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User Manual - Physicalc Software
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1. Create Group button to make a Poser Grouping prop with the current prop and all props joined to this prop in the group You can then scale rotate and move the group as required e Added the setGravity gravity function to the API Removed the PoserPhysicsEngine gravity option simply call as PoserPhysicsEngine now e Motors have been added These are a special type of Hinge joint which has twist force applied Select the MotorX Y or Z joint type The velocity of the rotation is set in the PoserPhysics gt Velocity dial for that actor and the acceleration is set by the PoserPhysics gt MaxForce dial For a simple sample load a box lift it a little join it to the GROUND set to MotorX anchor point Child Endpoint e Anew ragdoll keyframe movement type has been added called Locked This mode creates the ragdoll but locks the joints in a fixed position There is an additional dial added to the ragdoll called PoserPhysics LockedSoftness which is you set this to anything other than the 1 default applies this value to the CFM of the joints In effect you can make the joints rigid with a value of 1 or 0 or flexible with a value of say 0 001 This is experimental at this stage so use at your own risk See http poserphysics blogspot com au 2012 06 locked raqdolls html for a sample e A force prop has been added Load the PhysicsForce prop from the Primitives folder parent it to a ragdoll or prop and then set the force
2. NOTE Collision and Joint Stiffness will be displayed in scientific format if it is less than 0 0001 1e 005 0 00001 The Verbose Output option enables you to display simulation diagnostics output to the Python window Runnings the Simulation The Run Simulation button starts the simulation Running the simulation makes major changes to the keyframe data of your scene so it it recommended that you 2 4 save your scene prior to clicking on the Run Simulation button Do not perform other Poser operations while the simulation is running Once the simulation has been run the animation will be stored in the Poser animation palette so you can press the Play button to view the animation in realtime or render the animation as a movie Props Clicking the Prop Figure tab displays the following window PoserPhysics 2012 07 Simulation Settings Prop Figure Settings Figure Prop ball_1_1 Include in Simulation Keyframes Density Bounciness Friction Shape v Parent This window will update every time you select a new figure or prop The above menu is what will be displayed if you currently have the Ball prop loaded and selected Click the Include in Simulation checkbox to change the enabled state to disabled When a prop is disabled it will not be part of the simulation When disabled you have the option to clear the animation keyframes of the prop De selecting this option will mean that pre
3. amount and frame to apply that force in the parameter dials for that prop See http poserphysics blogspot com au 2012 07 poserphysics force prop html for details Fixes e There is now user input validation of the numeric input fields of the PoserPhysics dialog e You can now no longer have two PoserPhysics windows open at the same time e Fixed the instance where checkbox inputs were not being saved in the Scene Settings tab e The capsule has been renamed to PoserCapsule Delete the capusle pp2 not ppZ file from the primitives folder The standard Poser capsule and cylinders are not supported use the PhysicsCapsule and PhysicsCylinder instead e Fixed an instance when the old version of PoserPhysics had been installed on Poser 9 Poser Pro 2012 stopped the new version from working 1 4 How does it work PoserPhysics is extremely easy to use and running PoserPhysics2012 from the User Interface requires no programming or physics knowledge You can simply set up a scene with figures and props click the Run Simulation button and your scene will be animated As the simulation runs it stores the prop and figure 1 5 positions as keyframes in the Animation Palette so you can play the simulation back in real time or render the simulation as a movie More advanced users may wish to create additional behavior such as joints and motors which can be accessed through the PoserPhysics Python API which does require so
4. express or implied warranties including but not limited to the implied warranties of merchantability and fitness for a particular purpose are disclaimed In no event shall the copyright owner or contributers be liable for any direct indirect incidental special exemplary or consequential damages includeing but not limited to procurement of substitute goods or services loss of use data or profits or business interruption however caused and on any theory of liability whether in contract strict liability or tort including negligence or otherwise arising in any way out of the use of this software even if advised of the possibility of such damage 2 2 2 3 User Interface Starting the PoserPhysics interface in Poser To run PoserPhysics2012 simply select PoserPhysics from the PoserPhysics item in the Scripts menu The PoserPhysics2012 window will appear PoserPhysics 2012 10 Simulation Settings Prop Figure Settings Ground Plane Start Frame Joint Hardness Collision and Joint Stiffness er Frame Humanoid Ragdolls Verbose Output Run Simulation Simulation Settings The meaning of the options are explained if you hover your mouse over each field In practice you should not need to change Joint Hardness or Collision and Joint Stiffness parameters however they have been included for users with a knowledge of the ODE physics simulator who want a high level of simulation control
