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Poser 11 / Poser Pro 11 OFFICIAL Technical F.A.Q (Last Updated: 2024 Dec 17 11:57 am)
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The overshoot weirded me out when I was new to Poser. Coming from other 3D animation apps it was quite frustrating dealing with the curves in Graph Editor. Now having been used to editing curves and how to compensate for things years later I would hope they do not change much unless they were to add keyframe curve handles like in Blender. But I think they would need to completely redesign how it works. But im not a programmer so idk. If a change like that would break all my past animation work...many tears will be shed
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My most recent Poser animation:
Previs Dummies 2
@ShaneNewville The change I want possibly could change your animation IF you use Break Spline. However it is very easy to get the same effect by replacing the Key Frame before the Break Spline with a Linear Key. It has the exact same keying pattern. See the Attached link to view a video I made of the different Spline types.
https://www.renderosity.com/mod/gallery/spline-vs-linear/2941365/ Spline animation
In this video there are 3 Balls. All 3 of the balls have the same Key Frames on the same Frames, Except the Green Ball is offset 1 unit in the X axis to avoid overlapping with the Red and Blue Balls. Also the movement range is from Y 5 to 1 and X -3 to 1, further the timing of the X and Y is offset by 90 degrees to make a circle. If you ever played with an Oscilloscope putting in the same frequency with a 90 degree offset results in a circle. The Blue Ball does a Spline Curve the whole animation doing 6 full rotations. For the most part it is a fairly smooth circle with very little deviation from a true circle. The Red Ball is Linear and moves in a Baseball Diamond pattern. The Green Ball has the same movement as the Blue Ball in that it uses Splines instead of Linear. For the First 2 cycles of the Balls notice the Blue Ball and Green Ball Track each other. At the start of the Third cycle Frame 240 (8 seconds) I Changed the Green Balls Spline type to Break Spline Notice that it now starts to track the movement of the Red Ball. At frame 480 I returned every other Break Spline back to a normal Spline. And now the Green ball tracks the other 2 at different sections. That is BECAUSE a Break Spline is fed the same type of information for the Before and After Keys as I showed above. That is that if a Key is on the First Frame as every single channel is then in order for Poser to make the First Spline it feeds in a Prior Value of the Current Key. However AS can be seen be the two pictures above if I place a Key at Frame 29 Then there is a possibility of another key being placed further down the line so Poser sends the Spline function the Current Value of the Key, and that results in a Curve. However if you place a Frame on the LAST frame then Poser knows there are NO more possible Keys so instead of putting in the Current Value it puts in a NULL. It is this Null that causes the Break Spline to become Linear on the Lower half of the timeline.
So My guess on the input to the Spline function is something like this. I am a Key Frame and I have a Break Applied so my Logic for the Prior Key Value is the same as the Key Value I am. So it looks something like this Spline(Prior Key, Current Key, Next Key). So since the code has to account for possibly being the First Frame we have Spline (Current Value, Current Value, Next Value) and that makes a Curve. However for the lower side it puts in Spline (Prior Value, Current Value, NULL) and that results in a Linear Line, just like if I placed only two Keys on a channel such as Frame 1 being say Zero and Last Frame being 1 since there is no Next Key Frame they also place in a NULL and we get a straight line.
What I want them to do is simply put the Current Value into Next Key Value instead of the NULL and that will result in a nice smooth curve. The Side Benefit is that by doing this I could go in and make all Frames a Break Spline and There would NEVER be overshoot again as each segment would be a self contained points. The really nice thing is that I could go in and change some of the Break Splines back to Regular Spline and get more control over the slope. And we would not need to have things like handles to try to control the slope.
Poser 5, 6, 7, 8, Poser Pro 9 (2012), 10 (2014), 11, 12, 13
I think that post has successfully caused my brain to melt into a puddle. XD
I don't have a problem working with the overshoot. Ive become quite accustom to how it works. Its really easy to adjust curve with a couple edits.
idk about the lingo, but with the end key cause it to act linear, if you just drag it to the left 1 frame it creates a nice curve.
I would hope they fix the several game breaking issues that keep me from moving from 2014 to 11 before they dive into changing the curves.
11 has become less animator friendly imho. Hopefully its only temporary.
EDIT: Nevermind. I just glanced at the first images again and see you already know what Im talking about with the curves.
