View Full Version : Michael Comet's poseDeformer for 6.5 ??

Paul Moran
07 July 2005, 11:13 AM
Hey All,

Has anyone managed to compile Micahel Comets awesome poseDeformer PlugIn for 6.5 yet ?

Thanks for your time and I hope to hear from y'all soon :)


07 July 2005, 12:38 PM
You can download the .mll from his website at You also need the 1.17 PD files, since they include the scripts and such, but it works just great for me.


07 July 2005, 05:42 PM
I've also got compiles now for 6 and 6.5 myself...i've been meaning to update the ZIP to support all of them but I haven't done it day. In the meantime as mentioned just DL both items from my site.


07 July 2005, 11:31 PM
if i could just hijack this thread with a poseDeformer tech question :) its an *awesome* script which i've been using for shoulder deformation (on 6.5). whenever i try to mirror the deformer (following the steps outlined on tutorial), i get a C++ runtime error. my joints are mirrored properly with behaviour set, however the skin may not be perfectly symmetrical... is that a requirement... and/or likely to be causing the runtime error?

no big deal i have the targets already mirrored via a script so i can make another poseDeformer node if required, it just takes half an hour to input each pose on a high res mesh ;)

Paul Moran
07 July 2005, 12:26 AM
I've also got compiles now for 6 and 6.5 myself...i've been meaning to update the ZIP to support all of them but I haven't done it day. In the meantime as mentioned just DL both items from my site.


Sweet as, got it all up and running now :) ...what a fantastic Plug-In ...

Kiaran from CGToolkit gives your poseDeformer script a really good wrap in their new book ...i was reading it last night b4 hitting ZZ land and had to jump outta bed (freezing my ass off) to suss it out ;)

Awesome stuff!!!

Thanks again!

07 July 2005, 02:57 AM
Arcon, what is the exact error? You should mirror the poses usually onto a second/newer poseDeformer. ie: mirror from psdArmLf to psdArmRt etc... It shouldn't be causing any errors tho.

Also editing membership of the source and target psd's to be what they should be BEFORE doing mirror will greatly speed up the process also.

paul: cool good luck!

07 July 2005, 04:00 AM
Michael Comet,

How did you decide to release your pose-space deformer for free to the cg community? I realize you've done everybody a huge service, and I wonder how are the prudent methods to act given a clever discovery or invention? Strictly speaking I mean how did you decide to release any of your ideas to the general public?

Basically I'm hoping that some of my ideas, individually or together might help me get a job. I don't just want money for being cool, I wanna work and make things with other artists. I have infinitely more motivation when working with other professionals than just like in a vacuum. I've been completely re-energized by the discussion here on CGTalk about my work, and I'd love for the momentum to continue. Of course I want to collaborate with others and explore all the new ideas and thoughts and I sense that letting everybody in on my secrets is the best course of action, but how should it be done? that's what I"m wondering.

I hope this isn't off-topic, it sort of is, but I'd like to insert it anecdotally in this thread about your pose-space deformer which I intend to try the minute I finish my high-res poly girl I'm modelling.. just working on her lips right now.

Warmest regards,
Alex Kessaris

07 July 2005, 04:07 AM
Hi Michael - thanks for your reply :)

the error has actually been different on 2 attempts now, on one computer i got the C++ runtime error (i missed the rest of the message and am kicking myself right now), and on my machine just a generic "Fatal Error, attempting to save etc" message. although in both instances it sat there for about 20 mins first :(

that editing membership definitely helped speeding up the movement of joints, i will try creating a new PSD on the left shoulder, and editing the membership in advance like you say.

hopefully it will work 'cause currently i have an even more ominous problem than the mirror not working: if i just want to setup a new PSD node on the opposite shoulder, when doing the first new pose on that new PSD it sat there for about 1.5 hrs, then i had to kill maya 'cause it was taking too long. does a second PSD node take twice as long to calculate poses for some reason...? anyway i will try it with edited membership (which has removed about 35,000 verts :) ) and hopefully it will finish within half an hour again... in case you're wondering its a 40,000 vert mesh, so i'm down to 5,000 ;)

07 July 2005, 04:29 AM
yay! all fixed now :P each pose is computing in a respectable 3-4 mins.

it was the membership - too many verts, heh seems so obvious now... thanks heaps :)

07 July 2005, 12:15 PM
Arcon, odd well if you get errors again let me know. Definitely sounds like a memory thing. Might be undo related, I know Maya gets wack if there is too much going on and you run out of memory.

littlepixel, I just decided to release it for free like my Maya scripts. Some part of me is kicking myself right now, since I probably could have sold it, ah well..hehe. I like to release things for free tho, always have. Always good to help the comunity. Usually I just release it and say it is free. Here I released code too so I used the gnu public license for it, so it's still copyright etc...