5. the ODE physics engine cannot track to objects and the simulation fails PoserPhysics will give you a warning if objects are touching at the start frame If touching objects cause the simulation to fail simply move them so they are not touching a the first frame Problem Object fall through planes in the scene The Poser Primitives One Sided Square Square and Square Hi Res are all planes ie not solid Moveable objects will sometimes fall through planes when they hit the plane straight on ie from a perpendicular direction to the plane surface This is an issue with the ODE physics engine and the work around is to either tilt the plane so the object is not hitting straight on or replace the plane with a box primitive Samples The followings scenes are installed into your Poser runtime and can be loaded from the Library gt Scene gt PoserPhysics Samples folder PythonAPISample These are the support files used in the Python API documentation MotorizedVehicleSample Load the pz3 file first and then run the python script of the same name This sample demonstrates how to create motorized joints in the PoserPython API BowlingBallSample This is simply a pz3 file there is no python file required Load the poser scene run PoserPhysics and click Run Simulation in the Python Scripts window The bowling ball is propelled by dropping it down an incline a ClothPlane bent with a magnet and it crashing into the p
6. would rarely be used to simulate the shape of a prop Join To indicates if this scene element has been parented joined to another prop If it has the 2 props will be joined together in the physics simulation This enables the creation of some complex shapes using a collection of boxes and spheres If the prop has been parented to another prop then 2 additional options will be displayed e Anchor Point is the parent prop point that the child prop will be joined to Refer to http poserphysics blogspot com au 2012 07 joint anchors tutorial html for details on these options e Joint Type which can be Fixed no movement between the child and parent Ball a ball joint HingeX a hinge joint in the X axis Hinge Z and HingeZ Universal or Motor See Service Release 1 notes at the start of this document for details on these joint types Joint Notes e You can use the following Poser props to create joined objects box sphere hires sphere PhysicsCapsule PhysicsCylinder e The Original of a box is in the middle of the bottom face and the EndPoint is in the middle of the top of the box e Joined props should NOT be touching at frame 1 of the animation If there are the animation will be unstable e Use multiple capsules with ball joints to the Midpoint to create rope or chain type objects e You can parent non primitive shape props ie a bowling pin to a physics moveable prop or group of joined props and untick the Include in S
7. PoserPhysics 2012 Service Release 1 User Manual Physicalc Software 2012 1 1 1 2 Introduction PoserPhysics2012 is a plug in for Poser which enables gravity joints and collisions to be applied to the elements in your Poser scene It provides rigid body and ragdoll simulations PoserPhysics2012 uses the ODE physics engine as the basis for animating your scene The PoserPhysics2012 version of PoserPhysics has been designed for Windows and Mac Poser 9 and Poser Pro 2012 and later 32 and 64 bit Useful Links PoserPhysics Blog http poserphysics blogspot com au PoserPhysics Website http www physicalc software com PoserPhysics Facebook Page http www facebook com poserphysics PoserPhysics Twitter Feed http www twitter com poserphysics For assistance email paul physicalc software com Content Paradise The PoserPhysics Content Paradise product page You can purchase PoserPhysics 2012 here ODE Physics Engine PoserPhysics uses this engine to run the physcis simulation The ODE Documentation may be useful to get a better understanding of advanced options such as joints and motors PyODE Documentation The link between PoserPhysics and ODE is provided by a custom version of PyODE Refer to this library documentation if you want to access ode objects directly from python Physicalc Software For additional PoserPhysics support What s New in PoserPhysics2012 PoserPhysics2012 adds the following new features
