Hey DAZ Can we get poses that DON'T move our figures out of position?

2

Comments

  • CybersoxCybersox Posts: 9,082
    edited December 1969

    ryemac3 said:
    Cool. Thanks for this. I didn't know about the CTRL trick and also found figures jumping to 0,0,0 to be annoying.

    Yeah, it's so simple, but try to find it mentioned anywhere in the user guides. Unfortunately, there are a lot of great tricks and features built into DAZ Studio that many users wouldn't know about if someone else didn't mention it in a forum thread. If someone ever wrote a real advanced guide to using DS4, they could make a small mint.
  • MattymanxMattymanx Posts: 6,949
    edited December 1969

    Malandar said:
    I should not have to correct things in items I purchase from Daz, it is the way I see it and I know that people agree with me on it, not saying all, but I know I am not the only one who feels this way. I appreciate vendors who make poses who make poses that don't kick my figures out of place. Making me jump through hoops to keep my figures in place when I pose them, is not a good way to make me want more of someone's products.


    A PA must ensure that their product works exactly as they intended it to work. No one promises it will suit every idea out of the box without teaking.

  • MalandarMalandar Posts: 776
    edited December 1969

    Mattymanx said:
    Malandar said:
    I should not have to correct things in items I purchase from Daz, it is the way I see it and I know that people agree with me on it, not saying all, but I know I am not the only one who feels this way. I appreciate vendors who make poses who make poses that don't kick my figures out of place. Making me jump through hoops to keep my figures in place when I pose them, is not a good way to make me want more of someone's products.


    A PA must ensure that their product works exactly as they intended it to work. No one promises it will suit every idea out of the box without teaking.

    Tweaking a pose is nothing I do that all the time to get exactly what I want in a pose. But saving translation data is unnecessary and detrimental to good utility of pose sets.

  • MattymanxMattymanx Posts: 6,949
    edited December 1969

    Malandar said:
    But saving translation data is unnecessary and detrimental to good utility of pose sets.

    If I did not save the Body and Hip translation data of these pose sets they would not work right:

    http://www.daz3d.com/my-best-friend
    http://www.daz3d.com/true-love
    http://www.daz3d.com/wrath-of-the-arch-angel

    If they did not work right then many people would complain. The files are saved exactly as I need them to be in order to work right. Anytime data is not recorded in a pose file, including the 0, it means the pose may not work correctly if applied to a character that already has modified translations and rotations for any of the nodes. For example, if you apply a pose to a figure that contains body translation data and no hip translation data and then you apply another pose that contains only hip translation data and no body translation data then the character does not end up where it should. Its either sitting too high, too low or off center from where you want it to be. So if you had a pose that raised a figure 100 cm high with body y trans and another pose that raised the figure 100cm high using hip y trans and you applied one after the other to your figure, your figure would now by 200cm high. Not where you want it to be.

    While there is no prefect solution for everyone, the best suggestion I have to date would be to parent the figure to a null and then move the null to where the figure needs to be and apply the pose. The null become the center point of the scene for the figure regardless of where in the scene it is. So you should be able to cycle through as many poses as you wish with little correction.

  • MalandarMalandar Posts: 776
    edited December 1969

    Mattymanx said:
    Malandar said:
    But saving translation data is unnecessary and detrimental to good utility of pose sets.

    If I did not save the Body and Hip translation data of these pose sets they would not work right:

    http://www.daz3d.com/my-best-friend
    http://www.daz3d.com/true-love
    http://www.daz3d.com/wrath-of-the-arch-angel

    If they did not work right then many people would complain. The files are saved exactly as I need them to be in order to work right. Anytime data is not recorded in a pose file, including the 0, it means the pose may not work correctly if applied to a character that already has modified translations and rotations for any of the nodes. For example, if you apply a pose to a figure that contains body translation data and no hip translation data and then you apply another pose that contains only hip translation data and no body translation data then the character does not end up where it should. Its either sitting too high, too low or off center from where you want it to be. So if you had a pose that raised a figure 100 cm high with body y trans and another pose that raised the figure 100cm high using hip y trans and you applied one after the other to your figure, your figure would now by 200cm high. Not where you want it to be.

    While there is no prefect solution for everyone, the best suggestion I have to date would be to parent the figure to a null and then move the null to where the figure needs to be and apply the pose. The null become the center point of the scene for the figure regardless of where in the scene it is. So you should be able to cycle through as many poses as you wish with little correction.


