Forum: Poser - OFFICIAL


Subject: Poser Physics..... another great reason not to use D/S.

aeilkema opened this issue on Nov 25, 2005 ยท 101 posts


aeilkema posted Fri, 25 November 2005 at 6:54 PM

Attached Link: http://www.contentparadise.com/us/user/product.php?productid=16429&cat=1325&page=1

Well someone finally pulled it of.... adding a physics system to Poser 6. Check it out, it sounds really cool.

Artwork and 3DToons items, create the perfect place for you toon and other figures!

http://www.renderosity.com/mod/bcs/index.php?vendor=23722

Due to the childish TOS changes, I'm not allowed to link to my other products outside of Rendo anymore :(

Food for thought.....
https://www.youtube.com/watch?v=pYZw0dfLmLk


stewer posted Fri, 25 November 2005 at 6:59 PM

Attached Link: http://www.stewreo.de/poser/visu/poserphysics.avi

And it's so much fun!

aeilkema posted Fri, 25 November 2005 at 7:02 PM

Poor Barney :-) Great stuff indeed!

Artwork and 3DToons items, create the perfect place for you toon and other figures!

http://www.renderosity.com/mod/bcs/index.php?vendor=23722

Due to the childish TOS changes, I'm not allowed to link to my other products outside of Rendo anymore :(

Food for thought.....
https://www.youtube.com/watch?v=pYZw0dfLmLk


Acadia posted Fri, 25 November 2005 at 7:03 PM

Quote - ....Physics

runs from the room screaming!!! ;) I sucked so bad on that subject that the teacher told me that if he could give a Z for the worse failure case he'd ever seen, he would. But he said he has never in his entire teaching career seen someone try so hard and get no where, so I got a "D for effort" I seriously used to pay a student to do the occasional project for me. The teachers knew and didn't do anything because the occasional "good" paper wouldn't help me, LOL When I had to do a retest (which was after every test), they finally just stopped giving me a different one and gave me the same test that I had written and failed, sometimes even on the retest of the retest... and I still didn't pass it, ROFL. And to think that my real career goal in life was to work in Nuclear Physics, hehe.

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aeilkema posted Fri, 25 November 2005 at 7:05 PM

Well, Poser ends all that misery now ;-)

Artwork and 3DToons items, create the perfect place for you toon and other figures!

http://www.renderosity.com/mod/bcs/index.php?vendor=23722

Due to the childish TOS changes, I'm not allowed to link to my other products outside of Rendo anymore :(

Food for thought.....
https://www.youtube.com/watch?v=pYZw0dfLmLk


maxxxmodelz posted Fri, 25 November 2005 at 7:09 PM

Attached Link: http://www.3dknockouts.com/videos/blocks_physics.wmv

Here's one I did with the beta version. Yes, it's fun and works great!

Here's the Quicktime version of the same thing:

Blocks Physics (Quicktime)

:-)

Message edited on: 11/25/2005 19:10


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

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randym77 posted Fri, 25 November 2005 at 7:24 PM

Wow, that look interesting. I might have to get a Passport if they're going to keep churning out interesting stuff like this...


stonemason posted Fri, 25 November 2005 at 7:28 PM

Maxx..how does it compare to Reactor?

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randym77 posted Fri, 25 November 2005 at 8:03 PM

Is this a downloadable item? I ordered it, and my credit card was charged, but I did not get a download link. It says N/A where the download link usually is on the invoice page.

I tried checking My Stuff, but it's 404. It prompts me to log in, but then takes me to a page that isn't there.


face_off posted Fri, 25 November 2005 at 8:20 PM

Attached Link: http://www.physicalc-software.com/poserphysics/

There is additional information at the above link.

Randym - it is downloadable - sound like a something is going on at the CP end. I'll see what I can find out. Also - this package requires P6 SR2. It will not run on P5.

Message edited on: 11/25/2005 20:21

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face_off posted Fri, 25 November 2005 at 8:23 PM

LOL Stefan - great animation.

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randym77 posted Fri, 25 November 2005 at 8:26 PM

Darn. I wanted to play with it tonight. I used to say that CP was the worst store I've ever dealt with, but having shopped at E-on's Cornucopia3d, I now know it's not true. :-P


svdl posted Fri, 25 November 2005 at 8:32 PM

It's ODE based, so it should be at least as good as Havoc/Reactor. ODE is THE standard physics engine AFAIK. This is VERY interesting. Looks like I'm going to shell out some bucks. Thanks for the link, aeilkema!

