The first holocron was accepted by the Post Office. Now as long as it clears customs in Italy (and isn't damaged in transit....)
I've been scribbling on graph paper for nearly two months now trying to improve on the connection to the sense plate. Well, of course: after I assembled two holocrons and made up a detailed instruction sheet, I finally got the bright idea I'd been hoping for.
I'm still not wonderfully happy with the whole thing, but I'm willing to put them in boxes now. I'd set up a nice assembly line but there's only four or so that get completed and painted by me. The rest are shipping out as kits.
(The one remaining thing I really want is to program in a few basic functions on the User Buttons. But dunno when I'll have enough consecutive not-exhausted hours to wrangle code).
Tricks of the trade, discussion of design principles, and musings and rants about theater from a working theater technician/designer.
Tuesday, March 28, 2017
Monday, March 27, 2017
Addendum
Some more thoughts about the subject of my last post.
First -- of course, the situation was my fault. I could have made a site visit. I could have made sure I had contact numbers in case I had trouble getting in. I could have arrived earlier -- then there was at least a small chance I would have bumped into the people who went in and didn't leave an obvious way to follow.
But this is near the end of a tough run, I'm running on fumes and I wasn't mentally or physically up for thinking outside of the routine we've followed for every other performance. Or in a position financially or time-wise to make that site visit. I was barely able to drag myself out of bed and get there at all, in fact.
So to it. When you hit a situation like this; due to whatever circumstance you have to get a show up without the resources you really need (usually time, but also often enough gear), here's what you need to do:
Don't Panic. It's fine to go to flanking speed. It's fine to get tense and terse. But don't hurry to the point where you start plugging in the wrong cables or where you are giving orders so fast the crew can't understand you. And most importantly; don't let that spill on to the performers. It is fine to let them know things are a little tough and you are a little harried. But they don't need to know that the sound might not be there at all (unless you get lucky or have a sudden inspiration on how to make it work after all).
Prioritize: No, that's not even the right word. Triage. Make a (mental) list of everything you could survive without if the worst happens, and do all of those last. This isn't a simple matter of ranking a list; everything is a balance between how long it is expected to take, what kind of risk you are willing to take, and how much you really need that thing.
For this show, there were a few absolutes. I had to have the backing tracks. The musical doesn't happen without that. But outside of a complete failure of the venue's sound system, that is a matter of plugging in two cables and getting a rough level. So it doesn't need to be the first thing we do. Low down on my list was floor mics, because there's only three solo lines that use that mic, and it doesn't have the reach to save me if the body mics aren't working.
The other thing I had working for me on this one was Experience. I knew the show very well. I knew the voices. In a sense this was like mixing a trio; if you only have piano, bass and drums on stage it's pretty trivial to figure out channel is which when you have to adjust on the fly. I knew when I popped up the first four mics for the opening number I would be able to hear if C. wasn't in the mix, or if T. was the one who was overpowering everyone else.
I also knew the board family and had spent literally a decade watching wireless mics on the meter bridge. So I could actually do a rough trim by eye (it is really nice when you have warm-ups, because then the mics are all hearing a singing voice at typical volume. Well, more-or-less typical; far too many actors mark their way through warm-ups. But with a good pair of 'phones I can hear exactly how hard they are trying and adjust the trim to compensate.)
There are also standards for a well set-up sound system. These were Meyer speakers, a mid-range Yamaha board, and a clean new-looking theater. So I had good reason to believe that the overall system gain would put me at an appropriate volume level if I ran a healthy-looking signal (plenty of green, space left before it hit red). The house tech advised me on his typical starting point for wireless mics (they tend to be set for a +4 line level. relatively consistent across brands -- again, assuming healthy gain staging through their own signal chain).
And I had one starting point already; we'd fired up the backing tracks to set a rough level on the floor monitors.
So when I started the show, I used the Overture to quickly dial in the level on the backing tracks. Then rolled up the first four mics. I can mix at least four fingers at the same time, so I knew I could compensate with the faders if my rough trim was completely off. As it turns out, it was close enough that I could quickly pop through the head amps and match them. And since I'd rough-trimmed all the mics to the same average level, all I had to do as the other characters entered is bring their faders up to the same position and fine-tune the trim.
It is a little trickier than that, because I have several "yelpers" in the cast who require constant riding of their mic (or as a tech at the Paramount called it, "the five compressors I have on each hand.")
But there's another dirty trick here. No two mixes are identical. One person emphasizes bass, another emphasizes the Bass. Each new song or set or band you listen to, you as a listener spend the first minute or two adjusting your ears to it.
And that means if you have to mix a band cold, without a proper sound check (sometimes, without even a line check), you have a couple of minutes while the audience is adjusting to try to get a mix out of the mess you've got coming off the console.
I've done this, as I said, and again there's a lot of experience that goes into it. I know where to place mics that generically will get a certain sound. It might not be the perfect sound for that band but it will work. And perhaps more importantly, I know what sound that is.
Because I can go back to the console and without the instrument even being there I can set a rough trim and do some basic EQ. I know a snare is a lot hotter than a drum overhead. I know my lone Karma mic is much hotter than the little Oktava's. So I can eyeball a really rough level on them, and be prepared to deal with some known EQ issues (cheap condensers have that 6K-8K boost, for instance. Kick sounds terrible if you let too much mid and mid-low through. In fact, you can go right ahead and dial up a starter frequency for the "crack" and "whoomph" but don't put a lot of gain on it at first.)
And then you work your way from foundation, just as if you had an afternoon and a finished multitrack to mix down. Get the rhythm section in. Add the front men. Then work your way through the rest of the band.
It is hair-raising, flying-fingers work, and really requires you know your way around the board blindfolded. But I've done it enough that I don't shut down in terror if I have to face it again.
Oh, yeah, and the last thing in your tool kit; Hubris. You've got to have the willingness to subject hundreds to thousands of people, people who may have paid upwards of fifty bucks for a seat, to your gambles. You've got to be willing to let your instincts of that moment, that direct connection between your ears saying "more sax!" and your left ring finger on the fader to override the probably better judgement of the promotor, the music director, the punter yelling at you from an aisle seat, and the musician himself. You've got to gamble with all of the efforts of everyone who rehearsed so long and worked so hard (and spent so much money) and do what seems to be right at the moment -- or at least what appears to be working.
I call it hubris because I can never and will never let myself forget of what it means when I step up to that board. I will make mistakes. My judgement will always be suspect. But someone has to call it. Someone has to get a semblance of order into what otherwise would be sonic chaos, and there's no time for a second opinion.
You have to COMMIT. The lead sax is too brassy? You have a split-second to make the call; fix it fast enough that it makes just one little bubble, one small forgivable flub in the overall song. Or let it ride and find a way to defend it as musically valid. The only thing that is worse than a mix that is wrong is one that can't make up it's mind. The ears can adjust to the former. Not the latter.
First -- of course, the situation was my fault. I could have made a site visit. I could have made sure I had contact numbers in case I had trouble getting in. I could have arrived earlier -- then there was at least a small chance I would have bumped into the people who went in and didn't leave an obvious way to follow.
But this is near the end of a tough run, I'm running on fumes and I wasn't mentally or physically up for thinking outside of the routine we've followed for every other performance. Or in a position financially or time-wise to make that site visit. I was barely able to drag myself out of bed and get there at all, in fact.
So to it. When you hit a situation like this; due to whatever circumstance you have to get a show up without the resources you really need (usually time, but also often enough gear), here's what you need to do:
Don't Panic. It's fine to go to flanking speed. It's fine to get tense and terse. But don't hurry to the point where you start plugging in the wrong cables or where you are giving orders so fast the crew can't understand you. And most importantly; don't let that spill on to the performers. It is fine to let them know things are a little tough and you are a little harried. But they don't need to know that the sound might not be there at all (unless you get lucky or have a sudden inspiration on how to make it work after all).
