U-poser upgrade
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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05-23-2008 14:12
I am currently doing some major upgrades on U-poser. One is making the mannequin more versatile. The way it is you could only change the distance between the joints. Now I'm adding the option to add muscle/fat to the arms, legs, torso well as change the head size. So things would be a little more correct. Now I wonder how far I should go. It would be possible to add breast, belly and butt to it as well.
Also you will be able to "attach" other objects with the use of "attachment prims". This will be a big plus.
Have also had the request to feed pos data back into U-pose for those time when you loose the Backup data or don't have it to begin with. As long as it is not over 1024 characters for one line of data this will be possible. All you will have to do is click Import then say the data out loud.
There will be also some visual changes as well as the HUD joint buttons will be yellow if the three XYZ values are zero. Once one value is changed it will then be red. This is useful is knowing which joints are not lock or making animation that only control part of the body.
Next will be the ability to click on a joint directly then Grab the ring directly and make the adjustments to that joint. This feature will still be a little slow due to SLs limits but will be working.
Now don't worry about all your old Size data and Pose data. The new system will read all old data without problems. Though the old mannequin will not work with the new HUD. There will be a new HUD and Mannenquin set.
If you happen to be a U-Poser user please put your wishes here. If you are not well then you make suggestions here as well.
Happy Posing, Gearsawe Stonecutter.
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Ilana Debevec
Registered User
Join date: 25 May 2007
Posts: 130
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05-23-2008 15:37
One possible useful thing would be a 'Skeleton Mode', no meat on the bones at all, make it quicker to set up a given pose and then add the meat 
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Hele Mayo
Registered User
Join date: 10 Sep 2007
Posts: 4
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Happy 
05-25-2008 04:14
I for one am just happy that your still working on the product. It gives me the feeling that i haven't bought a 'forgotten product'  . i'm not experienced enough to give any usefull suggestions, but i like the one's you mentioned. B.t.w, i use the poser frequently, great piece of work! thanks!
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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05-26-2008 17:36
Nope not forgotten. just put on the back burner for a while. Also want to put some prim sitting functionality build into the mannequin as well. Want to make this an encompassing tool for poses
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Ripped Winkler
Registered User
Join date: 6 Feb 2007
Posts: 27
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05-26-2008 20:00
The thing i always thought it could use was a ground Plane or some such indicator on the central beam.
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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05-26-2008 21:39
From: Ripped Winkler The thing i always thought it could use was a ground Plane or some such indicator on the central beam. Maybe do away with the whole pole? I could make it just a disc on the ground. then it should be able to make it auto calculate the distance and make it stand on top of the disc. The pole does not serve much of purpose really just a reference for all the math.
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MystressAnna Lovenkraft
Registered User
Join date: 24 Oct 2007
Posts: 28
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Object Holding
05-26-2008 21:45
I love to Prim holding Idea many of the Anims I do I need to guess at how the Avie is going to hold the object.. and how that will affect the Anim
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Ripped Winkler
Registered User
Join date: 6 Feb 2007
Posts: 27
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05-27-2008 16:30
Disk on the ground sounds good ,I always found the pole a bit confusing as i cant remember ever finding a refrence to it's purpose in the help files  now i understand why.
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Valekio Rau
Registered User
Join date: 2 Mar 2008
Posts: 2
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save the pole!!
05-30-2008 01:20
Omg nooo.. Do NOT touch the pole!!! It’s very useful to me to check the position of the poser especially when it stands, gives me the precise idea about how tilted his upper body is.. or a leg is.. and I also use it to check how far I moved the whole poser in the different directions at a simple glance. SOO pls pls pls….. whatever you do.. save the pole!!
Adding a disk on the ground sounds good especially for standing animations. (I’m one of those freaks who thinks it ‘s more fun to make animations inworld rather then using external programs). I did add a rectangle actually, I slip it under the poser when I use it to make stand animations.. so that I can avoid that horrid shifting of the feet you can see in some animations… and concentrate on keeping the feet where they should be and move the rest of the poser from side to side instead.. Adding a disk (with a numbered grid?) under the poser definitely sounds good to me.. to keep track of the feet moments. .. maybe a removable one?
Would be great to have the chance to be able move the upper body (like.. shifting the hips left or right) leaving the feet anchored to the floor… but guess that’s still beyond SL?
Thumb up to all the improvements you listed in your first post Gearsawe, can’t wait!!!
Great work, keep it going!!
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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06-02-2008 20:12
From: Valekio Rau Omg nooo.. Do NOT touch the pole!!! okay will add that in the options panel. Pole or Disc. and the Disc does have a grid. Things were just getting to crowded so I now have an options area on the side of the HUD. Kind of like a third side. I wish could plant the feet. That is called inverse kinematics which very complex process a little out of my expertise at least for right now. If you look at programs that do that. you will see lots of other options for each joint, like springiness. Hmmm, maybe have it rez reference points? like rez a foot or hand.