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martindj posted Fri, 25 November 2005 at 8:51 PM

Also ordered it at ContentParadise, but no download given.


krazik posted Fri, 25 November 2005 at 8:52 PM

hey guys, I fixed the product setup problem. I've set those of you who purchased to the windows version. If you need mac, please IM me your order number and I'll switch yours to mac. Sorry for the trouble, -Rylan ef/cp


face_off posted Fri, 25 November 2005 at 8:55 PM

Steven - PoserPhysics has been built around easy scene animation - even by the newest of Poser users - rather than the complexity that Havoc offers. Having lived and breathed physics engines for the past 6 months, all I can say is that there is no clear "best" physics engine, however ODE is awesomely fast - and it handles ragdoll simluations incredibly well. IMO, ODE's main limitation is it's collision shapes library - which is why in PoserPhysics, you indicate if you want moving props simulated as a sphere, box or capsules. In future, there should be other shape options such as flat-ended cylinders and tri-mesh's. Martin - I'm chasing up what the problem is.....

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SnowSultan posted Fri, 25 November 2005 at 8:56 PM

"Poser Physics..... another great reason not to use D/S." Just couldn't resist getting that in there, could you? Next time I post something non-seam guide-related, maybe I'll title it "Unlimited Cameras...another great reason to use D|S over Poser!" The plugin looks good though, hope to see some cool animations from those who use it. :) SnowS

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maxxxmodelz posted Fri, 25 November 2005 at 9:01 PM

"It's ODE based, so it should be at least as good as Havoc/Reactor" Having worked with Reactor for the better part of 3 years, I can say that it's much more advanced than the Poser Physics engine, but that's to be expected. This plugin for Poser is groundbreaking for animators who use P6, and it's simulations are easy to perform, and quite accurate, so long as you keep within the limitations that it has regarding shapes.


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Little_Dragon posted Fri, 25 November 2005 at 9:14 PM

In future, there should be other shape options such as flat-ended cylinders ....

Good. That'll allow us to properly simulate coins and the like.



randym77 posted Fri, 25 November 2005 at 9:17 PM

Downloading now! Thanks!


Netherworks posted Fri, 25 November 2005 at 9:25 PM

"Poser Physics..... another great reason not to use D/S."

And why do you have to use one over the other and not both? Sorry, I don't get where it has to be X against Y. Poser can facilitate D/S and D/S can facilitate Poser - why not?

Stewer authored that awesome script that allows .ds poses to be used in Poser, so that makes the end result of D/S Power Pose Tool even more flexible. I guess I'm not that partisan though - no offense to the author.

The Poser Physics plugin looks very cool.

Message edited on: 11/25/2005 21:26

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maxxxmodelz posted Fri, 25 November 2005 at 9:26 PM

Attached Link: http://www.3dknockouts.com/videos/piggy_coins.wmv

***"Good. That'll allow us to properly simulate coins and the like."*** Exactly. Here's my try at doing coins (Poser6 and PoserPhysics). As you can see, it's not perfect due to the fact I had to use a sphere shape for the calculation, but up to the point where they start rolling, it looks good! :-) I highly recommend this plugin. Especially for people who may have been intimidated by keyframe animation in the past, this is a good way to get your feet wet (and your whole body, if you like)! ;-P

Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

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Jackson posted Fri, 25 November 2005 at 9:56 PM

Um, am I missing something? From what I've seen so far, the program makes things fall and bounce around. Hardly a useful tool (unless you want to animate things falling and bouncing around). What else can it do? And how the heck is it another "great reason" not to use D/S? And what are the other "great reasons?"


pakled posted Fri, 25 November 2005 at 9:57 PM

well, for those of us still using P4, good on ya..;) I don't know what all the fuss is about..Screwdrivers, another reason not to use wrenches..or, as the old saying goes to a man with a hammer, every problem looks like a nail..;) why not both?..;)

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anahl nathrak uth vas betude doth yel dyenvey..;)


maxxxmodelz posted Fri, 25 November 2005 at 10:10 PM

"Um, am I missing something? From what I've seen so far, the program makes things fall and bounce around. Hardly a useful tool (unless you want to animate things falling and bouncing around)."

