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1.   Create Group     button to make a Poser Grouping prop with the current prop  and all props  joined to this prop in the group  You can then scale  rotate and move the  group as required     e Added the setGravity gravity  function to the API  Removed the  PoserPhysicsEngine gravity      option   simply call as  PoserPhysicsEngine   now    e Motors have been added  These are a special type of Hinge joint  which  has twist force applied  Select the MotorX  Y or Z joint type  The velocity  of the rotation is set in the PoserPhysics  gt Velocity dial for that actor  and  the acceleration is set by the PoserPhysics  gt MaxForce dial  For a simple  sample  load a box  lift it a little  join it to the GROUND  set to MotorX   anchor point Child Endpoint    e Anew ragdoll keyframe movement type has been added called  Locked    This mode creates the ragdoll  but locks the joints in a fixed position   There is an additional dial added to the ragdoll called PoserPhysics   LockedSoftness  which is you set this to anything other than the  1 default   applies this value to the CFM of the joints  In effect  you can make the  joints rigid  with a value of  1 or 0   or flexible  with a value of say 0 001    This is experimental at this stage  so use at your own risk  See  http   poserphysics blogspot com au 2012 06 locked raqdolls html for a  sample    e A force prop has been added  Load the PhysicsForce prop from the  Primitives folder  parent it to a ragdoll or prop  and then set the force 
2.   NOTE  Collision and Joint Stiffness will be displayed in scientific format if it is  less than 0 0001  1e 005   0 00001     The Verbose Output option enables you to display simulation diagnostics output  to the Python window     Runnings the Simulation    The Run Simulation button starts the simulation  Running the simulation makes  major changes to the keyframe data of your scene  so it it recommended that you    2 4        save your scene prior to clicking on the Run Simulation button  Do not perform  other Poser operations while the simulation is running     Once the simulation has been run  the animation will be stored in the Poser  animation palette  so you can press the Play button to view the animation  in realtime  or render the animation as a movie    Props   Clicking the Prop Figure tab displays the following window     PoserPhysics 2012 07      Simulation Settings Prop Figure Settings    Figure Prop   ball_1_1   Include in Simulation     Keyframes     Density     Bounciness     Friction     Shape   v    Parent               This window will update every time you select a new figure or prop     The above menu is what will be displayed if you currently have the Ball prop  loaded and selected     Click the Include in Simulation checkbox to change the enabled state to  disabled  When a prop is disabled  it will not be part of the simulation  When  disabled  you have the option to clear the animation keyframes of the prop  De   selecting this option will mean that pre
3.  amount and frame to apply that force in the parameter dials for that prop     See http   poserphysics blogspot com au 2012 07 poserphysics force   prop html for details     Fixes     e There is now user input validation of the numeric input fields of the  PoserPhysics dialog    e You can now no longer have two PoserPhysics windows open at the same  time   e Fixed the instance where checkbox inputs were not being saved in the  Scene Settings tab   e The capsule has been renamed to PoserCapsule  Delete the capusle pp2   not ppZ   file from the primitives folder  The standard Poser capsule and  cylinders are not supported   use the PhysicsCapsule and PhysicsCylinder  instead    e Fixed an instance when the old version of PoserPhysics had been  installed on Poser 9 Poser Pro 2012  stopped the new version from  working     1 4  How does it work     PoserPhysics is extremely easy to use     and running PoserPhysics2012 from the  User Interface requires no programming or physics knowledge  You can simply  set up a scene with figures and props  click the Run Simulation button  and your  scene will be animated  As the simulation runs  it stores the prop and figure    1 5           positions as keyframes in the Animation Palette  so you can play the simulation  back in real time  or render the simulation as a movie     More advanced users may wish to create additional behavior  such as joints and  motors  which can be accessed through the PoserPhysics Python API which  does require so
