[C4D] InterPoser Pro

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[C4D] InterPoser Pro

Postby ZORG » Fri May 25, 2007 1:52 pm

The missing link between Poser & Cinema 4d

You always found Poser the best way to handle figures and poses, but you prefer doing general 3d work and scene rendering in Cinema 4d. But the only way to natively export from Poser are formats like 3ds or Lightwave, for Cinema 4d users this means textures are lost and also any possibility to change the figures pose.

interPoser Professional Edition is the solution: A Cinema 4D plugin suite that imports Poser content and scenes adding the ability to texture, pose, morph, and animate the content directly within Cinema 4D.

Poser is not actually required for use of the plugin. The only requirements are that Poser content be installed in standard Runtime folder structures employed by Poser and that these Runtimes are referenced by interPoser Pro. The plugin shows a list of available content within Cinema 4d from where you choose figures, objects, poses, props, Prop hair, cameras, and lights (infinite and spot) to be placed into your Cinema 4d scene including texture image files with Poser 4/ProPack-level material support, fully rigged and weighted Figures using Poser-style deformations, conforming, morphs, master-slave controls, etc.. See the features page for a full list.

Basic features: Importation
• Geometry.
• Texture image files with Poser 4/ProPack-level material support.
• Props, Prop hair, Cameras, and Lights (infinite and spot).
• Fully rigged and weighted Figures using Poser-style deformations.
• Pose application: pose, animation, MAT, MOR, Inj/Rem, etc.
• Morphs including Poser 6+ External Binary Morph Targets.
• Master-slave controls: FBM, PBM, JCM, ERC, etc.
• Parenting and smartparenting.
• Conforming
• Figure locking, JP bulge controls, pose & morph symmetry, body part visibility, including other actions and controls.
• Body Part locking, JP bulge controls, dials, including other actions and controls.

Basic Features: Plugin Suite
• Main dialog for import, preferences, and general actions.
• Objects and tags for live Poser content support.
• Tool for interactive posing and animating.
• Basic Cinema 4D Polygon object conforming to Poser Figures.
• Cinema 4D Network Client render-able.

LINK



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interPoser Pro has BVH import!

Postby ZORG » Wed Jun 13, 2007 2:07 pm

It might not be fool-proof or as flexible as Poser's, but interPoser Pro can now apply BVH motion files to selected figures - just two days' work. There is only one area that needs to be resolved - involving motions with "Scale Automatically" (or undetermined scales) for offsets and positions. A means to resolve this is already being pursued.

Some BVH file editing may be involved as my implementation matches ROOT/JOINT names with body part internal names. I know that Poser does some sort of heuristic here to match these even when the names don't match but how that is accomplished is unknown - svdl mentions hierarchical matching but some of the BVHs that I've examined would fail horribly (the thighs are before the abdomen which would not be standard Poser hierarchical ordering).

In order to ease this less flexible matching, I'll be including a hierarchical list of the stock body part internal names. Here are some details:

* Applies BVH motion data to all selected figures at current frame with undo and optional animation insert/overwrite.
* Options to ignore scales and translations (except ROOT and BODY).
* If you undo a BVH animation application, expect it to take a very long time.
* It is not recommended to use BVH files with multiple figure data at this time.
* If exporting BVH motion from Poser, "don't do any scaling" is preferred as it retains BODY translations (ala Walk Designer). Remember that you can always remove these translation animation tracks on BODY if you want to construct a different path for the BVH motion.

Finally, since Apple seems reluctant to update QuickTime to work with Windows 64-bit and Vista seamlessly (i.e.: thumbnail images), I'm working on using a third-part library to import PICT and PNG image bitmaps to be converted into Cinema 4D bitmaps for display. I will not spend long on this as IK has priority here. Two days or so for BVH detracts only slightly from that process. If this is not so quick, it will be put aside for IK.

Thank you very much,
Robert

Source

Ora IPP supporta i BVHs! :vertag:


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Postby ZORG » Wed Sep 26, 2007 2:14 am

E' iniziato il beta testing della IK! :wave:
Questa è la mail che ho ricevuto da kuroyume :vertag:

This is more of a request than a news email.

A rudimentary IK system is now in place (that’s the news part) J. It uses a chain of weighted body parts (end-link to anchor) in conjunction with tip-effector and goal objects as means to align the chain towards the goal. Unfortunately, as noted in previous news and udpate emails, this from-scratch IK precludes the use of C4D IK and other advanced systems such as CactusDan’s CDIK. Therefore, the breadth of its capabilities is on my shoulders. But I also need to impart some of that breadth onto you. You are the final arbiters of how this should work. Remember that Poser IK should still be respected and emulated. With that, I am going to inquire about how the IK system should be implemented in the feature/operability sense. Some responses may end up being beyond the current system possibilities, but they will be noted for later implementation.

For instance, there are two ways to do IK animation. One is to keyframe the goal and let the IK solver rotate the chain as the goal is translated during the animation. This is easier but the intermediate results may not always be favorable. It is wholly possible to do IK-FK blending like this if the IK chain state is also animatable (from enabled to disabled and so forth). Another is to keyframe the chain links and the goal so that the state of the IK system is irrelevant when animation is performed (scrubbed, played, rendered) – this allows for a simpler IK-FK blending but also makes changes to the IK animation more complex. One of the sticky problems here is that IK is enacted through a plugin expression tag (exactly like the C4D IK Expression tag) which is called whenever expressions need calculation. This means that the ‘autokey’ feature of interPoser Pro would cause unwanted keys to ‘appear’ even during animation scrubbing (there is no way to determine this situation as reported by Maxon SDK support). Because of this, it may become necessary to record keyframes for IK body parts ‘manually’ – that is, set the time in the timeline, use the goal for IK, and then click a button to record the body part rotations as animation keys.

Another concern is the goal. My original idea about the goal was to have it moved to the root when IK was enabled (for quick access) and moved under the end-link body part when disabled so as to keep the goal respective to that body part during FK thus allowing the goal object to work in both IK and FK situations. This is great if the goal is just an anonymous Null object or ‘physically’ attached to the end-link but may prove more troublesome if the object is something else (unfavorably, another body part). One may also want the goal object to remain unattached to the IK chain when IK is disabled (like a cup that was placed on a table that then should be unaffiliated with the body part after IK is disabled).

Your feedback is essential to the overall capabilities and ease-of-use imparted to this IK system. If you’d like to participate more closely with the process, it would be great if you could test the system as it is being implemented and changed. Consider this a beta-test of the IK system. Please email me if you are interested in testing and we can start a communicative process to make this not only a livable IK system but a rich one as well.


Thank you very much,


Robert Templeton
Kuroyume's DevelopmentZone


Se siete interessati a betatestare scrivete a kuruyume.

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