You're missing something.

Yes, it can make things fall and bounce realistically (try keyframe animating all the subtle movements and interactions that go along with a stack of boxes, or bricks, or whatever, falling about. ;-) However, that's not all it does. It will also do ragdoll physics on your Poser figures, and it can work together with keyframe animation... so, for example, you can make your character run through a brick wall, and the "bricks" will fall realistically with almost no effort on your part. Or, you can make your character fall down or being pushed from a prop (such as a building or a wall), and the physics engine will accurately animate all the dynamics involved with the character falling, and hitting the ground (again, with almost no effort or animation experience on your part, other than running the simulation). And the results can be extremely realistic.

Physics dynamics like this are used in gaming engines, movie cinematics, and all kinds of animated scenerios where REALISTIC, dynamic motion of objects and characters are required. Together with Poser's cloth and hair dynamics, this is a must-have for Poser animators, who are looking for an EASY way to get the most realistic motion possible. Message edited on: 11/25/2005 22:13


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Little_Dragon posted Fri, 25 November 2005 at 10:13 PM

It's primarily useful to us animators, Jackson. Particularly if we want to animate props and characters that interact realistically with one another. Sure, we could keyframe it all manually, but this is faster. It's a time-saving tool, like Mimic.

For non-animators, it probably isn't as useful. But one could conceivably use the ragdoll function to drop a character onto an object (for instance, a couch or the floor), in a fraction of the time it would take to create a realistic pose by hand.



richardson posted Fri, 25 November 2005 at 10:32 PM

A big congrads to you face_off (in the nick of time)! lol What a collosal amount of work... It makes P6 so much more serious and the potentials seem limitless


operaguy posted Fri, 25 November 2005 at 10:33 PM

Uh-oh. This product kicks up my world.

Who are the creatives behind Poserizing it? Face_off? Stewar?

I just took Endorphin (unless it gets "emotions") off my wish list.

::::: Opera :::::

Message edited on: 11/25/2005 22:36


randym77 posted Fri, 25 November 2005 at 10:35 PM

Well, I love it so far. It's really easy. Even easier than the cloth room or hair room. Seems pretty stable, too.


richardson posted Fri, 25 November 2005 at 10:39 PM

L O F Loud!!! @ stewer's. gawd I'm twisted


Jackson posted Fri, 25 November 2005 at 10:45 PM

Thanks for the explanation Maxx and LD. I guess it could be pretty useful under some circumstances. I hope to see more good examples in the future.


agape posted Fri, 25 November 2005 at 10:47 PM

Yeah, Operaguy, I just took Endorphin off my list too! With a $12,000 price tag (and me with no job), $49.95 is much easier to swallow! Congrats Face_off!!! I have found that I can't work without your Realskinshader script (I'm sooooo addicted) and now PoserPhysics!!!!!! Thank you sooooo much!!

jaebea


Smoovie posted Fri, 25 November 2005 at 11:11 PM

This looks great. Can I see a character bouncing a ball?


Asciicodeplus posted Fri, 25 November 2005 at 11:59 PM

Excelent!

I checked the Poser Physics link and it looks like now I'll be able to do those really humoristic(at least for me)animations where u enable the physics and the character looks like its droppin dead, and ends up in a very funny position, similar to a knot . . .

Message edited on: 11/25/2005 23:59


Smoovie posted Sat, 26 November 2005 at 1:02 AM

Now it's all coming together. I've been seeing a lot of these falling people, popping up on the net. http://www.izpitera.ru/lj/tetka2.swf


face_off posted Sat, 26 November 2005 at 1:20 AM

Smoovie - kinda. Except PoserPhysics will create a ragdoll from most human figures. Also, the ragdolls have the joint limits for the figure and you can adjust the joint dampening, so you can get much more realistic body movements. And the ragdolls interact with your Poser scene - whatever is in that scene. Plus you can mix in keyframed props and figures.