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Cheree Bury
ChereeMotion Owner
Join date: 6 Jun 2007
Posts: 666
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Tintable mannequins
06-06-2008 19:30
Without having read this post, I asked Gearsawe about different colors for the mannequins so when I am doing couples poses I can tell whose body part is whose. He seemed very receptive to the idea.
I have only had my U-Poser for about 10 days and love it. I really struggled with couples poses before this.
And please leave the pole (or fix it so it can be shown/hidden.) It is a nice reference point.
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Hooten Haller
Wonder and Joy
Join date: 5 Feb 2007
Posts: 45
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Frame 1 joint reference
06-09-2008 14:26
I am uncertain how I'd use the "yellow at zero" feature, but I would like a feature to tell me which joints are active for an animation. That would mean U-Poser would have to know which pose was frame 1. Then it can highlight those joints that are considered an active part of the animation for the current pose.
I like U-Poser, mainly because it's hard to beat the price! Having in-world control is also a major win. It think it's also fascinating that complex code can be written in gawd-help-us LSL.
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Atom Burma
Registered User
Join date: 30 May 2006
Posts: 685
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06-09-2008 14:30
The ability to just grab the ring is a good one. Maybe a grow all and shrink all on the HUD would be helpful. I find it tedious stretching it manually. Unless of course it is a function and I don't know. I just bought it last week. But amazed so far, just poses, the animations are for a day when I am feeling smart, lol
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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06-10-2008 18:29
From: Hooten Haller I am uncertain how I'd use the "yellow at zero" feature, if it is not yellow it has been adjusted and therefore is active. people most of the time miss things like the color bone, causing there arm to flail about wildly because another animation is controlling it and not the one you intended. From: Atom Burma Maybe a grow all and shrink all on the HUD would be helpful. I find it tedious stretching it manually. Unless of course it is a function and I don't know. I just bought it last week. But amazed so far, just poses, the animations are for a day when I am feeling smart, lol If you are talking about the stretching in the setup side. Well the AV shape is not just a simple scale up and down of the over all size. Since you can have the same over all size and different arm length and shoulder width from Av to Av. Though I have found out something recently. The mannequin is not performing very well when it come to making small adjustments. I have found a work around for this, and I'm implementing it. but the bandwidth with this method is nearly tripled. SO I am trying to optimize it to only use this work around when very small adjustment are made. I should not have to do this. But I never know when LL will fix it or if it ever will.
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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06-16-2008 16:50
Well for the most part All the new features I have list here are now working. Over the next few day I will be testing. If there are any existing U-poser uses that would like to test it please feel free to IM me. I don't have a manual written for the new features yet. That is next on my list. But till then Need to test things out and make sure there are no show stopper bugs. Here is a look at the New HUD layout it is still one HUD just all three sides shown.  and for the fun of it the a look at the first release. when you had to wear two HUDs  Here is a break down of new features. *additional mannequin size parameters --Leg girth --Arm girth --waist size --Belly stomach --Butt --Breast/Pecs --Jaw *mannequin color schemes --four different color pairs for those complex couple poses *attachment prims --attach you modify object to this special prims and it will follow a body part around. *New Note Card button --no need to create a new notecard in your inventory and drag it in. *revised mannequin menu *add prim to show ground level for current mannequin size --resize from 0-10 metters *Import existing frame data from existing BHV file must --this must follow the same formate used by U-poser *Zero rotation joint highlight --joints on HUD are identified as yellow buttons if they are at zero angle, meaning not adjusted. *Click and Drag to edit --Can edit the angles simply by clicking on the body part on the mannequin --Click/Hold on rings Move mouse up and down to increase decrease values.
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Hooten Haller
Wonder and Joy
Join date: 5 Feb 2007
Posts: 45
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06-21-2008 13:39
From: Gearsawe Stonecutter if it is not yellow it has been adjusted and therefore is active. people most of the time miss things like the color bone, causing there arm to flail about wildly because another animation is controlling it and not the one you intended. Zero is the default default rotation. I mean to say, normally we expect all zeroes for the joint rotations for frame 1, but it does not have to be that way. I use non-zeroes for frame 1 when I want to have an animation joint start from zero. So my point is the choice of zero as the time to show yellow, not whether or not to show yellow at all.
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Hooten Haller
Wonder and Joy
Join date: 5 Feb 2007
Posts: 45
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Sit animation
06-21-2008 13:44
When I am refining an animation, it would be handy to be able to sit my avatar on the dummy, but have the sit pose be an animation of my choice. Then I can refine the pose for my exact body thicknesses and thinnesses.
I suppose I could copy the mannequin and replace the zero_angle animation?
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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06-21-2008 18:25
From: Hooten Haller Zero is the default default rotation. I mean to say, normally we expect all zeroes for the joint rotations for frame 1, but it does not have to be that way. I use non-zeroes for frame 1 when I want to have an animation joint start from zero.
