Animation Hip Spinning
I occasionally make animations using the DAZ Studio timeline, Keymate and Active Pose (I pin the body parts I want to stay in place). I generally create the scene using commercial poses as starting points and then adjust over the timeline to create movement. However, some commercial poses result in a spinning action as soon as the initial pose is adjusted - so that the whole figure spins on its axis like a pig on a spit.
Over the years I have come to realise that any poses that use hip transforms instead of whole figure transforms are the ones to avoid. Hip transforms and Active Pose don't seem to be compatible. Can anyone confirm this and suggest a way to stop the spinning other than removing the pose and startin over by posing manually?
Comments
If indeed the canned figure pose has
a hip rotation , after loading the pose,
you will be able to see a drastic change
in the rotation parameter dials or a sudden spike in the
spline graph, if you happen to have graphmate,
you might try making a note of the all of the hips default values( rotate x,y,z),
before loading the pose.
Load the pose that spins your figure and manually restore all of those rotational values to what they were
before the pose altered them.
Ah but that's the point: the pose is achieved (at least in part) by those hip rotations. What I have been doing when this happens is to zero the hip rotations and then try to return the figure back to the desired position by rotating the figure. For example, if the pose is reclining on a couch, the PA might have positioned and angled the figure using hip rotation and if I zero them the figure, instead of reclining, is now near vertical and a couple of feet above or behind the couch and facing the wrong way. So I have to re-pose using general transforms on the parent figure.
It is possible but a waste of time and I would have thought that there should be some guidelines to vendors not to use hip rotaions for positional posing. I'm not sure what value there is in hip rotations anyway - I never use them when posing manually.
Note that I don't do animation. I thought this problems was often caused by some poses having negative values for rotation and others having positive values.
Agree completely
Since Daz's focus is on still images there
would not be a reason to care about how using hip rotation
would effect animation.
I create all of my animation start poses manually to avoid such headaches.
i have tried this so often
active pose for animation that includes the hip motion is a pita
active pose only uses translation
not rotation
thats why
Thanks - if only for the confirmation. I'm wondering whether it is worth a support ticket but I usually don't get much joy with this kind of "bug" - I'll probably be told that is how it is designed to work.
I know this is an old post, and I can't believe I haven't found any solutions to this problem posted in the time since. This has been something that has driven me crazy for a long time, and now, thanks to this discussion, I've figured out how to stop my character from spinning in the animation. I don't know if this will work in every case, but it's currently working on the animation I'm creating now. I just found that if I lock the hip rotations, it seems to stop the character from spinning. I'll edit this comment if I find an instance where this doesn't work.
Hmmm .... I have not paid attention to whole figure vs hip transforms in the posing part ... but I know the effect you are talking about. One of my solutions that sometimes works well is to simply place my character in a group ... yes, it is the only thing in that group. I seem to gain more control on the overall movements through that process.
It is not ideal, but sometimes it helps.
Two interesting solutions which, hopefully, will save me the effort of reproducing the hip rotations on the figure so that I can zero the hip. Thanks guys.