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kuroyume0161 posted Sat, 26 November 2005 at 1:47 AM

It isn't just 'fall to the ground in a pile of goo' type of dynamics. :) As face_off alludes, you can do normal keyframed animation until the critical point where the figure needs to react physical circumstances (dynamics). This could be falling down a staircase, being hit on the head, slipping on ice, being slapped, hitting a wall, and on and on. Anything where Newton would be proud to be named - 'For each action there is an equal and opposite reaction'. I'm amusing myself right now with a simple ball (Sphere) bouncing down steps (a set of 'immovable' Boxes). Yeah, I'm easily amused... ;0) But it's much less expensive than Endorphin and Cinema 4d Dynamics, as far as I can tell, doesn't have this level of 'Ragdoll' figure dynamics at all. Definitely worthwhile for animators or those looking to get stills of action that look convincingly realistic.

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

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operaguy posted Sat, 26 November 2005 at 2:48 AM

I am thinking of simple things like a charcter keyframed to walk to the side of the bed and lean....then you turn on the physics and get them to "fall into bed and roll over." Try hand-key framing that!. Or...flop into a chair... Or...sitting on a table, push up and off and land on the floor. I wonder...if you set the damping and joint limits fairly stiff, and run physics just as a character ends a keyframed run, would you get the overshoots and settling back and rocking into place subtlties? I won't be able to play with this for a few days, but really looking forward to it. Thanks face_off! ::::: Opera :::::


dona_ferentes posted Sat, 26 November 2005 at 3:28 AM

Oh, YES! YES! YES!!! I've been using Poser since P3, and in all that time the thing I most often griped about is that Poser couldn't do this stuff. At times I even drifted off to other programs like Animation Master, just 'cos they had physics. Oh, happy day. There IS a Santa!!! Morph


semidieu posted Sat, 26 November 2005 at 5:01 AM

Does it improve also the clothing / hair simulations ? (in time and quality) Thanks ! It looks really great !


PhilC posted Sat, 26 November 2005 at 5:34 AM

Even if you don't see yourself as an animator a big reason to get this is that it is just so much fun. Very easy to set up, very easy to comprehend. Remember the game called "Mousetrap"? Now you can design your own. I'm enjoying it tremendously :))


Little_Dragon posted Sat, 26 November 2005 at 5:47 AM

Does it improve also the clothing / hair simulations ?

As far as I can tell, the physics and ragdoll are entirely separate from the cloth and hair sims.

But you can run hair and cloth sims afterward, to ensure that your character's hair and clothing whip about realistically as she tumbles down the stairs ....



PhilC posted Sat, 26 November 2005 at 5:52 AM

Yes it integrates very well. Run your simulation then add your clothing (conforming or dynamic) and hair. Then run those simulation to get a very realistic over all effect.


dan whiteside posted Sat, 26 November 2005 at 8:11 AM

Can this do .FBX export or any other non-poser export?
Anybody tried this on a Mac yet (especially under 10.4.3?)
If I could get this to export I might actually buy Poser 6.
Thanks;
Dan

Message edited on: 11/26/2005 08:11


wolf359 posted Sat, 26 November 2005 at 8:34 AM

No FBX but if it "bakes" the simulation as key frames to the dope sheet then i see no reason why it would not export to other programs that import animation PZ3's like vue or my seat of Carrara4 pro. but ill hold off until I see GOOD examples with M2/V2 I dont really use the P6 people I dont need the hard body dynamics as i have them already in Carrara and Carrara actully enables imported animation poser figures to react with its physics engine and deformers



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randym77 posted Sat, 26 November 2005 at 8:48 AM

I don't think M2/V2 are supported. The documentation says Generation 3/unimesh only.

But if you have a higher end package like Carrara, you probably don't need this anyway. It's a really great plugin for us hobbyist types, though. I paid $30 (Passport price plus coupon). It really works amazingly well.


dan whiteside posted Sat, 26 November 2005 at 8:48 AM

Thanks Wolf - but I don't have anything that supports Poser animations.


DarkSkills posted Sat, 26 November 2005 at 9:33 AM

Oh snap! I had avoided looking in this thread because I thought it was some sort of Poser vs D/S debate...I'm glad I decided to take a peek. This is an incredible advance for us Poser animators. Friggin' sweet!

Stay Focused.


Wraith posted Sat, 26 November 2005 at 9:53 AM

I was going to buy this but now I am confused. It says most humans as long as they have hip can be converted to ragdoll, but no gen2 figures have been tested. Poor forgotten posette isn't listed either as tested. Anyone used these that own it? Before I drop $50 I just wanna make sure.