07 July 2005, 12:55 PM
To jump in here, I've not released anything quite as cool as the pose deformer, but the reason I release many of the tools I develop is partly to 'give back' to the community which gives me so much. Small tools that make life simpler helps everyone.

It's also advertising, somewhat. Consider: if you create a cool tool, and release it, you can still keep it on your demo reel, including URL's for people to download and try at the end or on the details sheet or whatever. The best case would be if they *already* know about the tool and have even used it. I don't know about anyone else, but if I liked a tool, then found out the person who wrote it was looking for work, I'd cetainly be thinking, "Maybe they can create some cool tools for us." Worst case is still that they can go and evaluate the tool if the demo intrigues them. I can't see that as a bad thing, assuming the tool is actually useful.


07 July 2005, 06:50 AM
Arcon, odd well if you get errors again let me know.

no more errors but a workflow issue i'm trying to figure out... can poseDeformer be used for correcting deformations on joints in the middle of a skeleton...? i'm trying to make twisting poses for the neck, but ran into a problem with a twist: the pose arrow is in exactly the same direction (up the neck in rotX), so they both activate at the same time causing the geometry to mess up.

i thought i could SDK the pose's max angle driven by the rotX of the neck, it works to some extent except when it reaches zero the geomtry seems to have a glitch. i guess the only option with a straight twist is a maya blendshape.... unless there's a method with PD i'm not aware of...?

07 July 2005, 12:05 PM
Yes it can. You have to set the feature for enable/disable twist first on the pose reader...then it will show two other axis shorter as well, and it will only kick the pose on when both the main axis AND the other two axis line up. The only limitation of this is it will start to get wacky the closer to 180 you get, because +180 is the same as -180.

The other alternative make a new PSD deformer, and read a different "axis" ie: read Z instead of Y for the poses.


07 July 2005, 01:42 PM
Hey, Michael, since I know you're reading this thread,

I've been having some trouble with the edit membership tool. I can't seem to get it to do anything! I mean, it shows the current membership, but I can't select or deselect points. I've been using the paint attribute tool, which works pretty well, but when I click edit membership, it doesn't seem to show the results (though the results are affecting what vertices get posed). I know I did this in the past, and I feel like an idiot, since I know it should be obvious, but can you explain how the tool is supposed to be used?


07 July 2005, 01:58 PM
All that button does is select the deformer and call the usual Maya "Edit Membership" it should show and then allow you to select/remove membership.

Once you have shapes, the Auto-Mem button instead will auto-prune the weights to just the points used in the targets if desired also.


07 July 2005, 11:51 PM
The other alternative make a new PSD deformer, and read a different "axis" ie: read Z instead of Y for the poses.

[arcon gets down on ground, does ewok worship chant]. thanks michael, that 2nd poseDef did the trick, and produces the predicatable result i'm after. i think the twist option might have worked, by setting "allow twist" to zero i saw 2 more axis, and could sort of get a result by rotating the poseReader, but it was a little dodgy...

anyway cheers for all your help with this :)

12 December 2005, 01:50 AM
is there any way I could get michael's poseDeformer non linear blendShapes for maya 7?

12 December 2005, 02:33 PM
Sorry my site has been down as I moved to a real web hosting provider.
It's back up now and the DL's for the poseDeformer etc is online again.


07 July 2006, 07:02 PM
Is there anyway to get just the joint space differences out of an existing PSD? Basically, the deformation minus the skin weight deformation. I know the resulting shape would look kind of odd but that's ok.