4.  express or implied warranties  including  but not limited to  the implied warranties  of merchantability and fitness for a particular purpose are disclaimed  In no event  shall the copyright owner or contributers be liable for any direct  indirect   incidental  special  exemplary  or consequential damages  includeing but not  limited to  procurement of substitute goods or services  loss of use  data  or  profits  or business interruption  however caused and on any theory of liability   whether in contract  strict liability  or tort  including negligence or otherwise   arising in any way out of the use of this software  even if advised of the possibility  of such damage     2 2     2 3        User Interface      Starting the PoserPhysics interface in Poser    To run PoserPhysics2012  simply select PoserPhysics from the PoserPhysics  item in the Scripts menu  The PoserPhysics2012 window will appear     PoserPhysics 2012 10  Simulation Settings   Prop Figure Settings      Ground Plane     Start Frame     Joint Hardness     Collision and Joint Stiffness      er Frame      Humanoid Ragdolls      Verbose Output      Run Simulation          Simulation Settings    The meaning of the options are explained if you hover your mouse over each  field  In practice  you should not need to change Joint Hardness  or Collision and  Joint Stiffness parameters  however they have been included for users with a  knowledge of the ODE physics simulator who want a high level of simulation  control   
5.  the ODE physics engine cannot  track to objects  and the simulation fails  PoserPhysics will give you a warning if  objects are touching at the start frame  If touching objects cause the simulation to  fail  simply move them so they are not touching a the first frame     Problem  Object fall through planes in the scene    The Poser Primitives One Sided Square  Square and Square Hi Res are all  planes  ie  not solid   Moveable objects will sometimes fall through planes when  they hit the plane straight on  ie  from a perpendicular direction to the plane  surface   This is an issue with the ODE physics engine  and the work around is to  either tilt the plane so the object is not hitting straight on  or replace the plane  with a box primitive     Samples    The followings scenes are installed into your Poser runtime  and can be loaded  from the Library   gt  Scene   gt  PoserPhysics Samples folder     PythonAPISample   These are the support files used in the Python API  documentation     MotorizedVehicleSample     Load the pz3 file first  and then run the python script  of the same name  This sample demonstrates how to create motorized joints in  the PoserPython API        BowlingBallSample     This is simply a pz3 file  there is no python file required    Load the poser scene  run PoserPhysics  and click    Run Simulation    in the  Python Scripts window  The bowling ball is propelled by dropping it down an  incline  a ClothPlane bent with a magnet   and it crashing into the p
6.  would rarely be used to  simulate the shape of a prop     Join To indicates if this scene element has been parented  joined  to another  prop  If it has  the 2 props will be joined together in the physics simulation  This  enables the creation of some complex shapes  using a collection of boxes and  spheres  If the prop has been parented to another prop  then 2 additional options  will be displayed     e Anchor Point is the parent prop point that the child prop will be joined to   Refer to http   poserphysics blogspot com au 2012 07 joint anchors   tutorial html for details on these options    e Joint Type which can be Fixed  no movement between the child and  parent   Ball  a ball joint   HingeX  a hinge joint in the X axis   Hinge Z and  HingeZ  Universal or Motor  See Service Release 1 notes at the start of  this document for details on these joint types     Joint Notes    e You can use the following Poser props to create joined objects   box   sphere  hires sphere  PhysicsCapsule  PhysicsCylinder   e The Original of a box is in the middle of the bottom face  and the EndPoint  is in the middle of the top of the box   e Joined props should NOT be touching at frame 1 of the animation  If there  are  the animation will be unstable   e Use multiple capsules  with ball joints to the Midpoint to create rope or  chain type objects     e You can parent non primitive shape props  ie  a bowling pin  to a physics  moveable prop or group of joined props  and untick the  Include in  S
