Forum: Poser - OFFICIAL


Subject: are flight paths possible in p5 or p6?

Tucan-Tiki opened this issue on May 25, 2005 ยท 13 posts


Tucan-Tiki posted Wed, 25 May 2005 at 9:50 PM

How can I make a flight path with walk designer? Can it be done? And how would you go about making weapons fire and explosion effects?

Tucan-Tiki posted Wed, 25 May 2005 at 9:53 PM

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Tucan-Tiki posted Wed, 25 May 2005 at 9:53 PM

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Tucan-Tiki posted Wed, 25 May 2005 at 9:54 PM

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Tucan-Tiki posted Wed, 25 May 2005 at 9:55 PM

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Tucan-Tiki posted Wed, 25 May 2005 at 9:56 PM

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Tucan-Tiki posted Wed, 25 May 2005 at 10:13 PM

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Helgard posted Wed, 25 May 2005 at 10:48 PM

Flight paths are theoretically possible with the walk designer, but Python is a better way to go. Ockham has a bank and dive script in freestuff, and he is also busy working on a Poser Vehicle Motion Calculator. You could fake explosions etc. in various ways, such as using .avi files of explosions, using particle emmiters (various Python ways of doing that), using the explosion script that Ockham has here in freestuff, or using a program that adds it in after wards, like Particle Illusion or After Effects. Do a search in this forum for explosions and you will see many many different veiws on how to make them.


Your specialist military, sci-fi, historical and real world site.


Little_Dragon posted Wed, 25 May 2005 at 10:57 PM

Bearing in mind that the Walk Designer's spline path is two-dimensional, and you'll have to manually keyframe things like altitude and banking ....

You'd need to turn your starships into figures with leg parts and IK. Walk Designer looks for these things, and if the figure doesn't have them, it won't work. You can make the leg-parts invisible, if necessary.

Movement might be somewhat jittery unless you create a custom walk cycle. The hip's yTrans channel can have limits enabled to reduce bounce.

Alternatively, you can use an existing figure in the Walk Designer, and then parent the starship prop to that figure. Animated explosions aren't easily achieved without third-party products. I recommend particleIllusion, personally. JPeter has some explosion effects in the Marketplace ... they were generated with particleIllusion, and can be applied as movie textures within Posers 5-6.

Nice job converting the Enterprise-E.



lesbentley posted Thu, 26 May 2005 at 2:32 PM

To get a prop to follow a Walk Path you need to patent it to a figure that has leg parts with IK. As you don't want to see the figure its self, so I made a small (29 KB), invisible (when rendered) figure 'WalkerV01.cr2. This is an extreemly beta experimental version. I have attached the text above. You are free to use or distribute it.

As Little_Dragon says jitter is a problem, I have not addresed this yet. To overcome hip bounce, parent to the Body actor.

You may also like to view this thread at Poser Pros. Sign up necessary (but free).
http://poserpros.daz3d.com/forums/viewtopic.php?t=40944

Message edited on: 05/26/2005 14:34


lesbentley posted Thu, 26 May 2005 at 3:12 PM

After creating the walk cycle for WalkerV01 in the Walk Designer you can save a 'Multy frame animation' pose. Unlike normal figures, pose data for the Body will be saved. This means you don't have to save the Walk Path or a pz3 in order to recreate the walk motion.

Attached is a crappy animation of a prop with a walk path.


lesbentley posted Thu, 26 May 2005 at 4:17 PM

Another example, in preview mode, showing the Walker figure. After creating the walk, the Walker was parented to a square prop, which was X rotated 90 to get the vertical motion.

lesbentley posted Fri, 29 July 2005 at 9:53 PM

Attached Link: Towards Walk Paths for Props (Poser 4) by lesbentley

I have updated my thread in the Animation Forum with a new Walker figure "Walker3D". This is a setup that allows you to use two walk paths to create animations where the motion is not only from side to side but also up and down.

See post #17 for the text of Walker3D.cr2 file.

The animation above was done with the Walker3D.