Poser Tutorial Manual
Poser Tutorial Manual
Tutorial Manual
Contents
Poser 8 iii
Tutorial Manual
Chapter 12: Content Management 101 Task 4: Using Different Materials in Clothing (Part 2) 170
The Library Palette 101 Task 5: Saving Dynamic Clothing to a Library 173
Content Paradise 103 Task 6: Adding Wind to Your Project 174
Content Collections 104 Adjusting Dynamic Clothing to Fit Other Characters 177
Chapter 13: FireFly Render Tips 106 Chapter 17: The Hair Room 183
Automatic vs. Manual Settings 106 Task 1: Quick Start to Creating and Styling Hair 184
Scene Settings and Specifics 107 Creating Multi-Grouped Hair 197
Task 2: Growing and Styling Multi-Grouped Hair 209
Chapter 14: Creating and Assigning Textures 111
Saving Your Hair to the Library 216
Creating Texture Templates 111
Setting Hair Dynamics 217
Creating and Using Texture Maps 112
Creating and Changing the Hair Color 220
Creating and Using Bump, Reflection, and
Transparency Maps 117 Chapter 18: Building a Basic Skin Shader 225
A Note on Workflow 225
Adding Realism 119 Advanced Materials 225
Chapter 15: The Face Room 120 Getting Started 225
Getting Ready for Your Face Room Project 121 Some Notes on Eyes 230
Choosing and Preparing Photos 122 Conclusion 232
Task 1: Import the Photos to the Face Room 127 Chapter 19: Image Based Lighting 233
Task 2: Moving, Scaling, or Rotating the Head Guides 131
Task 3: Fine-Tuning the Texture 134 Posing and Animation 238
Task 4: Refine the Head Shape 143 Chapter 20: Using Talk Designer 239
Task 5: Completing Your Character 148
Chapter 21: Animation Layers 242
Chapter 16: The Cloth Room 154
Chapter 22: Advanced Posing and Animation 248
Task 1: Creating Still Images with Dynamic Clothing 154
Auto Balance and Posing 248
Task 2: Controlling How Clothing Acts 161
Motion Capture and Animations 249
Task 3: Using Different Materials in Clothing (Part 1) 165
Contents
iv Poser 8
Tutorial Manual
Contents
Poser 8 1
Tutorial Manual
3D Basics
2 Poser 8
Tutorial Manual
Let’s begin by defining the three dimensions: Pick any one of the three dimensions and call it A. Now pick either
of the remaining two dimensions and call it B. In the graphic, the
• Zero dimension: A point is an example of a zero- arrows represent the two dimensions and the rectangle represents
dimensional object. It defines a point in space but has no a two-dimensional object. You will immediately notice that all two-
length, height, or width. dimensional objects are perfectly flat, like the surface of a sheet of
paper. Two-dimensional objects are called planes.
• First dimension: A one-dimensional object is a single line.
It has length but no height or depth. • Third dimension: Three-dimensional objects use all three
of the dimensions (length, height, and depth).
• Second dimension: A two-dimensional object has any
two of the following three dimensions: As you can see from the graphic, the cube is a three-dimensional
object. It has length, height, and depth. That’s pretty simple, right?
Length Here’s the hard part: You create 3D data using two-dimensional
Height tools. Your computer screen is a two-dimensional object and your
mouse can move in two dimensions; it can report left-right and
Chapter 1: 3D Basics
Poser 8 3
Tutorial Manual
front-back motion but cannot report how far above or below them into separate workspaces called views. One view will
the desk it is. Furthermore, your output will always be two- displays the A and B dimensions, the second will displays the A and
dimensional. Look at the above graphic: It does not have depth. It C dimensions, and the third will displays the B and C dimensions.
does, however, represent three dimensions using a simple optical You can also have a fourth view that displays all three dimensions.
illusion called perspective, which is defined as the tendency This graphic shows how the four views might look in a 3D
of objects to appear progressively smaller the farther away they application such as Poser.
are until they disappear on the horizon at a location called the
vanishing point. You can see this by standing at the corner of
a long building and noticing how the roofline appears to get closer
to the ground the farther away you look. Given these limitations,
you ask, how can one create 3D information?
Figure 1.3
Figure 1.2
Let’s look at the same graphic again, only this time let’s substitute
a simple boat for the cube to better illustrate the concept. One of
The short answer is that all 3D applications, Poser included, create the benefits of this system is that it becomes possible to precisely
a “virtual” 3D space. Look at the above graphic again. We can control your 3D model. For example, you can determine the length
view and manipulate the cube in three dimensions by separating of the boat using the AB or AC view, the width using the AB or BC
Chapter 1: 3D Basics
4 Poser 8
Tutorial Manual
view, and the height using the AC or BC view. Which view you use theory behind 3D applications such as Poser. Let’s expand on that.
depends on what you are trying to accomplish. For example, to
It should be obvious that the AB, AC, and BC views lack
create the stern, you would probably use the BC view, and would
perspective. Two-dimensional views without perspective are called
probably use the AB view to create the overall shape.
orthographic views. Each three-dimensional object has six
orthographic views: Top, Bottom, Left, Right, Front, and Rear. Pick
up any object you like and look at it from all angles; you will see
that this always holds true. So, while the boat example above
shows the Top (AB), Left (AC), and Rear (BC) views, it could just as
easily show any three of the six possible views. This is important
because, like the boat, not all three-dimensional objects are
symmetrical.
Now that you understand this fundamental concept, let’s learn
how it’s used in the real world. To recap, the three dimensions are
width, length, and height or depth, each dimension is represented
by an axis, and we can view each pair of axes in two ways to
generate a total of six possible views. So far so good, except for
one small problem: If everyone used an arbitrary system of axes to
Figure 1.4 define the three dimensions, then it would be difficult to pass data
back and forth. In the above example, we are using the AB as the
In these examples, the A, B, and C dimensions are collectively Left view. Someone else could just as easily define AB as any of
called axes. Taken individually, each dimension is called an the six available views. You can see the chaos that could ensue. To
axis. So far, we have used each axis to describe one of the three prevent this, both 2D and 3D objects conform to a standard system
dimensions without caring about which axis describes which of axes called the Cartesian coordinate system. The term
dimension. The A dimension could describe any of the three Cartesian is used in honor of the French mathematician and
dimensions with B describing either one of the remaining two philosopher Rene Descartes (1596–1650), who was one of the first
dimensions and so forth. We did this to illustrate the most basic to employ such coordinate systems.
Chapter 1: 3D Basics
Poser 8 5
Tutorial Manual
Chapter 1: 3D Basics
6 Poser 8
Tutorial Manual
Chapter 1: 3D Basics
Poser 8 7
Tutorial Manual
Chapter 1: 3D Basics
8 Poser 8
Tutorial Manual
approximately 21.2.
Chapter 1: 3D Basics
Poser 8 9
Tutorial Manual
be at {2,8,0} in global coordinates but would remain at {-5,5,0} As you can see, the box’s center is the same as the origin ({0,0,0}).
in local coordinates, that is, relative to the object’s center. In What happens if you want to move the box? You can move each
other words, any point can be specified relative to its object’s one of the points, delete the existing box and draw a new one in
local coordinate system (object space) or relative to the global its new location, or simply translate the box. For example, setting
coordinate system (world space or global coordinates) shared by a Translate value of {2,2,2} would move box’s lower left corner
all objects. to {0,0,0} since (-2)+2=0. Again, the Translate value refers to the
location of the center of the object relative to world space.
Transformation Rotation
So far, you have learned about 3D objects, the Cartesian coordinate An object’s rotation value refers to its orientation in 3D space
system, and the difference between object space and world space. measured in degrees. As you probably know, any actual object
Let’s move on and learn how we can use XYZ values to define will revolve around its center of gravity (balance point). Objects in
an object’s transformation in addition to its size, shape, and Poser have no mass and no center of gravity, so you can set the
position. object’s center wherever you like and the object will rotate around
An object’s transformation describes an object’s position that point.
(translation), orientation (rotation), and size (scale) in 3D
space. When an object is first created, its transformation is set to
align with the global coordinates. Its position is set to {0,0,0}, its
orientation is set to {0,0,0}, and its size is set to {1,1,1}. An object’s
transformation values are almost certain to change as you work
with the object.