Message edited on: 11/26/2005 09:54


wolf359 posted Sat, 26 November 2005 at 10:03 AM

Attached Link: puppetmaster

*" I don't think M2/V2 are supported. The documentation says Generation 3/unimesh only."* Hmm... it just occured to me that i can use james or jessi low res for the ragdoll simulations and transfer thier saved motion to M2/V2 with my puppetmaster plugin just as I did for these "nonstandard "figures in this linked animation I did with puppetmaster where i used P4 Dork as the master *(looks franticly in wallet for a credit card that can take a $50 dollar hit this month)*



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bigjobbie posted Sat, 26 November 2005 at 10:17 AM

Figures and Collisions questions: I notice that the figures don't sink into the collision objects or anything like that - what is the script doing to detect the figure mesh that can't be applied to say a coin mesh with a poser bone in it (to make it a figure)? Poser Vs D|S: Mac VS PC - Beta VS VHS - Butter VS Margerine - Get over it!!!!!!!!!!!


stewer posted Sat, 26 November 2005 at 10:35 AM

Thanks Wolf - but I don't have anything that supports Poser animations. As long as you have Poser (which is required anyway for PoserPhysics), you can export ragdoll simulations as BVH.


wolf359 posted Sat, 26 November 2005 at 10:40 AM

Stewer, what about figure to figure collissions?? can you have a figure realisticly tackle/knock down one another ,like in those amazing endorphin video clips at the natural motion website??



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randym77 posted Sat, 26 November 2005 at 12:33 PM

Attached Link: http://mysite.verizon.net/vze78spq/posette.gif

This is Posette. Doesn't work nearly as well as V3. Kind of scary-looking, actually.

LilWolff posted Sat, 26 November 2005 at 12:44 PM

WOW! This indiced me to finally try CP's Passport while I have time to look at Poser Physics. Hoping there will be more items like this coming. :-) Besides PhilC said: "Very easy to set up, very easy to comprehend." Watch out Phil, I know where your poser forum is if I have trouble. ;-) But does anyone know where I find that $10.00 coupon for Passport membership to buy Poser Physics? It is not in "my stuff" or in my mail, don't know where else I am suppose to look?


Dizzi posted Sat, 26 November 2005 at 12:55 PM

LilWolff: It comes with the confirmation email about the Passport purchase...



randym77 posted Sat, 26 November 2005 at 12:56 PM

I just bought a Passport membership yesterday. The coupon code was on the invoice page (where your downloads usually are) as well as in the e-mail receipt. Right under the Passport membership on the invoice.


LilWolff posted Sat, 26 November 2005 at 1:03 PM

Thanks Dizzi.. but oh CRAB! Unless my order ID is the coupon there is nothing in my purchase confirmation email. ;-( A nice reminder to me to NEVER buy on a holiday weekend or weekends ever! grrrrrr


LilWolff posted Sat, 26 November 2005 at 1:11 PM

Thanks randym77 but I looked both places and there is nothing anywhere today. Was hoping there was something else I had to do. I really should have known better! BUT ... Poser Physics looked soooooo good!


krazik posted Sat, 26 November 2005 at 1:28 PM

Lilwolf: Why not on holiday weekends? ;) Check your IM for your coupon code. Not sure how your order didn't get a coupon. Sorry for the trouble, -Rylan


LilWolff posted Sat, 26 November 2005 at 1:51 PM

OMG thanks Rylan! :-) The code is not working right now, I deleted my purchase and will it try again later when I get back. I sure hope they are paying you those the bucks that PR companies get. Nothings "soothes" a customer more than instant recognition of a problem, even if it is not instantly solved. Thank you!