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My most recent Poser animation:
Previs Dummies 2
@ShaneNewville I really like the way Poser 9/2012 did Animation. They really messed it up in Poser 10 and did fix a couple of issues that I reported such as the RED and BLACK lines being reversed. It also appears that they fixed the collapse feature when they released the special batch to take care of Microsoft Edge. Prior to that release Poser 10 would add the value of the prior frame into the time line which caused the movements to head to the upper (lower) reaches of the movement range. That was another bug I reported in Poser 11 around Service Release 11.0.0.3 or .4.
There are several dozen animation issues that need fixing, However I don't really believe they know how Poser works. So I figure give them a really easy underhanded slow pitch to see if they can even do that. Thought about the Spline problem and came up with another possible way the spline function is called and that is
Spline(Last Key Value, Number of frames away, Current Key Value, Next Key Value, Number of frames away)
This makes sense as if you put in Zeros for number of frames away you can make it a Break. So if it is Zero make the Last and Next frames away 1 instead of Zero. Probably need to make a coouple of more simple fixes and be done. Thinking about this some more it would also greatly reduce the sliding effect that you get when you turn off IK after making a movement with it on.
Poser 5, 6, 7, 8, Poser Pro 9 (2012), 10 (2014), 11, 12, 13
Here is a link to a video that has a lot of very fast movement that is Asymmetrical and would cause the Spline to have massive overshoot in it.
It is going to be hard enough to put in all the Key Frames to get something close to the dance moves and then trying to overcome Posers lack of overshoot prevention will make it even harder and then if you had to move portions of some frames forward or backward even more hassle.
It has been suggested to me that I should use Linear. That really is not acceptable as if you had 5 Frames between Keys with Linear they would all move at the same rate. With Spline frames 1 & 5 would be the slowest, 2&4 medium and frame 3 the fastest. If you made a video with Linear your brain is going to say there is something off about it and you probably would never know why other then it looks weird.
I figure if they can fix this problem which as I believe I have shown is already part of the Poser code, and Fix the Layers feature to stop using the KFD value when combining layers then Poser can start to put in some real improvements to make animation easier to do.
Poser 5, 6, 7, 8, Poser Pro 9 (2012), 10 (2014), 11, 12, 13
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If you have tried animating in Poser and have had wild over-shoot of body parts after making an adjustment to a Key frame please help me by requesting they fix this issue.
The really great part about this fix is that it is already in Poser and all they have to do is change a couple of Parameter inputs to a function call that makes the Spline Curve. I will show below why it should be easy to fix and that it is already in the Poser Code.
The below image shows what a Spline Curve should look like. Starts Slow speeds up and slows down as it approaches the end point.
Now if I move the end point from frame 29 to frame 30 (or the last frame in a scene) Notice that we no longer have a Spline, but now have a Linear line
It has been recommended that we use a Break Spline to prevent the over-shoot. In theory that is correct, however in practice here is what a Break Spline does to the nice Curve:
Notice that even though the Key Frame is at frame 29 (as in the first picture) we now have a Linear line because the Break Spline point does not see past the Key Frame. However if you were to put the Break Spline on Frame 1 (or any frame) the movement AFTER the Break Spline acts as it should and makes the curve again.
The REASON for this is that Poser requires the First Frame to be a Key Frame for all channels. So in order to get the Nice Curve on the Next Key Frame the logic inside Poser says that the Prior Value for a Key is the SAME as the Current Key. However the Logic says for the Next Key if we are not at the End use the SAME Value for the Next Key, however if there is no next possible frame Poser probably puts in a NULL value which results in a Liner Line as there are not 3 or more points to try to plot through.
The other suggested way to over come the Over-Shoot is to put in another Key Frame one frame apart. This works OK EXCEPT if you make a small change to one of the Planting Keys and FORGET to change it partner, see below:
As you can see above there is massive over-shoot. Poser's recommended way involves YOU the animator to go in a make a massive amount of extra Keys to prevent the over-shoot. This is needless extra work especially if you use the Posing window to move your figure around with as it makes Key Frames for several parts at once, and then you have to go in and change them all afterwards. And if you never use the Graph editor you will have no clue where the problem with your movements are.
So please file a Bug Report to get them to fix this problem.
Poser 5, 6, 7, 8, Poser Pro 9 (2012), 10 (2014), 11, 12, 13