Translation
An object’s translation describes its position in 3D space
Figure 1.11
relative to its center and is measured in defined grid units. Let’s
take another look at the box we used in an earlier example:
Chapter 1: 3D Basics
10 Poser 8
Tutorial Manual
Chapter 1: 3D Basics
Poser 8 11
Tutorial Manual
Polygons
Polygons are multiple-sided surfaces that use vertices to define
their corners and edges to define their limits. Most 3D applications
use triangles (3-sided polygons) and/or rectangles (4-sided
polygons). Groups of polygons form a polygonal mesh,
which alone or with other meshes defines a mesh object. Let’s
reexamine the box example we used above: In this example, the
point cloud consists of eight vertices. These eight vertices are
connected by 12 edges, which define six rectangular polygons. Had
we used triangles, the eight vertices would be connected by 18
edges, which would define 12 polygons.
Figure 2.2
Chapter 3: More 3D Elements residing in the same 3D space). If a model’s normals are inverted,
certain routines may behave erratically or your model may render
incorrectly. Poser allows you to control the direction of the normals
We have just a few more basics to cover before diving into the and automatically performs these calculations for you.
actual tutorials.
Lights
A light source is a special kind of primitive. When Poser launches,
it places three default lights in your scene. You can add, edit and
remove lights in your scene and can also control and animate many
settings such as color, intensity, position, shaders (gels), etc.
Hierarchy
Poser objects are often grouped in a hierarchy in order to
facilitate manipulation. The original object is known as a parent, Figure 3.2
and each object linked to it is known as a child. The graphic
shows an example of a simple hierarchy. In this example, the trunk Let’s try another example: Bend your arm at the shoulder. Notice
is the parent. The branch is a child of the trunk, the twig is a child that your shoulder rotation moves your upper arm, lower arm,
of the branch, and the leaf is a child of the twig. Selecting and wrist, hand, and fingers. In this case, your upper arm is a child of
moving the trunk will also move the branch, twig, and leaf. Moving your shoulder and so forth. Now try bending a finger. Your hand,
the branch does not affect the trunk but moves the twig and leaf, wrist, arm, and shoulder do not move.
and moving the twig moves the leaf without affecting the branch
or trunk. Selecting the leaf only moves the leaf.
Animation
Poser lets you animate virtually everything in your scene including
objects, lights, materials (which can have a shader tree containing
one or more nodes), and the camera. Each scene item has different
settings (parameters) that can also be animated. For example,
you can animate an object’s scale, rotation, translation, and shape,
or a light’s color, position, and intensity (Poser calculates shadows). ball will gradually shrink and turn blue with each passing frame
You can animate any component of an object’s material. Plus, until it reaches the values you set for it at Frame 10. Keyframing
you can animate the camera’s position and rotation. Creating and interpolation allow you to create complex animations with a
animations involves making changes to these parameters over time minimum amount of work.
and assigning these changes to keyframes.
Keyframing
Animations are made up of individual images known as frames.
An animation is created when a series of frames that vary slightly
from one frame to the next are displayed one after another over
time.
Keyframing is the core of computer animation and involves
the following general process: First, a starting frame is created
on a timeline and all parameters for each object in a scene are
assigned to that frame. Next, an ending frame is created later on
the timeline and all changes to any parameters are assigned to
this frame. Poser then compares the parameters assigned to the
starting and ending frames and calculates all of the intermediate
frames that occur between the starting and ending frames. This
calculation is called interpolation.
For example, if you tell Poser that an object is large and red at
Frame #1 then small and blue at Frame #10, then Frames 1 and 10
become the keyframes. Poser then calculates the intermediate
values for all of the frames in between the keyframes. Thus, as
the animation moves from Frame 1 to Frame 10, the large red
Chapter 4: Groups Poser figures consist of named body parts that can be selected and
articulated (or posed). Props normally consist of a single part
that cannot be articulated, although poseable props do exist. The
This section describes how Poser differentiates between body part following graphic depicts an example of Poser body parts:
groups, material groups, and other group types on a figure or prop.
This explanation is specific to Poser, however it will provide you
with the background information you need in order to understand
groups in general.
The following examples use the Alyson Casual figure (available
in the Poser 8 Content palette’s Figures category). Add this
figure to your scene by dragging from the Library to the document
window, or by clicking the Apply to Scene or Add to Scene
button at the bottom of the Library palette, as described in the
Poser Reference Manual, “Loading and Managing Items
using the Library Icons” on page 102. When you display the
figure in Outline display mode and hover your mouse over the
various body parts, you’ll see an outline of the group underneath
the mouse. We have color-coded the groups for clarity in the
following figure.
Figure 4.1
Chapter 4: Groups
Poser 8 17
Tutorial Manual
• One body part may have one material assigned to it. For
example, the neck will probably have the “skin” material.
• Two or more body parts may use the same material. For
example, the fingers may all use the “skin” material.
• One body part may use more than one material. For example,
each eyeball may have separate materials for the eyeball, iris,
and pupil. Figure 4.2
Chapter 4: Groups
18 Poser 8
Tutorial Manual
Neck Body
The important things to remember are:
Collars (left and right) Body, Shirt
• Poser groups polygons by body part, material, hair, and cloth,
and these groups are independent of each other. Chest Body, Shirt
Chapter 4: Groups
Poser 8 19
Tutorial Manual
Figure 4.4
Chapter 4: Groups
20 Poser 8
Tutorial Manual
Figure 4.5
Chapter 4: Groups
Poser 8 21
Tutorial Manual
Chapter 5: Multi/Sub-object This sample scene has two figures (Alyson Casual and Ryan
Casual). The Material room therefore displays the following
selections:
Materials
Each figure/prop has its own unique material list containing
individual materials within that list. You can see this for yourself by
creating a Poser scene with two or more figures/props and opening
the Material room.
Figure 5.1
Figure 5.2
As you can see, the two figures in this image each have different of your object but it doesn’t tell the whole story. For example,
materials lists. Each object in a Poser scene has its own list of painting an apple red is obvious, but the simple red color does not
materials, which is different for each object. These lists of materials contain the other colors and shades, nor does it portray the apple’s
behave like a multi/sub-object material list/table. small imperfections and other features. Thus, a material that simply
uses color ends up looking plastic.
Why Multi/Sub-object
Materials? About Maps & Templates
Look at your own skin. Notice the differing colors, hairs, veins,
The purpose of having more than one material per figure (multi/ moles, and other features. Look at any object. Is it smooth or
sub-object materials) is to provide each polygon with a different rough? Opaque or transparent? If transparent, does it have the
or shared material property with other polygons. This gives you same transparency all over or in portions? Is it matte or glossy?
control over material properties down to the polygon level. Is it reflective? What sort of texture or pattern does it have? Now
A side benefit is that multi/sub-object materials also allow great look at the objects around you. They all have different material
flexibility. For example, if you have a scene with multiple figures, properties. How can you capture these properties in your 3D
each figure can have its own skin and clothing colors. Selecting objects? One answer is mapping. Each object in your Poser
one figure or prop displays only the materials assigned to just that scene can have its own maps, which are used for specifying various
figure/prop, which organizes your materials and prevents possible attributes. Maps provide an efficient way to add advanced effects
confusion. Also, if you save a figure or prop to the Library palette, to your objects. For example, if you had to model every wrinkle,
its materials will be saved as well, thereby preserving your work. mole, eyelash, hair, or other feature, your object’s polygon count
(number of polygons) would quickly become prohibitive. In fact,
most of the 3D figures and other objects you see in feature films
Color have relatively low polygon counts and make extensive use of
mapping.
Color is easy. By applying a color to an object or material group,
As you know, most maps are two-dimensional representations
you are essentially dumping a bucket full of paint on that object
of 3D surfaces. Each point on the Earth’s surface that lies within
or group. Color goes a long way toward establishing the final look
Figure 5.3
shown above and modify it depending on the type of map you are
creating.