PoseWorks posted Sat, 26 November 2005 at 1:53 PM

Very cool!


krazik posted Sat, 26 November 2005 at 2:02 PM

I'm not PR ;), as posted here b4 I'm the developer of CP so its sorta my baby. Sorry I had a brain fart and marked your coupon as used when I made it. Try again. -Rylan ef/cp


Smoovie posted Sat, 26 November 2005 at 3:34 PM

"what about figure to figure collision's" I'd like to see a demo of that,too


randym77 posted Sat, 26 November 2005 at 3:34 PM

Attached Link: http://mysite.verizon.net/vze78spq/stairs.gif

Using PuppetMaster should work. I tried using Poser Physics on the DAZ skeleton, but the sim blew up. So I ran it on M3 instead, saved the pose, and applied it to the skeleton. It worked reasonably well.

face_off posted Sat, 26 November 2005 at 3:36 PM

Attached Link: http://www.physicalc-software.com/forum/

Randym - With Posette - if she drops into a contorted position, it could be because the joint limits for the figure are loose. You can tighten up the joint stiffness and limits - check out the doco for how to do this under User Interface/For Advanced Users. Dan - Yes the Mac version runs under Mac 10.4. LilWollf - There is an "official" forum if you have any questions - so there is no need to bug Phil :-) See the above link.

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LilWolff posted Sat, 26 November 2005 at 3:44 PM

Rylan I am sure glad you care about your baby! Thank you for you help. I bought poser physics, installed it and thanks to you I will now have time this weekend to check it out. :-)


face_off posted Sat, 26 November 2005 at 3:44 PM

Attached Link: http://www.physicalc-software.com/forum/viewtopic.php?t=26

Randym - See the above link re: skeleton ragdolls.

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face_off posted Sat, 26 November 2005 at 4:51 PM

Attached Link: http://www.physicalc-software.com/forum/viewtopic.php?t=27

Wolf/Smoovie - "what about figure to figure collision's" - see the above link for a demo. Wolf - "can you have a figure realisticly tackle/knock down one another" - this is really easy. Simply keyframe animate the scene to the point where the two figures touch, set the physics movement to "Keyframed until hit" and run the simulation. The simulation will create ragdolls from the figures when they touch and handle the simulation from then on. The energy transfer between the bodies can be varied a number of ways to get different effects - I'm preparing a tutorial on this and will post on the PoserPhysics forum in the next week or so.

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face_off posted Sat, 26 November 2005 at 5:52 PM

Wolf - clarification to the above statements on "figure realisticly tackle/knock down one another"....

The realism will depend on the type of tackle, the velocity they hit at, which body parts hit each other, etc. PoserPhysics is not a Poser version of Endorphin. It would be unrealistic to expect the plug-in to give the same results as Endorphin @ $12,000. To get the Endorphin "tackling" video results - you would need to use the PoserPhysics API to add some force to the bodies when they collide. I'll include this in the tutorial.

Message edited on: 11/26/2005 17:55

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kuroyume0161 posted Sat, 26 November 2005 at 6:31 PM

Cool, face_off. I was going to ask about auxilliary forces in collisions (other than gravity). It'd be nice to have a force vector on each body to use in calculations, maybe setting a 'weight' (i.e.: mass) on a body and determining the acceleration from the keyframes or something! :)

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

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Hawkfyr posted Sat, 26 November 2005 at 6:39 PM

Bokmarked

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wolf359 posted Sat, 26 November 2005 at 6:52 PM

Thanks paul !!! just bought it looking forward to your tutorial



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operaguy posted Sat, 26 November 2005 at 6:55 PM

kuroyume0161 you are reverse-engineering Endorphin! Not that there is anything wrong with that. Not that it wouldn't be great! I feels good today just knowing someone had a vision, put in the brains and hard work, deployed vast persistence, and came up with something cool and powerful, on the Poser level. It might be time to rename Poser. Pretty soon at least. Here's lifting a jigger of Maker's Mark Straight Kentucky Bourbon at ya Paul! ::::: Opera :::::


kuroyume0161 posted Sat, 26 November 2005 at 7:09 PM

No, I'm reverse-engineering Newton! ;0) F=m*a But, of course, the calculations get complex when dealing with more than two-body collisions using 3D force vectors. And then the center of gravity, moments of inertia, radius of gyration, spring coefficients, and so on might become important. Okay, I'll stop reverse-engineering Endorphin. :)

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

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estherau posted Sat, 26 November 2005 at 8:57 PM

I too only do still images, but use dynamics for clothes sometimes. so if i make a figure drop onto a couch for a realistic couch pose, can i just save the pose like a normal pose? love esther

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face_off posted Sat, 26 November 2005 at 10:01 PM

Attached Link: http://www.physicalc-software.com/forum/viewforum.php?f=12

Kuroyume - "auxilliary forces in collisions" - all doable using the PoserPhysics API. You can make product suggestions at the above link. Estherau - dropping a figure onto a couch will certainly work - but you'll want to tweak the end result - and the figure might be posed like a dead body rather than someone sitting in the couch! Also, fingers are not included in the ragdoll simulation.

