PoseConvert

Plugins PoseConvert

Evo

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Evo submitted a new resource:

PoseConvert - Load joint rig configuration from a pose without setting control position or rotation values.

This plugin allows for easier user of alternative joint configurations. There are some excellent rigs on the hub, such as Appetite Visual's BioRigs that make posing and animating easier as well as look more natural. Alternate rigs can be great starting points to create new poses and animations. This plugin allows you to apply rigs such as these to the current pose of a...

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Hi, I love the concept of this plugin. Do you have plans to continue development? It would be great if in addition to the Copy Float Params and Copy Parent Links toggles, there was a Copy Position/Rotation States toggle, and Copy Allow Possess/Grab toggle. My current use case for this plugin is just to transfer over the float params, but there's no way to keep the current pose's position and rotation states and allow grab settings, that I can tell.
 
Hi, I love the concept of this plugin. Do you have plans to continue development? It would be great if in addition to the Copy Float Params and Copy Parent Links toggles, there was a Copy Position/Rotation States toggle, and Copy Allow Possess/Grab toggle. My current use case for this plugin is just to transfer over the float params, but there's no way to keep the current pose's position and rotation states and allow grab settings, that I can tell.
Hey there, that would be easy enough to add. I actually already have the next version of this plugin that I've been using and have slacked on publishing!

I can put the posses/grab states in the copy. I may actually get time to publish the new version of this thing this weekend.

I converted it to a session plugin because I use it constantly now. There's an Atom plugin too so that it could be triggered too. I had been working on adding a way to dampen the joints on convert so that there are less jumps when changing rigs. Then I got to looking deeper into how timeline controls the joints and started questioning whether it was going to be necessary. I'll probably hold on the dampening for now. What I'm looking to achieve with it is the ability have several animations with different joint configs play smoothly together without loading a pose and getting that hard jump between.

Thanks for the feedback!
 
i believe i have found a bug with this plugin

im experimenting with being able to pick up a person while embodying another. so, i saved a pose with all controllers in "off" state except head which i parent to the person atom's chest i am to be embodying.

when i set this up manually on the controllers, all the parenting works fine. when i load the pose through the persons pose loading function, it works fine. but when i apply the pose through pose convert, the parent relationship is lost. it for some reason changes to parenting the head control to the person's own chest instead of the person i am embodying, which breaks the functionality.

i thought hmm maybe its some weird relationship with embody, so i created an empty and attached it to the chest of the person i am embodying then parented the person for who i am carrying to the empty. when i load that pose however, the head is the parented to the persons own root control node, not the empty.

so there is something wrong with preservation of controller node parent settings at least when it comes to setting them to an atom other than itself.
 
i believe i have found a bug with this plugin

im experimenting with being able to pick up a person while embodying another. so, i saved a pose with all controllers in "off" state except head which i parent to the person atom's chest i am to be embodying.

when i set this up manually on the controllers, all the parenting works fine. when i load the pose through the persons pose loading function, it works fine. but when i apply the pose through pose convert, the parent relationship is lost. it for some reason changes to parenting the head control to the person's own chest instead of the person i am embodying, which breaks the functionality.

i thought hmm maybe its some weird relationship with embody, so i created an empty and attached it to the chest of the person i am embodying then parented the person for who i am carrying to the empty. when i load that pose however, the head is the parented to the persons own root control node, not the empty.

so there is something wrong with preservation of controller node parent settings at least when it comes to setting them to an atom other than itself.

You're right. The parenting between different Person atoms would be lost the way it is now. That is useful when the Person atom name changes and the control nodes were all within one Person atom. But I see your use case though. I may be able to include an option to do that and use the Person atom names when re-linking controls.
 
Hi Evo, your plugin is really very helpful, actually an abolute necessity! Are you working on a mode to "blend different rigs over time"?
In my case, if I want to make fluent transitions from one rig to another while playing, without any noticeable shaking, it seems impossible now I think even with very precise positioning. Maybe that could be made with a Lerp function for each joint strength parameter? Thank you and keep going please!
 
Hi Evo, your plugin is really very helpful, actually an abolute necessity! Are you working on a mode to "blend different rigs over time"?
In my case, if I want to make fluent transitions from one rig to another while playing, without any noticeable shaking, it seems impossible now I think even with very precise positioning. Maybe that could be made with a Lerp function for each joint strength parameter? Thank you and keep going please!
Glad you found it useful! I do indeed need that feature to make what I want with it. It is on my list.
 
Definitely going to be looking into this, as soon as I wrap up saving/restoring the SimpleStateMachine plugin I have in development.
 
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