser ground plane. I can select the body and recenter the figure using the x,y,z trans spinners for the body, and the animation starrs and works fine from the new starting point. Problem is that when I then save that motion as a pose file or bvh, and reload, it doesnt save the new position and positions the figure back off center. Selecting and moving the hip doesnt work because from frame 2 the figure jumps back to the original off center position. Any ideas how to save the changed position???