Prioritize: No, that's not even the right word. Triage. Make a (mental) list of everything you could survive without if the worst happens, and do all of those last. This isn't a simple matter of ranking a list; everything is a balance between how long it is expected to take, what kind of risk you are willing to take, and how much you really need that thing.
For this show, there were a few absolutes. I had to have the backing tracks. The musical doesn't happen without that. But outside of a complete failure of the venue's sound system, that is a matter of plugging in two cables and getting a rough level. So it doesn't need to be the first thing we do. Low down on my list was floor mics, because there's only three solo lines that use that mic, and it doesn't have the reach to save me if the body mics aren't working.
The other thing I had working for me on this one was Experience. I knew the show very well. I knew the voices. In a sense this was like mixing a trio; if you only have piano, bass and drums on stage it's pretty trivial to figure out channel is which when you have to adjust on the fly. I knew when I popped up the first four mics for the opening number I would be able to hear if C. wasn't in the mix, or if T. was the one who was overpowering everyone else.
I also knew the board family and had spent literally a decade watching wireless mics on the meter bridge. So I could actually do a rough trim by eye (it is really nice when you have warm-ups, because then the mics are all hearing a singing voice at typical volume. Well, more-or-less typical; far too many actors mark their way through warm-ups. But with a good pair of 'phones I can hear exactly how hard they are trying and adjust the trim to compensate.)
There are also standards for a well set-up sound system. These were Meyer speakers, a mid-range Yamaha board, and a clean new-looking theater. So I had good reason to believe that the overall system gain would put me at an appropriate volume level if I ran a healthy-looking signal (plenty of green, space left before it hit red). The house tech advised me on his typical starting point for wireless mics (they tend to be set for a +4 line level. relatively consistent across brands -- again, assuming healthy gain staging through their own signal chain).
And I had one starting point already; we'd fired up the backing tracks to set a rough level on the floor monitors.
So when I started the show, I used the Overture to quickly dial in the level on the backing tracks. Then rolled up the first four mics. I can mix at least four fingers at the same time, so I knew I could compensate with the faders if my rough trim was completely off. As it turns out, it was close enough that I could quickly pop through the head amps and match them. And since I'd rough-trimmed all the mics to the same average level, all I had to do as the other characters entered is bring their faders up to the same position and fine-tune the trim.
It is a little trickier than that, because I have several "yelpers" in the cast who require constant riding of their mic (or as a tech at the Paramount called it, "the five compressors I have on each hand.")
But there's another dirty trick here. No two mixes are identical. One person emphasizes bass, another emphasizes the Bass. Each new song or set or band you listen to, you as a listener spend the first minute or two adjusting your ears to it.
And that means if you have to mix a band cold, without a proper sound check (sometimes, without even a line check), you have a couple of minutes while the audience is adjusting to try to get a mix out of the mess you've got coming off the console.
I've done this, as I said, and again there's a lot of experience that goes into it. I know where to place mics that generically will get a certain sound. It might not be the perfect sound for that band but it will work. And perhaps more importantly, I know what sound that is.
Because I can go back to the console and without the instrument even being there I can set a rough trim and do some basic EQ. I know a snare is a lot hotter than a drum overhead. I know my lone Karma mic is much hotter than the little Oktava's. So I can eyeball a really rough level on them, and be prepared to deal with some known EQ issues (cheap condensers have that 6K-8K boost, for instance. Kick sounds terrible if you let too much mid and mid-low through. In fact, you can go right ahead and dial up a starter frequency for the "crack" and "whoomph" but don't put a lot of gain on it at first.)
And then you work your way from foundation, just as if you had an afternoon and a finished multitrack to mix down. Get the rhythm section in. Add the front men. Then work your way through the rest of the band.
It is hair-raising, flying-fingers work, and really requires you know your way around the board blindfolded. But I've done it enough that I don't shut down in terror if I have to face it again.
Oh, yeah, and the last thing in your tool kit; Hubris. You've got to have the willingness to subject hundreds to thousands of people, people who may have paid upwards of fifty bucks for a seat, to your gambles. You've got to be willing to let your instincts of that moment, that direct connection between your ears saying "more sax!" and your left ring finger on the fader to override the probably better judgement of the promotor, the music director, the punter yelling at you from an aisle seat, and the musician himself. You've got to gamble with all of the efforts of everyone who rehearsed so long and worked so hard (and spent so much money) and do what seems to be right at the moment -- or at least what appears to be working.
I call it hubris because I can never and will never let myself forget of what it means when I step up to that board. I will make mistakes. My judgement will always be suspect. But someone has to call it. Someone has to get a semblance of order into what otherwise would be sonic chaos, and there's no time for a second opinion.
You have to COMMIT. The lead sax is too brassy? You have a split-second to make the call; fix it fast enough that it makes just one little bubble, one small forgivable flub in the overall song. Or let it ride and find a way to defend it as musically valid. The only thing that is worse than a mix that is wrong is one that can't make up it's mind. The ears can adjust to the former. Not the latter.
Sunday, March 26, 2017
The Machines are Revolting
So penultimate weekend of the kid's show I'm doing. At a new theater a fair drive away. So as I set out I start to punch in the address on the smart phone and....no keypad. A restart fixed that, but fixing it distracted me enough to get me off schedule. I get to the theater at last and no open doors. Apparently one (ONE) of the people inside tried to call (instead of, say, having a door open, answering the bell, or even giving instructions on how to get in or a contact number.)
However, all the company phones have been having a huge problem with spam messages. We've stopped answering any call that comes from out of state. Guess how the anonymous, unknown number that tried to call me ID'd? Out of state.
When I'm finally let in, there only available FOH position is taken up by their own board. And it is a deep house; possibly too deep for our wireless mics in this modern age of increasing interference. So snap decision; leave the receivers backstage, plug into the stage snake and use their board to mix it.
A Yamaha M7CL. Which I knew only by theory and looking over the shoulder of another operator. And I hadn't used a Yamaha digital board since leaving the Playhouse. And the van with our gear was late, the house tech was friendly but not terribly motivated, and there appeared to be some RF issues, and the cast didn't even get into mics until well after we'd opened the house anyhow (they were too busy adjusting the choreography to a new and much larger stage).
So I mixed the show cold. Without even the benefit of monitoring over headphone to see if I had signal. I had nothing but eyes and guesswork -- years of experience in watching signal hit the bridge of a good board from wireless mics sitting on actors as they talked and slapped on makeup and quietly warmed up back stage -- to rough in the levels. And only verbal guidance as to where that would actually fall in the loudness range over the actual speakers.
And it was a lot better than I had expected. But just a wee bit tiring. Especially the opening number. I was well and truly worn out by the time the show was over. Time for a little take-out Chinese, some Anderson Valley Amber, and update my blog before much-needed bed.
Hrm. Actually, it's a Dogfish Head Indian Brown this time. Pity none of their "Ancient Ale" series of historical recreations appeared to be in stock at my local. Now that I know they are brewing them again I'll have to make some calls...
However, all the company phones have been having a huge problem with spam messages. We've stopped answering any call that comes from out of state. Guess how the anonymous, unknown number that tried to call me ID'd? Out of state.
When I'm finally let in, there only available FOH position is taken up by their own board. And it is a deep house; possibly too deep for our wireless mics in this modern age of increasing interference. So snap decision; leave the receivers backstage, plug into the stage snake and use their board to mix it.
A Yamaha M7CL. Which I knew only by theory and looking over the shoulder of another operator. And I hadn't used a Yamaha digital board since leaving the Playhouse. And the van with our gear was late, the house tech was friendly but not terribly motivated, and there appeared to be some RF issues, and the cast didn't even get into mics until well after we'd opened the house anyhow (they were too busy adjusting the choreography to a new and much larger stage).
So I mixed the show cold. Without even the benefit of monitoring over headphone to see if I had signal. I had nothing but eyes and guesswork -- years of experience in watching signal hit the bridge of a good board from wireless mics sitting on actors as they talked and slapped on makeup and quietly warmed up back stage -- to rough in the levels. And only verbal guidance as to where that would actually fall in the loudness range over the actual speakers.