8. acters do not include fingers so they will not be simulated the figures will retain whatever pose they are in at frame 1 Collarbones are also not included in the ragdoll model and will be in the zero pose throughout the simulation When the simulation commences if the figure is in a pose that is beyond the limits of the ragdoll it will be adjusted accordingly and a message will be displayed in the python window Ragdoll joint limits are around 80 for bend and twist of those for the body parts of the Poser figure The behavior of the ragdoll takes into account the figures bounciness and density It is recommended to keep bounciness amounts low around 0 2 to get accurate simulations Ragdolls are complex physical structures involving many physical bodies joints and joint limits During the simulation checks are made to ensure the ragdoll is in tact and the simulation has not exploded ie The ragdoll pieces have separated as would happen to a real human body if enough force is applied When a ragdoll explosion occurs the simulation will stop and an error will be reported In such cases adjustments of the figure Bounciness and Density will usually rectify the problem There are other parameters in the Global Settings which also help manage ragdoll simulations The ragdoll physics simulator has been designed to work with most human Poser figures Since it builds the ragdoll dynamically according to the
9. are however accurately represented in the physics world when they are Immoveable If you enter the Poser Setup Room you MUST save and then reload your scene prior to running PoserPhysics on that scene Similarly do not go into the Setup Room whilst PoserPhysics is running a simulation Other Notes When you set your scene up it is generally desirable to NOT having moveable objects touching since if they are touching they will explode away from each other when you start the simulation If object explode away from each other too fast the simulation may terminate early If the system detects objects that are touching at frame one it will print a warning in the python status window and list the objects that could be touching Do not make props and or figures that are being simulated Invisible by unchecking the Visible box to hide them in the scene Poser moves invisilbe objects away from the camera s view so PoserPhysics will not simulate them correctly To hide simulated objects go into the Material Room and set the Transparency and Transparency_Edge to 1 for their materials Note The ODE physics engine calculates the physics simulation So the real world accuracy of the simulation is dependent on ODE and not Poser or the PoserPhysics add on Acknowledgements Open Dynamics Engine Copyright c 2001 2004 Russell L Smith All rights reserved ODE is provided by the copyright holders and contributors as is and any
10. direction Boser e Animale Cat Dog Dolphin Lion and Wolf all supported Other animals not supported Mannequin supported Skeleton not supported due to Poser Additional jaw Stickpeople supported however reduce the Joint Figures Hardness to 0 2 in the Global Settings to compensate for their skinny bodies Elle Neftis Fully Supported Not Supported The ragdoll system has been design for Poser 7 Animals humanoid figures and does not support the Poser 7 animals Poser 9 Human Not Supported at this stage This figure uses non Where the ragdoll figure has another figure conformed to it the conformed figure will not be included in the physics simulation it will simply follow the movements of the figure it is conformed to For example you can conform hair and clothing to Jessi and when the simulation is run Jessi will have ragdoll physics applied to her and her hair and clothing will follow her body movements Note however that the geometry of the conforming figures will not be built into the ragdoll system Some figures do not fit the ragdoll system for example complex figure based props These figures can be enabled in the scene but cannot be moveable ie They are stationary though out the simulation If you wish to have these figures moveable convert their geometry to a prop and set the prop as moveable Where you have props parented to a figure these props will be excluded in the ragdoll physic
11. e Note the body of the capsule points in the axis direction setGroundPlane gp Set the ground plane on or off Pass 1 for a ground plane and 0 for no ground plane setStartFrame f Set the start frame of the animation Pass 1 to start the simulation at the first frame setERP erp Set the ODE global ERP parameter See the ODE documentation for details of ERP Error Reduction Parameter This is the same parameter as the Joint Hardness parameter in the PoserPhysics Global settings dialog box The valid range it 0 2 to 0 8 setCFM cfm Set the ODE global CFM parameter See the ODE documentation for details of CFM Constraint Force Mixing This is the same parameter as the Collision and Joint Stiffness parameter in the PoserPhysics Global settings dialog box The valid range is 0 to 1 the default is 0 00001 setCyclesPerFrame cycles Set the number of ODE simulation cycle per Poser frame setPerFrameCallback function setupSimulation createBallJoint p1 p2 anchor collisions 1 limits None createFixedJoint p1 p2 runSimulation getBodyFromProp prop Set a callback function that is called for each frame in the simulation Prepare the simulation This takes all the props figures in the scene and transfers them into the ODE physics engine This method MUST be called prior to calling runSimulation Create a ball joint between props names p1 and p2 The anchor is of type float fl
