There really needs to be an 'animation room' where the motion-specific features actually live. The animation pallette (hence called dopesheet, as this is what the industry calls it) is hard to read, lacking in customization options, home to all of 2 forms of interpolation, and kind of touchy. So this could also permit you to set a hand pose (say around a weapon of some sort) and not have to worry about kinematics destroying it, forcing frame by frame correction of the issue). And with IK pinning in this example, the right forearm and hand would not be affected in any way by whatever motion the figure IK chains imposed. Such a full IK/FK system would permit a lot of things to be done that people think require collision detection, and if the system permitted you to toggle IK anywhere on the dopesheet, you would have the tools to shape chaotic events into seemingly planned actions without destroying the work done before. You have a figure being thrown by something, who snags a pole and swings away to safety. Insert a stretched cylinder into the place where the elbow is being pinned and wa-la. What you wind up with is a body thrown, which pivots around the right elbow and off into another direction. The body pivots, a few frames later you remove the 'pin' or disable the stationary flag, and let the sim run. That 'pin' becomes the temporary end of the right arm IK chain set a flag for stationary, and the ragdoll's motion modifies depending of the force of its action, around the stationary 'pin'. Floppy doll, so what? You step through the sim, choose a point, stick a 'pin' into the right elbow. You run a ragdoll sim, and set it up where the figure is thrown. This would let you add a 'pin' to an IK chain, doing a runtime redesignation of just where a particular chain ends. The ability to toggle IK without damaging interpolation and keyframing would make it =far= more useful.ġa) If they got the IK toggle working properly, then they could add IK pinning. If they didn't back up the file before, then they lose their work. A lot of newbies use it, switch it in the middle of an animation, and the results pretty much destroys all the work they did unitl that moment. Poser's current 'all or nothing' coding for the IK system is trouble.A better workflow and more capable tools would increase Poser's usage as an animation tool considerably. It is way, way past time there was some attention paid to those who make things move. With an exception or two, the controls we have are -exactly- the same as we had in P4. There is more than a little frustration amongst the animators, though. This is a repost of features I'd like from Rosity (to RDNA and now back), with some editing and additions: "Those who lose themselves in a passion lose less than those who Would be a huge interface improvement especially when working in complex scenes. Not to pick on the OP, but for example you load one of his city blocks and start adding cars and people and other props and things get crazy trying to locate something real fast. Where say you have 20 items in a group, they are displayed in a sub folder or indented list not one giant long list. Under both the figure and props menu, allow you to do the same under a grouping. You now can control how many body actors are displayed (indented or sub folder listing) which cleans that up and makes it a ton easier to find the body actor you want to screw up. Plus a button in the Hierarchy window you press once and it collapses all. Then when the file is reopened the Hierarchy window pallet re-displays as it was previously (not all expanded like it currently does). Hierarchy window pallet-on save remember which are collapsed and which are expanded.
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