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Published: 2007-07-22 03:11:27 +0000 UTC; Views: 3191; Favourites: 18; Downloads: 374
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Ok... I'm still on the whole physics thing. It seems to be running out of control. Now I am experimenting with using springs to control full body motion. I'm starting to see why companies charge so much $$$ for this stuff.The first 1/3 shows the animation using the standard interpolated keyframes used in poser. The second 1/3 shows the figure motion with additional keyframes added by a python program I wrote. The final 1/3 shows the 2 overlayed.
This animation is encoded in the DivX 6 format.
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Comments: 27
PlutoniumRain [2011-08-01 20:07:39 +0000 UTC]
love physics!!!! Ooo!!! It's my favourite subject!!!![link] [link] [link] [link] [link]
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TheNewRecruits [2008-01-11 01:06:34 +0000 UTC]
This looks great! What version of Poser do you use?
I don't think I've found springs in P6 if they are there... unless it comes with the physics plugin...
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Lokai2000 In reply to TheNewRecruits [2008-01-11 03:04:10 +0000 UTC]
No springs. I had to write the code myself. Fpr some reason it only runs under poser 7.
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CrashTestAnims [2007-08-13 03:32:17 +0000 UTC]
Hey thats a cool idea. Its very interesting how anticipation and follow through are in fact spring like phenomena. It reminds me of a project I did a few years back where I used cubic b-splines to interpolate between frames of an morphed animation, and found that tweaking the parameters a bit you can get similar of overshooting that mimics the effect of anticipation and follow-through. Its definitely an interesting concept to explore.
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Lokai2000 In reply to CrashTestAnims [2007-08-13 03:39:45 +0000 UTC]
I was surprised how well it works as well. What is more surprising is the same spring controls are applied to every joint in the body.
My master thesis was on surface fitting using splines. I am very familiar with the phenomenon you are talking about. I had to deal with constraining splines to get rid of that effect. (uhg...)
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parrotdolphin [2007-07-22 17:24:04 +0000 UTC]
Wow, the springs do wonderful things. Great work, and very impressive!!
So, I'll ask a dumb question, what do the red dots indicate exactly??
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Lokai2000 In reply to parrotdolphin [2007-07-22 23:31:25 +0000 UTC]
I don't think it is a dumb question at all. The red dots are the props that the "springs" attach to. There motion controls how strong the morphs are. They also control the spring parameters.
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parrotdolphin In reply to Lokai2000 [2007-07-23 03:21:57 +0000 UTC]
Thanks! That seems like a lot to control. I could see it getting really complicated, with so much interdependancy, you know, because the hair is attached to the head, and the head is attached to the ... etc
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Lokai2000 In reply to parrotdolphin [2007-07-23 04:03:39 +0000 UTC]
Thats why some of the scripts can got through the body parts recursively.
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parrotdolphin In reply to Lokai2000 [2007-07-23 04:17:54 +0000 UTC]
I hate recursion and you are way too smart.
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Lokai2000 In reply to parrotdolphin [2007-07-23 04:25:18 +0000 UTC]
Recursion is scary..... Especially when it runs out of control.
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ken1171 [2007-07-22 11:10:26 +0000 UTC]
Yes the different is quite visible. The first one looks stiff while the 2nd one looks much more fluid although a bit exaggerated. ^^
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Lokai2000 In reply to ken1171 [2007-07-22 14:19:14 +0000 UTC]
The motion is quite exaggerated.
The real problem I am having right now is than when I run the script, it generates new keyframes. So if it doesn't look correct, I have to reload the scene, adjust controls, and try again. I think I need someway of saving off and restoring keyframe data.
The other issue I am having is that the same spring controls are applied to the whole body. That is not quite correct. But adding controls to each body part is not such an attractive solution either....
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ken1171 In reply to Lokai2000 [2007-07-23 01:05:23 +0000 UTC]
Somehow I had the impression that you DID use multiple spring controls to different parts of the body and also the hair. As for the keyframes, why can't you write a script to delete the tweened frames and then run the simulation again? It would also be useful to save the existing frames before creating new ones, so that your script could retrieve them later. This could be faster than reloading the entire scene. Of course, this is just a suggestiong since I never wrote a Python script for Poser.
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Lokai2000 In reply to ken1171 [2007-07-23 01:29:43 +0000 UTC]
I am thinking about doing what you said, but I have to save all the keyframes for each body part in the scene. This is next on my list of things to do.
There are multiple springs in the scene, but the body motion all shares the same controls. Each red dot represents a spring in the scene.
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ken1171 In reply to Lokai2000 [2007-07-23 02:08:02 +0000 UTC]
If you know the frame rate for your animation, you could save only the keyframes and not the tweened ones. In my experience with Poser, tweened frames are left as blank in the editing timeline - unless your animation is based on MOCAP (I don't think it is in your case). You could save only the keyframes and their index in the time line.
Another possibility would be to use Python to access Poser BVH I/O plugins and save the animation using a standard format that can also be reused in other applications. I have no idea how to do that or even if it can be done, but it could be a good idea to go for. ^^
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Hellwolve [2007-07-22 06:29:57 +0000 UTC]
Looks to me like the help of the springs made the movement a lot nicer - exactly what you want, I suppose I hope you can tweak it, as she looks a wee bit too springy at the moment
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Lokai2000 In reply to Hellwolve [2007-07-22 13:57:30 +0000 UTC]
Oh definitely. The springyness is controllable.
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Hellwolve In reply to Lokai2000 [2007-07-22 14:02:58 +0000 UTC]
Cool Call me when you want to make a music vid - I've got the ideas and the designs, you can do the animation
Speaking of collaborating...How's our current one going?
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Lokai2000 In reply to Hellwolve [2007-07-22 14:15:21 +0000 UTC]
You've probably figured out I'm having problems....
Daz Studio creates models that are roughly a 100 times bigger than what poser does. So all the code I wrote to generate the swarms of items and the models I made don't work anymore. I'm trying to get my self motivated to fix it but.. uhg... I haven't been motivated to do much of anything lately.
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Hellwolve In reply to Lokai2000 [2007-07-22 14:18:59 +0000 UTC]
Well then, get another piece of scenery I won't force you to use the one I send you
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Lokai2000 In reply to Hellwolve [2007-07-22 15:26:42 +0000 UTC]
Raine is ~100 times bigger as well. I can scale the objects, but then the camera gets all messed up..... Hmmm... that just gave me an idea.... Doh! I just realized how I can scale everything and keep things under control. (I don't know the exact scaling factor, but if I import an Aiko figure from Poser, I can get everything to the same scale...)
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Hellwolve In reply to Lokai2000 [2007-07-22 15:35:37 +0000 UTC]
Oh, that kind of size...I thought you meant file size; I didn't think that scale would mess anything up Good luck with where your realisation will take you
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notreallypurple [2007-07-22 04:23:10 +0000 UTC]
This is super educational, as well as cute. Wish I weren't so bad at math.
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Joe1313 [2007-07-22 04:17:34 +0000 UTC]
Impressive work, when do we get the movie. Just kidding.
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