And it was a lot better than I had expected. But just a wee bit tiring. Especially the opening number. I was well and truly worn out by the time the show was over. Time for a little take-out Chinese, some Anderson Valley Amber, and update my blog before much-needed bed.
Hrm. Actually, it's a Dogfish Head Indian Brown this time. Pity none of their "Ancient Ale" series of historical recreations appeared to be in stock at my local. Now that I know they are brewing them again I'll have to make some calls...
Saturday, March 18, 2017
Trust
Far too often I don't feel "up to" working with power tools and opt to work quietly on the computer or take a break entirely.
Too often. So today I pushed forward instead, and in less than five minutes -- moments after starting the first connection -- I put my soldering iron right into a finger.
Maybe it is better to trust that little voice.
(Regardless, as soon as I can take my finger out of the glass of ice water I'm going to try that joint again).
Too often. So today I pushed forward instead, and in less than five minutes -- moments after starting the first connection -- I put my soldering iron right into a finger.
Maybe it is better to trust that little voice.
(Regardless, as soon as I can take my finger out of the glass of ice water I'm going to try that joint again).
Thursday, March 16, 2017
Chapter Up
Been not feeling up for anything more physical than writing. I'm overdue for a full physical, I think. But at least I got another chapter done.
I cast my net a little wide this time. I spent a while browsing maps of New Mexico, trying to plan an itinerary of properly colorful places. I knew I wanted to include the Trinity Test Site and erroneously drew up a tentative route down to the far South of White Sands. Then I did a new search for rock climbing areas and that turned up the fact that Hueco Tanks, "The Tanks" themselves, were close to my route.
A few more scribbles and searches and I had it; leave Roswell, stop at Alamogordo and admire the Great Atari Video Game Burial, continue through El Paso to Hueco Tanks and get a little climbing in, cone back North to the White Sands Missile Range Museum and gaze longingly through the parking lot fence at Victorio Peak -- while Lara grabs a dirt bike and "sneaks" up through White Sands to the Trinity Site. (Which is, of course, to the North).
That was looking about right for material. Add something about Chief Victorio and the Apache Wars and I'd have a 6,000 word chapter, right?
Didn't work out that way. I hit 10,000. First off, I'd only meant to open the chapter with Lara in the middle of climbing some rock. Because I really didn't want to open with more talking heads. But that scene got more and more elaborate as I thought of new wrinkles, until it is a good thousand words with a literal cliffhanger to boot.
And the Victorio stuff kind of got out of hand. Maybe it was because, due to more coincidence than anything else, I've been listening to a lot of programs on the Indian Wars. And, yes, it is pretty topical stuff, what with the Dakota Access Pipeline started up again and so on. Even in my own town there's a shell mound which is being contested over. So I ended up with a lot more words there than I had expected.
And I'd thought of more to do with the Trinity scene. Like throw a predator after her. I was thinking cougar but research turned up that jaguars were rare but had been seen in New Mexico. And that's when I tried to do something extra tricky; to have an injured Lara fabricating an improvised weapon whilst going over in her wandering mind the history of stone tools and human hunting from the golden age of the Plains Indians back through paleolithic mastodon hunters to the encounter at Olduvai between a troop of chimps and h. zinjanthropus and his unfair invention, the club.
Cross-cutting between that and the resolution of the cliff-hanger at Hueco Tanks. And bringing out some of the information Lara went to Trinity to find, in the form of a series of hallucinatory memories of the distant past.
And I don't think I made it work. I've got ten thousand words and most of it is talking heads. And most of what they are talking about advances the plot not one iota. And I even cut stuff!
I cast my net a little wide this time. I spent a while browsing maps of New Mexico, trying to plan an itinerary of properly colorful places. I knew I wanted to include the Trinity Test Site and erroneously drew up a tentative route down to the far South of White Sands. Then I did a new search for rock climbing areas and that turned up the fact that Hueco Tanks, "The Tanks" themselves, were close to my route.
A few more scribbles and searches and I had it; leave Roswell, stop at Alamogordo and admire the Great Atari Video Game Burial, continue through El Paso to Hueco Tanks and get a little climbing in, cone back North to the White Sands Missile Range Museum and gaze longingly through the parking lot fence at Victorio Peak -- while Lara grabs a dirt bike and "sneaks" up through White Sands to the Trinity Site. (Which is, of course, to the North).
That was looking about right for material. Add something about Chief Victorio and the Apache Wars and I'd have a 6,000 word chapter, right?
Didn't work out that way. I hit 10,000. First off, I'd only meant to open the chapter with Lara in the middle of climbing some rock. Because I really didn't want to open with more talking heads. But that scene got more and more elaborate as I thought of new wrinkles, until it is a good thousand words with a literal cliffhanger to boot.
And the Victorio stuff kind of got out of hand. Maybe it was because, due to more coincidence than anything else, I've been listening to a lot of programs on the Indian Wars. And, yes, it is pretty topical stuff, what with the Dakota Access Pipeline started up again and so on. Even in my own town there's a shell mound which is being contested over. So I ended up with a lot more words there than I had expected.
And I'd thought of more to do with the Trinity scene. Like throw a predator after her. I was thinking cougar but research turned up that jaguars were rare but had been seen in New Mexico. And that's when I tried to do something extra tricky; to have an injured Lara fabricating an improvised weapon whilst going over in her wandering mind the history of stone tools and human hunting from the golden age of the Plains Indians back through paleolithic mastodon hunters to the encounter at Olduvai between a troop of chimps and h. zinjanthropus and his unfair invention, the club.
Cross-cutting between that and the resolution of the cliff-hanger at Hueco Tanks. And bringing out some of the information Lara went to Trinity to find, in the form of a series of hallucinatory memories of the distant past.
And I don't think I made it work. I've got ten thousand words and most of it is talking heads. And most of what they are talking about advances the plot not one iota. And I even cut stuff!
Sunday, March 12, 2017
It's a Poser, all right.
My site stats say several people have accessed the old posts on rigging for Poser (the 3d figure-centric animation and rendering software). So here's the long-delayed third post in the series.
Since I haven't used Poser in a while this is going to have less in the way of concrete examples. Also, the last version I used was 9 and it is up to 11 now. Poser tends to maintain backwards compatibility with previous tricks, though, even as it adds new ones (each generation of figures adds some new tricky way to deal with the perennial core problems like poke-through -- and let's not even get into DAZStudio which, while maintaining a large degree of compatibility with Poser-generated content, changes many of the paradigms).
So I will try to give examples, but, really, the best way to do this is to find a Poser file and reverse-engineer it. See how the stuff is actually formatted. Or go look online for one of the various useful guides. Once you know what is possible and what people tend to call it, it is a lot easier to find help on getting it right.
So to it. The three Poser power tools I find the most useful for the Poser content I've created over the years are, in no particular order, altGeom, ERC, and MAT poses.
Way back in the early days of Poser, either the riggers, the software, or the projected customer base couldn't handle the idea of rigging every finger. So they created a way to swap out one pre-posed hand with another. The code was still in there when the first Millenial Figures arrived (the original Victoria 1 and Michael 1), and stayed in the code as the vestigial gen/noGen switch (aka, a way to change out the lower-torso mesh to one with or without the naughty bits).
altGeom is a handy way to change the shape of an item past what morphs allow you to do. Let me review for a moment; a morph is a list of deltas -- differences in position -- for the vertices already in the mesh. Applying a morph causes each vertice in the original mesh to move to a new position. Which is why you can dial in a morph as a percentage, including applying it extra strength or negatively -- in the latter, the vertices simply move in the opposite direction.
It is hard to see in that tiny video but the spring on the kick pedal here is using a morph to elongate. There are also morphs on the head of the drum so it "dimples" when hit.
For the stage microphone set I made, every stand was equipped with an altGeom dial that provisioned it with either a standard mic clip, a large shock mount, or a null object (no clip at all).
An altGeom consists of two things; a geometry reference to the different geometry, and the code to create the dial (which is subtly different from that used in a translate or morph dial).