7. PoserPhysics 2012  Service Release 1  User Manual       Physicalc Software 2012    1 1     1 2     Introduction    PoserPhysics2012 is a plug in for Poser which enables gravity  joints and  collisions to be applied to the elements in your Poser scene  It provides rigid  body and ragdoll simulations  PoserPhysics2012 uses the ODE physics engine  as the basis for animating your scene     The PoserPhysics2012 version of PoserPhysics has been designed for Windows  and Mac Poser 9 and Poser Pro 2012 and later  32 and 64 bit      Useful Links    PoserPhysics Blog   http   poserphysics blogspot com au   PoserPhysics Website   http   www physicalc software com   PoserPhysics Facebook Page   http   www facebook com poserphysics  PoserPhysics Twitter Feed   http   www  twitter com poserphysics    For assistance  email paul physicalc software com     Content Paradise The PoserPhysics Content Paradise product page  You can  purchase PoserPhysics 2012 here     ODE Physics Engine PoserPhysics uses this engine to run the physcis  simulation  The ODE Documentation may be useful to get a better understanding  of advanced options  such as joints and motors    PyODE Documentation The link between PoserPhysics and ODE is provided by  a custom version of PyODE  Refer to this library documentation if you want to  access ode objects directly from python     Physicalc Software For additional PoserPhysics support     What s New in PoserPhysics2012     PoserPhysics2012 adds the following new features 
8. acters do not include fingers     so they will not  be simulated  the figures will retain whatever pose they are in at frame 1    Collarbones are also not included in the ragdoll model  and will be in the zero  pose throughout the simulation  When the simulation commences  if the figure is  in a pose that is beyond the limits of the ragdoll  it will be adjusted accordingly   and a message will be displayed in the python window  Ragdoll joint limits are  around 80  for bend and twist of those for the body parts of the Poser figure        The behavior of the ragdoll takes into account the figures bounciness and  density  It is recommended to keep bounciness amounts low  around 0 2  to get  accurate simulations     Ragdolls are complex physical structures  involving many physical bodies  joints  and joint limits  During the simulation  checks are made to ensure the ragdoll is     in tact    and the simulation has not    exploded     ie  The ragdoll pieces have  separated   as would happen to a real human body if enough force is applied      When a ragdoll    explosion    occurs  the simulation will stop  and an error will be  reported  In such cases  adjustments of the figure Bounciness and Density will  usually rectify the problem  There are other parameters in the Global Settings  which also help manage ragdoll simulations        The ragdoll physics simulator has been designed to work with most human Poser  figures  Since it builds the ragdoll dynamically     according to the 
9. are however accurately represented in the physics world when they  are Immoveable    If you enter the Poser Setup Room  you MUST save and then reload your  scene prior to running PoserPhysics on that scene  Similarly  do not go  into the Setup Room whilst PoserPhysics is running a simulation     Other Notes    When you set your scene up  it is generally desirable to NOT having  moveable objects touching     since if they are touching  they will explode  away from each other when you start the simulation  If object explode  away from each other too fast  the simulation may terminate early  If the  system detects objects that are touching at frame one  it will print a  warning in the python status window  and list the objects that could be  touching    Do not make props and or figures that are being simulated  Invisible   by  unchecking the  Visible  box  to hide them in the scene  Poser moves    invisilbe objects away from the camera s view  so PoserPhysics will not  simulate them correctly  To hide simulated objects  go into the Material  Room  and set the Transparency and Transparency_Edge to 1 for their  materials     Note  The ODE physics engine calculates the physics simulation  So the real   world accuracy of the simulation is dependent on ODE  and not Poser or the  PoserPhysics add on     Acknowledgements    Open Dynamics Engine  Copyright  c  2001 2004  Russell L  Smith   All rights reserved     ODE is provided by the copyright holders and contributors  as is  and any 
10. direction     Boser e Animale Cat  Dog  Dolphin  Lion and Wolf all supported  Other  animals not supported     Mannequin supported  Skeleton not supported  due to  Poser Additional jaw   Stickpeople supported  however reduce the Joint  Figures Hardness to 0 2 in the Global Settings  to compensate  for their skinny bodies       Elle  Neftis  Fully Supported          Not Supported  The ragdoll system has been design for  Poser 7 Animals humanoid figures  and does not support the Poser 7  animals      Poser 9 Human      Not Supported at this stage  This figure uses non       Where the ragdoll figure has another figure conformed to it  the conformed figure  will not be included in the physics simulation     it will simply follow the movements  of the figure it is conformed to  For example  you can conform hair and clothing to  Jessi  and when the simulation is run  Jessi will have ragdoll physics applied to  her  and her hair and clothing will follow her body movements  Note however that  the geometry of the conforming figures will not be built into the ragdoll system        Some figures do not fit the ragdoll system  for example complex figure based  props   These figures can be enabled in the scene  but cannot be moveable  ie   They are stationary though out the simulation   If you wish to have these figures  moveable  convert their geometry to a prop  and set the prop as moveable     Where you have props parented to a figure  these props will be excluded in the  ragdoll physic