Bump Maps
A bump map is used to simulate roughness on a surface. Bump
maps are grayscale images where dark gray/black signifies lower
areas and bright white/light gray areas signify higher areas. They
work by shifting the object’s normals to give the illusion of depth.
On a human figure, a bump map allows you to simulate wrinkles
and other imperfections/textures.
Figure 5.4
Transparency Maps
A transparency map is like a bump map in that it is a grayscale
image. Transparency maps regulate the amount of opacity in a
given location. The darker the color is, the greater the transparency,
and vice versa. Here’s a sample transparency map for eyelashes.
Reflection Map
Reflection maps are also grayscale. As the name implies, they
are used to differentiate areas of varying reflectivity. The use of
reflection maps allows you to, for example, create a patterned
mirror where the patterns have a higher or lower amount of
reflection.
Displacement Map
Displacement maps are very similar to bump maps but with a key
difference: Instead of simply shifting normals, displacement maps
actually move (displace) an object’s geometry. Thus, displacements
provide more “real” depth than bump maps. Displacement occurs
at render time, meaning that objects will look smooth until
Figure 5.5
rendered.
Look at the bump map, above. The lighter colored areas around
the eyelashes indicate that they should have height, that is, they
should stand out from the figure itself. The texture map (see
Texture Map
“Texture Map” later in this chapter) specifies the lashes’ color All map types (bump, transparency, etc.) are 2D representations
as rough smears. The transparency map above allows only those of 3D objects, and texture maps are no exception. Texture maps
portions of the texture map corresponding to the lighter areas are the primary way of making 3D objects look real. Texture maps
to show through. The combined effect is eyelashes that stick out make skin on your Poser figure look real, add realistic grain to
from the eyes. Where there are no eyelashes, you can see the skin wood, etc. The following example shows a texture map for one of
beneath them. This is a great example of how combining maps can the Poser figures:
create very realistic effects.
Procedural Shaders
Poser’s FireFly rendering engine supports the use of procedural
shaders (or shaders for short). Shaders consist of a root
node that can be modified by adding additional nodes that
modify one or more of the root node’s values. A node’s output can
modify one or more nodes, and you can use more than one node to
influence another. You can include all of the maps we’ve discussed
above when building shaders. You can also create realistic
materials that don’t require any maps at all, or you can have other
nodes modifying any maps you decide to use. Thus, shaders are a
second method of creating materials that may or may not integrate
maps. Please refer to the Poser Reference Manual, “Chapter
13: The Material Room” on page 213 for information about
Poser’s Material room.
Figure 5.6
You can use shader elements such as color to get an effect without
Putting It All Together
using texture maps, but you won’t be able to precisely place The following image demonstrates the results you can achieve by
features where you want them (such as painted fingernails on the combining the various types of maps.
ends of the fingers).
Figure 5.7
Basic Poser
Operations
Poser 8 29
Tutorial Manual
Chapter 6: The Basics them. By default the camera rotates around the center of the
workspace; you can, however, assign it to rotate around a specific
object within the scene.
The following set of lessons is designed to help you learn the basic Refer to the Poser Reference Manual, “Chapter 11:
operations in Poser. They cover topics such as working with posing Cameras” on page 180 for more on Poser’s cameras.
and scene development tools.
In this lesson you’ll explore the Poser workspace using the various
cameras.
Lesson 1: Working with the
Cameras Unless stated otherwise, the tutorials in this chapter
use the Alyson Casual figure, located in the Poser 8 Content
subcategory of the Figures library.
You can access the cameras in Poser in several different ways.
An often overlooked method of selecting a camera is by using
keyboard keys. Learning a few key commands can make viewing a To view your figure using the Main camera:
figure much easier.
Poser’s camera is modeled after the Conical camera type. There 1. Hold down the Command/Ctrl-M. The view switches to the
are two types of cameras in Poser: Conical and Isometric. Conical Main Camera. Start with a figure placed in the center of your
cameras (such as the Main, Hand and Face cameras) act like real- Document window.
world cameras in that they display perspective. Isometric cameras
(such as From Top, From Left, etc.) have no perspective. When you
view figures using Isometric cameras you won’t be able to rotate
around the workspace.
Each camera has its own center; it centers on and rotates around
an object. For example, the Right Hand camera rotates around the
Right Hand, and the Face camera rotates around the face. Both
cameras face the center directly unless you intentionally redirect
Figure 6.2
3. Click and drag from left to right over the Trackball. Then drag
Figure 6.1: The view from the Main camera
from right to left.
5. Scroll down until you see the Head element. Click Head in the
list and click OK.
You’ll notice that the Main camera points at the center of the
workspace. You can change this default behavior by linking the
camera to an object in the workspace.
Figure 6.4: The view of the workspace with the Point At behavior applied Figure 6.5: The new view of the workspace
7. Move your cursor over the Trackball on the Camera controls 8. No matter where you move the camera, the Head remains in
again, and drag down until the camera moves beneath the the view.
figure.
With the Point At behavior the camera always points at the target
object, without changing its position. By changing the camera’s
parent, you can automatically move the camera whenever you
move the figure.
4. Click OK.
Figure 6.7: The view of the workspace from the Top camera
7. Select the figure ring around the Body and move it anywhere
in the Document window. Do not click directly on the body
or you will alter the pose.
Figure 6.6: The new view from the Main camera using Body as its parent.
Figure 6.8 The repositioned Body. Figure 6.9 The view of the workspace from the Main camera
8. Press Command/Ctrl-M to switch back to the Main camera 9. Notice that the view from the Main camera remains the same.
That’s because the camera moved with the Body when you
repositioned it.
10. Try moving the figure’s body again using another camera and
switch back to the Main camera. The Main camera returns to
the same position.
To view the figure using the Face camera: To view the figure using the Top camera:
1. Press Command/Ctrl-(=) to switch to the Face Camera. 1. Press Command/Ctrl-T to switch to the Top camera.
Figure 6.10: The view from the Face camera. Figure 6.11: The view of the workspace from the Top camera.
2. Click and drag left over the Trackball. 2. The Top camera, like the Left, Right and Front cameras, is an
Isometric camera, meaning that it doesn’t show perspective.
3. Notice that Face camera always stays with the selected figure,
no matter where you move the figure. 3. It is designed specifically for viewing a pose rather than
rendering poses. This camera is very useful for placing figures,
4. The Face Camera is ideal for making animations that center creating animations, and locating Figures and Spotlights you
on a single figure. may have lost in the workspace.
4. Set the Top camera Scale Parameter Dial to 400% or more to down from 100% to 25% zooms in, while scaling up from 100%
get a wide view of the Poser workspace. to 1000% zooms out.
A Note on Focal Lengths 1. Click one of the Tracking Mode icons located in the pop-up
menu at the bottom left of the Document window.
Poser’s default cameras are set to 25mm and have all the attributes
of a real-world 25mm Wide Angle Lens. You can experiment with 2. From the top to bottom they are: Box Tracking, Fast
other focal lengths such as 50mm, which resembles the human Tracking, and Full Tracking.
eye’s view, and 100mm, a lens favored by Portrait Photographers.
3. Click each of the mode icons and adjust the figure’s pose.
Each time you set the focal length, the Scale will also reset. Scaling
Figure 6.13
• Diffuse Image Based Lighting uses a 360-degree light 2. Click the Delete Light icon. The selected light is deleted.
distribution map, or light probe, to illuminate the scene.
Figure 7.2
Figure 7.3: The Light Ring in the Document window
3. Select another light and repeat step 2.
4. Select the remaining light. Click and drag over the control
You can use the Rotate Tool to manipulate the Light
from left to right. Note how the Light Indicator (representing Indicator directly in the Document window.
the global light) revolves around the figure. The arrows of the
indicator show the direction from which the light comes.
The Light Intensity slider on the Lighting controls has a range
from 0% to 100%. It acts as the brightness control, or dimmer. The
midway point of the slider is 75%.
There is a quick way to delete all lights in your scene.
From the Scripts menu, choose Utility > deleteLights. The parameter dials also let you control some of the light’s
When a dialog asks if you are sure, choose OK. All lights in parameters. Refer to the Poser Reference Manual, “Chapter
your scene will be removed.
