Please note:?This product is is not currently compatible with the 64 bit versions of Poser Pro.
PoserPhysics enables gravity, joints and collisions to be applied to the elements in your Poser scene. Simply set up a scene with figures and props, click the Run Simulation button, and your scene will be animated. As the simulation runs, it stores the prop and figure positions as keyframes in the Animation Palette, so you can play the simulation back in real-time, or render the simulation as a movie.Using the ODE physics engine as the basis for animating of your scene, Poser Physics provides rigid body and ragdoll simulations. More advanced users may wish to create additional behavior, such as joints and motors, which can be accessed through the PoserPhysics Python API, which does require some coding skills.”
Apply Physics to Any Prop or Figure
Any figure or prop can be used in the PoserPhysics simulation. The way they are used depends on the type of prop or figure:
Box and ball props can be movable in the physics simulation. In addition, PoserPhysics adds a Capsule primitive, and any prop that are not Balls (spheres), Boxes, or Capsules can have their simulation shape specified (as box, spherical or capsule) prior to the simulation, so that their collision shape is known. Large scenery figures are stationary in the scene, providing an environment for other objects to bounce off.
Poser human figures can be automatically simulated as ragdolls, and given Bounce and Density characteristics to generate accurate simulations. Poser 6 human figures are fully supported, as well as some animals and third party figures.
Poser Clothing and Hair
Both props parented to a figure (hair, shoes, hats, weapons), and other figures conformed to a figure (clothing, hair, etc) will follow the figure through the animation, which gives you the ability to run the PoserPhysics simulation, and then run dynamic hair and cloth simulations to be included in your animation.
Generate Fast and Accurate Simulations!
PoserPhysics works quickly to generate accurate, realistic animation simulations. A single sphere in a scene will generate 100 frames of simulation in 1 to 2 seconds. Adding a human figure to the scene will generate approximately 1 frame per second. For example, a scene with 5 CasualJessis and 5 CasualJames, all with ragdoll simulation, falling on top of each other, takes approximately four minutes to create 50 animation frames. Requirements Compatible with Poser 6. Poser 6 SR2 Recommended!
PoserPhysics originally developed by Physicalc.
Props and Primitives
In the Props\Primitives folder, PoserPhysics adds a new prop called Capsule, which is recognized by PoserPhysics as the capsule primitive. A capsule is a cylinder with round ends. Any props that are not Balls (spheres), Boxes, or Capsules can have their simulation shape specified (as box, spherical or capsule) prior to the simulation, so that their collision shape is known. In the case of capsules, they face the Z axis (i.e. they roll along the X axis). The Square Hi-Res (ClothPlane) primitive will be used statically (it is not moveable), but can be bent with magnets to make terrains.
Some objects are not well simulated by a box, sphere or capsule. For example, cylindrical and conical shaped props will not be realistically simulated by the system. Any of the items above can also be controlled in the scene by Poser’s keyframe animation system. So a ball can fly through a scene controlled by keyframes, and hit (and push away) normal moveable physics objects. Props that are parented to other props will have that parenting removed in the simulation ? and those props will be parented to the Universe.
To build a ragdoll physics character from a human figure in your scene, simply select the figure, and make sure it is Moveable (which is the default for figures). Then when the physics simulation is run, a ragdoll character will be built from the figure.
Note: Ragdoll characters do not include fingers, so they will not be simulated. The fingers will retain whatever pose they are in at frame 1. Collarbones are also not included in the ragdoll model, and will be in the zero pose throughout the simulation. When the simulation commences, if the figure is in a pose that is beyond the limits of the ragdoll, it will be adjusted accordingly, and a message will be displayed in the python window. Ragdoll joint limits are around 80% for bend and twist of those for the body parts of the Poser figure.?
The behavior of the ragdoll takes into account the figure’s Bounciness and Density. It is recommended to keep Bounciness set low (around 0.2) to get accurate simulations. During the simulation, checks are made to ensure the ragdoll is in tact and the simulation has not exploded (the ragdoll pieces may separate if too much force is applied, as would a real body). When a ragdoll explosion occurs, the simulation will stop, and an error will be reported. In such cases, adjustments of the figure Bounciness and Density will usually rectify the problem. There are other parameters in the Global Settings which also help manage ragdoll simulations.
The ragdoll physics simulator has been designed to work with most human Poser figures. Since it builds the ragdoll dynamically, according to the figures skeleton, it may work with non-human figures, although this will depend on the skeletal structure. The system requires that the figure have a hip actor parented to the figure Body in order to build a ragdoll for that figure. Therefore it also works with all the Poser animals that have a hip actor.
Software:?Poser 6, 7 and Pro