    Dude I am talking about normal standing poses that don't interact with anything if I have a standing figure and decide to go to a seated pose where the figure interacts with a chair or something else then I EXPECT to have to futz with it, but if I go from a standing pose to another standing pose or a seated pose that has the figure seated on the floor I do NOT expect my figure to go to 0,0,0! In fact I expect my figure to NEVER be sent to 0,0,0 when I load a pose as it is ANNOYING AS HELL AND UNNECESSARY!

  • MattymanxMattymanx Posts: 6,949
    edited May 2014

    My previous explanation is not limited to interactive poses.

    A PA must ensure that their product works exactly as they intended it to work.

    Anytime data is not recorded in a pose file, including the 0, it means the pose may not work correctly.

    While there is no prefect solution for everyone, the best suggestion I have to date would be to parent the figure to a null and then move the null to where the figure needs to be and apply the pose. The null become the center point of the scene for the figure regardless of where in the scene it is. So you should be able to cycle through as many poses as you wish with little correction.

    Post edited by Mattymanx on
  • MalandarMalandar Posts: 776
    edited December 1969

    Mattymanx said:
    My previous explanation is not limited to interactive poses.

    Anytime data is not recorded in a pose file, including the 0, it means the pose may not work correctly.

    While there is no prefect solution for everyone, the best suggestion I have to date would be to parent the figure to a null and then move the null to where the figure needs to be and apply the pose. The null become the center point of the scene for the figure regardless of where in the scene it is. So you should be able to cycle through as many poses as you wish with little correction.

    And I still can not see ANY reason why ANY pose should knock my figure back to 0,0,0.

  • MattymanxMattymanx Posts: 6,949
    edited December 1969

    I realize that you are giving your opinion and you are entitled to it. I am only explaining the reason why poses are saved a certain way. No one is asking you to agree with it.

    Personally speaking, I hate it when people use hip translation. I find that more anoying then seeing a figure zip back to 0. I personally will not use hip translation because the hip translation is affected by the hip rotation so the direction the figure moves is dependant on how the hip is rotated. Body translation however is not affected my body rotation.

  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    At least,, ds hip translation value never be affected by hip rotation,,
    it is affected by root node rotation axis.

    the zero point of hip node, is simply hip node satrt point.
    And it never change how I rotate hip.

    If I feel hip translation is affected by hip rotation,, it show me, the root node is rotated.

    So that I hate to use rotate root node or translate root node without special reason.

  • RiggswolfeRiggswolfe Posts: 906
    edited December 1969

    I used to be annoyed by this but now I just routinely lock the x, y and z on my figures before applying poses and occasionally y rotation. I need to do it on the hips as well as the main figure as something I still get slight movements.

    I'm also going to try that control-click trick. It never even occured to me but it should have as control clicking shaders is more or less mandatory. Now I wonder what else control clicking does!

  • PuntomausPuntomaus Posts: 450
    edited December 1969

    Normal standing or sitting poses should not be saved with the General translation dials checked. The General translation dials are the ones that move the entire body. And I agree it's totally annoying when a pose moves the figure back to it's loading position. Maybe some don't know that they have to uncheck the General translation dials.

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  • nDelphinDelphi Posts: 1,868
    edited December 1969

    Puntomaus said:
    Normal standing or sitting poses should not be saved with the General translation dials checked. The General translation dials are the ones that move the entire body. And I agree it's totally annoying when a pose moves the figure back to it's loading position. Maybe some don't know that they have to uncheck the General translation dials.

    That's exactly what I do when I save my poses.

    It's trickier when the pose depends on another item in the scene. To me anyway.

  • FirstBastionFirstBastion Posts: 7,828
    edited December 1969

    My pose sets are specifically set up for rotation only, (no translation data, no scale data, no morph data) which to me makes perfect sense because I tend to do large scene setup and to have a character figure fly back to zero position is annoying and a time consuming waste of energy. I understand that point of view completely.

    I do think everyone is bringing up valid points in the discussion, (Matty's couple pose work perfectly because of the additional data) because there is rarely a one solution fix for anything in 3D because people use content in very different ways. A User who routinely does zero position character portraits renders wouldn't even notice if there was translation data in the pose one way or another. But a user who just wants to change the pose of an already positioned character somewhere in a large or massive 3D environment would notice and probably curse the sudden shift. Rotation only poses generally work well.

  • MattymanxMattymanx Posts: 6,949
    edited December 1969

    At least,, ds hip translation value never be affected by hip rotation,,
    it is affected by root node rotation axis.

    the zero point of hip node, is simply hip node satrt point.
    And it never change how I rotate hip.