12: Lighting” on page 196 for more on lights.
Next you’ll add a spotlight to the workspace.
To add a spotlight:
1. Click the Create Light icon. A new spotlight appears on
the Light controls. The color of the new light is selected at
random.
Figure 7.4 3. Use the Intensity slider to set the Light Intensity to
approximately 75% (near the middle of the slider).
2. Drag the new light’s circle to locate it approximately front and
center. This places the light in front of the figure.
4. Select the Object > Create Light > Spot menu option. A
new spotlight is created.
Figure 7.7
Figure 7.8: The Spotlight option on the Light Properties palette
You now have a new spotlight, you can control how it behaves by
You can change any light type at any time. Select applying the Point At function to it.
the light you want to change, and then open the Properties
palette. Select Spot, Infinite, Point, or Diffuse IBL from the
available choices at the top of the palette.
To apply the Point At behavior to a light:
1. Make sure your new spotlight is the selected element.
2. From the menu bar, choose Object > Point At. The Point
At dialog appears.
4. In the Parameters palette, set the Tran values for the light to workspace. Spotlights rotate around the center of the light
the following. This moves the spotlight’s indicator to behind object.
the figure and near the floor. Notice how it remains pointed
at the Head:
xTran: -4.000
yTran: Between .900 and 1.000
zTran: -4.000
To pose using the dials: Figure 8.5: The new position of the left arm.
Figure 8.7: Drag to the right until the arm is in the position shown.
Figure 8.8: The figure shown through the From Right Camera. 7. Place your cursor behind the figure and drag to the left. The
Forearm bends up.
6. Select the Left Forearm with the Rotate tool.
Figure 8.10: Drag left until the forearm is in the position shown.
8. Place the cursor to the left of the figure and drag up. The
Forearm follows
Lesson 3: The Twist Tool
The Twist tool does exactly what its name implies, it twists body
parts. This is accomplished by selecting the part and drawing the
tool across the screen. It is an extremely useful tool for creating
realistic poses quickly.
white.
7. Select the Head with the Twist tool and drag to the right. The
Twist dial should be near 16 degrees.
6. Select the Neck with the Twist tool and drag to the right. The
Twist dial should be near 16 degrees.
Figure 8.17: The final position of the Head.
4. With the Hips selected, lower the figure so that its toes touch 6. Pull the Forearm to the right, then up and down. Notice that
the Ground plane. this movement affects more than just the Forearm. You’re
pulling the figure all the way down to the Abdomen.
Figure 8.20: Drag down until the figure is in the position shown.
3. Drag up. The Right Foot and leg move away from you
Figure 8.23: The position of the Right Foot after the move.
4. Select the Chest and drag down. The figure appears to bow.
Chapter 9: Posing
54 Poser 8
Tutorial Manual
Figure 9.2: The Right Forearm should be in the position shown. Figure 9.4: The Right Hand after positioning.
4. Select the Right Collar and drag right. The Twist dial should 6. Select the Right Forearm. In the Parameters palette, set the
be at 25°. Bend dial to 95° and the Side-Side dial to 5°.
5. Select the Rotate tool. Select the Right Hand and drag right Figure 9.5: The new position of the Right Forearm.
to bend the Right Hand. The Bend dial should read about
-75°.
7. Using the Rotate tool, select the Right Shoulder. Set Up-
Chapter 9: Posing
Poser 8 55
Tutorial Manual
Down to 26°.
• Right Shoulder:
Twist = 45°
Up-Down = 26°
• Right Forearm:
Twist = 14°
Chapter 9: Posing
56 Poser 8
Tutorial Manual
Side-Side= 5°
Bend = 95°
• Right Hand:
Bend = -75°
Grasp = 26
2. Click the Left Hand, and adjust the Grasp dial in the
Parameters Palette to -20.
3. This will be a good time to save the file. Choose File > Save
and save to the folder and filename of your choosing.
Chapter 9: Posing
Poser 8 57
Tutorial Manual
To achieve a natural standing position: 4. To turn Inverse Kinematics off for the hands, choose Figure
> Use Inverse Kinematics > RightHand. Then choose
1. Click the Translate/Pull tool. Figure > Use Inverse Kinematics > LeftHand. Both
hands should be unchecked.
2. Select the Right Foot.
5. Choose the Twist tool and select the Abdomen. Drag left so
3. Drag left so that the figure appears to be placing its weight that the Twist dial reads -10°.
on the left leg.
6. Select the Chest. Drag left so that the Twist dial reads -10°
Chapter 9: Posing
58 Poser 8
Tutorial Manual
2. Click on the Library tab then select the Poses category. The
Poses subcategory folders are listed.
Figure 9.12.
3. Select the folder beneath which you want to add a new folder
or item. The selected folder is highlighted in blue. When you
are able to create a new folder or add a pose, two icons
Figure 9.11: The finished pose.
(shown in the following figure) appear at the bottom of the
Library palette.
Chapter 9: Posing
Poser 8 59
Tutorial Manual
Figure 9.13.
In general you check the Morph Channels option
when you are saving a custom character to the library. Custom
characters are usually saved in their default pose. Body
4. To create a new library folder, click the Create New Folder Transformation poses are used to place an item in a specific
icon at the bottom of the library palette. Enter a name for the part of a scene. For example, if you have a sheriff’s office, you
new folder in the New Library Name dialog and click OK. might use a Body Transformation pose to save the position of
Select the new folder before you save your new pose. a figure inside a jail cell.
5. To save the pose to the selected folder, click the Add to 8. The Save Frames dialog appears. In this dialog you decide
Library icon. The New Set dialog appears. whether to save a single frame or multi-frame (animated)
pose. For purposes of this tutorial, select the Single Frame
option and click OK.
Chapter 9: Posing
60 Poser 8
Tutorial Manual
9. Poser adds the pose to your library. You can now use the pose
on other figures.
5. Navigate to the folder that stores the face you want to use
The Scale, Translation, Rotation and Taper dials for the (for example Poser 8 Content > Poser 8 > Alyson). Select
Face are not morph targets. the face you want to use to highlight it.
Chapter 9: Posing
Poser 8 61
Tutorial Manual
6. Drag and drop the Alyson Talk expression from the library
palette and onto Alyson’s face in the Document window.
As you apply the face, pay attention to the Head Morph
parameter dials. Notice how they change, interacting with
each other to achieve a desired expression.
Chapter 9: Posing
62 Poser 8
Tutorial Manual
After exploring the facial controls, you’re ready to create your own
expression. Now you’ll modify the Alyson Talk expression to create
the face of an angry woman using the target dials.
To create an expression:
1. With the Alyson Talk expression applied to Alyson Casual,
select the head.
Chapter 9: Posing
Poser 8 63
Tutorial Manual
EyeSquint: 0.600
EyeWrinkles: 0.360
Figure 9.20.
Chapter 9: Posing
64 Poser 8
Tutorial Manual
1. Select the Main Camera. 3. Select the Teacher figure’s Head element from the list, then
click OK.
Figure 10.4: Both figures in the scene. 6. Now you decide that perhaps the scene would be better
if the camera wasn’t centered on the teacher’s head. First
you need to unparent the head from the camera. One quick
5. Move the camera using the Translate and Move YZ tools
way to do this is to select the Main Camera and go into
on the Camera controls. The camera will always point at the
the Parameters Palette. Scroll down to find the Point At
Teacher.
parameter and set it to 0.
Figure 10.6: The view through the elevated camera. Figure 10.7: The test render.
8. Using the same Draft settings as before, test render the file 9. Now that you’ve rendered the scene with the floor showing,
again. you might be wondering why the floor disappeared during
the render. By default, the Ground plane is set with a material
setting that causes it to only catch and render shadows.
This allows you to use a photo as a backdrop. To change the
Ground plane so that it also renders the floor texture, return
to the Preview tab. Select GROUND from the Current Actor
menu in the Document window.
10. Switch to the Material room and click the Advanced the test render produces good results, open the Render
tab. Uncheck the Shadow_Catch_Only option in the Settings window (Command/Ctrl-Y) and move the Quality
GROUND’s PoserSurface root node. slider up to Final. This enables the Cast Shadows option
and increases other render settings for a higher quality render.
