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Poser to SL Dimensional Anomolies

Jonas Bakalava
jonas bakalava
Join date: 14 Oct 2005
Posts: 9
04-10-2006 06:37
Hi,

I have noticed in studying the poser to sl interface, that 1 meter in poser equals .639 meters in sl. So i have been manually converting my poses one at a time to reflect that, and using the body movements which are not recognized by sl to keep the figure so it looks right in poser and i can tell how it relates distance wise to another figure. This is also strange as to compensate with body movment you have to move half the distance back of the original position dimensionally- again pull hair out go figure. Anyway, This is an extremely time consumng and difficult process. If the figure doesn't move much from its original position, this system works ok, but if it was to be a dance with fluid movment, getting the proper alignment to me would seem to be such an enormously difficult task i wonder if it is worth the incredible time factor to make it work. To make things even worse, like if a figure is lying on its back on the floor and the abdomen is shifted side to side 30 degrees left for example, instead of having to over compensate by ADDING to the angle to get the proper positioning to another figure in sl, you have to REDUCE ????? the angle :0~ like trig doesnt apply to sl at all.

This is all such an enormous nightmare to create good animations for sl. Is there someone that has or knows of if there is a program i can process my bvh files with prior to sending them to sl so i can work fluidly, and rest assured that my work will play right in sl? If it is for sale please let me know. Something like this would certainly make my life easier and allow me to focus on good ani instead of spending all my time loading anis, checking and compensationg- reloading- checking 50 times. Will save a ton in the long run.

Thanks

Jonas Bakalava
Luth Brodie
Registered User
Join date: 31 May 2004
Posts: 530
04-11-2006 04:23
*scratches head*

Um. I'm going to take a guess that you are having issues with the default poser model not working on your specific avie. There are sliders in poser to make you taller, longer arms, ect that do not translate into SL. What I have done is configure my poser model to match my avie. Mostly it was the arms that I was having issues with. A bunch of tests to get the arms to match the exact position then save that file and always start with that one.

For the couples you do the same thing. Load two figures into Poser and configure them to work.

As for proper couples positioning, if you are using pose balls (which most do) you can just configure the scripts to make them closer or farther away without having to upload 100 times. An even easier way to do this is to just move the pose balls while people are sitting on them. This really only works (perfectly) if the length of the bits on the poser model is close in relation to the avies.
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"'Aarrr,' roared the Pirate Captain, because it seemed a good way to end the conversation."
The Pirates! In An Adventure With Scientists.

Reel Expression Poses and Animations:
reelgeek.co.uk/blog
Jonas Bakalava
jonas bakalava
Join date: 14 Oct 2005
Posts: 9
dimensional anomolies
04-11-2006 14:04
Hiya Luth,

No , what i am referring to is this-- if you have a figure in poser, move along a square pattern on the floor say 1 meter forward and to the right side, 1 meter to the front left 1 meter back and to left, to meter to right and back Then import that into sl you will find that instead of the figure moving those distances in sl the figure will move in each direction almost half that distance -- .639 meters instead. To get the figure to move 1 meter you would have to multiply the hip movement x 1.565 so that when imported into sl it comes out to 1 meter. Again the problem is when you have for example a dance move where hands at some point are supposed to touch. you may be able to adjust for some places but not all. Same is true if you put a figure on their knees from standing- or dropping figure flat on the floor. In poser its on the floor in sl it is up quite a distance from the floor. If you multiply the sl figures hip position when flat on the floor x 1.565, it will look way below the floor but in sl it is flat on the floor. I just thought perhaps there was some program out there to compensate for all these errors so it would be easier and quicker to create animations for sl. I have a friend who can make me this kind of program but we thought why re-invent the wheel if it is allready available. I havent heard back form anyone so it looks like it isnt available. If anyone would be interested in such a program let me know and perhaps my friend could earn a little compensation for makeing it.

Of course if i was wishing i would ask for a longer animation play length, morphing ability to create full facial and hand expressions and the ability then to place them in the animations where you need them, and a repair to the dimensional and trig interface so that poser and sl worked properly without the hassles. It's all in the interest of making sl a more realistic enjoyable experience so i hope sl will take note and do a little upgrading.

Jonas
Luth Brodie
Registered User
Join date: 31 May 2004
Posts: 530
04-12-2006 05:42
From: Jonas Bakalava

Of course if i was wishing i would ask for a longer animation play length, morphing ability to create full facial and hand expressions and the ability then to place them in the animations where you need them, and a repair to the dimensional and trig interface so that poser and sl worked properly without the hassles. It's all in the interest of making sl a more realistic enjoyable experience so i hope sl will take note and do a little upgrading.


/me dreams
Might want to add the optimizing issue to that list. Frames that are too far apart or don't move "enough" are just thrown out by SL.

anyways.. Hiya Jonas! Thanks for more clarification :)

This is in the same sort of realm that I was talking about, kind of. First thing.. I have yet to hear about anything out there that fixes this. Mainly because there is no mathmatical solution to it. For the standing to sitting/laying down: its based on the distance the hips are from the ground. An animation that would drop my short avie to the ground, would keep yours floating above because of the height difference. So if your avie is far taller then the poser model, it will always float unless you change the poser model to be the same height. To flatly multiply the hip movement x 1.565 will work for you, but not for me.

Im pretty sure this also works for how far you move. I would say test it. Make your avie and poser model match then test it to see if it moves the right distance.

