| Modern Warfighter Weapons Pack Motion. Figures and Props Set for DAZ's Michael 3. CONTENTS Product Description Included Content and Basic Usage Using the Body Mocap motions with the Pre-configured Scenes Rigging Both Hands to Guns for Simultaneous Movement How the Muzzle Blast, Shell Ejection & Belt Feeding Effects Work How to use the SCAR Pre-Configured Scenes How to use the M-240 Pre-Configured Scenes How to use the M-4 Pre-Configured Scenes Important Usage Notes Product Description -------------------------------------------------------------------------------------------------------------------------------------- Advanced Weapons Pack is our latest addition to the Modern War fighter Series, and is a complete solution to creating realistic combat animations in Poser and DAZ studio. This pack contains pre-rigged and ready to go .pz3 scene files which contain a highly detailed weapons figures and props, and key framed props and figures for realistic muzzle blast, spent shell ejection and ammo belt feeding effects.The pre-rigged.pz3 files each have a corresponding motion sequence or pose for the DAZ Michael 3 figure. The pack also contains a library of motion capture action sequences, head motions, static & animated poses, and rigging procedures for 2 hand weapon motion. The prop and figure elements of these scenes can be used with any Poser or DAZ character. The motion capture and key framed figure motion are specific to the Michael 3 figure. The included SCAR & M-4 weapons figures are highly detailed with working components. The M-240 is a prop. The .pz3 scenes contain pre-rigged and key framed prop and figure elements, and depending on the scene, contain an M-240 prop , or SCAR gun figure, key framed animated muzzle blast prop, key framed animated ammo belt, belt feeding figure, or key framed spent shell ejection props. Included Content and Basic Usage --------------------------------------------------------------------------------------------------------------- The content is included in the following folders: PRE-RIGGED PZ3 FILES M-4 Pre Rigged PZ3 This folder contains 2 .pz3 files, with the MM-4carbine positioned for use with the static poses in the M-4 Static Upper Poses folder. ( Note: There are no lights in the file by intention to make importing the M-4 into other scenes less problematic.) M-240 Pre-rigged PZ3 This folder contains pre-configured pz3 scenes with key framed elements for muzzle blast, shell ejection and belt feeding effects, and are used with the corresponding motion sequences in the M-240 Pre-configured folder. SCAR Pre Rigged PZ3 This folder contains pre-configured pz3 scenes with key framed elements for muzzle blast and shell ejection, and are used with the corresponding motion sequences in the SCAR Pre-configured folder. SOUND EFFECT FILES Advanced_Weapons_Wave This folder contains .wav audio files which are used with the corresponding pre-rigged pz3 scenes. TEXTURES Advanced Weapons This folder contains all the texture bitmaps and .obj figure files. POSE FILES Body Mocap Motions This folder contains motion capture sequences for Michael 3. They have not been tested on other figures. Most do not contain motion data for the arms, so that they can be loaded onto a Michael 3 figure with arm poses and motion from the pre-rigged pz3 files. Head Motions This folder contains motion capture sequences containing data for the head and neck only. M-4 Static Upper Poses This folder contains static poses for the M-4 assault rifle. Use in conjunction with the M-4 pz3 files. To use, load the M-4 pz3 scene. Load Michael 3. Load the desired static pose. M-240 Pre-configured This folder contains pz3 scene files with the M-240 heavy machine gun prop, key framed ammo belt feeding sections, and key-framed muzzle blast prop, and spent shell ejection. To use load the pz3. Load the Michael 3 figure. Load the corresponding static pose. Parent the gun prop to Michael 3's right hand. See detailed instruction further in this document for the individual pz3 files. ( NOTE: The gun and gun effects in the pz3 file can be used with any Poser character or figure. ) M-240 RaiseLower Poses This folder contains static poses with only pose data for the arms. They can be used in several ways. Firstly is in conjunction with the Body Mocap Motions as static poses. For example, you load the M-240 Carry Alternate pz3 file, which has