Render the file once more. Final quality renders will take
longer than draft quality renders.
Figure 11.3: The Business Man displayed using the Smooth Shaded style.
2. To quickly set all of the parts of the figure to white, you’ll use
Figure 11.6.
2. Make sure that the figure or prop you wish to use is selected
in the Object menu. For the purposes of this tutorial, the
name will be “Figure 1”.
6. Select Apply to all from the Options menu at the top right
corner of the Shader window. Poser asks you to confirm
that you want to apply selected nodes to all materials in the
object. Click OK to confirm your choice.
7. Click the Pose tab so that you can see a larger view of your
scene. Then select the Texture Shaded option from the
Document Display Style tool to see the results of your
texture image in the Document window
Figure 11.7.
To add a prop:
1. Click the Props symbol at the top of the Library palette. Figure 11.11:The Ball thumbnail.
3. Click the Color tool. Then click the ball and make it red.
Figure 11.10.
Figure 11.15. The scaled ball. Figure 11.17: The clown displayed using the Front camera.
4. Use the Translate/Pull tool to move the ball over the clown’s
nose. To set the prop parent:
1. Choose Object menu > Change Parent to display the
Choose Parent dialog.
2. The dialog shows a visual list of all the objects in your scene.
Figure 11.16: Position the ball over the nose as shown. 5. Review your work from several angles.
Refer to “Lesson 2: Adding Poses to the Poses Library” on 4. Press Command/Ctrl-M to switch to the Main camera.
page 58 for instructions.
5. Select the Right Shoulder.
Adding Keyframes
Once you have a starting point, you’ll create an action by changing
the pose over time and saving the changes as keyframes. A
keyframe stores a point in time where action occurs. Here you’ll
Figure 11.23: The re-positioned Left Foot. store changes in foot positions as keyframes to create a walking
motion. Refer to the Poser Reference Manual, “Keyframe
14. Select the Right Foot and move it back. Controls” on page 339 for more on setting up keyframes.
To add frames:
1. Press Command/Ctrl-M to switch to the Main camera.
3. Choose Figure > Symmetry > Swap Right and Left. Figure 11.28: The Add Keyframe button.
4. The figure’s left foot moves back and the right foot moves
forward. 6. Move the Scrubber to Frame 15.
Editing Keyframes
Now that you have a number of keyframes, you’ll learn how to edit
them in the Animation palette to create more realistic motion.
To edit frames:
1. Click the Edit Keyframes button.
4. Click the green keyframes for Frame 15 and drag all the way
to the bottom to select the keyframes for all the attributes. The
selection is bordered with a white line.
Figure 11.30: All the Frame 15 keyframes selected. Figure 11.31: Frame 15 keyframes moved to Frame 30.
5. Be sure only the green keyframes of Frame 15 are selected. Be 7. Click the close box in the upper-left corner of the dialog.
very careful not to select anything but Frame 15.
8. In the Animation controls, move the Scrubber to Frame 30.
6. Drag all of selected keyframes to Frame 30.
9. Choose Figure > Symmetry > Swap Right and Left. 3. Click the subcategory menu and choose Walk Designer.
10. Click the Play button to check your work. 4. Click the Add to Library (+) icon.
To save an animation to the Library: 8. Enable the Multi Frame option and click OK.
9. Your animation is saved as a 30 frame preset in the Walk To set up the walk animation:
Designer category.
1. Choose File > New to start with an empty file.
Lesson 3: The Walk Designer Figure 11.38: The clown figure in the Document window.
The Walk Designer lets you set up various parameters to 5. Choose Figure menu > Create Walk Path.
automatically create a realistic walking motion. In this lesson you’ll
use the file you created in the previous lesson in conjunction with 6. A new path appears in the Document window. You may
the Walk Designer to make your clown move. need to adjust the camera view in order to see the entire path.
You should use the “Move Y and Z” tool on the Camera
palette to adjust the camera.
14. Click the Current Actor popup at the top of the Document
window and choose Cameras > Top Camera.
19. The path has several small white squares along the gray walk
Figure 11.43: The clown viewed from the top.
path called nodes.
15. Set Scale to 400%. You should able to see the entire scene.
22. Click the Current Actor menu at the top of the Document
window and choose Body.
24. Make sure the red figure ring appears before you start
dragging. The ring indicates that the whole figure is selected.
Do not click directly inside the Figure ring or you will move the
figure’s parts instead of the entire figure.
Figure 11.45: Nodes on the Walk Path. 25. Place the clown over the end of the gray path.
20. Select each of the middle two nodes and move them so that
the path becomes straight. Notice how the pointer changes
when you position it over the path.
Figure 11.46: Your path should look like the one shown.
To set up a walk in the Walk Designer: 3. Click the Stop button to stop the action.
4. Scroll the Blend Styles section of the dialog until the Clown
In order to complete this portion of the tutorial, please walk is visible.
make sure that the Clown Walk style is in the Runtime >
Libraries > Pose > WalkDesigner folder. If that is not the 5. Set Clown to 100%.
case, you need to copy it there from the folder to which you
saved it earlier. 6. Click Apply.
2. Click the Walk button to see the current walk style in action.
You are about to apply the walk to the figure. Once
you’re done with the Walk Designer, the only real way to fix Lesson 4: Keyframe Editing
errors is to start from scratch (beginning from Lesson 3).
So far, you’ve created a waddling clown that appears to fall over
8. Make sure the following defaults are set in the dialog: something invisible at the end of the Walk Path. There are two
missing elements: the object the clown fell over, and the cause of
Start Frame = 1 his fall. By editing the animation and adding props, you can create
the story behind the clown’s actions.
End Frame = 120
First, you’ll create a back up file to preserve your work so far.
Figure = Figure 1
Walk In Place = Disabled To create a back up file:
Cycle Repeat = Empty 1. Open the file you saved at the end of Lesson 3.
Path = Path_1
2. Choose File > Save As.
Always Complete last step = Enabled
3. Rename to the file to CLOWN-ANI01.
Transition from pose at path start in 15 Frames =
Enabled 4. Now you have a back-up of your original animation.
Transition to pose at path start in 15 Frames = Enabled
Align head to = Disabled Consider using a compression utility to archive the
original clown-walk.pz4 file. This will save hard drive space
9. Once all parameters in the Walk Designer are set, click OK. and prevent future headache’s. You can continue to add
completed lesson files to the archive as you work through the
10. Click Done to close the Walk Designer. rest of the tutorial.
3. Click the Head label on the left side of the dialog. 5. While still pressing the mouse button, drag up one line to
include the Neck frames in your selection.
6. Press Delete.
4. Select all the keyframes from 2 to 105.
7. With the frames still selected, click the Linear Section
button.
13. Click the Library category popup menu and choose Add
8. This is important for any expression changes applied face New Category.
during the animation.
14. The New Category dialog appears.
9. Select Head keyframe 1.
15. Enter Clown Faces and click OK.
16. Click the Add to Library (+) button to add the clown’s face
into the library.
18. Apply the face preset you just saved to the clown. 6. Set Scale to 400%.
7. Click the Box Tracking icon, as shown below. 2. Press Command/Ctrl-T to switch to the Top camera.
Figure 11.60.
Figure 11.63: The clown’s head rotated to face the Trapeze figure.
8. Move the Scrubber to Frame 50.
If you’re having a hard time seeing the position of 10. Move the Scrubber to Frame 55.
the clown’s head, try expanding the size of the Document
window using the resize control in the bottom-right corner of 11. In Frame 55, the Trapeze Artist and the Clown are in the
the window. process of passing each other. The Clown’s chin should be in-
line up with his shoulder, and his silly grin should be intact.
4. Divide the Twist value in half and reset the Twist dial.
12. Repeat step 2 to 6 for Frame 55.
5. This creates the starting pose for the clown’s head.
Next, you’ll twist other body parts to keep the Clown facing the
6. Select the clown figure’s Neck. Trapeze Artist. You’ll use the same twisting method you used on
the Head to re-align the Chest and Abdomen.
7. Use Twist to align the Neck so that the clown’s face is looking
at the Trapeze Artist figure To align the figure’s body:
1. Click the Edit Keyframe button to open the Animation
palette.