12. ection and intensity of the force It is recommended that you apply a maximum force of up to 1 5 times the prop s density Set verbose 0 to suppress the Adding force to message Troubleshooting Problem A python error is displayed saying that the ragdoll has exploded Ragdolls are created by building and joining boxes to represent the parts of a figures body When enough force is applied to the ragdoll for example by dropping it from a large height the joints holding the body parts together can break There are a number of ways to fix this a reduce the amount of force being applied to the figure or b reduce the bounciness of the figure or c increase or decrease the density of the figure or d reduce the Joint Hardness parameter in the Global Settings or e change the number of simulation Cycles per Frame in the Global Settings The solution you use will depend on the circumstances For example if your ragdoll is exploding after it has been dropped from a great height reduce the density of the figure If the ragdoll is exploding when you apply a force to it either reduce the force you are applying or increase the density of the ragdoll Problem The simulation stops prior to the last frame in the scene If objects are touching at the start of the simulation they will explode away from each other at the first simulation frame If one object is inside another or heavily overlaps the explosion speed will be such that
13. figures skeleton it may work with non human figures although this will depend on the skeleton structure Ragdoll physics has been tested on many figures including the P5 and P6 human figures and the DAZ Unimesh figures and is compatible with all these figures The system requires that the figure have a hip actor parented to the figure Body in order to build a ragdoll for that figure So it will work with some of the Poser animals those that have a hip actor Figures that have been tested in the ragdoll system Jessi and James P6 l Fully Supported incl Glamorous Jessi Kate and Ben P6 Not Supported All the cartoon characters have head ae SEG he bones that are reversed which means the ragdoll head is positioned incorrectly DAZ Unimesh Gen 3 Figures V3 M3 SP Freak etc DAZ Generation 4 Peers V4 M4 etc Fullly Supported F allo Merdimui Supported The ragdoll skeleton for Apollo excludes his 5 toes so his feet will occasionally penetrate objects Fullly Supported The breast actors on The Girl are not included in the ragdoll setup Tested on H I M and H E R and they are supported Project Human although their body parts do not have any limits set so Figures the ragdoll bone are not limited which can lead to some unrealistic body contortions Brainstem Hard and Helix not supported since they Poser 6 Robots have body parts which twist in a different direction to the skeleton bone
14. from the original PoserPhysics e Works on Poser9 Poser Pro 2012 e All new interface substantially easier to use e Simulation can now be terminated prior to their completion by pressing the Cancel button e More robust ragdolls Joint limits are more refined to get ragdoll movement more realistic More figures are now supported e Gravity can now be adjusted through the UI Use gravity at approximately 2 to give the effect for size e Friction of objects can now be adjusted e Prop can be joined to create more complex shapes Fixed immoveable ball and hinge joints are supported Parent a prop to another prop to join them together Remember to click the Reparent button prior to re running the simulation 1 3 What s New in PoserPhysics 2012 Service Release 1 New Features e Universal Joints have been added The UniversalX is like a ball joint but with no SPIN TWIST in the X Axis direction as the props are positioned in frame 1 UniversalY has no spin in the Y direction and UniversalZ has no spin in the Z direction Universal joints are great for simulating things like chain links e The system will now ignore Invisible props since this adversely effect the simulation e You can now join a prop to the GROUND for fixed joints and other joints where the anchor point is This Prop Origin or This Prop Endpoint e Added joint rotations around the Child origin and endpoint and also the midpoint between the paren
15. he ODE physics engine James is Keyframe Until Hit so he will follow the walk animation keyframed until he hits something the ball at which point he will be converted to a PoserPhysics ragdoll and fall to the ground For advanced users There are additional ragdoll parameters that can be set These are available as dials in the BODY actor of the figure AT FRAME 1 of the animation These include e PoserPhysics JointDampening handles the felxibility of the ragdoll joints 0 loose joints 0 01 stiff joints PoserPhysics BoneWidth controls the width of the bones of the ragdoll 0 8 makes very skinny bones resulting in the ragdoll often exploding 1 5 makes wide bones and can be useful if you ragdoll is wearing conforming clothing PoserPhysics IgnoreFeet by default the Keyframed Until Hit moveable mode IGNORES foot collisions otherwise walk animations would trigger a hit from the ground To include feet in the hit body parts set this parameter to 0 PoserPhysics JointLimitPercent defaulted to 80 this represents the ratio of the physical limits of a joint angle verses the Poser limits for the fugure Generally it is better to have the physics joint limit less than the Poser joint limit Reducing this figure below 80 can often give more realistic ragdoll movement although there will be a slightly higher probability of the ragdoll exploding PoserPhysics Python API Advanced users may wish to have more cont