the M-240 prop in the correct position for the M-240 Carry Alternate static pose. You load Michael 3 then the M-240 Carry Alternate static pose. You parent the gun to Michael 3's right hand. You then load the Combat Jog body mocap sequence onto the Michael 3 figure. Michael 3 now has both hands carrying the weapon during the jogging sequence. The second way is to use the poses in conjunction with an IK rigging for the left hand and right hand gun parenting for more realistic movement of the carried weapon. See the [ Rigging Both Hands to Guns for Simultaneous Movement ] section in this document for detailed instructions. The basic procedure is to IK rig the left hand and parent it to a box prop which is parented to the gun. The gun is parented to the right hand. You then load different raise lower poses at points along the time line and delete any keys for the left arm IK chain generated by Poser. The left arm and hand will then remain affixed to the gun as its moves. M-240 Static This folder contains static poses that are used to align the position of the Michael 3 figure with the pre-positioned weapons props in the corresponding pre-rigged pz3 files. They are loaded onto the Michael 3 figure to place the figure in the correct position for the M-240 weapon. SCAR Preconfigured This folder contains pz3 scene files with the SCAR heavy machine gun prop, key framed ammo belt feeding sections, and key-framed muzzle blast prop, and spent shell ejection. They are used in conjunction with the To use load the pz3. Load the Michael 3 figure. Load the corresponding static pose. Parent the gun prop to Michael 3's right hand. See detailed instruction further in this document for the individual pz3 files. ( NOTE: The gun and gun effects in the pz3 file can be used with any Poser character or figure. ) SCAR Raise Lower Motions This folder contains short 2 arm raise lower motions which can be applied to the Michael 3 figure. SCAR Raise Lower Poses This folder contains static poses with only pose data for the arms. They can be used in 2 ways. Firstly is in conjunction with the Body Mocap Motions as static poses. For example, you load the SCAR Carry 1 pz3 file, which has the SCAR figure in the correct position for the SCAR Carry 1 static pose. You load Michael 3 then the SCAR Carry 1 static pose. You parent the gun to Michael 3's right hand. You then load the Combat Jog body mocap sequence onto the Michael 3 figure. Michael 3 now has both hands carrying the weapon during the jogging sequence. The second way is to use the poses in conjunction with an IK rigging for the left hand and right hand gun parenting for more realistic movement of the carried weapon. See the [ Rigging Both Hands to Guns for Simultaneous Movement ] section in this document for detailed instructions. The basic procedure is to IK rig the left hand and parent it to a box prop which is parented to the gun. The gun is parented to the right hand. You then load different raise lower poses at points along the time line and delete any keys for the left arm IK chain generated by Poser. The left arm and hand will then remain affixed to the gun as its moves. SCAR Static Poses This folder contains static poses that are used to align the Michael 3 figure with the pre-positioned weapons props in the pre-rigged pz3 files. They are loaded onto the Michael 3 figure to place the figure in the correct position for the SCAR weapon. SCAR Upper Motions This folder contains weapons firing arm data pose sequences with recoil which can be applied to Michael 3. Special Motions This folder contains pz3 files for use with with the binoculars prop. Usage directions below. Binocular 1 ( This file contains a Binocular prop in the proper position for use with the Binocular 1 motion capture sequence. ) 1. Load the Michael 3 figure. 2. Load the Binocular 1 pose file. 3. Parent the binoculars to the left hand. 4.Turn on IK for both legs. 5.Select and delete all keys for both legs. Binocular 2 ( This file contains a Binocular prop in the proper position for use with the Binocular 2, Binocular 4, and Binocular scanning sequences. ) 1. Load the Michael 3 figure. 