Again to review; in all Poser figures and most props, you will find two pointers; the figure reference file, and the actor pointer. They look like this:
figureResFile :Runtime:Geometries:Princess:Stage_Mics:shortStand.obj
and
actor clipBase:8
{
storageOffset 0 0 0
geomHandlerGeom 13 clipBase
The name you see there, "clipBase," needs to appear as a geometry group within the geometry file "shortStand.obj" The actual actor name, however, does not need to match; the geomHandlerGeom reference is the only place in Poser where it needs to see the actual name in the geometry file.
So...unlike everywhere else in the Poser universe, in a part with an altGeom there is an additional figure reference occurring inside the body of the actor;
alternateGeom clipBase_2
{
name clipBase2
objFile 2101 :Runtime:Geometries:Princess:Stage_Mics:clipBaseALT.obj
}
defaultGeomName clipBase_1
This is, of course, the actor in which occurs the actual dial for the altGeom. Take note of the "2101" there; this is a unique identifier that must be different from any other geometry used in the Poser scene. Starting above 1000 is strongly recommended.
And here is what the actual dial looks like:
geomChan handGeom
{
uniqueInterp
name change clip
initValue 0
hidden 1
forceLimits 1
min 0
max 2
trackingScale 0.045
keys
{
static 0
k 0 0
}
interpStyleLocked 1
valueOpDeltaAdd
Figure 8
clip:8
changeClip
deltaAddDelta 1.000000
valueOpDeltaAdd
Figure 8
BODY:8
changeClip
deltaAddDelta 1.000000
}
Something to note here; the limits are set to the number of actual geometries being referenced (including the original). "handGeom" must be used as the internal name for Poser to understand the unique nature of this dial, but the external, user-facing name can of course be of your choice.
Unlike morphs, the altGeom does not need to share the number or winding order of vertices. However, if the edges are nearly identical, Poser will still manage to weld the meshes together when it makes a figure. Also, of course, the morphs for one geometry won't work on the other. But, strangely, Poser will sometimes recognize this and will hide the dials belonging to one geometry and show dials you've created for the alternate geometry. This can not, however, be always trusted.
Alternatives: Instead of using an altGeom, some props are simpler to build by hiding the optional bits using the ability to hide (and not render) a specific actor. As far as I know you can't build a "show/hide" dial, but you can construct a one-click pose to do it. Similarly, translate and/or scaling could be used in an ERC dial to hide one optional bit and show a different one instead.
When Poser finally got around to adding fingers, they realized folding all of them individually to make a first was a pita. So they added a bit of code which is still in there; name your fingers with the same internal names as those on a standard Poser figure, and create a dial called "grasp," and they will all respond to it.
It actually worked on this cute guy, here, even though he only has two fingers on each hand! Well, this same trick was later leveraged in by the Poser designers to allow all the body shape morphs to be collected together in a single spot instead of having to go to every limb and digit turning dials individually.
In any case, it didn't take long for the community of Poser tinkerers to realize that this lowly bit of code had untapped powers. In essentials. and with some important exceptions, every dial in Poser can be slaved to another dial.
This is...absurd. Some users attempted to make sense of this cornucopia by coining the terms "JCM" for morphs that automatically dialed themselves in when a joint was moved (aka, bend the elbow on a Poser figure and the biceps muscle swells in a natural way), "JCT," "FBM" (Full Body Morphs, meaning a single dial will tweak in separate "muscular" morphs across multiple body parts), Super-Conforming, etc. But in general the blanket term "ERC" (for Extended Remote Control) is accepted.
One of the uses to which ERC has been put is to allow clothing to magically take on the same morphs being applied to the figure below. The trouble with this happy picture being crosstalk. A simple search will turn up thousands of systems for fixing the crosstalk problem. They are all wrong. Simply put, Poser creates instancing on the fly as figures are added to the workspace, or as a scene file is read in. It is entirely impossible to force Poser to observe unique identifiers (outside of, perhaps, manipulating the Poser workspace in a more direct way using Poser Python tools).
So you can get superconforming or crosstalk to work for you once, say when creating a scene, but save it and restore, add something new, or even work on it too long and the references will be lost.
Poser is dumb. It looks in the first place it thinks of to find anything, from the matching master dial for an ERC slave code to the correct texture file. And it doesn't always start where you would expect or want it to start. Which means that even internal ERC channels can get "lost" and wander off when you have more than one figure in the scene.
That said, operating ERC between figures is an alarmingly powerful too with all sorts of wonderful potential.
An ERC chain consists of three things; a slave dial, a target dial, and the code within the slave dial setting how it is to respond.
The master dial can be any kind of dial; a morph dial, a translate dial...or an empty dial. The code for creating a dial that doesn't do anything itself is as follows:
valueParm turnClip
{
name turn clip
initValue 0
hidden 0
forceLimits 1
min -360
max 360
trackingScale 0.2
keys
{
static 0
k 0 0
}
interpStyleLocked 0
}
The usual dial functions are here; internal name versus displayed name, the ability to hide the dial, and, yes, dials can be stacked (just don't point them at each other. Quickest way to crash Poser that has yet been discovered).
The code that makes the magic happen is all in the slave dial:
rotateZ zrot
{
name tilt clip
initValue 0
hidden 0
forceLimits 0
min -90
max 100
trackingScale 1
keys
{
static 0
k 0 0
}
interpStyleLocked 0
valueOpDeltaAdd
Figure 8
BODY:8
tiltClip
deltaAddDelta 1.000000
}
The key is in those last four lines. The source figure is, as I said, bollixed in by Poser when you load the figure. But you can at least try to push it in the right direction by making it match the actor numbers of the figure file. The next is the actor that contains the master dial, and the penultimate is the internal name of that dial. The last is the tracking scale.
Setting the tracking right is often key to getting ERC working right. For a full body morph, the tracking is usually 1=1; each body part morph dials up to the same amount. For trying a morph to a joint rotation, though, you need to know that Poser uses 1.0 as meaning a morph is full-on, but a rotation around a full circle appears in the Poser code as "360."
So, yes; one of the most useful functions of this is to take dials that might be spread all over the figure and mirror them in a place where they are easy to find. Incidentally, another Poser peccadillo it is doesn't always save channels in the BODY when the file is saved and retrieved. It is safer to consolidate your master dials in the top selected body part instead.
But since you can merge and stack dials, there's some fun tricks you can do:
Again, sorry for the poor render here. These are actually copies from stuff I uploaded to YouTube years ago. So there's some simple things here; the turning sense head on the ghost detector is linked to a morph that extends the loop of wire connected to it. The jaws of the steam powered monkey wrench automatically spin the nut as they are opened.
A little more tricky, the gear box is set to a single dial (and all the individual gears are hidden in the cr2, meaning they display in the workspace and render but don't show up as selectable body parts), and each uses a deltaAddDelta tuned to its diameter so the teeth mesh.
The trickiest is the steampunk sonic screwdriver (which is unfortunately impossible to see clearly in the render). The trick here is joint limits are set on the joints, dial limits on the dials, and in some cases a dial is set to a negative number below the joint limit. So what happens is that dial waits until the master dial has rolled it over into positive numbers again.
Under a single master dial, the spinner makes a half-turn as it starts to retract. The spring collapses with it. When it has fully retracted it stops; the leafs, which have been waiting quietly the whole time, close over it.
People have used this sort of trick...multiple stacks of dials pointing at each other, phantom dials that are hidden from the user and exist only to delay a following action... to rig tank treads.
As one extended example of ERC in action, the Easy-Pose cables or tentacles use ERC to make a long flexible object possible. The figure has an otherwise uncontrollable number of body segments, but the dials are all collected into master dials at the head so they all turn together. And you can get trickier; if each segment, for instance, takes orders from the previous segment instead of the master, and each is set to a deltaAddDelta of slightly more than 1.0, then the cable will coil into a decreasing diameter nautiloid spiral.
By itself, the MAT Pose is simply a pose file that applies texture instead of joint rotations. But this is just a glimpse into what is actually possible.