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EdW posted Sat, 26 November 2005 at 11:20 PM

Attached Link: Fore!!!

I'm having way too much fun with this. Here's my first attempt. How do I make poor ole James fall forward instead of just slumping down... My other question right now is how to do have like a bat, racket or in my case the golf club work with the ball? If it's parented to the hand it's ignored so would I have to parent it to a different body part or keep it as a prop and keyframe it?

face_off posted Sun, 27 November 2005 at 12:02 AM

LOL Edw. There are a bunch of things you can do to tune James' fall. Let me put a detailed response together on the PoserPhysics forum for you in a couple of hours....

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Asciicodeplus posted Sun, 27 November 2005 at 12:45 AM

I'm sure everyone at certain point thought about this but, maybe they are too shy to ask . . .

What about Renderotica style animations?, say some figure hanging and being whiped by other figure . . . or worse . . .

Sry, had to ask ;P

Message edited on: 11/27/2005 00:45


kuroyume0161 posted Sun, 27 November 2005 at 2:05 AM

  1. Wouldn't that type of animation only require looped keyframes? ;) 2. Definitely would need dynamics for 'jiggling' things. What I'd like to see is soft-body dynamics. I know that is asking a lot!

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

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PabloS posted Sun, 27 November 2005 at 5:39 AM

~bookmark~


face_off posted Sun, 27 November 2005 at 5:58 AM

Asciicodeplus....You can certainly hang a figure by his or her arms (with a couple of lines of python code), however the whip would be a complex physics simulation, that would require a good knowledge of ODE in order to implement with the current version of PoserPhysics. Probably easy to simply keyframe animate this. EdW....just a quick response to your questions for the moment...there are about 5 ways you can change his falling - ranging from increasing the density of the ball (try 10000) and decreasing the desity of the figure (try 10)...through to adding a couple of lines of python code to add a force to the figure once he's hit (to throw him in the right direction) - there will be a tut on doing this "soon". However I think a really neat way (and I haven't tried this!) would be to a) disable the male figure and run the simulation - this will set the trajectory of the golf ball, then b) re-enable the male figure, and set the golf ball from ODE controlled, to Keyframed, and re-run the simulation. Then when the golf-ball hits the the guy, it won't stop - it will throw him to the ground. Kuroyume0161...soft dynamics. Add it to the suggestions forum :-)

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dona_ferentes posted Sun, 27 November 2005 at 6:01 AM

Kuroyume0161...soft dynamics. Add it to the suggestions forum :-)<< I must go over and add it too! Poser with physics and softbody dynamics...mmmmmmm (drooling)


Dale B posted Sun, 27 November 2005 at 6:13 AM

kuroyume0161; Gaaaah, don't give the kiddy-winkies ideas! Looping is probably the most overused animation trick there is, no matter what the genre....and in erotica and porn is probably the silliest you can suggest, considering the repetetive nature of many of the acts (of course that does tend to separate the dabblers from the ones who actually dare to tweak their cycles....) Asciicodeplus; Actually, kuroyume is right; for what you're talking about, keyframing would give the better results, simply due to the fact that the forces actually applied aren't that great, and most of the movement you see from someone being suspended is their own forces at work (kicking, twisting, etc). There are =other= uses this could be put to.....but I'll be nice and not squick the vanilla's..... O:)


randym77 posted Sun, 27 November 2005 at 6:15 AM

Attached Link: http://mysite.verizon.net/vze78spq/blocks-small.gif

I've been having way too much fun with this, too. When I first tried this one, Maddy collapsed straight down, without knocking over the stack of blocks. Fiddling with the density of the figure and the blocks and starting the sim with her leaning in the direction I wanted her to fall worked.

face_off posted Sun, 27 November 2005 at 6:20 AM

Ha Ha - nice one Randy. Looks like you've got the density of the boxes super-low. To conpensate, you could also reduce the bounciness of the boxes, so they don't fly around the place. OR, maybe you have the boxes Keyframed Until Hit, which is why they explode a little. You could maybe just go with ODE controlled?

