View Full Version : Problems with setting pose
sarsieisme
03-02-2009, 05:16 AM
Hi,
Recently i tried using the 'setting pose' tool, on an evil ninja in order to get it to punch with it's left arm, then return to a normal standing pose; but after setting the standing pose for the evil ninja, the object doesn't return to the original pose, but shifts its left arm and inverts, while the eyes bulge and pop out. :eek:
I've tried just setting the pose without altering object or the camera in any way, and testing it [when the world starts, set ninja to pose] and it still changes to a weird pose.
When i alter the object itself [e.g. move eye position, or move arm as a subpart], then undo, it doesn't return to the original, but the bulging eyes and inverted arm pose.:confused:
the only slightly better fix to this problem i found was to alter the part, undo it, then fix the weird pose. [but the arm still stays inverted and the eyes roll back a little]
I would really appreciate any help with this, or if anyone knows how to set pose a different way, thanks.
i attached an alice[a2w] file, it has the ninja with a set pose command, compared to the normal pose.
userpay
03-02-2009, 12:33 PM
I'm not in a position to check the save now but isn't setting the pose better when working with a part as opposed to the whole? I'm not really sure on this though so its just a guess because I have tested a little with an arm but not with a whole character.
DrJim
03-02-2009, 02:26 PM
Userpay has the right idea. A "pose" only applies an object/subobject and everything lower in the object hierarchy. If you only save the pose for an arm and a hand, that's all that will be reset when the pose command is used.
sarsieisme
03-03-2009, 11:00 PM
when i try to set just an arm pose (right arm) and make it turn backward, .25 revolutions, then setpose to arm pose, it does nothing... am i using the set pose incorrectly?
i saved the pose for the whole ninja, by doing that shouldn't it save all the objects connected to the ninja? It still doesn't explain why the eyes bulge and roll back.
DrJim
03-04-2009, 11:26 AM
It sounds like it should work. Since it doesn't, if you post the code maybe someone can figure out why not.
sarsieisme
03-05-2009, 12:31 AM
Ok, i'm going to post the exact steps i did:
selected the right arm of the [evilninja]
rightclick and selected "capture pose", and saved as armpose
made code:
[evilninja.upperbody.rightarm] turn [backward][0.25 revolutions]
[evilninja.upperbody.rightarm] set pose [evilninja.upperbody.rightarm.armpose]
then i tested it, the arm turns and then stops and appears to do nothing
DrJim
03-05-2009, 06:32 AM
then i tested it, the arm turns and then stops and appears to do nothing
I get essentially the same result using the evil Ninja - but not with the Handsome Prince. :confused: The latter seems to work as expected (see attached).
There must be something special about the Ninja's construction, but I sure don't see it. :( Maybe someone else will have better luck.
sarsieisme
03-05-2009, 11:53 PM
hmmm i think maybe something was wrong during the making of the ninja... ill just use a different object, thanks for your help!
x2495iiii
03-05-2009, 11:59 PM
I've run into similar problems with the magician, but never the ninja. Maybe I can help, give me a few.
So far, it looks like there is a glitch in the eyes of the ninja, as they enlarge and roll back when almost anything is done to them. I'm looking into it.
The coding of the ninja is really weird, and i did notice that the opacity is listed as true percent value instead of 100% initially. I personally thinkt hat someone who wasn't using the Alice standards for the model-making wrote the ninja.
In any case, none of the posing experiments I tried worked. Sorry.
DrJim
03-06-2009, 02:34 PM
I personally think that someone who wasn't using the Alice standards for the model-making wrote the ninja.
I really don't think there ever were any "standards" for Alice characters. The models seem to have come from a variety of very creative people - who, unlike me :p, were not management types. Great for variety - which is why l really like Alice - but not so great for reliable programming.
sarsieisme
03-06-2009, 07:49 PM
well that kinda solves my problem now... i might look into trying to make my own objects a little later. For now i think i'll use the prince or something in my ninja game :p
x2495iiii
03-06-2009, 07:55 PM
When I said standards, I wasn't speaking creatively, I was speaking statistically. The variable classes of the properties, since all the models have the same properties, should all be the same, shouldn't they?
But otherwise, you're right Dr jim, the variety was nice. Yay for thinking outside the box.
Also, why don't you use a samurai instead of the ninja, sarsieisme?
sarsieisme
03-06-2009, 08:03 PM
ah yes thanks for that suggestion, i was about to go use the prince :p. Although i'm sure my teacher would find it funny if he was going around hunting monsters with a prince.
DrJim
03-09-2009, 11:10 AM
When I said standards, I wasn't speaking creatively, I was speaking statistically. The variable classes of the properties, since all the models have the same properties, should all be the same, shouldn't they?
That was the way I meant the statement to be read. It really affects the portability of the models - not to mention different testing required with the different model hierarchy.
The problem is that setting up the specification is a very dull and time consuming task. Plus at least half of the users will hate it regardless of the choices made.
I once had a product (hardware in this case) where we made a (fairly arbitrary, since it didn't really matter) choice as to signal polarity that turned out to be quite unpopular. So on the next version, we changed it - and got even more complaints from the people that liked it the first way.