8. Use the Twist dial to align the clown’s chest so that its Head
faces the Trapeze Artist.
3. Press Delete.
6. Press Command/Ctrl-T to switch to the Top camera. 9. Twist should be set to approximately -46.
10. Divide the value of the Chest’s Twist dial in half and reset
Twist to the resulting number.
11. Click the Current Actor menu and choose the Abdomen.
12. Use the Twist dial to align the abdomen so that the clown
faces the Trapeze Artist.
Use the skills you’ve learned in the earlier parts of the tutorial
to create these effects.
To add a prop:
1. Display the Library palette.
Figure 11.69.
Have the clown’s eyes follow the Trapeze Artist as his body
finishes twisting.
3. Choose the Tutorial subcategory from the menu.
Now that you have a prop, you can adjust the character’s
movements to interact with it.
Figure 11.72: The current frame field.
To add an animation to your scene:
1. Click the handle at the bottom of the screen to display the 6. Select the Poses category in the Library palette.
Animation controls.
Figure 11.74: The Clown Flop pose in the library. 1. Select the Dolly Camera from the Camera controls.
10. Choose a save location for the QuickTime (MAC) or AVI (PC)
file and click OK.
Chapter 12: Content Preset icon at the bottom of the Library loads the item into your
Poser scene.
Management
by Lisa Ahrens
Poser offers a variety of powerful tools to assist you with storing,
organizing, and obtaining more Poser content. This tutorial will
walk you through the benefits available to you from Poser’s
Library palette, Content Paradise, Download Manager, and
new content Collections.
Reference Manual, “Appendix B: Poser File Structure” on new Collections. As we are creating a new Collection, select the
page 591 for information about downloading and installing files, and Add New Collection option from the menu. Your new content
Poser file types and locations. If you wish to read another tutorial Collection will appear in the Collections tab, as shown:
that covers manual content installation specifically, please refer
to the “Installing New Content Into Poser” tutorial on the Smith
Micro website (www.smithmicro.com), in the Training > Tutorials >
Poser > Content Management section.
Content Collections
New in Poser is the Library Collections tab. This portion of the
Library houses content Collections, which are customized subsets
of items from the Library categories. Content Collections can
contain items from any category, and from any Runtime Library,
which makes scene creation and population really simple. Just
navigate once through the Library palette, selecting the items you
want to use and adding them to one or more Collections. Then,
when you’re ready to put those items into a scene, just click on the
Figure 12.3
Collections tab, open the Collection folder, and voila! All your
selected items will be there in one place, ready to go.
Then, browse through the Library palette categories, selecting the
For example, say you wanted to create a basic scene of Jessi going various items you will want to place in the scene, such as: Jessi,
to the beach. First, you need to create the content Collection to a hairstyle, a walking pose, bathing suit, sunglasses, sandals, hat,
hold the various content items you will need for the scene. From a ball and torus for beach toys, and materials for the props and
within any category folder within the Library palette, right-click on background. If you want to include customized items, such as a
a content item. This opens the Collections menu, which lists all custom pose or material, create them as you normally would and
the available content Collections, and includes an option to create add them to the Library as described above. Then you can add
them to your Collection. When you select each item that you want Once you have created the Collection, whenever you are ready you
to include, again right-click on the item, and select the name of can go ahead and create your scene.
your new content Collection from the Collections menu. The
content items will be added to the Collection.
Figure 12.5
Figure 12.4
Chapter 13: FireFly Render go even faster, use the Quick-Scale pop-up menu to set the size
of the test render to half or 1/4 of the final size (see below).
Tips
by Colin Gerbode
Figure 13.1: Quick-Scale Menu.
The FireFly render engine, introduced in Poser 5 and refined in
subsequent versions, provides Poser users with a high-quality
micro-polygon rendering engine capable of extremely accurate, As you refine your scene, you can increase the render settings to
photorealistic output. FireFly is a sensitive beast, however, and utilize various features of the render engine. Most scenes will not,
its many settings and options can be somewhat daunting to the however, benefit from setting the render presets to their maximum
beginning user. In this tutorial I’ll explain how to get high-quality levels, as most scenes do not fully take advantage of the particular
results from FireFly without “stress-testing” it; often, turning the features that are activated in these settings. Unless the particular
settings all the way up to the maximum uses system resources with scene requires a large number of raytrace bounces, for example,
no improvement in image quality. the only thing that using the maximum settings will do is to
increase the load on the system and increase render times without
improving quality. The third-to-last setting should be more than
Automatic vs. Manual Settings sufficient for final renders of the vast majority of Poser scenes.
specific object that needs it is a good way to apply polygon benefits of texture filtering.
smoothing only to specific objects within the scene. Additionally,
polygon smoothing will not override hard edges specified by the
Crease Angle setting in the General Preferences dialog, or by
smoothing groups set up with the Group Editor. So you can use
Smooth Polygons as a global setting, and still specify hard edges
definitively using crease angles or smoothing groups.
Texture Filtering is used to improve the appearance of fine- Figure 13.3: Non-Filtered vs. Filtered Render.
grained textures, and to reduce moiré patterns when a texture
repeats and scales (imagine a checkerboard-patterned floor In Poser 5 or 6, reducing the maximum texture size allowed
receding into the distance); it can give good results but can also users to control memory usage while producing high quality
use additional system resources. For example, a single 4000x4000- renders. In Poser, improved texture memory management makes
pixel texture, without texture filtering, uses 64Mb of RAM (which this unnecessary, as textures no longer require large amounts of
is itself a good argument for reducing maximum texture size- see memory on loading.
below) while with texture filtering on, that same texture takes
Poser 7 introduced Irradiance Caching, an improvement to the
192Mb--more than twice the RAM for the same texture file. Poser’s
Ambient Occlusion calculation process. By default, this feature’s
FireFly engine generates better performance with texture filtering
slider is set to 50%; higher settings provide increased precision
enabled, hence texture filtering is active by default. This does result
and image quality when Ambient Occlusion is used, while lower
in some additional memory usage but since Poser’s FireFly engine
settings increase render speeds at a slight cost in image quality. In
manages texture memory so efficiently, the amount of memory
the images below, note the shadows around the ear as an example
used is minimal and will be more than covered by the performance
of the effects of the quality settings.
Chapter 14: Creating and 1. Create your mesh object in your preferred 3D modeling
application.
Assigning Textures 2. Export the mesh in a format supported by Poser (see the
Poser Reference Manual, “Importing 3D Objects” on
page 541 for a list of supported formats).
Creating your own textures for figures and/or props requires a
solid grasp of the concepts explained in “3D Basics” on page 1 3. If your 3D modeling application supports exporting your mesh
and knowledge of one or more 2D graphics tools such as Adobe object with UV mapping data, be sure to do this, as this will
Photoshop. The process of creating textures is very similar if probably create your template for you. Please refer to your 3D
not identical for many 3D applications. While it’s impossible to modeling application documentation for information.
cover the entire process in this book, we can give you enough
information to understand the basics and begin creating your own 4. If your exported object does not have UV information, you’ll
maps. need to use an application such as UV Mapper (http://www.
uvmapper.com) to create the UV information and a blank
template that can be used for any sort of map (texture, bump,
This section covers creating maps. Please refer to the
transparency, reflection, displacement, etc.). If you use a third-
Poser Reference Manual, “Part 3: Materials” on page 212
for information about applying maps to shaders. party application to create texture templates, please refer to
that application’s documentation for information on using
that application. Also, should you require technical support,
please contact the application’s creator or vendor. Smith Micro
Creating Texture Templates cannot provide support for third-party applications.
If you use the figures and props that came with Poser (or if you
buy figures from most third-party vendors), they probably come
with one or more ready-made texture maps and one or more blank
templates. If you need to create a new texture template, you’ll
need to follow a process that is roughly similar to the following:
Creating and Using Texture model’s believability. What may surprise you is that Poser can
generate equally realistic results for you. We are going to give you
Maps some pointers on how you can do this yourself using Poser and
a 2D graphics application such as Adobe Photoshop. The primary
This subsection contains a brief tutorial on creating texture maps. topic for this tutorial is texture maps, however the same principles
The proper use of maps can create stunning results such as the apply to all types of image maps. Please refer to “About Maps &
scene below: Templates” on page 22 for information about the various types of
image maps.