The big thing to know is that there is only one syntax for Poser files. The suffix to a file; pz3, cr2, hr2, etc. tells Poser what to expect from it, but the markup language inside is the same stuff. Now, there are restrictions. Among other things, pose files expect to find a figure and will apply themselves to the last selected figure in the workspace. Bad things happen if there isn't one (this is one of the reasons why figures are a superior way to format complex props.)
In a similar way, a prop (pp2) can be told to attach itself to a figure (smart prop style) but other file types don't usually get this as an option.
The other key thing to remember about this all is that unspecified channels preserve the original data. So a pose file meant to only change expression should have all joint rotation and body morph channels edited out of it. If the channel isn't in the pose file, it won't be touched by the pose file.
version
{
number 4.01
}
figure
{
material plastic
{
KdColor 1 1 1 1
KaColor 0 0 0 1
KsColor .2 .2 .2 1
TextureColor 1 1 1 1
NsExponent 40.4078
tMin 0
tMax 0
tExpo 0.6
bumpStrength 1
ksIgnoreTexture 0
reflectThruLights 1
reflectThruKd 0
textureMap ":Runtime:textures:Princess:PTbeltFpatrol.jpg" -1 10105
bumpMap NO_MAP
reflectionMap NO_MAP
transparencyMap NO_MAP
ReflectionColor 1 1 1 1
reflectionStrength 1
}
There are no channels specified, no actors. All it has is a material; whatever is included there will replace the material that was loaded from the cr2.
Of course it doesn't stop there. A simple pose file can also include a function that hides a body part (useful for tight-fitting shoes that would otherwise poke through):
{
version
{
number 4.01
}
actor rFoot:2
{
name rFoot
off
}
actor rToe:2
{
name GetStringRes(1024,53)
off
}
A pose file can also add new control channels, and even add morphs -- the latter, however, requires that empty hidden dials be already in the cr2 waiting for morph deltas to be attached to them. I monkeyed around a little with a slaving code that made the figure the pose was attached to mimic the motion of an existing figure in the scene. Tricky to actually work with, though -- as explained in crosstalk above!
Another odd function of MAT poses is that you can replace materials on an actor-by-actor basis;
actor rButtock:2
{
customMaterial 1
material SkinBody
{
KdColor 1 1 1 1
KaColor 0 0 0 1
KsColor 0.0554971 0.149996 0.061799 1
TextureColor 1 1 1 1
NsExponent 9.65048
tMin 0
tMax 0
tExpo 0
bumpStrength 1
ksIgnoreTexture 0
reflectThruLights 1
reflectThruKd 0
textureMap ":Runtime:textures:Princess:PThoseHarper.jpg" 0 0
bumpMap ":Runtime:textures:Princess:PThoseSherwoodBUM.bum" 0 0
reflectionMap NO_MAP
transparencyMap NO_MAP
ReflectionColor 1 1 1 1
reflectionStrength 1
}
}
This is a tricky pose here. Incidentally, the tradition was to name poses MAT if they changed materials, INJ if they injected morphs, and DIV if they used custom materials. Anyhow, for some reason Poser requires you define the material at the top of the pose file in addition to doing so within the individual actors.
So yes; this specific example put hose on the legs of the figure in question while leaving alone the skin (and eye and teeth and so forth) textures already applied. The one disadvantage is that it splits along the actor seams, although some Poser figures were specifically sliced to make those divisions fall in more useful places.
This function can be called in the cr2:
pointAtParm Point At
{
name Point At
initValue 1
hidden 0
forceLimits 1
min 0
max 1
trackingScale 0.005
keys
{
static 0
k 0 1
}
interpStyleLocked 0
pointAtTarget bRivit:9
}
Notice that this looks just like a dial definition. In fact it is a dial. But it has to have the exact internal name Point At in order to work. The way this trick worked in the final prop; this was a stand with legs that folded up. Each leg had a brace with the center of rotation set at one end and the primary axis running the long way. When a master dial was turned that rotated each leg into the stowed position, each brace would pivot freely to keep their other end as close to the connector as they could. The result was it looked like the braces were mechanically part of the assembly.
A trick B.L. Render worked with was to Point At a "gravity ball" moved to a location far below the picture frame. That would make fringes hang down, towards "gravity." I've used a similar variation; set both eyes to Point At a hovering non-rendered ball, and you can direct the figure's gaze in a natural way.
As B.L. says, children effect their parents. This can be a particular problem for mechanical props. Twist a knob on a control panel, and part of the panel twists up to follow. You can turn off deformation by setting "bend" to 0, but this means you can't apply morphs to that actor anymore. You can tweak the joint params to try to exclude the body part but even with zones this isn't always possible.
Or you can go into the cr2 and delete the channels that make this happen. Once deleted, Poser won't put them back (at least, not as of the last version I've used).
These channels are easy to recognize; their names have a similar format and they always include the child part:
twistY lBunear_twisty
{
name lBunear_twisty
initValue 0
hidden 1
forceLimits 0
min -100000
max 100000
trackingScale 1
keys
{
static 0
k 0 0
}
interpStyleLocked 0
otherActor lBunear:4
matrixActor NULL
center 0.0162426 0.67091 0.00326313
startPt 0.657258
endPt 0.754053
flipped
calcWeights
}
But here's another interesting thing; you can ADD these channels in order to make a control object. This is a technique called Body Handles. Adding a body handle is surprisingly easy. Add an actor in the definitions and the body of the cr2, referencing a custom geometry file for it. Add it to the hierarchy definitions neat the bottom of the cr2. Load the figure, then save again. Poser will fill in the rest of the Actor section.
Now you have a handle you can pick up and drag around that will drag part of the figure with it (depending on how you set the zone of effect). It's like a magnet that stays attached.
Anyone who has gotten this far probably knows this one. Translation along the xyz axis of a body part is already in Poser, it is just that the dials are hidden by default. All that is necessary is to set Hidden to false for that dial. Set limits, and you have a sliding drawer or piston or whatever.
I really don't remember how to work IK magic now. I do know you can get some fantastic results from it. The normal figure hierarchy works down from the BODY. If you rotate the shoulder, the forearm and hand are moved to a new position. If you rotate the forearm, the hand is moved to another new position.
Inverse Kinematics, well, inverts this. Most Poser figures have IK available for both feet; turn it on, and moving the foot drags the body parts upstream of it. So you can actually create a cable that is attached at both ends, and with the proper balancing of IK weights, it will be tugged at from both ends and attempt to shape itself to follow both.
My hi-hat stand has IK in it. Somehow I used that to allow a chain-drive going over a cam to follow everything else when you pressed the pedal down.
I hope some of this helps someone. I've largely stopped creating Poser content, and all those skills that took so long to learn are going to waste now. Unless I can use them to help someone else.
Since I haven't used Poser in a while this is going to have less in the way of concrete examples. Also, the last version I used was 9 and it is up to 11 now. Poser tends to maintain backwards compatibility with previous tricks, though, even as it adds new ones (each generation of figures adds some new tricky way to deal with the perennial core problems like poke-through -- and let's not even get into DAZStudio which, while maintaining a large degree of compatibility with Poser-generated content, changes many of the paradigms).
So I will try to give examples, but, really, the best way to do this is to find a Poser file and reverse-engineer it. See how the stuff is actually formatted. Or go look online for one of the various useful guides. Once you know what is possible and what people tend to call it, it is a lot easier to find help on getting it right.
So to it. The three Poser power tools I find the most useful for the Poser content I've created over the years are, in no particular order, altGeom, ERC, and MAT poses.
altGeom:
Overview:
Way back in the early days of Poser, either the riggers, the software, or the projected customer base couldn't handle the idea of rigging every finger. So they created a way to swap out one pre-posed hand with another. The code was still in there when the first Millenial Figures arrived (the original Victoria 1 and Michael 1), and stayed in the code as the vestigial gen/noGen switch (aka, a way to change out the lower-torso mesh to one with or without the naughty bits).
altGeom is a handy way to change the shape of an item past what morphs allow you to do. Let me review for a moment; a morph is a list of deltas -- differences in position -- for the vertices already in the mesh. Applying a morph causes each vertice in the original mesh to move to a new position. Which is why you can dial in a morph as a percentage, including applying it extra strength or negatively -- in the latter, the vertices simply move in the opposite direction.
