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RickBarrett
10-03-2002, 09:48 PM
PoseMixer - one of the tools included with Mocca - provides slider-based morphing. Here's a quick and dirty run-through:

[list=1]
Create a sphere and make it editable.
Copy the sphere four times. For clarity (but not because we have to thanks to SmartPointers), rename the copies "basepose", "pose1", "pose2", and "pose3"
Move points around to change the shape of each "pose", then hide that pose in editor and renderer.
Add a PoseMixer to the scene by choosing Plugins>Mocca>PoseMixer or clicking the icon in the Mocca Palette.
PoseMixer is a deformer, so you need to make it a child of the base object. We'll deform our first sphere (still named "sphere"), so drag the PoseMixer underneath the sphere object.
Drag the "basepose" from the object manager into the default pose field of PoseMixer's Attribute Manager. You have to use a copy of the base object rather than the deformed object itself, otherwise you won't be able to return the object to it's undeformed state.
Drag "pose1" from the object manager into the empty slot beneath the default pose field.
Click "Add Pose" twice and drag "pose2" and "pose3" into slots.
Now, you'll see that dragging the sliders morphs the object based on your three poses. Click "Record" in the AM to record the values of all of your sliders at the current time.
The object links remain live, so you can adjust your individual poses at any time.
[/list=1]

Hope that gets you started. Now apply that to a head model instead of a sphere, add your sound to scrub and start lipsyncing.

- Rick -

Per-Anders
10-03-2002, 09:52 PM
thanks for that... i was just going to ask if it were possible to drive pla somehow :thumbsup: (and if you hadn't said this i'd have though pose mixer was only for bones!)

pixeldoggy
10-04-2002, 07:54 AM
now, what exactly is the Pose Library good for? Would be nice if I could drag my poses from there right onto the sliders, but that doesn't seem to work?

Per-Anders
10-04-2002, 08:21 AM
i want to know what the p2p library object is too... and how to use it, also the momix object... looks cool, but haven't figured it out.

i have a simple tip for those using a net render, although this can up the ammount of data considerably.

if you're using macs and pc's you may think you cant use mocca. but you can sort of. what you need to do is set up and animate you character, then select each bone and use cappuccino to record each and every frame of those bones position/rotation (and maybe scale). to do this open cappucino, set the when to be user defined and type in the start and end points of when you want to record for this bone. make sure that "start at current time" is unchecked, select the attributes you want to record, then hit "Start realtime" and don't click and hold on the axis of the bone till the it stops recording (or whenever you want it to stop just let go). now you will find that the bones motion has been recorder, simply remove the ik tag from the bone, and it's effector, and you're ready to net render with all the motion intact... you can also clean up these keys if you want with the key reducer in mocca.

this is a neat way to bake most animated things that might not work otherwise.

bry
10-23-2002, 07:11 PM
Hi,

Is this multi-target morphing?

When I morph from one shape to another, it completely changes to the second shape. I'd like to be able to only change the different geometry from the shape.

Imagine I have a cube and push the left face on one target shape and push the right face on the other target shape. When I change from one to another, I want both to stay pushed, instead of one shape canceling the effect of the other, was I clear?


bry

RickBarrett
10-23-2002, 09:30 PM
PoseMixer is multi-target. They don't cancel each other out.

Make sure you're using a copy of the deformed object as the default pose. Check out this image and see if it helps.

- Rick -

AdamT
10-24-2002, 10:45 AM
Right, the disadvantage to PoseMixer is that you need a separate object for each pose. I guess that's necessary for some of the more complex functions. vReel's Morph plugin still has the advantage if you want simple pose-to-pose morphing, since you can use the same object to create all your poses. It works in R8, BTW.

Per-Anders
10-24-2002, 11:01 AM
That's where you can use P2P, one object, as many morphs as you want, only one object... check out the tute by Bunk

http://www.cgtalk.com/showthread.php?s=&threadid=24260

prayas
10-24-2002, 03:46 PM
he rick nice little walktrough! I made a setup like yours!
I have the big problem that my sliders are inactiv after all!
Can you tell me why i cant move them?

P..:

bry
10-24-2002, 05:26 PM
I understand now, I must have a copy of the base object!

So this way it's just like I wanted it to be, congratulations, Maxon.
I'd like to have these sliders in P2P too.

bry

AdamT
10-24-2002, 09:08 PM
mdme_Sadie:
The problem with P2P is that there's morph blending. Looks like my investment in vReel Morph was not for naught.

gginther
11-08-2002, 06:11 PM
I'm getting ready to make up some morph targets for a face animation. I'm doing the modeling during my lunch hour at work so the modeling will be done in MAX but I want to get it into C4d to animate and render at home. I can export out OBJs for the morph targets that will come into C4D fine, but I'm wondering if I'll be able to use them with Posemixer. MAX is sort of picky about what it will accept for a morph target. Anyone who has experience with Posemixer care to take a guess on compatibility?

thanks,

Gray

AdamT
11-08-2002, 06:21 PM
It should work as long as Max exports the objects with the same number of points and with the points in the same order.

Primitiv
11-29-2002, 02:59 PM
The Pose2pose and Poser Mixers can work with bones I think. Anybody can show an example on how you do that?

DeathCarrot
11-29-2002, 03:17 PM
Originally posted by prayas
he rick nice little walktrough! I made a setup like yours!
I have the big problem that my sliders are inactiv after all!
Can you tell me why i cant move them?

P..:

Same here! hellp! :bounce: :shrug:

DeathCarrot
11-29-2002, 03:19 PM
Ah, seems this doesnt work on 8.001 EB, tried it with the 8.012 demo and it worked...

Anadin
11-29-2002, 06:19 PM
I'm still using 8.001 but I have been using Posemixers exlusively for about a week now and it does work with bones.

I am attaching a file with a really bad bone chain in it but I think it shows how it works. I've put some user data in too.

Thes mixers are amazing - you can even take multiple mixers of different things, bones, splines, translations etc. Create a new General window and drag all the mixers on to create a custom mixer dialogue.

Anadin
11-29-2002, 06:19 PM
I'm still using 8.001 but I have been using Posemixers exlusively for about a week now and it does work with bones.

I am attaching a file with a really bad bone chain in it but I think it shows how it works. I've put some user data in too.

Thes mixers are amazing - you can even take multiple mixers of different things, bones, splines, translations etc. Create a new General window and drag all the mixers on to create a custom mixer dialogue.

Anadin
11-29-2002, 06:21 PM
Sorry for the double post there :p

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