View Full Version : Posemixer with bones - rotation craziness
malthus 03-26-2007, 07:39 AM I'm very close to finishing the rigging on a character I've been working on. The arms and legs are both rigged to my complete satisfaction, which leaves just fingers and facial expressions (as you will see, there's no need for any spine IK!). I want to control the finger bones using posemixer, since it seems a bit more flexible than any other method. For example, as well as poses for each finger in a curled position, I can set some particular poses (thumbs up, holding something) and morph to them easily. Oh, and I also decided that I didn't want whole copies of the skeleton of my character to morph between. It shouldn't be necessary, I figured - I should be able to just keep copies of the group under the null at the base of my hand. I've not used posemixer in conjunction with bones before.
But having decided how I want to rig this hand I'm having immense difficulty implementing it. If you open the attached file, you will see a null called "L_handposes" and underneath it some handbones - one in the default position, one with a curled forefinger. So far so good. But as soon as I put the default pose into the posemixer tag, the default pose's rotations go crazy. Not only the rotation of the whole group, but also some of the rotations within the hand get stuck at -11.99 degrees for no good reason. What's worse is that whilst it's still set as the posemixer default pose, I have great difficulty rotating it back to its original position. Lots of the rotations seem to get stuck.
Can someone help me understand what I'm doing wrong? Thanks all.
I'm using r9.1 XL.
Matt
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what I'm doing wrong?
Nothing. That's an old bug as far as I can remember.
Start with a fresh PoseMixer tag and drop the 'default pose' in as last.
It should work then, atleast it did when I just tried with your file.
Cheers,
bunk
malthus
03-26-2007, 02:44 PM
Thanks bunk, will give that a go when I get home from work.
Do people often use posemixer in conjunction with bones (rather than for geometry morphing)? It looked quite cool when I saw it in the manual, but the reality may be buggier than the dream! I'd be interested if people have any views on whether it's an efficient way to rig something like a hand. It certainly struck me as a more flexible way of rigging the hand.
etype
03-27-2007, 03:58 AM
Yes, posemixer is excellent to use with bones. Ideally the face and hands. Just keep grinding and it will work out excellently.
malthus
03-27-2007, 09:36 AM
Thanks to bunk - your tip worked, so I'm very happy.
etype: I've not used bones in face rigging before (not that I've done all that much rigging before at all!) but might give it a go. Anything to cut down on the number of complete copies of my model I'm having to store as poses would be great. I can sort of see it being used to control a jaw but not much else though - maybe brows. Where do you tend to use it?
etype
03-28-2007, 06:43 AM
This is my opinion on using Posemixer as a head and hand animator, along with other uses like wings, mulitiple legs and etc. Posemixer rules and it is as good as you can get at those areas...it is not only easy to use and maintain from scene to scene....it is a finely balanced, deadly accurate fully automatic 9mm with 14 in the clip. And you will be satisfied at how easy it is to pop all 14 straight through the bullseye, everytime.
So keep working at it....posemixer is easy and it's a dream compared to most other methods of facial animation using morphs. Worth every minute you put into it.
How would I use it? Full facial animation - complete manipulation of hand and fingers. Does it work well? - like a dream. You can have insane control over facial expression and achieve any expression you could concieve of...and more.
Do you have to store a lot of copies and so on? - Yes, believable animation is labourous and requires bigger files than non animation. Efficiencies include having the head and collar area, wrists and hands as seperate mesh objects. Learn to use posemixer in two seperate types - meshes and bones. The mesh for the head and bones for the hand.
I've worked with very high poly meshes in C4D and posemixer and had such a satisfying result I practically started crying. Posemixer used properly is a killer app.
etype
03-28-2007, 07:58 AM
Sorry Malthus...i was responding to 'how do you use it' and didn't notice you had a file there to download. So i looked at your file and it's setup seems wrong. I say 'seems' because mocca has changed from version to version and there are small differences.
So i may not be completely accurate... (ie..Posemixer used to be an object in it's own right....not a tag applied to an object. And needed to be applied to the object to be morphed, not the morphs...)
Did you get it to work with the tip bunk gave you? I opened the 'curved pointer' and it was no diffent than the default. It didn't work so I threw out the two morphs and copied the l_hand twice and put them into the morphs folder, curved the finger in the curved pointer morph, made the morphs invisible, applied the morph tag to the l-hand in the mesh (apparently this is not necessary) fixed the bones in the mesh... and it worked.
If you can get a copy of the v.8.5 tuts for posemixer they are much more extensive than the 9.6 tuts and will answer any of your questions. No idea on the v.10 tuts regarding posemixer.
Again, Posemixer is worth the time you put into learning it. It is the part of Mocca that i think completely rocks.
malthus
03-28-2007, 03:00 PM
Thanks for the tips etype. I misunderstood you before when you said you used posemixer for facial animation - I thought you meant that you used posemixer with bones for facial animation. I've already used posemixer successfully for geometry morphing on previous projects. For example, my animated Christmas card featured a turkey that could smile/gawp etc...:-
http://www.youtube.com/watch?v=RwK-dKhccww
(Oh and I realised after I uploaded the file that I hadn't posed the finger morph - that wasn't where the problem was anyway, and I'm absolutely fine now that I'm following bunk's tip!)
etype
03-29-2007, 05:25 AM
haha.... loved the christmas turkey toon! No i've worked with facial animation w/bones and other morphing systems. They no longer hold any advantages compared to posemixer mesh morphs for face and pmxr bones for hands whatever. I really - really like posemixer.
Also Capucinno is kool for repetitive actions.
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