Need help re saving physical poses
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@AmbientShade That's my trouble. As long as a pose is added to the last frame, every frame before that gets the same pose as the last frame. I need to create an animation. The single-frame pose is definitely what I created in frame 1.
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@ghostship I tried with the Poser Low Res male - it poases smoothly between frames between poses.
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@shvrdavid Yes, Loop Interpolation is turned on.
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I cannot seem to add key frames into the animation graph. That is probably why any pose in the final frame gets repeated back to frame 1. I can't understand how to solve this problem. It is very strange.
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@ibr_remote Do you have the latest SR installed? It should be SR5.
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Am running Poser Pro 11 version 11.0.5.32974
Is that correct for latest ? Anyone ?
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@ibr_remote Yes that's the latest SR.
So if I'm understanding you correctly, you said that it's working with the low res figure but not with your figure?
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@AmbientShade correct
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Here is my screen shot of now, showing that it is not possible to create key frames for elements of the body parts.
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My custom eye blink morphs work ! I can create key frames for them. but the standard body parts simply will not allow key frame creation.
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The mesh was generated using MakeHuman. I grouped and rigged the bones manually. The figure can pose, no problem posing. The animation is the problem. There is something that prevents Poser from creating keyframes for the body parts, except for my custom morphs. Perhaps I should submit to tech Support.
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@ibr_remote Ok. There's a solution for this. Just trying to remember what it is...
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@ibr_remote Can you send me the figure? I can try to see what's wrong with it.
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@AmbientShade what's the best way to do that.... upload it here ?
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@ibr_remote my e-mail is in my profile here, or you can open a chat window with me and share a link to your figure in a zip folder. Just make sure to include the obj and the cr2 and that should be good.
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@AmbientShade I have saved it as a CRZ with an external PMD. I have also removed references to textures, for convenience. You could place this into a dummy runtime under the Character folder.
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Just to update on our troubleshooting exercise ( AmbientShade and myself) :- we confirm that the internal bone names affect the animation palette graph, and that Poser best recognises its own convention of internal bone names, although it will still allow non-animated posing to be done with non-conventional internal bone naming.
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And also, universal poses do not work when the figure from which the pose was created is applied to a figure with different internal bone naming.
I've noticed in that past that imported FBX files could not be animated. Now I understand this is because they have different internal bone naming conventions (as well as number of bones). Short of re-grouping and re-rigging the mesh, imported FBX files can only be posed but not animated with Poser.
Poser will not allow keyframes to be set for bones with different internal names from Poser's convention.