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randym77 posted Sun, 27 November 2005 at 6:25 AM

I set the boxes both low-density and super-bouncy. I wanted that effect. :-)


wolf359 posted Sun, 27 November 2005 at 8:33 AM

Attached Link: Poser physics

Well I stayed up until 2am last night getting to know this incredible advancement inposer animation and im happy to report that Mike&Vicky 2 are supported heres a little sequence rendered, two straight out of poser and one from carrarpro4 this changes EVERYTHING!!!



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face_off posted Sun, 27 November 2005 at 8:46 AM

Wolf....awesome. Fantastic movie. Just on the very first animation - the flip....did you know you can tighten up the joint limits, and stiffen the joints? That will stop the left leg popping up.

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wolf359 posted Sun, 27 November 2005 at 8:56 AM

Thanks paul!! i'll experiment with the global settings more today i just love how i can use my BVH files and have the physics engine take over at any specified frame. BTW is your tutorial up yet? I really want to get up to speed with this great new animation tool ;-)



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LilWolff posted Sun, 27 November 2005 at 1:22 PM

Attached Link: http://www.lilwolff.com/Sharings/TheKick.gif

My first one, right out of the box. A very optimized plain draft. I slowed the gif down to see the movements. Being a hobbiest, not an animator (also one that does not know everything they are talking about in this thread), I was impressed that I was able to get anything at all.

The Harliekin in the front reminded me of Lucy. A great comic fall. :-)


Tuathan posted Sun, 27 November 2005 at 2:15 PM

I hope the authors will make a generous donation to the ODE developers, since they have made most of the work by creating the physics engine.


richardson posted Sun, 27 November 2005 at 5:26 PM

!@#$%^&*() * * * #^p


face_off posted Mon, 28 November 2005 at 2:54 AM

Attached Link: http://www.physicalc-software.com/forum/viewtopic.php?t=38

Wolf - tutorial posted at the above link.

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wolf359 posted Mon, 28 November 2005 at 3:41 AM

Thanks !!



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jjsemp posted Mon, 28 November 2005 at 3:53 AM

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hotsteppa posted Mon, 28 November 2005 at 8:30 AM

Hi guys, Does this work/has anyone tried it with Poser 5? The CP newsletter I got clearly states "For Poser 6 or Poser 5" but everywhere else I hear just P6 SR2... I've got both versions, but I do my rendering in Carrara, and e-frontier won't release the SDK for Eovia to update the Transposer plugin, so P6 has turned out to be a complete waste of money for me, and a P6-only plugin would just be more money down the drain when I can't import the dynamic hair and cloth to match... So can anyone tell me? Should I get excited, or forget about it?


Dale B posted Mon, 28 November 2005 at 8:51 AM

Poser Physics requires P6 SR2 to function correctly. However. What you -could- do is build your animation in P6 (just the figure and motions), export the animation as a BVH file, load the character(s), import the BVH, then do the hair and cloth dynamics in P5 and export from there. It adds a couple of steps, but (a) gets you some use out of P6, and (b) lets you have access to the physics simulations. Since both P5 and P6 have the selectable runtime feature, you wouldn't need to duplicate your runtime. And it would also let you do some tweaking on your Poser setups; if P6 is just for keyframing and physics, there's a lot of stuff you could hide and ignore, giving you more screen area to work in.


face_off posted Mon, 28 November 2005 at 2:14 PM

Hotsteppa - the "Poser 5" reference was a error - it is for Poser 6 SR2 only. Sorry.

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hotsteppa posted Mon, 28 November 2005 at 4:53 PM

face_off - no sweat. Thanks for the clarification, I just wanted to know. The work you've done on this seems awesome, and I can quite understand the problems in developing it for the older version. My gripe over the whole situation is at E-frontier for not helping Eovia update their plugin. Having said that... Dale_B - thanks for the advice and what sounds like a great idea for a workaround. I'm going to do a few tests taking BVHs from P6 back to P5 and out to Carrara when I get a moment, and if all goes smoothly, I'll probably take the plunge after all (never can resist a cool new toy!)