It is hard to see in that tiny video but the spring on the kick pedal here is using a morph to elongate. There are also morphs on the head of the drum so it "dimples" when hit.
For the stage microphone set I made, every stand was equipped with an altGeom dial that provisioned it with either a standard mic clip, a large shock mount, or a null object (no clip at all).
Construction:
An altGeom consists of two things; a geometry reference to the different geometry, and the code to create the dial (which is subtly different from that used in a translate or morph dial).
Again to review; in all Poser figures and most props, you will find two pointers; the figure reference file, and the actor pointer. They look like this:
figureResFile :Runtime:Geometries:Princess:Stage_Mics:shortStand.obj
and
actor clipBase:8
{
storageOffset 0 0 0
geomHandlerGeom 13 clipBase
The name you see there, "clipBase," needs to appear as a geometry group within the geometry file "shortStand.obj" The actual actor name, however, does not need to match; the geomHandlerGeom reference is the only place in Poser where it needs to see the actual name in the geometry file.
So...unlike everywhere else in the Poser universe, in a part with an altGeom there is an additional figure reference occurring inside the body of the actor;
alternateGeom clipBase_2
{
name clipBase2
objFile 2101 :Runtime:Geometries:Princess:Stage_Mics:clipBaseALT.obj
}
defaultGeomName clipBase_1
This is, of course, the actor in which occurs the actual dial for the altGeom. Take note of the "2101" there; this is a unique identifier that must be different from any other geometry used in the Poser scene. Starting above 1000 is strongly recommended.
And here is what the actual dial looks like:
geomChan handGeom
{
uniqueInterp
name change clip
initValue 0
hidden 1
forceLimits 1
min 0
max 2
trackingScale 0.045
keys
{
static 0
k 0 0
}
interpStyleLocked 1
valueOpDeltaAdd
Figure 8
clip:8
changeClip
deltaAddDelta 1.000000
valueOpDeltaAdd
Figure 8
BODY:8
changeClip
deltaAddDelta 1.000000
}
Something to note here; the limits are set to the number of actual geometries being referenced (including the original). "handGeom" must be used as the internal name for Poser to understand the unique nature of this dial, but the external, user-facing name can of course be of your choice.
Wrap-Up:
So -- a few other useful things here. The source file can contain other groups, and multiple figures can access the same alternate geometry. You can access the same group multiple times, too; I coded up but never got around to releasing a Climbing Wall where each potential hold was an actor containing the translate instructions to move the geometry into the right location on the wall. Thus, there was only one of each hold ever constructed; the cr2 did all the work of populating the wall. And, of course, the end user could set a new route merely by rotating a few dials.Unlike morphs, the altGeom does not need to share the number or winding order of vertices. However, if the edges are nearly identical, Poser will still manage to weld the meshes together when it makes a figure. Also, of course, the morphs for one geometry won't work on the other. But, strangely, Poser will sometimes recognize this and will hide the dials belonging to one geometry and show dials you've created for the alternate geometry. This can not, however, be always trusted.
Alternatives: Instead of using an altGeom, some props are simpler to build by hiding the optional bits using the ability to hide (and not render) a specific actor. As far as I know you can't build a "show/hide" dial, but you can construct a one-click pose to do it. Similarly, translate and/or scaling could be used in an ERC dial to hide one optional bit and show a different one instead.
ERC:
Overview:
When Poser finally got around to adding fingers, they realized folding all of them individually to make a first was a pita. So they added a bit of code which is still in there; name your fingers with the same internal names as those on a standard Poser figure, and create a dial called "grasp," and they will all respond to it.
It actually worked on this cute guy, here, even though he only has two fingers on each hand! Well, this same trick was later leveraged in by the Poser designers to allow all the body shape morphs to be collected together in a single spot instead of having to go to every limb and digit turning dials individually.
In any case, it didn't take long for the community of Poser tinkerers to realize that this lowly bit of code had untapped powers. In essentials. and with some important exceptions, every dial in Poser can be slaved to another dial.
This is...absurd. Some users attempted to make sense of this cornucopia by coining the terms "JCM" for morphs that automatically dialed themselves in when a joint was moved (aka, bend the elbow on a Poser figure and the biceps muscle swells in a natural way), "JCT," "FBM" (Full Body Morphs, meaning a single dial will tweak in separate "muscular" morphs across multiple body parts), Super-Conforming, etc. But in general the blanket term "ERC" (for Extended Remote Control) is accepted.
Superconforming:
One of the uses to which ERC has been put is to allow clothing to magically take on the same morphs being applied to the figure below. The trouble with this happy picture being crosstalk. A simple search will turn up thousands of systems for fixing the crosstalk problem. They are all wrong. Simply put, Poser creates instancing on the fly as figures are added to the workspace, or as a scene file is read in. It is entirely impossible to force Poser to observe unique identifiers (outside of, perhaps, manipulating the Poser workspace in a more direct way using Poser Python tools).
So you can get superconforming or crosstalk to work for you once, say when creating a scene, but save it and restore, add something new, or even work on it too long and the references will be lost.
Poser is dumb. It looks in the first place it thinks of to find anything, from the matching master dial for an ERC slave code to the correct texture file. And it doesn't always start where you would expect or want it to start. Which means that even internal ERC channels can get "lost" and wander off when you have more than one figure in the scene.
That said, operating ERC between figures is an alarmingly powerful too with all sorts of wonderful potential.
Construction:
An ERC chain consists of three things; a slave dial, a target dial, and the code within the slave dial setting how it is to respond.
The master dial can be any kind of dial; a morph dial, a translate dial...or an empty dial. The code for creating a dial that doesn't do anything itself is as follows:
valueParm turnClip
{
name turn clip
initValue 0
hidden 0
forceLimits 1
min -360
max 360
trackingScale 0.2
keys
{
static 0
k 0 0
}
interpStyleLocked 0
}
The usual dial functions are here; internal name versus displayed name, the ability to hide the dial, and, yes, dials can be stacked (just don't point them at each other. Quickest way to crash Poser that has yet been discovered).
The code that makes the magic happen is all in the slave dial:
rotateZ zrot
{
name tilt clip
initValue 0
hidden 0
forceLimits 0
min -90
max 100
trackingScale 1
keys
{
static 0
k 0 0
}
interpStyleLocked 0
valueOpDeltaAdd
Figure 8
BODY:8
tiltClip
deltaAddDelta 1.000000
}
The key is in those last four lines. The source figure is, as I said, bollixed in by Poser when you load the figure. But you can at least try to push it in the right direction by making it match the actor numbers of the figure file. The next is the actor that contains the master dial, and the penultimate is the internal name of that dial. The last is the tracking scale.
Setting the tracking right is often key to getting ERC working right. For a full body morph, the tracking is usually 1=1; each body part morph dials up to the same amount. For trying a morph to a joint rotation, though, you need to know that Poser uses 1.0 as meaning a morph is full-on, but a rotation around a full circle appears in the Poser code as "360."
So, yes; one of the most useful functions of this is to take dials that might be spread all over the figure and mirror them in a place where they are easy to find. Incidentally, another Poser peccadillo it is doesn't always save channels in the BODY when the file is saved and retrieved. It is safer to consolidate your master dials in the top selected body part instead.
But since you can merge and stack dials, there's some fun tricks you can do:
Again, sorry for the poor render here. These are actually copies from stuff I uploaded to YouTube years ago. So there's some simple things here; the turning sense head on the ghost detector is linked to a morph that extends the loop of wire connected to it. The jaws of the steam powered monkey wrench automatically spin the nut as they are opened.