07 July 2006, 10:23 PM
You should be able to zero out any of your controls/skin and use the PSD "isolate" stuff to turn on any pose to 100% regardless of the actual controls state you have...

08 August 2006, 01:48 AM
Hi Mike,

Thanks for the quick reply. I tried the isolate option but I didn't get what I thought I was going to get. I have more than one pose connected to the posedeformer. How do I select which pose to isolate? Can I do this, or do I need posedeformer for every pose?

08 August 2006, 02:41 AM
The isolate shows exactly the one pose the # index is. So if you isolate shows pose number 1 at 100% and nothing else. 2 for #2 etc.... You should have a different poseDeformer for each AREA you are doing, ie: biceptLeft should have a different deformer than BicepRight different from UpperLeg etc... see the html and link to the wiki site someone else made.

08 August 2006, 11:36 PM
Thanks Mike! I didn't realize there was an index of poses available to the isolate attribute. I was just going from 0 to 1 and since I had a nuetral pose at 1, I wasn't seeing anything change. Anyway, Thanks for the info. The will really help me out.


01 January 2007, 12:08 AM
im having problem mirroring poses with setup machine rigging...anyone know if setup machine have "bad" mirrored joints to work good with pose deformer? the problem seems when i move the joints to get the new shape in mirrored part i get the deformation but in the same way like the other part , so if i pulled points to right in the left arm when mirror pose to right arm i get the same change when those mirrored points should move to left...:sad:

01 January 2007, 12:34 AM
You should also make sure your nodes/groups above the joints also have proper Left/Right mirror naming conventions... and make sure they are oriented using Maya's mirror joint tool for "behavior".

01 January 2007, 01:06 AM
about names is all good named... and about joint orientation im not sure because is done with plugin rigging called the setup machine so i dont know how are the joints created but joints seems ok , i rotate the arms at the same time and both go up or down like say this tutorial,
if theres no solution i will have to reshape the 2 sides of my model... anyways thanks for that great plugin!

02 February 2007, 02:53 AM
there will be posedeformer for maya 8.5???? im having problems calculating maya cloth with a character full of pose deformers and I thought maybe would work better with new ncloth of maya 8.5

02 February 2007, 11:19 PM
Just giving this thread a nudge.

We are using Comet's poseDef on a couple of rigs and have now upgraded to 8.5 for nCloth reasons...

Would love to be able to use these rigs without having to point cache out the geometry from 8.

I've emailed Michael with a request... has anyone else recomplied it for 8.5?


03 March 2007, 08:34 AM
does anyone know if there has been an 8.5 compile of Posedeformer yet?


03 March 2007, 08:05 PM
Hey guys, here's a compile of poseDeformer for Maya 8.5, for windows 32: (

Hope you find it useful,

03 March 2007, 01:15 AM
Thanks for the recompile I was waiting for that one befor comiting anything to 8.5!!

03 March 2007, 03:49 PM
thanks henry :) good boy you get some candy

03 March 2007, 03:52 PM
Thank you so much for that compile!

03 March 2007, 05:39 AM
Henry, thanks for that - most appreciated!

Quick question, regarding the compile... Last year I compiled a working version for 8.0, without knowing anything about the code. This time I tried the same thing for 8.5 and it compiled without error, loaded into maya, but failed to work. Did you have to change the source code at all? Or am I just not experienced enough with the compiler ?

Ok, I just tried your 8.5 compile Henry, and it fails at the same point mine did. I mean, when I click the "7. Create..." button, nothing happens. Nothing is created. There is no error message so I cant work out what is going wrong.

Did it work correctly for you?

thanks again

03 March 2007, 09:08 PM
Hello David,

Sorry for the late answer, been a bit busy. Checked it now and it works pretty good here as well as for other people that tried it.
To compile it you just need to provide the correct link library names and Maya include/lib folders. It compiled for me by the moment it could resolve all dependencies. I haven't many any changes to source code.

Hope you've already figured it out,

03 March 2007, 02:14 AM
Im sad to say I cant get it working.:sad:

Just to be clear, its not the compiling - Im using the .mll's that you provided.
When I try to create a poseDeformer everything works until I click the create button. In the script editor I can see // Generating pose... // but nothing happens. I am left with the poseDeformerCorrectedTgt node still visible, and no pose is created. The only change that is obvious is that now all my channel box numbers have 16 digits after the decimal place, instead of 3.