    If I feel hip translation is affected by hip rotation,, it show me, the root node is rotated.

    So that I hate to use rotate root node or translate root node without special reason.


    My mistake, you are correct. Its been so long since I have moved the hip that I forgot that the hip translation is affected by root rotations and not hip rotations..

    For those who dont know, the center point of the hip and root are identical so if hip translation is not used then then hip and root will rotate around the same point regardless of its placement in the scene. If hip trans is used, using the root rotations causes the figure to rotate around root center point which can be harder to work with when placing the figure.

  • oomuoomu Posts: 175
    edited December 1969

    wow

    I learned a lot here

    even after one year of use I didn't knew the ctrl-clic (command key on mac) dialog box, it's life changing :)

    and I didn't imagine people used hip-translation in poses. It explains a lot of weird stuff with Daz store poses: when the main rotation moves the whole figure

    thanks.

  • SuperdogSuperdog Posts: 765
    edited September 2014

    I'm bumping this thread again because I'm absolutely SICK of poses that rotate the figure in a circle instead of at the hip. I can't find ANY way to change this making the pose absolutely useless. Who on gods earth needs a figure to spin round in a huge circle? Why oh why do PA's make poses like this?

    I think this problem is due to poor quality control because most of the poses in a set are fine but one or two randomly have this problem. I've no idea how to fix this so if I want to use the pose I have to spend ages fiddling with the XYZ Translate controls to try to get the figure to face the right way! I want to make the pose turn the figure on the spot. How do I do this?

    Post edited by Superdog on
  • jestmartjestmart Posts: 4,449
    edited December 1969

    The usual way to fix it is to remove all translation on the Hip node, although some poses may need translation on the Y-axis.

  • Richard HaseltineRichard Haseltine Posts: 102,309
    edited December 1969

    Ideally all translations/rotations within a pose should be done with the hip, leaving the root node free for placement within the scene. If the hip is displaced and it isn't needed (for a group pose, for example, or arguably for placing a drive or passenger in a vehicle) then report it to technical support, assuming it's a DAZ pose set. If the offset is needed you may want to do the rotation with the hip rather than the root.

  • SuperdogSuperdog Posts: 765
    edited September 2014

    Thanks for your replies. The pose is from one of the Vignette sets. I've also just encountered the same problem with the sweeping pose from Don Albert's, "Commoner" M6 set. I had to use CTRL to add the pose or else the figure disappears and it's clothing separates from the figure! This has never happened before with DA's poses but it seems like this one causes really strange results. Once again, setting up a scene is significantly delayed due to trying to fix these problems. This is so frustrating because what should really be straight forward ends up becoming unnecessarily complicated. It's especially annoying because I've paid good money for these products and they don't seem to work properly.

    How do I change the YR settings? Is there a walk-though that explains this? I understand what the problem is but I want to know the steps I need to take to fix it. There doesn't seem to be a repository of information, such as an FAQ, to refer to to solve recurring problems like this. Every time a DS user encounters this problem we have to keep making similar requests for help on the forum. That doesn't seem very efficient.

    Post edited by Superdog on
  • Richard HaseltineRichard Haseltine Posts: 102,309
    edited September 2014

    The Vignette set may be arguable - I'd want, as you do, a plain pose and then position the figure within the scene but it might be countered that the scene is like another figure and the poses should therefore place the figure correctly relative to the vignette, the whole then being movable by its roots to a location in a broader scene. In any event, I think these need to be reported.

    Assuming you are using DS, if you select the hip and the axes on the rotation or universal tool are tilted go to the Tool Settings pane and at the top set the coordinate system to World - you should then be able to rotate around a vertical axis using the viewport widget, and the necessary changes will be made to all of the rotation parameters for you.

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    Post edited by Richard Haseltine on
  • srieschsriesch Posts: 4,241

    Ok, I'm doing something wrong.  When I uncheck General and save the pose preset, when I try to use my new saved pose, the translations are still there.  I'm probably missing something obvious... ideas?

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  • Design Anvil - Razor42Design Anvil - Razor42 Posts: 1,239
    edited February 2016
    sriesch said:

    Ok, I'm doing something wrong.  When I uncheck General and save the pose preset, when I try to use my new saved pose, the translations are still there.  I'm probably missing something obvious... ideas?

    Is the translation your seeing on the hip node?

    Post edited by Design Anvil - Razor42 on
  • srieschsriesch Posts: 4,241
    sriesch said:

    Ok, I'm doing something wrong.  When I uncheck General and save the pose preset, when I try to use my new saved pose, the translations are still there.  I'm probably missing something obvious... ideas?