As for compensating for the 2 people dance and at some point the hands touch, if the avie and poser model's dimensions match, creating both animations at the same time with two different figures you will find the results you are looking for. Saddly this will work for the two people its designed to, but not everyone else. This is how I did it for my swing dancing animations. The hands touch at all times in SL as they do in Poser because the figures match. Not to mention move correctly, distance wise, in relation to eachother.

So basically my stance of making your poser model and avie match is still there. I believe it'll give you far less positioning headachs in the future.

ooo! and for longer animations. There is a trick to it. You can only use them in pose balls tho. Cut them into 30 second sections and have a script that runs them in order.
_____________________
"'Aarrr,' roared the Pirate Captain, because it seemed a good way to end the conversation."
The Pirates! In An Adventure With Scientists.

Reel Expression Poses and Animations:
reelgeek.co.uk/blog
Seagel Neville
Far East User
Join date: 2 Jan 2005
Posts: 1,476
04-12-2006 23:43
Very interisting thread. Luth, I think you're right mostly but he is talking about horizontal movement. I've not cared about any precise length between Poser and in world. I'll make sure it.
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Purrts Trumbo
Registered User
Join date: 7 Sep 2005
Posts: 22
04-14-2006 18:04
I hesitate to mention it because it's still in the first stages. But, I've been working on a program to tackle just this problem.

Planned development:

- Be able to read any bvh file
- Rename joints either to SL standards or custom
- Adjust joint translation (movement) separately in YX or Z by percentage or slider
SL only cares about hip translation for now.
- Disable joints to screen them out of the animation
- Load multiple BVH files and use selected joints from each to create a new animation

It's going slow due to severe lack of time. And at this time it's only for PC.
I'll post it here when I get to something like an alpha stage for all to play with.

I started this project because I use an older version of Hash Animation Master to animate and I wanted a better method of cleaning up the BVH export than importing it to poser and exporting from there.
Seagel Neville
Far East User
Join date: 2 Jan 2005
Posts: 1,476
04-15-2006 02:50
From: Jonas Bakalava
I have noticed in studying the poser to sl interface, that 1 meter in poser equals .639 meters in sl.
As Jonas mentioned, I made sure that there was the difference of length between Poser and in-world. But how did you measure it? .639? On my observation, 1 meter in poser equaled around 1.3 meters in SL.

I created 1 meter forward going animation in Poser.
I created each 0.1 meter tile box to measure it

Then, here it is.
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:) Seagel Neville :)
Jonas Bakalava
jonas bakalava
Join date: 14 Oct 2005
Posts: 9
dimensional changes from poser to sl.
04-18-2006 06:25
Hello Seagel,

This certainly begs the question- what version of poser do you have, i am using poser 6 with the service pack installed. -- is there some way of adjusting the output within poser--If you have poser 6 and we are getting such an enormous discrepancy in motion, it would seem someplace there must b an adjustment. I have 0of course looked at it and tried a lot of things. I could show you like you did graphically how much movement there is from mine--but teke my word for it it was measured in sl vey painstakingly and carefully usning a test pad.

Jonas Bakalava
Jonas Bakalava
jonas bakalava
Join date: 14 Oct 2005
Posts: 9
poser to sl dimensioal corrector,
04-18-2006 06:31
Hi purrts,

Wow its kewl you are working on a solution to this problem. How long will it take to get finished? Id sure like to get my hands on a copy so sign me up! Also, while you are at it how about adding a means to insert facial and hand morphs into the processor so that these elements can be inserted where desired at a specific frame for a specific number of frames. I am so tired of working with hands tha look like they are spread eagle and made of wood. It would be nice to throw a smile in or what have you too-- making anis a little more user friendly lol. :0 :0 :0 :)

Jonas Bakalava
Seagel Neville
Far East User
Join date: 2 Jan 2005
Posts: 1,476
04-18-2006 06:49
Hi Jonas,
From: Jonas Bakalava
This certainly begs the question- what version of poser do you have, i am using poser 6 with the service pack installed.
I'm using Poser6 with SR1.
From: Jonas Bakalava
-- is there some way of adjusting the output within poser--If you have poser 6 and we are getting such an enormous discrepancy in motion, it would seem someplace there must b an adjustment. I have 0of course looked at it and tried a lot of things. I could show you like you did graphically how much movement there is from mine--but teke my word for it it was measured in sl vey painstakingly and carefully usning a test pad.
I know where you're coming from, but I suspect it would be solved. What is the standard? The measure is just a determined thing in each world. SL and Poser are another. And as you suspected, if it would be different by each Poser version, no one could come up with it.
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:) Seagel Neville :)
Purrts Trumbo
Registered User
Join date: 7 Sep 2005
Posts: 22
04-24-2006 08:48
From: Jonas Bakalava

How long will it take to get finished?


At the current rate I'm looking at having an alpha version about mid May. I'll post it here

From: Jonas Bakalava

...how about adding a means to insert facial and hand morphs into the processor so that these elements can be inserted where desired at a specific frame for a specific number of frames.


This, I'm not going to be able to do. As these are set upon upload. Though the facial expressions can be changed via script. (Sometimes)
Kelly Nordberg
Registered User
Join date: 12 Mar 2006
Posts: 116
04-26-2006 13:47
I've been doing mostly simple animation so have not yet notice this problem.

Have you try scaling the av in poser up by the known ratio. This way the linear scale factor would be taken into consideration and the rotational don't change.