A little more tricky, the gear box is set to a single dial (and all the individual gears are hidden in the cr2, meaning they display in the workspace and render but don't show up as selectable body parts), and each uses a deltaAddDelta tuned to its diameter so the teeth mesh.
The trickiest is the steampunk sonic screwdriver (which is unfortunately impossible to see clearly in the render). The trick here is joint limits are set on the joints, dial limits on the dials, and in some cases a dial is set to a negative number below the joint limit. So what happens is that dial waits until the master dial has rolled it over into positive numbers again.
Under a single master dial, the spinner makes a half-turn as it starts to retract. The spring collapses with it. When it has fully retracted it stops; the leafs, which have been waiting quietly the whole time, close over it.
People have used this sort of trick...multiple stacks of dials pointing at each other, phantom dials that are hidden from the user and exist only to delay a following action... to rig tank treads.
As one extended example of ERC in action, the Easy-Pose cables or tentacles use ERC to make a long flexible object possible. The figure has an otherwise uncontrollable number of body segments, but the dials are all collected into master dials at the head so they all turn together. And you can get trickier; if each segment, for instance, takes orders from the previous segment instead of the master, and each is set to a deltaAddDelta of slightly more than 1.0, then the cable will coil into a decreasing diameter nautiloid spiral.
MAT Poses:
General:
By itself, the MAT Pose is simply a pose file that applies texture instead of joint rotations. But this is just a glimpse into what is actually possible.
The big thing to know is that there is only one syntax for Poser files. The suffix to a file; pz3, cr2, hr2, etc. tells Poser what to expect from it, but the markup language inside is the same stuff. Now, there are restrictions. Among other things, pose files expect to find a figure and will apply themselves to the last selected figure in the workspace. Bad things happen if there isn't one (this is one of the reasons why figures are a superior way to format complex props.)
In a similar way, a prop (pp2) can be told to attach itself to a figure (smart prop style) but other file types don't usually get this as an option.
The other key thing to remember about this all is that unspecified channels preserve the original data. So a pose file meant to only change expression should have all joint rotation and body morph channels edited out of it. If the channel isn't in the pose file, it won't be touched by the pose file.
Construction:
The basic MAT pose file looks like this inside:version
{
number 4.01
}
figure
{
material plastic
{
KdColor 1 1 1 1
KaColor 0 0 0 1
KsColor .2 .2 .2 1
TextureColor 1 1 1 1
NsExponent 40.4078
tMin 0
tMax 0
tExpo 0.6
bumpStrength 1
ksIgnoreTexture 0
reflectThruLights 1
reflectThruKd 0
textureMap ":Runtime:textures:Princess:PTbeltFpatrol.jpg" -1 10105
bumpMap NO_MAP
reflectionMap NO_MAP
transparencyMap NO_MAP
ReflectionColor 1 1 1 1
reflectionStrength 1
}
There are no channels specified, no actors. All it has is a material; whatever is included there will replace the material that was loaded from the cr2.
Of course it doesn't stop there. A simple pose file can also include a function that hides a body part (useful for tight-fitting shoes that would otherwise poke through):
{
version
{
number 4.01
}
actor rFoot:2
{
name rFoot
off
}
actor rToe:2
{
name GetStringRes(1024,53)
off
}
A pose file can also add new control channels, and even add morphs -- the latter, however, requires that empty hidden dials be already in the cr2 waiting for morph deltas to be attached to them. I monkeyed around a little with a slaving code that made the figure the pose was attached to mimic the motion of an existing figure in the scene. Tricky to actually work with, though -- as explained in crosstalk above!
Another odd function of MAT poses is that you can replace materials on an actor-by-actor basis;
actor rButtock:2
{
customMaterial 1
material SkinBody
{
KdColor 1 1 1 1
KaColor 0 0 0 1
KsColor 0.0554971 0.149996 0.061799 1
TextureColor 1 1 1 1
NsExponent 9.65048
tMin 0
tMax 0
tExpo 0
bumpStrength 1
ksIgnoreTexture 0
reflectThruLights 1
reflectThruKd 0
textureMap ":Runtime:textures:Princess:PThoseHarper.jpg" 0 0
bumpMap ":Runtime:textures:Princess:PThoseSherwoodBUM.bum" 0 0
reflectionMap NO_MAP
transparencyMap NO_MAP
ReflectionColor 1 1 1 1
reflectionStrength 1
}
}
This is a tricky pose here. Incidentally, the tradition was to name poses MAT if they changed materials, INJ if they injected morphs, and DIV if they used custom materials. Anyhow, for some reason Poser requires you define the material at the top of the pose file in addition to doing so within the individual actors.
So yes; this specific example put hose on the legs of the figure in question while leaving alone the skin (and eye and teeth and so forth) textures already applied. The one disadvantage is that it splits along the actor seams, although some Poser figures were specifically sliced to make those divisions fall in more useful places.
Wait There's More:
Point At:
This function can be called in the cr2:
pointAtParm Point At
{
name Point At
initValue 1
hidden 0
forceLimits 1
min 0
max 1
trackingScale 0.005
keys
{
static 0
k 0 1
}
interpStyleLocked 0
pointAtTarget bRivit:9
}
Notice that this looks just like a dial definition. In fact it is a dial. But it has to have the exact internal name Point At in order to work. The way this trick worked in the final prop; this was a stand with legs that folded up. Each leg had a brace with the center of rotation set at one end and the primary axis running the long way. When a master dial was turned that rotated each leg into the stowed position, each brace would pivot freely to keep their other end as close to the connector as they could. The result was it looked like the braces were mechanically part of the assembly.
A trick B.L. Render worked with was to Point At a "gravity ball" moved to a location far below the picture frame. That would make fringes hang down, towards "gravity." I've used a similar variation; set both eyes to Point At a hovering non-rendered ball, and you can direct the figure's gaze in a natural way.
Deleting RHA's
As B.L. says, children effect their parents. This can be a particular problem for mechanical props. Twist a knob on a control panel, and part of the panel twists up to follow. You can turn off deformation by setting "bend" to 0, but this means you can't apply morphs to that actor anymore. You can tweak the joint params to try to exclude the body part but even with zones this isn't always possible.
Or you can go into the cr2 and delete the channels that make this happen. Once deleted, Poser won't put them back (at least, not as of the last version I've used).
These channels are easy to recognize; their names have a similar format and they always include the child part:
twistY lBunear_twisty
{
name lBunear_twisty
initValue 0
hidden 1
forceLimits 0
min -100000
max 100000
trackingScale 1
keys
{
static 0
k 0 0
}
interpStyleLocked 0
otherActor lBunear:4
matrixActor NULL
center 0.0162426 0.67091 0.00326313
startPt 0.657258
endPt 0.754053
flipped
calcWeights
}
But here's another interesting thing; you can ADD these channels in order to make a control object. This is a technique called Body Handles. Adding a body handle is surprisingly easy. Add an actor in the definitions and the body of the cr2, referencing a custom geometry file for it. Add it to the hierarchy definitions neat the bottom of the cr2. Load the figure, then save again. Poser will fill in the rest of the Actor section.
Now you have a handle you can pick up and drag around that will drag part of the figure with it (depending on how you set the zone of effect). It's like a magnet that stays attached.
Translation:
Anyone who has gotten this far probably knows this one. Translation along the xyz axis of a body part is already in Poser, it is just that the dials are hidden by default. All that is necessary is to set Hidden to false for that dial. Set limits, and you have a sliding drawer or piston or whatever.
Inlychain:
I really don't remember how to work IK magic now. I do know you can get some fantastic results from it. The normal figure hierarchy works down from the BODY. If you rotate the shoulder, the forearm and hand are moved to a new position. If you rotate the forearm, the hand is moved to another new position.
Inverse Kinematics, well, inverts this. Most Poser figures have IK available for both feet; turn it on, and moving the foot drags the body parts upstream of it. So you can actually create a cable that is attached at both ends, and with the proper balancing of IK weights, it will be tugged at from both ends and attempt to shape itself to follow both.
My hi-hat stand has IK in it. Somehow I used that to allow a chain-drive going over a cam to follow everything else when you pressed the pedal down.