11. e  Note   the body of the capsule  points in the axis direction     setGroundPlane  gp  Set the ground plane on or off  Pass 1    for a ground plane  and 0 for no ground  plane     setStartFrame  f  Set the start frame of the animation   Pass 1 to start the simulation at the first  frame     setERP  erp  Set the ODE global ERP parameter   See the ODE documentation for details  of ERP  Error Reduction Parameter    This is the same parameter as the Joint  Hardness parameter in the  PoserPhysics Global settings dialog  box  The valid range it 0 2 to 0 8     setCFM  cfm  Set the ODE global CFM parameter   See the ODE documentation for details  of CFM  Constraint Force Mixing   This  is the same parameter as the Collision  and Joint Stiffness parameter in the  PoserPhysics Global settings dialog  box  The valid range is 0 to 1  the  default is 0 00001      setCyclesPerFrame  cycles  Set the number of ODE simulation cycle  per Poser frame        setPerFrameCallback  function     setupSimulation       createBallJoint  p1  p2  anchor   collisions   1  limits   None     createFixedJoint  p1  p2     runSimulation      getBodyFromProp  prop     Set a callback function that is called for  each frame in the simulation     Prepare the simulation  This takes all  the props figures in the scene and  transfers them into the ODE physics  engine  This method MUST be called  prior to calling runSimulation       Create a ball joint between props names  p1 and p2  The anchor is of type  float   fl
12. ection and intensity  of the force  It is recommended that you  apply a maximum force of up to 1 5  times the prop s density  Set verbose 0  to suppress the  Adding force to      message        Troubleshooting    Problem  A python error is displayed saying that the ragdoll has exploded    Ragdolls are created by building and joining boxes to represent the parts of a  figures body  When enough force is applied to the ragdoll  for example  by  dropping it from a large height   the joints holding the body parts together can  break  There are a number of ways to fix this  a  reduce the amount of force  being applied to the figure  or b  reduce the bounciness of the figure  or c   increase or decrease the density of the figure  or d  reduce the Joint Hardness  parameter in the Global Settings  or e  change the number of simulation Cycles  per Frame in the Global Settings  The solution you use will depend on the  circumstances     For example  if your ragdoll is exploding after it has been dropped from a great  height  reduce the density of the figure     If the ragdoll is exploding when you apply a force to it  either reduce the force you  are applying  or increase the density of the ragdoll     Problem  The simulation stops prior to the last frame in the scene    If objects are touching at the start of the simulation  they will explode away from  each other at the first simulation frame  If one object is inside another  or heavily  overlaps   the explosion speed will be such that
13. figures  skeleton  it may work with non human figures  although this will depend on the  skeleton structure     Ragdoll physics has been tested on many figures  including the P5 and P6  human figures  and the DAZ Unimesh figures  and is compatible with all these  figures  The system requires that the figure have a    hip    actor parented to the    figure Body in order to build a ragdoll for that figure  So it will work with some of  the Poser animals  those that have a    hip    actor      Figures that have been tested in the ragdoll system       Jessi and James  P6   l  Fully Supported  incl Glamorous Jessi     Kate and Ben  P6      Not Supported  All the cartoon characters have head  ae SEG he bones that are reversed  which means the ragdoll head  is positioned incorrectly     DAZ Unimesh  Gen 3   Figures  V3  M3  SP   Freak etc       DAZ Generation 4   Peers  V4  M4 etc  Fullly Supported   F allo Merdimui Supported  The ragdoll skeleton for Apollo excludes his  5 toes  so his feet will occasionally penetrate objects     Fullly Supported  The breast actors on The Girl are not  included in the ragdoll setup     Tested on H I M  and H E R  and they are supported    Project Human although their body parts do not have any limits set  so  Figures the ragdoll bone are not limited   which can lead to some  unrealistic body contortions     Brainstem  Hard and Helix not supported  since they  Poser 6 Robots have body parts which twist in a different direction to the  skeleton bone 