Obvoiusly if you are having success using the plugin, I must be having a conflict with something (or maybe missing a common system dll maybe?). I have tried the usual things like removing my prefs and not loading other plugins, and have tried it on other peoples systems. We always get the same result.

Hmmm. Not sure where to go from here. Maybe someone has a suggestion of what I am doing wrong.


03 March 2007, 07:37 AM
Im with djx.
I have the GUI working but clicking the Create button yields no result.

This would of solved so many problems too. Is there any other plugin that does a similar thing?

03 March 2007, 08:01 AM
Hi guys, I am havin a wierd problem here....

Whenever I try to mirror the poses on my left clavicle to my right, it slows down the whole scene. I have got about 7 poses setup on it. And as far as membership goes, I only have the torso and clavicle cverts being affected by the PSDs. This happens even when I create a new pose on my rightClavicle PSD. With just the left Clavicle, it works fine.

What could I be doing wrong?

If anyone needs the scene file I could give it to you.

03 March 2007, 08:02 AM
Just an update. I went back to the version supplied on the comet website for version 8.0. And ran it on my version 8.0 copy of Maya. It works fine. So this rules out my rig or scene stopping it from working.

03 March 2007, 04:29 PM
darkjedi: Turn off the envelope (ie put to 0) or delete the mirrorData node on the mesh... this is what causes the slow should really delete or set the env to 0 when done, but I never added it to the script...oops. :)

djx / streetsy: Check the output window for errors if it is there. Also try this on a simpler mesh maybe? Like a cylinder and 2 joints... I haven't recompiled in 8.5 yet...(obviously) but I don't think it should break anything...

03 March 2007, 12:57 AM
Hi Micheal.
I am testing using a simple cylinder with a 3 joint skeleton. I dont get any errors in the output window, and in the script editor window I just get // Generating pose... //.

I have tried just running the following command: poseDeformerEdit -geo poseDeformerCorrectedTgt -xform joint1 -xform joint2 -pi 0 poseDeformer1 ; and nothing happens. I only get error messages if I give it invalid input args.


03 March 2007, 01:03 AM
Im going to have to abandon this for now as my deadline is looming and I still haven't rigged the character. A workmate here recompiled the code again and still no joy. The Plugin will load and read in all the influences of my rig but gives this message in the script editor...
// Generating pose... //
Nothing else.

I can get it to work OK on Maya 8.0 but our render farm etc is all upgraded to 8.5

I'll come back and try it again later, as it looks like a great solution :)

03 March 2007, 01:25 AM
Just a thought... would it have anything to do with version 8.5 installing to Program Files/Autodesk, instead of Program Files/Alias?

03 March 2007, 05:23 PM
[QUOTE=michaelcomet]darkjedi: Turn off the envelope (ie put to 0) or delete the mirrorData node on the mesh... this is what causes the slow should really delete or set the env to 0 when done, but I never added it to the script...oops. :)

Hey thanks Mr. C. :thumbsup:

03 March 2007, 10:44 AM
Im sure that eventually Michael Comet will do an 8.5 version, but while I wait I started poking around in the code - hoping to learn something while Im there. However it doesnt seem appropriate to continue that discussion here, so I started this ( in the mel forum.
David Johnson

edit: working version (
(please read the readme file)

04 April 2007, 01:21 AM
Hey Ya'll, Thanks for the 8.5 compiled files Henry and David. I'll test them out. Our project is also moving to 8.5 for Mental Ray stuff and poseDeformer is the only thing we are waiting for, I anxiously away Comets version. By the way Micheal if you read this, can I just say your poseDeformer has been a god sent. The old way of doing Corrective Blends was so slow and your plugin has saved me so much time. Many thanks and I look forward to 8.5.


04 April 2007, 03:09 AM
I have tried to use these buttons a few times.

Does anyone have a simple explanation as to how these buttons work and in what situations it would be best to use them?

I've looked through a few tutorials but never saw anything explaining how the work or what they are for.



04 April 2007, 05:40 PM
I have tried to use these buttons a few times.

Does anyone have a simple explanation as to how these buttons work and in what situations it would be best to use them?