16. imulation to have that prop follow the movement of the simulated props e If you parent join a prop physics controlled prop to a keyframed prop the physics controlled prop will NOT move with the keyframed prop e Props cannot be joined to ragdolls Important As stated above Moveable props are simulated by a bounding box sphere or capsule When props are Immoveable they are simulated by their actual shape So for odd shaped like the Poser Primitives Stairs or Torus where possible make them Immoveable rather than Moveable so objects accurately collide off them 2 5 Figures PoserPhysics 2012 07 Simulation Settings Prop Figure Settings Figure Prop Andy2 Include in Simulation Keyframes Density Bounciness Friction Shape v Parent The above image shows the options available if you select a figure If the figure has a hip actor and PoserPhysics believes it can create a ragdoll from the figure which will be the case for virtually all human figures then the shape button will display Figure ragdoll Where PoserPhysics cannot create a ragdoll for a figure for example a building or vehicle the figure will be set to Immoveable and the object will be static in the simulation 2 6 Mixing Keyframe and Physics Animation Together There are 6 mode combinations for props and human figures 1 Disabled if the prop or ragdoll is not Enabled it will be ignored by the sim
17. indrical torus and conical shaped props will not be realistically simulated by the system Any of the items above can also be controlled in the scene by Poser s keyframe animation system So a ball can fly through a scene controlled by keyframes and hit and push away normal moveable physics objects Props that are parented to other props will have that parenting removed in the simulation and those props will be parented to the Universe See below for details on where props are parented to figures Capsules In the Props Primitives folder there is a new prop called PhysicsCapsule It is recognized by PoserPhysics as the capsule primitive A capsule is a cyclinder with round ends Any other props that are not boxes spheres or capsules can have there simulation shape set to box sphere or capsule In the case of capsules they face the Z axis ie They roll along the X axis Cylinders In the Props Primitives folder there is a new prop called PhysicsCylinder It is recognized by PoserPhysics as the cylinder primitive Cylinders will not collide against other cylinders or capsules They are however extremely useful for simulating car wheels Ragdoll Physics To build a ragdoll physics character from a human figure in your scene simply select the figure and make sure it is Moveable which is the default for Figures Then when the physics simulation is run a ragdoll character will be build from the figure Ragdoll char
18. ins In order to have the ball knock over the pins the ball has very high density and the pins very low PoolTableSample This simulates the whiteball break on a pool table Load PoolTableSample pz3 in Poser run PoserPhysics and then click Run Simulation in the Python Scripts window The white ball is keyframed to hit the rack of balls Once they collide the white ball changes from framed animation to ODE Changing the frames per second significantly changes the way to simulation runs JessiSkydivingSample Jessi has leapt from a plane Unfortunately she is not wearing a parachute and hits the ground Load JessiSkydivingSample pz3 in Poser and then run the JessiSkydivingSample py python script You can modify the parameter in the script to change the bounciness of the ground impact and the wind effects on her arms and legs JamesLeapingSample James leaps through the air Keyframed Animation and then hits 3 boxes at which time ODE animation takes over
19. me coding skills Poser Elements in the Physical World Any Figure or Prop can be used in the PoserPhysics simulation The way they are used depends on the type of prop or figure For example box and sphere props can be moveable in the physics simulation Human figures can be automatically simulated as Ragdolls and large scenery figures are stationary in the scene providing an environment for other objects to bounce off Props in the scene that are not the Ball Box or Capsule primitives have their shape specified as box spherical or capsule prior to the simulation so that it s collision shape is known The Square Hi Res ClothPlane primitive will be used statically it is not moveable but can be bent with magnets to make terrains In summary Object Type Moveable Collision Detections Boxes and Spheres Yes Yes Poser Primitives Spheres must be perfectly round Any scaling in the X Y or Z axis will be cleared Capsule PoserPhysics aa Primitive Cylinder ef against boxes spheres and trimesh objects Not against other cylinders or capsules ClothPlane Poser Yes Primitive ClothPlane can be scaled and molded with magnets to make terrains All Other Props Yes Yes their shape is simulated as a box sphere and capsule if they are moveable Figures ragdoll simulation if the figure has a hip actor Some objects are not well simulated by a box sphere or capsule For example cyl