Conclusion:
I hope some of this helps someone. I've largely stopped creating Poser content, and all those skills that took so long to learn are going to waste now. Unless I can use them to help someone else.
Thursday, March 2, 2017
How and Why
I was just looking at another tutorial, and I'm realizing: it's a lot easier to explain how than it is to explain why. Which is why tutorials tend towards being a series of steps -- and the lesser of them contain no explanation for why these particular steps, and why in this way.
It is like the comment a lot of people seem to want to make when they look at my sound board. "How do you remember what all the buttons do?"
Knowing what the buttons do is the easy part. Knowing when and where to use them is a lot harder. Knowing why you would want to use that tool, though; that may be unteachable.
I think in most cases one ends up teaching a set of rules of thumb and usual-cases and best practices. And, yes, I apply these and use them every time I do sound. But what comes over time, over multiple applications of that rule and the rather more important application of ears to see what the tool is really doing is what, eventually, earns you the skill in knowing when not to use the rule.
The knowledge of, in short, the universe underlying those approximate, incomplete, and often inaccurate models. It is the difference, to take a concrete example, between knowing an SM57 pointed at a cab with the grill almost touching, pointing at the cone just outside of the dome, will usually work for reinforcing a guitar amp, and being able to hear the actual sound being made, to map it mentally in three dimensions and compare that to your mental map of the microphone's frequency response pattern, and chose a position that will suit the qualities you expect to need out of that instrument when it sits in the final mix.
Tutorials are, as the name indicates, one step even further back. Instead of teaching approximations that will let the student work and experiment and eventually (one hopes) learn, a tutorial teaches only a set of steps.
And we do learn that way. But it does become rather frustrating (and happens with more frequency the further you stray from exactly duplicating the example of that tutorial) not knowing why a certain tool was chosen. Why not a different tool? What are the pros and cons? What larger goal -- or what personal working method -- led the tutorial creator to chose this tool against another?
In re the last: this is just like following a reviewer of books or movies. The more you know the individual tastes and proclivities, the more useful their work becomes to you.
It is like the comment a lot of people seem to want to make when they look at my sound board. "How do you remember what all the buttons do?"
Knowing what the buttons do is the easy part. Knowing when and where to use them is a lot harder. Knowing why you would want to use that tool, though; that may be unteachable.
I think in most cases one ends up teaching a set of rules of thumb and usual-cases and best practices. And, yes, I apply these and use them every time I do sound. But what comes over time, over multiple applications of that rule and the rather more important application of ears to see what the tool is really doing is what, eventually, earns you the skill in knowing when not to use the rule.
The knowledge of, in short, the universe underlying those approximate, incomplete, and often inaccurate models. It is the difference, to take a concrete example, between knowing an SM57 pointed at a cab with the grill almost touching, pointing at the cone just outside of the dome, will usually work for reinforcing a guitar amp, and being able to hear the actual sound being made, to map it mentally in three dimensions and compare that to your mental map of the microphone's frequency response pattern, and chose a position that will suit the qualities you expect to need out of that instrument when it sits in the final mix.
Tutorials are, as the name indicates, one step even further back. Instead of teaching approximations that will let the student work and experiment and eventually (one hopes) learn, a tutorial teaches only a set of steps.
And we do learn that way. But it does become rather frustrating (and happens with more frequency the further you stray from exactly duplicating the example of that tutorial) not knowing why a certain tool was chosen. Why not a different tool? What are the pros and cons? What larger goal -- or what personal working method -- led the tutorial creator to chose this tool against another?
In re the last: this is just like following a reviewer of books or movies. The more you know the individual tastes and proclivities, the more useful their work becomes to you.
Vibrations
I'm on show schedule again. Non-profit theater that does free morning performances at local grade schools. So that means a different school every Tuesday and Thursday, show up at 7:30 AM, unload the van, set up the gear, one hour show with no intermission, then break it all down again.
This was the setup as of Tuesday. Today I patched in four more channels of wireless microphone. Which needed a second mixer as submixer. See, that's the thing about these small boards. It may say "16 channels" but what that means is 8 or less mic-level inputs, then the rest of the channels are line level and shared in pairs.
Some mixers take this even further (looking at you, Behringer). Digital input channels are counted, "tape" inputs (RCA jacks that patch directly to the main bus with no trim or EQ) are counted. They even count channels that share controls, meaning you can use "5 and 6" or "7 and 8" -- just not both at the same time.
Well, it didn't go well. There were massive RF issues. Drop-out as well as interference. Some of that may have been the environment (different school every show, and not enough time to do a scan of the RF environment or adjust frequencies). But some of that may have been IM; intermodulation interference between the microphones themselves. So I'm running Shure's wonderful freeware program Wireless Workbench before the next performance to see if it can identify any intermods and find me new frequencies.
This has also been a week for progress on the violin.
There's nothing exactly "vibrating" about the Holocrons. Aside from the "talking" one -- I got fairly decent results clamping a surface transducer against the outer shell and using the Holocron itself as a speaker cone.
There is PWM, of course. Unlike my other LED projects, I'm not using my hand-rolled software PWM library, or the on-chip hardware PWM the multiple internal timers of the AVR series makes possible. Instead the Holocrons are leveraging the WS2812 chip, a chip that combines stand-alone PWM, a constant-current limiter, and serial bus. The "neopixel" sold from Adafruit combines that chip with an RGB LED. More costly at a couple of bucks each, but really makes wiring simpler. All you need is a single signal lead and a 5V source. And they are free-running, which means your code can be busy doing other tasks while the LEDs work away in the background.
(My Holocron code is calling them about 500x a second, though; a slow dim up and down, and superimposed on that, an even slower color shift from blue-red to blue-green and back again).
Anyhow, I'm finally over the 'flu, show is open, so I'm hoping to start shipping within the next few days.
This was the setup as of Tuesday. Today I patched in four more channels of wireless microphone. Which needed a second mixer as submixer. See, that's the thing about these small boards. It may say "16 channels" but what that means is 8 or less mic-level inputs, then the rest of the channels are line level and shared in pairs.
Some mixers take this even further (looking at you, Behringer). Digital input channels are counted, "tape" inputs (RCA jacks that patch directly to the main bus with no trim or EQ) are counted. They even count channels that share controls, meaning you can use "5 and 6" or "7 and 8" -- just not both at the same time.
Well, it didn't go well. There were massive RF issues. Drop-out as well as interference. Some of that may have been the environment (different school every show, and not enough time to do a scan of the RF environment or adjust frequencies). But some of that may have been IM; intermodulation interference between the microphones themselves. So I'm running Shure's wonderful freeware program Wireless Workbench before the next performance to see if it can identify any intermods and find me new frequencies.
This has also been a week for progress on the violin.
Here it is being all tacticool with the clip-on Snark tuner, new shoulder rest, and new (black) carbon-fibre bow.
Anyhow, had a neuromuscular breakthrough; stumbled upon the right mental signal to do the proper arm vibrato gesture. Only for a second, but that was enough to find it again, and again, until I could find it reliably. Soon I'll be able to practice it and start refining it until it becomes instinctual. At the moment, though, it is still a ton of concentration to hit that exact gesture.
There is PWM, of course. Unlike my other LED projects, I'm not using my hand-rolled software PWM library, or the on-chip hardware PWM the multiple internal timers of the AVR series makes possible. Instead the Holocrons are leveraging the WS2812 chip, a chip that combines stand-alone PWM, a constant-current limiter, and serial bus. The "neopixel" sold from Adafruit combines that chip with an RGB LED. More costly at a couple of bucks each, but really makes wiring simpler. All you need is a single signal lead and a 5V source. And they are free-running, which means your code can be busy doing other tasks while the LEDs work away in the background.
(My Holocron code is calling them about 500x a second, though; a slow dim up and down, and superimposed on that, an even slower color shift from blue-red to blue-green and back again).
Anyhow, I'm finally over the 'flu, show is open, so I'm hoping to start shipping within the next few days.
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