A texture map looks like a skinned 3D model spread out onto a flat
surface. Imagine peeling an orange and flattening the peelings on
a table- that’s a texture map. When creating a texture, remember
Figure 14.1.
that it will ultimately be wrapped around your object and that
you’ll need to pay special attention to the edges, which will be
seams when the texture is rendered.
If you’ve seen some computer-animated movies lately, you were
probably astounded by the realism of the characters; this high
level of believability was achieved using high-quality 3D models
and image maps. The fact is, image maps can make or break a
The figure used for these renders requires two maps, one for his
Figure 14.2.
head, and one for his body. Different Poser figures may use one or
two texture maps, depending on the figure. The following sections
Texture makers use a UV map (template) to place the texture’s address each map separately, and the same principles apply to
major pieces. A UV map provides grid-like lines that correspond figures that only use one map.
to the object’s geometry, provides a coloring book approach
to making textures, and only requires a good graphics editing
software package such as Adobe Photoshop. Like a coloring book, As discussed above, creating maps is an advanced
items not placed properly within the grid lines render askew, and process that can require one or more third-party tools. Smith
Micro cannot provide support or additional information on
anything bleeding over the edge of the grid does not appear at all
creating texture maps beyond the technical aspects that
when rendered. This is one time where you definitely want to stay directly involve Poser. The material presented in this section is
between the lines! The texture maps for the figures and props that for informational purposes only.
are included with Poser are located on the content CD. Because
• After mirroring the texture, you may notice a line down the
center. Remove this line by cloning an area with a matching
color, cutting and pasting small photo pieces from the original
source image, using the blend tool, or any combination of realism of your renders.
these methods.
• Have the model hold their eyes wide open to show the whites
• Change and add various details (lines, moles, etc.). No face is and roundness of the iris.
perfectly symmetrical!
• Make the veins thin and not overly red to avoid bloodshot-
• Continue expanding the skin to a bit beyond the template looking eyes.
edge.
• While testing, rotate the head to see the ear and side of the
neck; you will need to pay close attention to these areas to
ensure that there are no seams.
• Cut out and place individual teeth, giving the front six
(top) and eight (bottom) the most detail. Realistic teeth are
somewhat gray/yellow, not white.
Figure 14.4.
• Photograph a tongue and apply it directly to the map. Pay
attention to the deep grooved center line; this adds credibility
to the texture when the model’s mouth is open.
The Body Map
• The inner mouth looks reminiscent of a rib cage surrounding
lungs. The body’s fine details (hair, moles, etc.) require larger maps to
avoid blurring and pixilation. Many third-party body maps are
• Lachrymal glands (tear ducts) have wetness and roundness. double the size of the corresponding head map.
• Take close-up photos of eyes.
• Use the same map for the left and right hand, then add
Figure 14.5. asymmetrical features. Repeat this for the feet.
• Lay out the entire body first, without worrying about matching • When the body is complete, correct the head and body color
edges to get major portions in place, then finesse the edges to make them the same shade/hue. Writing down your color
with ever-increasing detail. values can be a big help.
you will start with a black background and draw in white where
you want the eyelashes to appear when rendered. A graphics tablet
works well for this, since eyelashes require a natural curved line
that tapers to a point, which can be hard to achieve with a mouse.
If you don’t own a graphics tablet, you can begin with a very large
map and reduce it to the proper size later. The larger map will
make it easier to draw the lines with accuracy.
Bump maps add further realism to skin pores, scars, or moles. For
photorealistic skin, it’s imperative to deal with major landmarks
(moles, birthmarks, etc.) using a bump map. The quickest way
to create bump maps is to copy the finished texture, desaturate
it (that is, remove all the color leaving only the black and white
components), and invert it. Then convert it to grayscale. This
reduces the file’s size and memory requirements.
Poser allows you to adjust the bump maps’ height, so it’s a good
Figure 14.6.
idea to design them with very high contrast (or the most bump).
Most graphics packages have automatic contrast controls; this is a
great way to quickly get the widest range of bump for your maps.
If needed, you can decrease the bump height within Poser before
Creating and Using Bump, render time.
Reflection, and White areas of the bump map are high, and black areas are low.
Transparency Maps In order for your texture to make a plausible map, you will have to
invert it before you can use it. If you forget to do this, it may take
To be fully realistic, many textures also need transparency and you a while to figure out why your test renders look a bit odd.
bump maps. For example, the eyelash area template needs to be A good example of this would be whiskers pushing in instead of
white where you want the object or eyelash visible. Consequently, outward.
Figure 14.7.
Adding Realism
120 Poser 8
Tutorial Manual
Chapter 15: The Face Room • Photo Lineup: Allows you to import front and side photos
of a person, and use the photos to generate a face shape
and texture. This area also contains several tools that assist in
aligning the head geometry to the photos that you use. The
Apply Shape button generates head geometry that matches
by Denise Tyler your photos.
The areas contained in the Face room allow you to perform the • Caricature Dial: Adds character to your face by enhancing
following tasks:
the features. Negative values de-exaggerate head and facial • Task 4: Refine the Head Shape
features, while positive values over-exaggerate them.
• Task 5: Apply to Your Figure
• Reset Face Room Button: Restores the default head
shape and texture map and undoes all previous Face room
work. Getting Ready for Your Face
• Texture Preview Window: Shows a preview of your Room Project
texture while you are working on a photo-generated face, and
allows you to load or save face texture maps. Though their heads are shaped and sized a bit differently, Don,
Judy, Will, and Penny have one thing in common. They all share the
• Random Face Button: Randomizes the Face Shaping Tool same head geometry. As a result, the Face room morphs work on
morph settings to generate a new face as a starting point. Use all of them. It has to do with the face geometry.
this feature with caution, as it erases any work that you have In order for any figure to work in the Face room, it must use the
previously completed. same head geometry that Don, Judy, Will and Penny use; otherwise,
In this tutorial section, you’ll learn about each of these Face room the morphs will be incompatible. Seeing as the main reason for
areas, and will step through a real-world project that will create a the Face room is to create customized characters, the morphs are
female character and head. The topics you’ll learn are as follows: vital to this process. Unfortunately, this means that there are many
other Poser figures that will not be compatible with the Face room,
• Getting Ready for Your Face Room Project because their head geometry is entirely different.
• Choosing and Preparing Photos So, go to the Pose room and load Don, Judy, Will, or Penny onto
the stage. When you do this is not really important, but you’ll
• Task 1: Import the Photos to the Face Room definitely want to make sure you have the right character there
before you apply your custom head to the figure. For the purpose
• Task 2: Adjust Size, Position, and Rotation of this tutorial, add Judy in the Pose room as shown in Figure 2. If
you’re creating a male texture instead, choose Don.
• Task 3: Adjust Feature Points
Figure 15.2: Load the proper figure into the Pose Room, so that it is ready for Though Poser does allow you to work with mismatched photos, or
you to apply your custom head.
photos that are not perfectly aligned, you get the best results if you
follow certain guidelines.
It helps matters if you keep the following points in mind when you
Though you can create heads and textures for Will and
Penny, the geometry adjustments and morphs that you create shoot photos for the Face room. The closer your photos are to
in the Face room may cause the heads to be larger. these guidelines, the better your results will be.
adjust the white balancing accordingly before you shoot the Important Notes about Photo Size
photos (or for each view if you adjust the lighting between
shoots). This is essential to achieve photos that are natural in By default, Poser creates a 512 by 512-pixel texture. You can,
color. however, create a face texture that is of higher resolution. However,
in order to do so, there is a slight catch in regards to the size of
• Lighting should be all white. Colored or unnatural lighting the original photos: the dimensions of the source files must be a
colors affect color fidelity. Adjust the lighting so that you power of 2.
achieve the maximum amount of detail without washing out
the subject. Lighting that is too dark will not show enough What this means to you is that if you want to create a head texture
detail, while lighting that is too bright will wash out the that is about 1500 x 1500 pixels, you can’t use a photo that is
subject. that size. The next-highest power of 2 is 2048 x 2048. Your source
photos should be 2048 x 2048 to result in a face texture that is
• The subject should remove glasses or other adornments that 2048 x 2048. You would then need to resize your texture in a
are unwanted in the final texture. photo editor to get the desired size of 1500 x 1500.