2. Load the Binocular 2,3 ,4 or scanning pose file. 3. Parent the binoculars to the right hand. 4. Turn on IK for both legs. 5. Select and delete all keys for both legs. Binoculars_3 Rigged (This file contains a Binocular figure and a box primitive in the proper position for use with the Binocular raise/lower single frame poses) When rigged, you can apply the binocular poses at points along the time line to have the figure raise and lower the binoculars with both hands affixed to the binocular prop. The Binocular raise lower single frame poses contain pose data for only the arms and hands.) 1. Load the Michael 3 figure. 2. Load the Binocular 2 sequence. 3. Turn on IK for both legs and the left hand. 4. Select and delete all keys for both legs. 5. Select the left hand and change parent from the OBJECT menu. 6. Change the parent to the box primitive. 7. Select and parent the box to the Binoculars. 8. Parent the Binoculars to the figures right hand. 9. Apply the raise lower poses along the time line to raise and lower the arms with the affixed binoculars. 10. Select and delete all keys for the left hand. INCLUDED FIGURES AND PROPS The following posable figures and props are contained in the pre-rigged pz3 files. M-240 Heavy Machine Gun Prop M-4 Assault rifle SCAR Assault Rifle Posable Figure Long Ammo Belt Posable Figure Muzzle Flash Figure Spent casing Figures M-240 Slings Posable Figures Long Ammo Belt Figure Short Ammo Belt Figure 2 Brick wall Props 1 Rubble Pile Prop 1 Ground Prop Sunglasses Binoculars __________________________________________________________ Using the Body Mocap motions with the Pre-configured Scenes --------------------------------------------------------------------------------------------------------------- The body motion capture sequences do not contain key frame data for the arms . The sequences can be combined with the static upper body poses and augmented by the raise lower arm poses to create a wide variety of motion sequences. Rigging Both Hands to Guns for Simultaneous Movement --------------------------------------------------------------------------------------------------------------- Basic Usage: Load the pz3. 1. Load the Michael 3 Figure. 2. As a rule always zero the figure in the Joint Editor to start with a clear IK chain and buffer. 3. Load the corresponding pose from the M-4 Static Upper Poses folder. 4. Turn on Limits and IK for the left hand. 5. Load a box primitive from the Poser Props/Primitives folder. Position the box near the Michael 3 Figures left hand. ( Note: Some though not all of the files already have a box primitive, and might be hidden ). 6.Select the left hand and in the Objects menu select Change Parent and change the parent to the box object. 7.Select the box object and change its parent to the M-4 Carbines Body. 8.Parent the M-4 Carbine to M3's right hand. 9.In Animation Palette, select all the keys for the left arm IK chain ( collar, shoulder, forearm, hand and fingers ) and delete. This is the basic procedure for rigging both of a Poser characters hands to another figure, and having both arm IK chains move with the figure they are attached to. To adjust the pose of both arms, adjust the M3's right arm elements ( collar, shoulder, forearm, and hand ). The left hand will be IK glued to the gun and follow the movement of the gun. It is important to remember that due to the limits of Poser IK system, the left has limits on its movement. If you see any deformation or twisting of the left hand when adjusting the spinners for the right arm elements, undo the change and readjust the movement. To animate the movement of the gun over time with both hands affixed to the weapon, you can either manually adjust the right arm, or apply different poses along the time-line. Always check the left arms IK chain in Animation Palette after loading a pose, and delete any keys for the left arm IK chain that have been automatically created. It is important to remember that the Poser IK system is far from ideal and can be unpredictable and twitchy. The best and least problematic procedure for interpolating between 2 poses with this rigging, is to first create the pose, save it as a static pose, and then apply it. How the Muzzle Blast, Shell Ejection & Belt Feeding Effects Work --------------------------------------------------------------------------------------------------------------- The pre-configured pz3 files contain a gun and figures key-framed for various gun effects. The SCAR scenes contain a SCAR assault rifle figure with key framed bolt, shell ejection and muzzle blast. The M-240 scenes contain a M-240 heavy