Forum Moderators: RedPhantom Forum Coordinators: Anim8dtoon
Poser - OFFICIAL F.A.Q (Last Updated: 2026 Apr 04 9:02 am)
Something as simple as turning on inverse kinematics to stabilize the feet and then more freely move the hip. Once you have the basic pose set up. of course you would have to lock other body parts as well or it could go pretty wonky. Is this just obvious and I didn't get it? I may have gone back to basics when this is far more complex, but there you have my suggestion.
Boni
"Be Hero to Yourself" -- Peter Tork
Okay, this is going to be difficult out of the box without motion capture, because you are wanting to rotate and translate the root node of your figure's skeleton without affecting other parts. The crudest way is to note the XYZ trans and rot values of the parts directly above and below the hip, start keyframing one thrust cycle, and manually correcting each part as needed. The upper body should have little problem with the action, as the business is in the hips and legs. Unless there has been new IK solver added to P11, then IK is an all or nothing condition; toggling it will only destroy your animation. If you are using IK on the feet, then all you need to do is make sure the bends in the legs are sufficient to keep the feet flat on the floor. Aside from keeping the upper body from swaying and bobbing around (which should only need correction of the stomach/belly trans and rot values, since nothing more is moved above the hips), the bulk of the work will be the hip, thighs, knees, and ankles. Use limits, and you won't have to worry about joints getting too badly out of whack.
Once you have one complete cycle, all you would have to do is cut/paste that cycle onto the dopesheet, and you can make as many thrusts as you want. If anyone knows a shortcut I've missed, please feel free to jump in. I had day surgery thursday and am still not hitting on all cylinders..... :P
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
Hi guys
I am relatively new to Poser, but a bit of an old hand at Daz 3D. I am trying to create an animation to use in Second Life based on a Michael Jackson movement. It is mostly basic leg and arm movement on a fixed point, so in that respect relatively easy to achieve. However, there is the typical Jackson 'pelvic / hip thrust' where his hips pitch up and back to origin whilst the rest of the body remains, to all intents and purposes, static.
I have read many threads on 'Locking' objects, but this does not seem to work. If I lock the Abdomen and Right and left Thighs and pitch the hips, the whole if the upper body rotates, not the effect I desire.
In Daz Studio, Pinning the Rotation and Translation of appropriate body parts, to all intents and purposes locks them and prevents this unwanted upper body rotation. There is however a very annoying 'twitch' in the lower body (caused by IK I suspect). I have heard that Poser creates smoother animations and hence better BVH's for Second Life
Please can anybody point me in the right direction as to how to rectify my problem in Poser 11.
I would like to use BVH's created by both Poser and Daz 3D side by side in sl to see how they compare
I am using the official SL avatars as provided by Linden Labs, Poser 11.
Many Thanks in anticipation ...