20. oat float and represents the x y z coordinates of the join location If collisions is set to 0 then collision detection between the 2 props will be switched off useful for joining 2 props which intersect Limits represent the rotation limits of the joint are are in the following format limits first rotation axis last rotation axis first axis low limit first axis high limit second axis low limit second axis high limit third axis low limit third axis high limit For example limits 1 0 0 0 0 1 0 O 10 10 45 45 will create a balljoint limit where the first axis is the X axis second axis is Y and third is Z The X axis rotation is fixed ie will not rotate The Y axis is limited to rotation from 10 to 10 degrees The Z axis is limited to rotation from 45 degrees to 45 degrees Create a fixed joint between the prop with name p1 and the prop with name p2 A fixed joint is an inflexible joint that holds the 2 bodies together rigidly To fix a joint to the world specifiy None for p2 Run the simulation Get the ode geometry object for the prop The passed prop variable is of type poser ActorType applyForce propname force Apply a force to a prop or figure actor verbose 1 specified in propname The specify a figure use the format Figurename actorname ie JamesCasual rShin The method should only be called from within a callback Force is the vector representing the dir
21. rol over the PoserPhysics2012 simulation in which case they can run the simulation via a python script rather than the PoserPhysics2012 User Interface If you run a simulation via the PoserPhysics2012 API you do not need to start the PoserPhysics2012 User Interface The base python code for a simulation would look as follows this code is provided in the Samples 3 1 API Interface class PoserPhysicsEngine The class init variable is gravity which is defaulted to 9 81 For example The PoserPhysicsEngine class has the following members world the ode world object space the ode space object The above 2 variables together with the ode body objects provided by the getBodyFromProp method below give significant access to the ode simulation objects World space and bodies are of the types described in the PYODE documentation although you will only need to reference this documentation when the methods below do not fill your requirements PoserPhysicsEngine methods include importDefaults Bring the PoserPhysics2012 prop and figure settings from the scene into the simulation Call this method immediately after creating the PoserPhysicsEngine setEnabled prooName enabled Enable or disable a prop or figure in the simulation Pass enabled 0 to disable enabled 1 to enable The default is enabled for both props and figures If a prop or figure is disabled it is not included in the physics simulation and yo
22. s for the figure For example if your figure is wearing a hat the hat will not be included in the ragdoll simulation however it will move correctly with the figure s head So in summary both props parented to a figure hair shoes hats weapons and other figures conformed to a figure clothing hair etc will follow the figure but not be included as separate bodies in the ODE physics space This means that you can parent dynamic hair and clothing to your figures run the PoserPhysics simulation and then run the hair and cloth simulations Simulation Speed In general the simulation speed is incredibly quick A single sphere in a scene will simulation through 100 frames in 1 to 2 seconds Adding a human figure to the scene slows the simulation down to around 1 frame per second A scene with 5 CasualJessi s and 5 CasualJames all with ragdoll siimulation falling on top of each other takes approximately 4mins for 50 animation frames Limitations The simulation sometimes terminates prior to the last frame This is due to the simulation having started with two or more objects overlapping Props parented to a figure s hand will be ignored in the simulation Furthermore figure s hands will no move so pre pose the figure s hands in a nature pose prior to running the simulation All moveable object are simulated by a sphere box cylinder or capsule shapes So torus shapes are poorly simulated when they are moveable They