machine gun prop figure with key framed, shell ejection, muzzle blast, and ammo belt feeding and movement. The muzzle flash is a figure object whose visibility keys cycle on and off, and in some scenes scale to 0 and back. The shell ejection was created by key framing the movement of the spent casings and cycling their visibility keys on and off. The ammo belt effect was created by turning off the visibility of the separate bones of the Long Ammo Belt at specific points along the time line. The belt movement was key framed. ____________________________________________________________________________________________________________ SCAR Pre-Configured Scenes SPECIAL HANDLING NOTE: Motions marked with an asterisk (*) require that you select enable IK for both legs before loading and delete all keys for both legs (buttock to foot), after loading, for the motion sequence to function correctly. SCAR Hip Firing ( Contains key framed muzzle blast, shell ejection and SCAR in proper position for the corresponding motion sequence SCAR Hip Firing.) 1. Load SCAR Hip Firing from SCAR Pre-configured PZ3 folder. 2. Load Michael 3 figure. 3. Turn off IK and limits. 4. Select Michael 3 and load SCAR Hip Firing sequence from SCAR Pre-configured. 5. Parent SCAR to right hand. ----------------------------------------------------------------------------------- Scar Carry Left Arm ( Contains key framed muzzle blast, shell ejection and SCAR in proper position for the corresponding motion sequence Scar Carry Left Arm. ) 1. Load Scar Carry Left Arm from SCAR Pre-configured PZ3 folder. 2. Load Michael 3 figure. 3. Turn off IK and limits. 4. Select Michael 3 and load Left Arm Carry Gesture sequence from SCAR Pre-configured folder. 5. Parent SCAR to left hand. ----------------------------------------------------------------------------------- SCAR Kneeling Firing 2 * ( Contains key framed muzzle blast, shell ejection and SCAR in proper position for the corresponding motion sequence SCAR Kneeling Firing 2. ) 1. Load SCAR Kneeling Firing 2 from SCAR Pre-configured PZ3 folder. 2. Load Michael 3 figure. 3. Turn off IK and limits. 4. Select Michael 3 and load SCAR Kneeling Firing 2 sequence from SCAR Pre-configured folder. 5. In Animation Palette select and delete all keys for both legs. 6. Parent SCAR to right hand. ----------------------------------------------------------------------------------- SCAR Prone Full Auto ( Contains key framed muzzle blast, shell ejection and SCAR in proper position for the corresponding motion sequence SCAR Prone Full Auto. ) 1. Load SCAR Prone Full Auto from SCAR Pre-configured PZ3 folder. 2. Load Michael 3 figure. 3. Turn off IK and limits. 4. Select Michael 3 and load SCAR Prone Full Auto sequence from SCAR Preconfigured folder. 5. Parent SCAR to right hand. ------------------------------------------------------------------------------------------------------ SCAR Prone Single Shots ( Contains key framed muzzle blast, shell ejection and SCAR in proper position for the corresponding motion sequence SCAR Prone Single Shots. ) 1. Load SCAR Prone Single Shots from SCAR Pre-configured PZ3 folder. 2. Load Michael 3 figure. 3. Turn off IK and limits. 4. Select Michael 3 and load SCAR Prone Single Shots sequence from SCAR Preconfigured folder. 5. Parent SCAR to right hand. -------------------------------------------------------------------------------------------------------- SCAR Shoulder Firing 1 ( Contains key framed muzzle blast, shell ejection and SCAR in proper position for the corresponding motion sequence SCAR Shoulder Firing 1. ) 1. Load SCAR Shoulder Firing 1 from SCAR Pre-configured PZ3 folder. 2. Load Michael 3 figure. 3. Turn off IK and limits. 4. Select Michael 3 and load SCAR Shoulder Firing 1 sequence from SCAR Pre-configured folder. 5. Parent SCAR to right hand. ----------------------------------------------------------------------------------------------------------- SCAR Single Shots Kne ( Contains key framed muzzle blast, shell ejection and SCAR in proper position for the corresponding motion sequence SCAR Single Shots Kne. ) 1. Load SCAR Single Shots Kne from SCAR Pre-configured PZ3 folder. 2. Load Michael 3 figure. 3. Turn off IK and limits. 4. Select Michael 3 and load SCAR Single Shots Kne sequence from SCAR Pre-configured folder. 