27 August 2007, Darrell @ 9:42 am

Table of contents for POSER7_SL

  1. Using Poser for Second Life
  2. Animating for SL
  3. Animating with Props
  4. Poser Physics with SL

Now we’ll discuss some experience with Poser Physics when used to create animations for Second Life.
Warning: this article contains graphic images that may not be suitable for all viewers. [You have been warned.]
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Poser Physics is a plug-in which adds rag-doll behavior, as well as other physical behavior to Poser. This is not a tutorial on Poser Physics, but a few hints and experiences that may be helpful if you need physical behavior when building animations.

Falling Down

Having a figure fall down is the default simulation of poser physics. Any enabled figures are turned into Rag-Doll characters and then they just obey the force of gravity. Since falling down is not often seen in SL, it can be quite startling in an animation.

It is possible to have a figure fall out of a chair by enabling props in Poser Physics so that the body is constrained by a chair and table as they fall.

No script is needed to control Poser Physics, just start the simulation. There is a problem however to watch out for. You will need to start the simulation from frame 1. It is tempting to start the simulation after some other behaviour, like taking a drink or receiving a blow. However Poser physics is not kind with respect to the transition between normal poser keyframes and it’s keys. It changes the body center, and other parameters, so, you will probably find that the character jumps and rotates around in SL when you do this sort of thing. I have not experimented extensively with this problem. It may be that by doing a dummy physics simulation from frame 1, then animating the figure during the first frames, and then using physics again starting later, this problem may be eliminated.

Hanging from Body Parts

To accomplish this with Poser Physics takes a little trickery and a Python script.

  1. First, position the body above the ground, and let it fall using poser physics. No script is required. You will want to position the body slightly off center and tilted so that when it hits the rope end in the next step, it swings rather than just stopping.
  2. Next, use a script to animate the rest of the scene, so the body stops it’s fall and does not hit the ground.

Here is the script that I used:

if float(poser.Version()) >= 7:
import PhysicsToolsP7
from PhysicsToolsP7 import *
else:
import PhysicsToolsP6
from PhysicsToolsP6 import *
#import PhysicsMath
print
print "Sample of woman hanging from her neck..."
gPhysicsEngine = PhysicsTools.PoserPhysicsEngine()
gPhysicsEngine.importDefaults()
gPhysicsEngine.setupSimulation()
#gPhysicsEngine.createFixedJoint("woman/rHand", None)
gPhysicsEngine.createFixedJoint("woman/Neck", None)
gPhysicsEngine.runSimulation()
print "Finished"

A number of things are apparent as you use Poser Physics:

  • The documentation is sketchy. And the example scripts are wrong. There have been incompatible changes that nobody bothers to mention. Check out the forum for recent examples that work.
  • It’s hard to find the name of the body parts to refer to. I still don’t have a definitive list of the built in poser body parts to use in these scripts.
  • Physics has a lot of undocumented behaviors and quirks that nobody bothers to mention, so you will have to do some experimenting to get your job done.
  • The folks that make the plugin are either not home, or don’t bother watching their forums. I was unable to register for the forums to get support from the physics website.

- enjoy – sort of…
- windy


3 Comments
  1. Comment by Mark — September 28, 2007 @ 9:20 am

    I just started trying to import poser animations into SL. Talk about problems. The animations was supposed to be a person turning a wheel. I finally got it to look good in the preview in SL but when I tried it on my avitar it was messed up. The turning motion looked more like the avitar was pulling a rope. Speaking of ropes I am about the end of mine with this. I am thinking this import function is not at all hashed out in SL and perhaps I should stop wasting my time with it. I tried so many tests and spent too many hours to mention. I am so glad you wrote about this. I wish more was published about this subject.

  2. Comment by Darrell — September 28, 2007 @ 12:15 pm

    Mark,
    I suggest you go back through your animation and along the timeline somewhere add key frames that tweak all the limbs that are messed up. Just tweak them a little and not rely on IK to do that. Tweak the Shoulder, Upper Arm, and Lower Arm on one keyframe and then import your animation to SL and see if it doesn’t look better. I’ve seen similar problems and this technique helps for me.
    - Windy

  3. Comment by Thaumata — January 9, 2008 @ 1:44 am

    I just wanted to say thanks for taking the time to write this. I’m mostly interested in making 2 frame animations for now (ie, poses) but managed to get my hands on Poser because I heard it just does a better job on joints and such than QAvimator does. I know relatively little about programs like this but am extremely interested in learning, and was amazed that there is SO LITTLE out there in the way of Poser to SL tutorials. Most of this one was a bit over my head, but I am saving it. Thanks so much!

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