23. t Join To Prop endpoint a child This Prop origin The later is the most useful for linked chains and rope The original Origin and Endpoint selections have changed to Join To Prop Origin and Join To Prop Endpoint Use the This Prop Origin or This Prop Endpoint for prop balljoints to the GROUND so the prop rotates on it s own Origin or Endpoint point See http poserphysics blogspot com au 2012 07 joint anchors tutorial html for details e Added Cylinders Use the PoserCylinder to add cylinder elements to your scene IMPORTANT The ODE does not support Cylinder to Capsule or Cylinder to Cylinder collisions So the PhysicsCylinder will only bounce collide off boxes spheres and static trimesh shapes The cylinder has been included for use as car wheels where cylinder to cylinder and cylinder to capsule collisions are generally not required e Added Damping to the simulation so that objects do not spin or roll forever In the unlikely event you need to change the default settings change the PoserPhysics LinearDamping and PoserPhysics gt AngularDamping parameters on the UNIVERSE actor e For joining props you NO LONGER USE THE POSER PARENTING system Instead simply select the prop to join the current prop to in the Join To combobox in the Prop Figure Settings tab of the PoserPhysics window Any parented prop in your scene will be unparented when the simulation is run e lfaprop has other prop joined to it you can click the
24. u can use the setClearAnimation function to control whether PoserPhysics clears the keyframe animation data or not setMoveable propName moveable Pass moveable 0 to lock the prop figure specified in prooName in it s current location for the duration of the simulation Props figures are moveable by default setClearAnimation prooName clear Set clear 1 the default if you want PoserPhysics to clear the keyframe animation data for the specified prop figure when that object has been disabled otherwise set to 0 Has no effect on enabled props figure setDensity propName density Set the density for the prop or figure specified in propName Denisty controls the heaviness of the prop figure with high density resulting in more friction and less bounciness setBounce propName bounce Set the bounciness of the Prop or Figure The valid range is 0 not boucy to 1 very bouncy setFriction propName friction Set the friction of the Prop or Figure The valid range is 0 low friction to infinite high friction setToBoxShape propName Assign a trimesh prop ie any prop that is not a box sphere or capsule Primitive a simulation shape of a box setToSphereShape Assign a trimesh prop ie any prop that is not a box sphere or capsule Primitive a simulation shape of a sphere setToCapsuleShape Assign a trimesh prop ie any prop that is not a box sphere or capsule Primitive a simulation shape of a capsul
25. ulation In this example James has been disabled from the simulation and has a walk animation pose applied You can see the ODE controlled ball is not effected by James movement 2 Disabled Clear With the Clear option set the disabled prop will have Poser it s frame animation clear during the simulation In this example James is still disabled from the simulation however Clear Keyframes is set so the walk animation is cleared when PoserPhysics is run 3 Immoveable the prop ragdoll will not move from it s start position no matter how much force is applied to it For this example James has been enabled but made Immoveable so he remains stationary in the scene Moveable objects will bounce off him 4 Moveable ODE the prop ragdoll is moved by gravity and collisions by the ODE physics engine Now James is Moveable meaning he is being controlled by a PoserPhysics ragdoll When the simulation starts he drops to the ground in a rather uncomfortable pose 5 Moveable Keyframed the prop ragdoll is moved by Poser keyframes however as it moves if it collides with other objects in the scene they will bounce of the prop figure if they are moveable he walks through the scene and hits the ball which bounces off his foot 6 Moveable KF until hit the prop ragdoll keyframed until it hits or gets hit by another object when it will then switch to being controlled by t
26. vious keyframes for the disabled prop will be retained and the prop will potentially move around the scene however it will not influence the animation Note You should disable any rendering aids such as backdrops and skydomes Click the Moveable combobox to select between stationary moveable and keyframed options See below for details Density affects the weight and friction of the prop High density ie 10000 makes for a heavy and sticky ie high friction prop Low density 10 makes for a featherweight and slippery prop Bounciness controls how much the prop bounces when it hits another object A bounciness of 0 means it will not bounce at all and 1 means it will bounce like a superball High density settings will also reduce the amount an object will bounce Friction controls how much the prop slides against other surfaces A friction of 0 gives a low friction surface 1 or higher gives a high friction surface To make an object slide more use 0 for friction and increase the bounce The shapes of the Ball Box and Capsule primitives are automatically recognized by PoserPython and cannot be changed note the Sphere Shape above pressing this combobox will not change the shape If you select a prop who s shape it not recognized by PoserPhysics ie The cane the Sphere Shape option will change to Trimesh and pressing that will enable selection of box sphere or capsule NOTE In practice the capsule
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