So my point is the choice of zero as the time to show yellow, not whether or not to show yellow at all. I understand your concern, I have found this to be one of the more common setups. More than once a week you see here on the forums as well as me being asked, as to why their pose is not at all like the one they made, and the most common problem is a joint has not been altered from the original 1st frame. You can choose to ignore this feature if you would like. Some time you need to have an animation not control part of your body. so before you save the pose you know by just doing a quick look which joints are still zero. To make it do something like you are thinking would involve you making a custom 1st frame and have it check between your pose frame and the custom 1st frame. Which could be done. Just take a bit more work to implement. not to mention I only have about 1k free in the main script. From: Hooten Haller When I am refining an animation, it would be handy to be able to sit my avatar on the dummy, but have the sit pose be an animation of my choice. Then I can refine the pose for my exact body thicknesses and thinnesses.
I suppose I could copy the mannequin and replace the zero_angle animation? actually there is and undocumented little feature in there now. Place the pose in the mannequins inventory then click it while you are sitting on it. It will list all poses, not including the setup poses, you would like to play. Then you can load up the same pose from from the HUD. Your hands and feet should be very close to the mannequins. With the update body thickness will be accounted for. from the original 19 parameters to now 46. Something else I would like to add but really can't till mono comes out. Is the ability to load a bunch of poses/frames. Then be able to cycle thru them and insert frames, edit them and delete them. But this would take a little bit more memory then I have to play with now. So this will be in a following update after this one. So it will kind of be an animation player for the mannequin. This will added onto the last remaining side of the HUD.
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Nalates Urriah
D'ni Refugee
Join date: 11 Mar 2008
Posts: 113
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06-25-2008 13:10
I'm curious what you are doing with the DEMO version? Rather than mix demo stuff in this thread I started a different one here: /52/3d/267112/1.html#post2049199 I have a few questions there and a few suggestions. Plus some of my experiences as a new DEMO user. PS: on an aside, if you guys are as tired of the vB codes not working as I am, would you bug a mod about it. It is not their fault, but may be they can get something done about it.
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Nalates Urriah D'ni Refugee - Guild of Cartographers
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Cheree Bury
ChereeMotion Owner
Join date: 6 Jun 2007
Posts: 666
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Keeping secrets is just mean
06-25-2008 14:06
From: Gearsawe Stonecutter actually there is and undocumented little feature in there now. Place the pose in the mannequins inventory then click it while you are sitting on it. It will list all poses, not including the setup poses, you would like to play. Then you can load up the same pose from from the HUD. Your hands and feet should be very close to the mannequins. With the update body thickness will be accounted for. from the original 19 parameters to now 46. QUOTE] Now I can't wait to get home to try this. How long were you going to keep this little tidbit a secret? huh? huh? huh?  Cheree
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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06-25-2008 15:51
From: Cheree Bury From: Gearsawe Stonecutter actually there is and undocumented little feature in there now. Place the pose in the mannequins inventory then click it while you are sitting on it. It will list all poses, not including the setup poses, you would like to play. Then you can load up the same pose from from the HUD. Your hands and feet should be very close to the mannequins. With the update body thickness will be accounted for. from the original 19 parameters to now 46. QUOTE] Now I can't wait to get home to try this. How long were you going to keep this little tidbit a secret? huh? huh? huh?  Cheree till the mono release. Wake up LL. how many more days? My scripts can't hold any more data! lol. I am making it menu driven in the final release. This is all taking much long than I had hoped. RL getting in the way. Really want to implement the "Frame player". To be able to load sequential frames from a note card. And be able to cycle thru them. pull a frame out edit it and insert it back in. This should greatly reduce the time to make animations in SL. I hope. All I need to do it quit my day job. 
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Sensual Casanova
Spoiled Brat
Join date: 28 Feb 2004
Posts: 4,807
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07-04-2008 13:08
Nice.. maybe I will be able to dust off my ole' u-poser and actually get some use out of it 
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Cheree Bury
ChereeMotion Owner
Join date: 6 Jun 2007
Posts: 666
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Quoted from your reply to Lear Cale's post
07-05-2008 10:24
From: Gearsawe Stonecutter Mono is coming out soon. More memory plus it uses lists much more efficiently. With my pose tool I was only able to store about 10-16 frames now it is over 1000. which is more than I had hoped. Ooh, you should be able to do tweening with this many frames !!!
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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07-07-2008 10:16
From: Cheree Bury Ooh, you should be able to do tweening with this many frames !!! hmmm.... (taps fingers on desk). Interpolate or tween is that the same thing? Will save that for the next up data. At least I think it can be done with the new code I have put in the mannequin. I am starting the Manual tonight. So by the time mono is releasted I will have this done and I can recompile everthing and send out the updates.
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Cheree Bury
ChereeMotion Owner
Join date: 6 Jun 2007
Posts: 666
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07-07-2008 10:36
From: Gearsawe Stonecutter Interpolate or tween is that the same thing? It is the same thing. Tweening was short for In-betweening back when cartoons were hand-drawn. The master cartoonist would draw the key frames of the cartoon, and the assistants would then do the in-between frames.
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