5. Parent SCAR to right hand. -------------------------------------------------------------------------------------------------------------- SCAR Single Shots Stand ( Contains key framed muzzle blast, shell ejection and SCAR in proper position for the corresponding motion sequence SCAR Single Shots Stand. ) 1. Load SCAR Single Shots Stand from SCAR Pre-configured PZ3 folder. 2. Load Michael 3 figure. 3. Turn on IK and limits. 4. Select Michael 3 and load SCAR Single Shots Stand sequence from SCAR Preconfigured folder. 5. In Animation Palette select and delete all keys for both legs. 6. Parent SCAR to right hand. ----------------------------------------------------------------------------------------------------------- 1 Arm Carry Ambient * ( Contains SCAR in proper position for the corresponding motion sequences 1 Arm Carry Ambient and 1 Arm carry Gesture . ) ----------------------------------------------------------------------------------------------------------- M-240 Pre-Configured Scenes M-240 Carry Alternate This scene contains an M-240 in the proper position for use with the M-240 Carry Alternate static pose in the M-240 static pose folder. ----------------------------------------------------------------------------------------------------------- M-240 Corner ( This scene contains an M-240 gun prop, a key-framed muzzle blast figure, key-framed shell ejection, key framed feeding ammo belt. and a box prop. The ejecting shells are figures that are parented to the invisible ammo belt figure, which is parented to the M-240. The Long Ammo Belt figure is parented to the M-240 and has separate bones whose visibility keys are key framed to give the effect of an ammo belt feeding into the M-240. Additionally bone_1 of the Long Ammo Belt has been key framed to swing and move to follow the actions of the M3 figure. The scaling for the Muzzle Blast Figure has been key framed to give the effect of a machine gun muzzle blast, and it is parented to the M-240. 1.Load the M-240 Corner.pz3 file from Advanced_Weapons_PZ3/M240 PreRigged PZ3. 2.Load Michael 3 character 3.Turn on IK for both legs 4.Parent the M-240 to the characters right hand 5.Load the M-240 Corner motion sequence from Poses/Advanced Weapons Pack/M240 Preconfigured ----------------------------------------------------------------------------------------------------------- M-240 Hip Firing Sequence Scene with spent cases ( The scene contains 2 key frame animated ammo belt sections, an M-240 prop, key-framed shell ejection and a key frame animated muzzle blast prop.) 1. Load the pre-configured scene M-240 Hip Firing Sequence Scene from Advanced_Weapons_PZ3/M240 Pre Rigged PZ3 2. Load the Michael 3 character Turn off Use Limits and disable Ik. 3. Load the M-240 Hip Firing Static pose from Poses/M240 Static .This will put the M3 character in the right position for loading the animation. 4. Turn off Use Limits and disable Ik on legs and hands. 5. Select the M-240 prop and parent to the characters right hand. 6. Select and parent Figures 20, 21, 22, 23, 24 to the characters left hand, 3. Load the M-240 Hip Firing motion sequence onto the M3 character. ----------------------------------------------------------------------------------------------------------- M-240 Low Firing Sequence 2 hands ( The scene contains an M-240 prop, key framed muzzle blast ,a key frame animated ammo belt, and key framed spent shell ejection props.) 1. Load the pre-configured scene M-240 Low Firing Sequence 2 hands.pz3. 2. Load the Michael 3 character. Turn on Use Limits and Ik. 3. Select the Michael 3 character. Load the M-240 LowFire animated pose. Note: There is another animated pose that can be loaded for this scene, M-240 Low Traverse. This motion doesn't have the traversing motion. 4. Select the M-240 prop and parent to the characters right hand. ----------------------------------------------------------------------------------------------------------- M-240 Low Firing Sequence 2 hands LeftIK ( The scene contains a key frame animated feeding ammo belt with sections, an M-240 prop, a key frame animated muzzle blast prop, and key framed spent shell ejection props. This is essentially the M-240 Low Traverse sequence with added recoil movement and has an added step to link the left hand to the motion of the gun. ) 1. Load the pre-configured scene M-240 Low Firing Sequence 2 hands LeftIK.pz3. 