14. from the original  PoserPhysics     e Works on Poser9 Poser Pro 2012    e All new interface  substantially easier to use     e Simulation can now be terminated prior to their completion by pressing the  Cancel button    e More robust ragdolls  Joint limits are more refined to get ragdoll movement  more realistic  More figures are now supported    e Gravity can now be adjusted through the UI  Use gravity at approximately   2 to give the effect for size    e Friction of objects can now be adjusted     e Prop can be joined to create more complex shapes  Fixed  immoveable    ball and hinge joints are supported  Parent a prop to another prop to join  them together  Remember to click the  Reparent  button prior to re   running the simulation     1 3  What   s New in PoserPhysics 2012 Service Release 1  New Features     e Universal Joints have been added  The UniversalX is like a ball joint  but  with no SPIN TWIST in the X Axis direction  as the props are positioned in  frame 1   UniversalY has no spin in the Y direction  and UniversalZ has  no spin in the Z direction  Universal joints are great for simulating things  like chain links    e The system will now ignore Invisible props  since this adversely effect the  simulation     e You can now join a prop to the GROUND for fixed joints  and other joints  where the anchor point is  This Prop Origin    or    This Prop Endpoint       e Added joint rotations around the Child origin and endpoint  and also the  midpoint between the paren
15. he ODE physics engine       James is Keyframe Until  Hit  so he will follow the  walk animation  keyframed   until he hits something    the ball   at which point   he will be converted to   a PoserPhysics ragdoll  and fall to the ground     For advanced users   There are additional ragdoll parameters that can be set   These are available as dials in the BODY actor of the figure   AT FRAME 1 of the  animation  These include     e PoserPhysics JointDampening   handles the felxibility of the ragdoll  joints  0   loose joints  0 01   stiff joints    PoserPhysics BoneWidth   controls the width of the bones of the ragdoll   0 8 makes very skinny bones  resulting in the ragdoll often exploding   1 5  makes wide bones  and can be useful if you ragdoll is wearing conforming  clothing    PoserPhysics IgnoreFeet   by default  the Keyframed Until Hit moveable  mode IGNORES foot collisions  otherwise walk animations would trigger a  hit from the ground   To include feet in the hit body parts  set this  parameter to 0   PoserPhysics JointLimitPercent   defaulted to 80   this represents the  ratio of the physical limits of a joint angle verses the Poser limits for the  fugure  Generally it is better to have the physics joint limit less than the  Poser joint limit  Reducing this figure below 80  can often give more  realistic ragdoll movement  although there will be a slightly higher  probability of the ragdoll exploding    PoserPhysics Python API    Advanced users may wish to have more cont
16. imulation  to have that prop  follow  the movement of the simulated  props   e If you parent  join  a prop physics controlled prop to a keyframed prop  the  physics controlled prop will NOT move with the keyframed prop    e Props cannot be joined to ragdolls     Important  As stated above Moveable props are simulated by a bounding  box  sphere or capsule  When props are Immoveable  they are simulated by  their actual shape  So for odd shaped like the Poser Primitives Stairs or  Torus  where possible  make them Immoveable  rather than Moveable   so  objects accurately collide off them     2 5  Figures    PoserPhysics 2012 07    Simulation Settings   Prop Figure Settings    Figure Prop   Andy2   Include in Simulation     Keyframes     Density     Bounciness     Friction     Shape   v    Parent                  The above image shows the options available if you select a figure  If the figure  has a hip actor  and PoserPhysics believes it can create a ragdoll from the figure   which will be the case for virtually all human figures   then the shape button will  display      Figure  ragdoll      Where PoserPhysics cannot create a ragdoll for a  figure  for example a building or vehicle   the figure will be set to    Immoveable      and the object will be static in the simulation     2 6  Mixing Keyframe and Physics Animation Together    There are 6 mode combinations for props and human figures      1  Disabled   if the prop or ragdoll is not Enabled  it will be ignored by  the  sim