    Is the translation your seeing on the hip node?

    That was it, thanks.

  • taiuritaiuri Posts: 580

    Solution In Poser: First, be sure you're selecting "Body" of your Figure, and then go to Object Menu, and select Lock Object, then apply your pose, and it won't traslate it when your pose is applied. And finally if you wish, you can unckeck the Lock Object option once your pose is applied in order to keep working.

  • IvyIvy Posts: 7,165
    edited February 2018
    Malandar said:

    I thought that poses were supposed to change the pose of your figure and not their position. I find it annoying as hell to load a pose and suddenly my figure which my camera is zoomed in on is SUDDENLY GONE!, Where is it? moved all the way back to 0.0.0!

    Please can we go back to the days where changing a figure's pose does not change their position as well, unless the pose is for a specific scene piece as to place them seated in a chair or standing at a railing? I don't know about anyone else but this annoys the hell out of me.


    Along the same lines can someone tell me how to change the poses I have now so that they don't change the positioning of my figures in my scene? I just want them to stay in position and change their pose, not make me have to go back to the center of my scene (which is often filled with scenery that blocks my view of the figure)

    yes I agree its is most annoying.

    so what I do is I load a base characters at 0.0.0 and load the pose to the character then resave the pose under the edit tab and resave the same pose only I uncheck the transistion box so the pose stays where you want when you apply it.

     

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    Post edited by Ivy on
  • Male-M3diaMale-M3dia Posts: 3,581

    Or you can doubleclick with the mouse while holding the CTRL key; that will bring up a dialog box and you can uncheck any value you don't want.

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  • scorpioscorpio Posts: 8,470

    New poses by Undercronstruction move the figure - I am getting so tired of this, and they are another set where the control click method doesn't work.

  • chris-2599934chris-2599934 Posts: 1,835

    Here's what I do:

    • Add a Daz character to my scene, fit/parent any hair, clothes, props, etc.
    • Now select the character and Create/New Group... This places the character and all their gear into a Group.
    • When I move the character around the scene, I always move the group and never the character - that way the character is always at (0,0,0) relative to the group.
    • Poses can be applied normally to the character, with no extra keystrokes or clicks. The character will never be jumped around the scene, because they're already at (0,0,0)!

    A similar tip has already been posted, suggesting parenting to a null instead of a group, but here's the advantage of using groups (though it has nothing to do with poses):

    If you make the group non-visible, the character and all their gear will disappear. Normally you'd have to do that separately for each item. So if you're in the habit of making big scenes and shooting them from multiple angles, this is a really handy way to hide out-of-shot characters and reduce your rendering load.

  • Mattymanx said:

    I realize that you are giving your opinion and you are entitled to it. I am only explaining the reason why poses are saved a certain way. No one is asking you to agree with it.

    Personally speaking, I hate it when people use hip translation. I find that more anoying then seeing a figure zip back to 0. I personally will not use hip translation because the hip translation is affected by the hip rotation so the direction the figure moves is dependant on how the hip is rotated. Body translation however is not affected my body rotation.

     

    Here's what I do:

    • Add a Daz character to my scene, fit/parent any hair, clothes, props, etc.
    • Now select the character and Create/New Group... This places the character and all their gear into a Group.
    • When I move the character around the scene, I always move the group and never the character - that way the character is always at (0,0,0) relative to the group.
    • Poses can be applied normally to the character, with no extra keystrokes or clicks. The character will never be jumped around the scene, because they're already at (0,0,0)!

    A similar tip has already been posted, suggesting parenting to a null instead of a group, but here's the advantage of using groups (though it has nothing to do with poses):

    If you make the group non-visible, the character and all their gear will disappear. Normally you'd have to do that separately for each item. So if you're in the habit of making big scenes and shooting them from multiple angles, this is a really handy way to hide out-of-shot characters and reduce your rendering load.

    Thank you, both of you. I'm a complete newb, and this is so helpful.

  • marblemarble Posts: 7,500
    edited July 2018
    Mattymanx said:

     

    Personally speaking, I hate it when people use hip translation. I find that more anoying then seeing a figure zip back to 0. I personally will not use hip translation because the hip translation is affected by the hip rotation so the direction the figure moves is dependant on how the hip is rotated. Body translation however is not affected my body rotation.

    So much on agreement here. Hip translation plays havoc with animations, as anyone who has had the spinning figure will affirm. I often have to apply a pose, zero the hip translations then try to re-position using root translations.

    Mind you, the return to zero issue is annoying too.

    Post edited by marble on
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