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Posted: Sat May 23, 2009 2:45 pm
by DarthFurby
As usual, awesome work Genete! Love how the control pose model can be boned like a normal character rig.
Chucky, I'm not sure if this will fix things, but for Genete's file, before you press play move the playhead to frame 5, (playing on frame 0 will give you script errors and other strange results.)
For your own model, make sure you're adding the script and everything else, like naming the pose bones or creating vector shapes, on FRAME ZERO. That messes me up almost every time.
Posted: Sat May 23, 2009 3:53 pm
by chucky
Check that you have the ge_toggle_keyframe_poses.lua installed and that it is set to 'false'.
-G
Yup that works great now, thanks Genete (and Darth). I'm blown away by this script, it revolutionary.

Posted: Sat Jul 25, 2009 12:22 am
by stefman
Hello, I just discovered this amazing topic.
And I would like to know:
Is the morph target feature of AS 6 an integrated version of the poses script???
stefman
Posted: Sat Jul 25, 2009 4:34 am
by Blue
No, if you've read this thread, I'd then read the manual regarding morph targets and you'll see they are quite different in their approach, but can attain sort of similar results. Should be able to Google for the manual.
And I'm not sure if this script will work in ASP6.
Posted: Sat Jul 25, 2009 2:41 pm
by heyvern
The AS 6 blend morphs is pretty cool but this script goes a bit further I think by using bones to control "mixing" poses which are key framed and can be adjusted at any time.
Talking with Genete about this the other day. I don't know if this works with 6 yet but the "pose" frames could be placed on negative frames using the sequencer. They can be slid back behind frame 0, "out of the way".
-vern
Posted: Sat Jul 25, 2009 4:34 pm
by Víctor Paredes
Vern, is there any way to combine the bones position with the blend morph feature? It would be great to have both combined.
Posted: Wed Jul 29, 2009 6:03 am
by Rudiger
I'm probably going to regret mentioning this as I don't know when I'm going to have time to get back to it, but I'm working on a script that can difference blend together arbitrary length actions, using bones as morph dials to control the weight of each action.
Posted: Wed Jul 29, 2009 6:43 am
by ulrik
Rudiger wrote:I'm probably going to regret mentioning this as I don't know when I'm going to have time to get back to it, but I'm working on a script that can difference blend together arbitrary length actions, using bones as morph dials to control the weight of each action.
Yiiippiieee!!! That's what I have been waiting for since the release of ASP6, beautiful!!!

Posted: Wed Jul 29, 2009 6:53 am
by madrobot
Holy Crap!

Posted: Wed Jul 29, 2009 10:33 am
by Genete
Rudiger wrote:I'm probably going to regret mentioning this as I don't know when I'm going to have time to get back to it, but I'm working on a script that can difference blend together arbitrary length actions, using bones as morph dials to control the weight of each action.
You have all my support on reusing any part of the poses script and for any help you need on the coding of the definitive script of the scripts.
-G
Posted: Wed Jul 29, 2009 2:22 pm
by Víctor Paredes
Rudiger wrote:I'm probably going to regret mentioning this as I don't know when I'm going to have time to get back to it, but I'm working on a script that can difference blend together arbitrary length actions, using bones as morph dials to control the weight of each action.
Wow!
Posted: Wed Jul 29, 2009 11:45 pm
by ulrik
I played a little bit with the blend morph tool and came up with this rough ugly bodyturn:
http://www.youtube.com/watch?v=fm00_MqgsK0
It would be fantastic to control thoose morphed poses as you wish with just bones!!! and do it without opening the "Blend Morph" window.
Rudiger, does your thought about the blend morph mix script mean that it would be possible to also animate the bones, like Genetes "poses" script, that control the morphs?
Posted: Wed Jul 29, 2009 11:53 pm
by heyvern
selgin wrote:Vern, is there any way to combine the bones position with the blend morph feature? It would be great to have both combined.
I have looked at this possibility and don't see this happening right now in the current version. The problem is that points are being moved "explicitly" by the script. This over rides any direct bone control.
I may have mentioned this somewhere else but the only way this might work is by storing the bone's "point matrix" and "adding" that motion to the pose point motion.
When you use lua to control a point or a bone... nothing else works. No other fiddling or user interaction can move those points or bones because the script is saying "put this point RIGHT HERE DAMMIT!"
Now having said that... I don't know "everything". There may still be a way to do this.
I was thinking possibly... applying the bone's "point matrix" AFTER the pose script... sort of... on top of it somehow. That might be easier than storing the data but may still need to run through all the points locations one by one and setting them... which might slow down performance.
I wish I could be cloned!!!
p.s. Cloned... not "clowned"... clowns scare me.
-vern
Posted: Thu Jul 30, 2009 1:09 am
by Rudiger
Nice little head and body turn, ulrik.
ulrik wrote:
It would be fantastic to control thoose morphed poses as you wish with just bones!!! and do it without opening the "Blend Morph" window.
Rudiger, does your thought about the blend morph mix script mean that it would be possible to also animate the bones, like Genetes "poses" script, that control the morphs?
Yep, that's the plan. I imagine the steps for using it to be something like the following.
1. Create a bone layer as a sibling to the layer(s) you want to control and add the script to it.
2. Add an independent bone, pointing vertically upwards and name it after an action. Might make it so you can optionally include the name of the layer as well as the action.
3. At a certain frame, rotate the bone to the right to inject a positive delta of the action or to the left to inject a negative delta. I'm thinking of making vertically downwards be 100%, and you'll of course be able to go beyond that.
And that's it. I'll probably also write a script that lets you "bake in" your blended morphs to generate static keyframes and reset all of your morph dials. You could then can start the morph injection process once again, using the first one as a base.
Posted: Thu Jul 30, 2009 9:28 am
by ulrik
Rudiger wrote:
Nice little head and body turn, ulrik.
Thank you Rudiger
ulrik wrote:
It would be fantastic to control thoose morphed poses as you wish with just bones!!! and do it without opening the "Blend Morph" window.
Rudiger, does your thought about the blend morph mix script mean that it would be possible to also animate the bones, like Genetes "poses" script, that control the morphs?
Yep, that's the plan. I imagine the steps for using it to be something like the following.
1. Create a bone layer as a sibling to the layer(s) you want to control and add the script to it.
2. Add an independent bone, pointing vertically upwards and name it after an action. Might make it so you can optionally include the name of the layer as well as the action.
3. At a certain frame, rotate the bone to the right to inject a positive delta of the action or to the left to inject a negative delta. I'm thinking of making vertically downwards be 100%, and you'll of course be able to go beyond that.
And that's it. I'll probably also write a script that lets you "bake in" your blended morphs to generate static keyframes and reset all of your morph dials. You could then can start the morph injection process once again, using the first one as a base.
It sounds great if this could be accomplished, I'm holding my thumbs.
Good luck and thanks once again!
Ulrik