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Published: 2007-07-01 23:19:46 +0000 UTC; Views: 3636; Favourites: 13; Downloads: 311
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Description
Click on download to see the animation. I will get around to improving the quality someday. Sorry about the large file size. I need to figure out how to get poser to make smaller flash files.The simple answer is that this turned out to be a whole lot more effort than I would have ever imagined.
The animation was done in poser. I decided to try to add some physics modeling to the tool via pyhton scripts as a side project. The idea was to add "springs" to control motion in the scene.
I got this to work... but wow! Doing the math for the springs was the easy part. Interfacing and understanding Poser's world coordinate system was a completely different matter all together.
Translating coordinate systems so that morph targets could be used to control motion was even more difficult still.
The rubber stick tracks the blue ball in the scene while the characters hair tracks the red ball. The motion of the stick has been exagerated to show the springs in action.
I'm not sure I am going to release the script just yet. I, very badly, need to add the ability to select which morph targets motion gets applied to.
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Comments: 34
WickedPrince [2008-10-24 14:07:16 +0000 UTC]
Looks really cool. I'd love to get her dress - Grecian Style would be nice to have.
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9tix1 [2008-03-06 19:52:17 +0000 UTC]
May I just ask you what program are you using for cell rendering?
I was quite stunned when looking at your gallery
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Lokai2000 In reply to 9tix1 [2008-03-06 22:10:38 +0000 UTC]
I mainly use the Povray engine with the Megapov extension. Megapov supports inking edge lines. Add some creative materials and you get some nice cell renders. However, most of the animations where done in Poser as quick and dirty jobs.
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Lomelindi88 [2007-07-29 01:54:56 +0000 UTC]
the 3-D-ness just boggles the mind. @_@;; awesome!!
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Lokai2000 In reply to WhatIsThis [2007-07-12 23:16:04 +0000 UTC]
Seriously, it is just meant to show how the motion tracks the movement of the ball. The stick doesn't represent anything in the real world.
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Tylerdx In reply to WhatIsThis [2007-07-03 18:30:32 +0000 UTC]
Pretty much like a stick.. or some metal stick... : P
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WhatIsThis In reply to Tylerdx [2007-07-12 21:33:06 +0000 UTC]
I see, cause it looks like a microphone or something
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unreal-blue [2007-07-03 05:44:00 +0000 UTC]
very cool! i was just about to try scripting animations. i want to combine body morphs so that musculature moves appropriately as the body weights shifts. also, i want the hair to move and bounce. and for high heels, the correct bends to foot and toe since IK doesn't understand ball of foot.
i've used python before but never tried poser scripting. are there any good guides?
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Lokai2000 In reply to unreal-blue [2007-07-03 22:08:58 +0000 UTC]
Yes.... bouncy hair... amongst other things.
Unfortunately, I can't recommend any guides, as I don't know of any. I had to use other scripts and the poser python user's manual to try and figure things out. The poser documentation is not very good.
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unreal-blue In reply to Lokai2000 [2007-07-04 06:26:58 +0000 UTC]
yes, well. stuff bounces
the documentation isn't just bad. it's practically non-existent. which is weird since someone has clearly put some effort into the feature. if only we had their email address.
i wish there was a way to tie multiple morphs together to be controlled by a combination of joint movement. it was my understanding that poser 7 was to include this but i certainly haven't seen it.
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Lokai2000 In reply to unreal-blue [2007-07-04 12:55:03 +0000 UTC]
Linking morphs together would be a nice feature! I keep thinking there must be a forum someplace to discuss python programming in poser, but I didn't spend a lot of time looking for one.
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unreal-blue In reply to Lokai2000 [2007-07-04 14:43:57 +0000 UTC]
i haven't found one either. maybe we're just weird, trying to unlock the arcane and mystic secrets of python in poser
looks like hacking it is
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Lokai2000 In reply to unreal-blue [2007-07-04 16:07:30 +0000 UTC]
To make matters worse.... The code I wrote should work just fine in poser 6 as I didn't make any special calls. And yet... it doesn't....
It would appear there are some compatibility issues between the different versions of poser as well.
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unreal-blue In reply to Lokai2000 [2007-07-05 00:40:02 +0000 UTC]
every time i try to use Numeric, i get an error. i wonder if it's because i have 2 other versions of python installed (one, specifically for rails) if i try to import i'm told the library doesn't exist.
i'm actually surprised they make an API at all.
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BishounenTaurus [2007-07-02 15:24:28 +0000 UTC]
Wow, pretty cool how you did that. So this allows the use of morphs automatically to create springy dynamics?
And is that Kururu's hair I see?
Anyways, if you need a beta tester, i'm quite the fan of stuff like this, so holler if you want me to beta test. I have Poser 7.
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Lokai2000 In reply to BishounenTaurus [2007-07-02 22:01:25 +0000 UTC]
That is Kururu and her hair.
Right now, I have to create special morphs called LEFT, UP, and FRONT. It should not be to hard to figure out what these mean.
I then add a special object (ball) as a child to the object with the morphs. This ball has parameters for damping, spring constant, mass, and scaling. The script uses the settings of the child to control a spring and phantom weight that is, effectively, attached to the ball. The location of the phantom weight to the ball determines how to adjust the morph settings on the parent. This last part was the toughest thing to figure out as the orientation of the parent may not match the child.
The script should work in any version of poser. I really want some means of attaching multiple balls to an object and have each control different morph channels. Right now, only one ball can be supported per actor as I can't select the morphs to be affected. This is pretty limiting. The script just plain crashes if the LEFT, FRONT, and UP moprh channels are missing from the parent.
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almightybob42 [2007-07-02 03:38:53 +0000 UTC]
AWESOME! but that stick just looks too weird...
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ken1171 [2007-07-02 02:30:54 +0000 UTC]
I usually avoid Poser's Flash export because it doesn't offer enough options for either quality or file size. It tends to generate huge files with low quality animation because it uses a lousy color quantization algorithm that results in a lot of detail losses.
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ArtistLuver [2007-07-02 01:18:53 +0000 UTC]
pretty fancy words! scripts? dynimacs? what's that!!??
its amazing how much i've learned in one year of school. i do understand!
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Lokai2000 In reply to ArtistLuver [2007-07-02 01:51:14 +0000 UTC]
Yeeeeaaaaaah!
I'm not speaking Greek anymore!
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Usagi-Oni [2007-07-02 00:42:40 +0000 UTC]
cool
perhaps one day i'll understand half of what you just said
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