17. indrical  torus and conical shaped props will not be realistically simulated by  the system     Any of the items above can also be controlled in the scene by Poser s keyframe  animation system  So a ball can fly through a scene controlled by keyframes  and  hit  and push away  normal moveable physics objects     Props that are parented to other props will have that parenting removed in the  simulation     and those props will be parented to the Universe  See below for  details on where props are parented to figures     Capsules    In the Props Primitives folder  there is a new prop called PhysicsCapsule  It is  recognized by PoserPhysics as the capsule primitive  A capsule is a cyclinder  with round ends  Any other props that are not boxes  spheres or capsules can  have there simulation shape set to box  sphere or capsule  In the case of  capsules  they face the Z axis  ie  They roll along the X axis         Cylinders    In the Props Primitives folder  there is a new prop called PhysicsCylinder  It is  recognized by PoserPhysics as the cylinder primitive  Cylinders will not collide  against other cylinders or capsules  They are however extremely useful for  simulating car wheels        Ragdoll Physics    To build a ragdoll physics character from a human figure in your scene  simply  select the figure  and make sure it is    Moveable     which is the default for  Figures   Then when the physics simulation is run  a ragdoll character will be  build from the figure  Ragdoll char
18. ins  In order  to have the ball knock over the pins  the ball has very high density  and the pins  very low     PoolTableSample     This simulates the whiteball break on a pool table  Load  PoolTableSample pz3 in Poser  run PoserPhysics  and then click  Run  Simulation  in the Python Scripts window  The white ball is keyframed to hit the  rack of balls  Once they collide  the white ball changes from framed animation to  ODE  Changing the frames per second significantly changes the way to  simulation runs     JessiSkydivingSample     Jessi has leapt from a plane  Unfortunately she is not  wearing a parachute and hits the ground  Load JessiSkydivingSample pz3 in  Poser and then run the JessiSkydivingSample py python script  You can modify  the parameter in the script to change the bounciness of the ground impact  and  the wind effects on her arms and legs        JamesLeapingSample     James leaps through the air  Keyframed Animation    and then hits 3 boxes  at which time ODE animation takes over        
19. me coding skills        Poser Elements in the Physical World    Any Figure or Prop can be used in the PoserPhysics simulation  The way they  are used depends on the type of prop or figure  For example  box and sphere  props can be moveable in the physics simulation  Human figures can be  automatically simulated as Ragdolls  and large scenery figures are stationary in  the scene  providing an environment for other objects to bounce off     Props in the scene that are not the Ball  Box or Capsule primitives have their  shape specified  as box  spherical or capsule  prior to the simulation  so that it s  collision shape is known  The Square Hi Res  ClothPlane  primitive will be used  statically  it is not moveable   but can be bent with magnets to make terrains     In summary    Object Type Moveable Collision Detections    Boxes and Spheres Yes Yes   Poser Primitives   Spheres must be perfectly  round  Any scaling in the X  Y or  Z axis will be cleared     Capsule  PoserPhysics aa  Primitive     Cylinder ef against boxes  spheres  and trimesh objects  Not  against other cylinders or   capsules     ClothPlane  Poser Yes  Primitive   ClothPlane can be scaled and  molded with magnets to make           terrains     All Other Props Yes Yes   their shape is simulated as a  box   sphere and capsule if they  are moveable         Figures         ragdoll simulation  if the figure has a  hip actor            Some objects are not well simulated by a box  sphere or capsule  For example   cyl
20. oat  float  and represents the x  y  z  coordinates of the join location  If  collisions is set to 0  then collision  detection between the 2 props will be  switched off  useful for joining 2 props  which intersect      Limits represent the rotation limits of the  joint  are are in the following format       limits      first rotation axis  last rotation  axis    first axis low limit  first axis high  limit  second axis low limit  second axis  high limit  third axis low limit  third axis  high limit     For example    limits      1  0  0   0  0  1    0  O   10  10    45  45  will create a balljoint limit where  the first axis is the X axis  second axis is  Y and third is Z  The X axis rotation is  fixed  ie  will not rotate   The Y axis is  limited to rotation from  10 to  10  degrees  The Z axis is limited to rotation  from  45 degrees to 45 degrees     Create a fixed joint between the prop  with name p1 and the prop with name  p2  A fixed joint is an inflexible joint that  holds the 2 bodies together rigidly  To fix  a joint to the world  specifiy None for p2    Run the simulation  Get the ode geometry object for the       prop  The passed prop variable is of  type poser ActorType     applyForce propname  force  Apply a force to a prop or figure actor   verbose 1  specified in propname  The specify a  figure  use the format   Figurename actorname   ie    JamesCasual rShin    The method  should only be called from within a  callback  Force is the vector  representing the dir