2. Load the Michael 3 character Turn on Use Limits and Ik. 3. Select the Michael 3 character. Load the M-240 Low Recoil animated pose 4. Select the M-240 prop and parent to the characters right hand. 5. Turn IK on for the left hand. Select the left hand and parent to Box_1. Select Box_1 and parent to the M-240. 6. In animation palette, select and delete all the keys for the left arm IK chain. 7. Select and turn visibility off for Box_1. ----------------------------------------------------------------------------------------------------------- M-240 Prone ( This scene contains the M-240 prop, a muzzle blast figure,an ammo box prop, 2 rigged ammo belt figures, and a prop box .) 1. Load the pre-configured scene M-240 Prone Scene. The scene contains a 68 frame ammo belt animation, a muzzle blast prop, and a M-240 prop. 2. Load the Michael 3 character Turn off Use Limits and disable Ik. 3. Load the M-240 static pose from Poses/M240 Static. This will put the M3 character in the right position for loading the animation. 4. Turn ON Use Limits and Turn ON Ik for the legs and LEFT hand. 5. Select the LEFT hand and select Change Parent under the Object menu. 6. Change the parent for the left hand to box1s. 7. Select box 1s and change the parent to the M-240. 8. Select the M-240 and change the parent to the M3 figures right hand 9. Load the M-240 Prone M3 animated Pose onto M3. Select box1s and make invisible. The M3 figure is now animated with the effects of the weapons recoil. Note: The figure and ammo belt key framed animations are 68 frames. If you need a longer animation load the animation clips onto the respective figures at the end of the key frame range. ----------------------------------------------------------------------------------------------------------- M-240 Standing Firing The scene contains an M-240 Gun figure, key frame animated muzzle blast prop, key frame animated ammo belt, key framed spent shell ejection, and a blasted wall prop set. 1. Load the preconfigured scene M-240 Standing Firing Scene. 2. Load the Michael 3 character Turn off Use Limits and disable Ik. 3. Load the M-240 Standing Static pose from Poses/Advanced Weapons Pack/M240 Static. This will put the M3 character in the right position for loading the animation. 4. Turn ON Use Limits and Turn ON Ik for the LEFT hand. 5. Select the LEFT hand and select Change Parent under the Object menu. 6. Change the parent for the left hand to box_1. 7. Select box_1 and change the parent to the M-240. 8. Select the M240 and change the parent to the M3 figures right hand 9. Load the M-240 Standing M3 animated Pose onto M3. Select box_1 and make invisible The M3 figure is now animated with the effects of the weapons recoil. ----------------------------------------------------------------------------------------------------------- M-240 with Hanging Belt and Slings Pose Ready 1. The set comes with a pose and M-240 figure pre-configured for a M-240 carry scene. Load the M-240 with Hanging Belt and Slings Pose Ready pz3 2. Load Michael 3. 3. Load the M-240 Carry Upper Pose from the Poses/Advanced Weapons Pack/M240 Static. 4. All the elements in the scene are parented to a figure called box parent. Select box parent and parent it to the figures chest. You can now import a motion sequence from the Body Mocap folder to complete the animation. ----------------------------------------------------------------------------------------------------------- M-240 with Wrapped Belt and Slings Pose Ready Use the same procedure as M-240 with Hanging Belt and Slings Pose Ready. Important Usage Notes --------------------------------------------------------------------------------------------------------------- It is important to keep in mind that by utilizing the re-timing and re-sampling functions you can create subtle variations in the motion sequences. As a rule, always load the joint editor window and zero the Michael 3 figure before starting. This clears the memory buffer and avoids certain problems when working with IK. Due to the quirks and vagaries of poser,depending on the figure and pose, sometimes the loading of a pose results in body and center of mass keys being automatically generated. This sometimes occurs when changing or adding parenting assignments or when loading a pose onto Michael 3 when other posable figures are in the scene. If this occurs, select the body and or center of mass keys for the figure and delete in Animation Palette. |