I've never used the auto membership, but edit membership can save you lots of time when creating a pose.
After the new deformer is created , click edit membership and select verts that are going to be affected by your sculpted pose. After u sculpt the pose when u click create/edit pose u'll notice how fast it it cause it does not have to read the entire mesh for vert tweaks.

One thing that bothers me is , after i've created a lot of poses, the mesh seems to not be in bind pose anymore, even if the joints are not rotated the sculpted poses affect the base mesh a tiny bit which kinda screws up creating blendshapes.
Also does anyone else have defromation order issues, i can't paint weights anymore on a mesh that has poseDeformers. It may have been because i kept going back btw 7.0 and 8.5 before the plugin for 8.5 that works was released.
Just curious if anyone else has these issues.


04 April 2007, 09:23 AM
hey.. as many of the PSD users are reading.. does anyone has saved teh page.. which has short tutorial of how to set PSD on arms...

as link over site is down. for soem reasons.. and i need that...:bounce: like this..


sorry for posting off topic.. maybe my desperation reaches height..

04 April 2007, 12:22 PM
If you go to you can get the text, but unfortunately they dont have the pictures - however since you are desperate, it may still be of some help.

edit: I just discovered I had the page (pictures and all) saved at work. I have put it up here ( for you.

05 May 2007, 12:42 AM
Modi thanks for the Reply, I'll test it out. It will save me time as of now I have to wait 10 to 15 minutes for calculations on each pose I have so many.

Now maybe I can help you.

Modi..."One thing that bothers me is , after i've created a lot of poses, the mesh seems to not be in bind pose anymore, even if the joints are not rotated the sculpted poses affect the base mesh a tiny bit which kinda screws up creating blendshapes."

According to the tutorials that used to exist. I read that every time you create a new PSD the first thing you do is create a default pose (PDS) with the rig in bind pose this way anytime it is back at the original bind pose it has the default or modeled shape.

Modi..."Also does anyone else have defromation order issues, i can't paint weights anymore on a mesh that has poseDeformers."

I haven't got to 8.5 yet so that my be the issue. To change the deformation order right click the mesh in maya and go to "all inputs" in this window you can middle mouse drag the poseDeformers and change the demormation want the skin cluster below all of your PSD's.

Modi..."i can't paint weights anymore on a mesh that has poseDeformers."

I can still paint weights on my mesh and I have 6 PSD's and over 50 shapes. Maybe it is the version...I'd try looking at the deformation order.

maybe this help maybe not. Best O' Luck

05 May 2007, 03:47 PM
Hi, so has anybody successfully created poses in 8.5? It seems to start the poseedit command here but after that nothing happens : (

05 May 2007, 09:22 PM
got it working with djx version, thanks djx and thanks to michael for this great tool!

05 May 2007, 12:45 AM
got it working with djx version, thanks djx and thanks to michael for this great tool!

I tried to use the djx version and it didn't keep any of the PDS that I created in 7.0. Is it supposed to keep old PSD's or is it only for creating new ones? Maybe i'm doing something wrong. I put he .mll's where the old ones used to be? Any help would be greatful.

Also anyone know when or if Comet will even be coming out with a 8.5 version? Any other plugins you all know of that work like pose deformer.


Thanks for the help


05 May 2007, 12:43 PM
Torrey, scenes saved from maya7 that contain poseDeformers should work correctly when loaded into maya 8.5 (using the version of the plugin compiled by me). I havent needed to do it in production yet, but after reading your post I tested it and it all worked.

If you can successfully create and use poseDeformers with maya 8.5 then that would verify that your installation is correct, so I cant think of a reason why your v7 scenes wouldnt work. (I'm happy for you to send me a v7 scene file to test if you wish - goto my website for the email address)

Michael Comet said he would get around to compiling it eventually, but that was a few months back, so I guess he's been busy. He hinted that there was even some new even better version that he was working on.

05 May 2007, 02:00 AM
Thanks DJX I got it working I think I still had a 7.0 plugin because once I replaced it with 8.0 plugin and used your .mlls it works. Thanks again for the help and also the info on Comet. I'm excited to see what additions comet is putting in the next version.


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