21. rol over the PoserPhysics2012  simulation  in which case  they can run the simulation via a python script rather  than the PoserPhysics2012 User Interface  If you run a simulation via the  PoserPhysics2012 API  you do not need to start the PoserPhysics2012 User  Interface  The base python code for a simulation would look as follows  this code  is provided in the Samples            3 1  API Interface  class PoserPhysicsEngine    The class init variable is gravity  which is defaulted to  9 81  For example        The PoserPhysicsEngine class has the following members   world     the ode world object  space     the ode space object    The above 2 variables  together with the ode body objects provided by the  getBodyFromProp   method below give significant access to the ode simulation objects  World  space  and bodies are of the   types described in the PYODE documentation  although you will only need to  reference this documentation when the methods below do not fill your  requirements     PoserPhysicsEngine methods include     importDefaults    Bring the PoserPhysics2012 prop and  figure settings from the scene into the  simulation  Call this method  immediately after creating the  PoserPhysicsEngine     setEnabled  prooName  enabled  Enable or disable a prop or figure in the  simulation  Pass enabled   0 to disable   enabled   1 to enable  The default is  enabled for  both props and figures  If a prop or  figure is disabled  it is not included in the  physics simulation  and yo
22. s for the figure  For example  if your figure is wearing a hat  the hat  will not be included in the ragdoll simulation  however it will move correctly with  the figure s head     So in summary  both props parented to a figure  hair  shoes  hats  weapons   and  other figures conformed to a figure  clothing  hair  etc  will follow the figure  but  not be included as separate bodies in the ODE physics space  This means that  you can parent dynamic hair and clothing to your figures  run the PoserPhysics  simulation  and then run the hair and cloth simulations     Simulation Speed  In general  the simulation speed is incredibly quick  A single sphere in a scene    will simulation through 100 frames in 1 to 2 seconds  Adding a human figure to  the scene slows the simulation down     to around 1 frame per second     A scene with 5 CasualJessi s and 5 CasualJames   all with ragdoll siimulation    falling on top of each other   takes approximately 4mins for 50 animation frames        Limitations    The simulation sometimes terminates prior to the last frame  This is due to  the simulation having started with two or more objects overlapping   Props parented to a figure s hand will be ignored in the simulation   Furthermore  figure   s hands will no move  so pre pose the figure   s hands  in a nature pose prior to running the simulation    All moveable object are simulated by a sphere  box  cylinder or capsule  shapes  So torus shapes are poorly simulated when they are moveable   They 
23. t  Join To Prop  endpoint a child  This Prop   origin  The later is the most useful for linked chains and rope  The  original  Origin  and  Endpoint  selections have changed to  Join To Prop  Origin  and  Join To Prop Endpoint   Use the  This Prop Origin  or  This  Prop Endpoint  for prop balljoints to the GROUND so the prop rotates on  it s own Origin or Endpoint point  See  http   poserphysics blogspot com au 2012 07 joint anchors tutorial html for  details    e Added Cylinders  Use the PoserCylinder to add cylinder elements to your  scene  IMPORTANT  The ODE does not support Cylinder to Capsule  or Cylinder to Cylinder collisions  So the PhysicsCylinder will only  bounce  collide  off boxes  spheres and static trimesh shapes  The  cylinder has been included for use as car wheels  where cylinder to  cylinder and cylinder to capsule collisions are generally not required    e Added Damping to the simulation  so that objects do not spin or roll  forever  In the unlikely event you need to change the default settings   change the PoserPhysics LinearDamping and PoserPhysics    gt AngularDamping parameters on the UNIVERSE actor    e For joining props  you NO LONGER USE THE POSER PARENTING  system  Instead  simply select the prop to join the current prop to in the   Join To  combobox in the Prop Figure Settings tab of the PoserPhysics  window  Any parented prop in your scene will be unparented when the  simulation is run    e lfaprop has other prop joined to it  you can click the  
24. u can use the  setClearAnimation function to control  whether PoserPhysics clears the  keyframe animation data or not     setMoveable  propName  moveable  Pass moveable   0 to lock the  prop figure specified in prooName in it s  current location for the duration of the  simulation  Props figures are moveable  by default     setClearAnimation  prooName  clear   Set clear   1  the default  if you want  PoserPhysics to clear the keyframe  animation data for the specified  prop figure when that object has been  disabled  otherwise  set to 0  Has no  effect on enabled props figure     setDensity  propName  density  Set the density for the prop or figure  specified in propName  Denisty controls  the heaviness of the prop figure  with       high density resulting in more friction  and less bounciness     setBounce  propName  bounce  Set the bounciness of the Prop or  Figure  The valid range is 0  not boucy   to 1  very bouncy     setFriction  propName  friction  Set the friction of the Prop or Figure   The valid range is 0  low friction  to  infinite  high friction    setToBoxShape  propName Assign a trimesh prop  ie  any prop that  is not a box  sphere or capsule  Primitive  a simulation shape of a box     setToSphereShape    Assign a trimesh prop  ie  any prop that  is not a box  sphere or capsule  Primitive  a simulation shape of a  sphere     setToCapsuleShape    Assign a trimesh prop  ie  any prop that  is not a box  sphere or capsule  Primitive  a simulation shape of a  capsul
25. ulation    In this example James  has been disabled   from the simulation   and has a walk  animation pose applied     You can see the ODE  controlled ball is not  effected by James     movement        2  Disabled  Clear    With the Clear option set  the disabled prop will  have Poser it s frame animation clear during the  simulation    In this example  James is still disabled  from the simulation  however Clear  Keyframes is set    so the walk animation  is cleared when  PoserPhysics is run        3  Immoveable   the prop ragdoll will not move from it s start position    no matter how much force is applied to it       For this example  James has been  enabled  but made  Immoveable  so he  remains stationary   in the scene  Moveable  objects will bounce off  him     4  Moveable  ODE    the prop ragdoll is moved by gravity and  collisions by the ODE physics engine       Now James is Moveable   meaning he is being  controlled by a  PoserPhysics ragdoll   When the simulation  starts  he drops to the  ground  in a rather  uncomfortable pose      5  Moveable  Keyframed    the prop ragdoll is moved by Poser  keyframes  however as it moves  if it collides with other objects in  the scene  they will bounce of the prop figure if they are moveable       he walks through the  scene  and hits the ball   which bounces off his  foot     6  Moveable  KF until hit    the prop ragdoll keyframed  until it hits  or  gets hit by another object   when it will then switch to being  controlled by t
26. vious keyframes for the disabled prop will  be retained  and the prop will potentially move around the scene  however it will  not influence the animation     Note  You should disable any rendering aids  such as backdrops and skydomes    Click the Moveable combobox to select between stationary  moveable and  keyframed options  See below for details     Density affects the weight and friction of the prop  High density  ie  10000   makes for a heavy and    sticky     ie  high friction  prop  Low density  10  makes for  a featherweight and slippery prop     Bounciness controls how much the prop bounces when it hits another object  A  bounciness of 0 means it will not bounce at all  and 1 means it will bounce like a  superball  High density settings will also reduce the amount an object will  bounce     Friction controls how much the prop slides against other surfaces  A friction of 0  gives a low friction surface  1 or higher gives a high friction surface  To make an  object slide more  use 0 for friction and increase the bounce     The shapes of the Ball  Box and Capsule primitives are automatically recognized  by PoserPython and cannot be changed  note the    Sphere  Shape above      pressing this combobox will not change the shape   If you select a prop who s  shape it not recognized by PoserPhysics  ie  The cane   the    Sphere    Shape  option will change to      Trimesh       and pressing that will enable selection of box   sphere or capsule  NOTE  In practice  the capsule
    
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