For quick reference, the following table shows dimensions that are
• The subject should have a neutral facial expression, with powers of two:
closed mouth.
512 x 512 1024 x 1024
• Ears should be clearly visible. Comb or pull back the hair to
show as much of the ear as possible.
2048 x 2048 4096 x 4096
• For the front photo, the subject should directly face the
camera without tilting the head upward or downward.
If your photos do not come near the sizes listed above, you can use
• For the side view, the subject should face 90 degrees away
a photo editor to add pixels around the outer edges of the photo
from the camera, preferably facing toward the right. (Poser
until you arrive at the recommended dimensions.
can flip photos that face toward the left).
• Size the front and side photos uniformly, so that the eyes,
nose, mouth, and chin match up to each other. What can help
in this process is to open one of the photos in an image editor Figure 15.3: Use an image editor such as Photoshop to align and straighten the
that supports layering (such as Photoshop, Painter, or Paint front and side photos.
Shop Pro). Copy the larger photo to a layer above the first
photo and reduce the transparency so that you can see the • Fix photo imperfections. If you have multiple shots, you can
smaller image beneath it. Then, rescale the larger photo so use parts of one photo to help fix imperfections in another. For
that the eyes, nose, mouth corners, and chins are on the same example, let’s say you have a perfect straight-on shot that is
horizontal plane as shown in the next figure. Guides can also facing directly toward the camera. The photo shown in Figure
help in this process. An example of this process is shown in 4 is perfect for a straight-on view, with one small exception:
Figure 3. the subject’s mouth is slightly open. To remedy this problem,
locate another photo that has a perfect mouth. Create a
Photos used in this tutorial appear with the permission feathered selection around the good mouth and paste it into
of Peter Levius, host of http://www.3d.sk. This site makes a layer above the less-than-perfect one. Adjust the brightness
thousands of high quality photos available to texture artists for and tone until it they match perfectly. If done properly, you’ll
a very reasonable fee. Check it out! hardly know the difference, as shown in Figure 5.
Figure 15.5: After minor adjustments in brightness and sizing, the new version
Figure 15.4: Use portions of other photos to fix imperfections in a shot that is of the photo has a closed mouth that is more suitable for texturing in the Face
almost perfect. Here, a different mouth is selected to cover the opened mouth in room.
the photo.
guides, and then snap selections to them. Here, I pull a guide from
the left ruler onto the image, and place it through the center of
the face. If your photo is not perfectly straight, the guide helps you
notice and correct it.
Figure 15.7: A selection is made to include the right side of the image, from the
guide line to the right edge.
Copy the selection to a new layer. Flip the copy horizontally, and
Figure 15.6: A vertical guide placed through the center of the face helps you then align the two sides together. The left side should snap to the
align and divide the face in half. guideline. Also, make sure that the two sides exactly mirror each
other so that one half is not higher or lower than the other half.
The right side of the preceding photo (facing us) is rounder, and Figure 8 shows the finished result. Save the new image under a
it is more likely that it will result in a smoother transition from different file name, so that you don’t overwrite the original version.
front to side. Create a selection, starting from the top end of the Use the new image for the front photo and you should have an
guideline and including the entire right side of the photo (see easier time of making facial adjustments that are symmetrical.
Figure 7).
Figure 15.8: A copy of the right side is flipped and matched at the center guide
line.
Figure 15.9 The Photo Lineup area allows you to import photos and position the
Task 1: Import the Photos to the head geometry to match them.
Face Room
With the figure loaded, you can click the Face tab to open the Importing the Front Photo
Face room. Let’s take a close look at the Photo Lineup area,
After you’ve selected and prepared your photos, you import the
shown in Figure 9. This area of the Face room allows you to use
front and side photos into the Face room. To import the front
photos to generate a head texture and associated head shape.
photo, proceed as follows:
The Photo Lineup controls appear on the left side of the Face
Click the Load icon for the front view. The Load Front Face 4. You are automatically advanced to the screen shown in Figure
Image dialog appears. 11, when Poser prompts you to click the image on the left
corner of the lips. Click the location as noted.
1. Use the Look In drop-down list to locate the folder on the CD
that contains the front image.
Figure 15.11: Next, Poser prompts you to click the left corner of the mouth.
After you pick the points Poser returns you to the Face room as
shown in Figure 12. The upper portion of the Photo Lineup area
displays the photo that you imported. The lower portion of the
Photo Lineup area displays an outline of a head facing toward
the right (for your side photo). The Face Sculpting area displays a
3D textured preview of your head, and the Texture Preview area
Figure 15.10: When you load the front photo, you are prompted to click the
displays a 2D preview of your texture as it appears thus far.
corner of the model’s right eye.
At this point, don’t attempt to make any adjustments to the photo
lineups. It is best to proceed to importing the side photo, which the facial outlines. You’ll learn more about these controls in
follows in the next section. Task 2.
Figure 15.12: After the front photo is imported, you see previews in the Photo 3. Highlight the file name of the image you want (SimonaSide.
Lineup area. jpg in this example) and click Open, or double-click the
filename.
Figure 15.13: Click the top of the ear for the first side point. Figure 15.14: Click the front of the chin for the second side point.
6. Next, Poser prompts you to click the front of the chin as After you pick the points for the side image, Poser again returns
shown in Figure 14. you to the Face room. The lower portion of the Photo Lineup
area now displays the side photo beneath an outline of the head.
The texture previews in the Face Sculpting area and Texture
Preview area now appear a little more complete. Refer to Figure
15 for an example.
You’ll probably find that your texture doesn’t line up perfectly,
and the outline of the profile might look really strange and out
of proportion. When you zoom in, the eyes may not be aligned
correctly. The mouth may need adjustment. The ears may not fall in
the right place. You might have a big wide spot in the back of the
Begin by placing your mouse over the Move icon in the front view.
Use the eyes and mouth as a guide for placing the outline in the
right area. Step by step, here’s how you can approach the front of Figure 15.16: Scale the head geometry so that the eyes and the center of the
Simona’s face: mouth align with the photo.
1. To adjust the Front view, place your mouse over the Move
icon . Move the center line of the outline’s mouth over the
center line of the photo’s mouth. Adjusting Side Scaling and Position
2. At this point, you’ll probably notice that the eyes don’t quite When you adjust the scaling and positioning in the side view, it
line up correctly, because the spacing is a little bit off. So, drag affects the position of the ears and chin on the texture map.
the mouse over the Scale icon, and drag it right or left as
necessary to get the eye spacing closer. 1. Use the Move tool in the side view to place the ear outline
over the ear.
3. If necessary, alternate between the Move and Scale icons
until the eyes and mouth both appear as they should. Don’t 2. Drag the Scale tool downward as necessary to increase the
worry about the nose at this point, we’ll get to that later! size of the ear.
An example of what you are looking for in the front view is shown 3. Alternate between the Move tool and the Scale tool until
below in Figure 16. Notice that the spacing between the eyes is the texture of the ear appears in the proper place on the Face
pretty close and the center lines of the mouth match up. We can Sculpting preview. At the same time, try to achieve the best
improve upon this further by adjusting the tilt and turn of the head. possible balance between ear and chin placement.
4. Drag the tool left to decrease the depth of the head, or right problem in this regard. When you look at the front photo, her
to increase the depth of the head as necessary. The final result right cheek is fuller than her left, indicating that her face is turned
is shown in Figure 17. slightly.
The Rotate tool can help remedy situations when your subject
is looking directly at the camera but has his or her head tilted or
turned slightly toward the left or right. It is important to note,
however, that the Rotate tool won’t work well for heads that are
more than a slight variance from center.
Figure 18. The eyes line up quite well as they are, so we don’t need of the eyes is even better still!
to make any adjustments to the tilt of the head.
Figure 15.19: After we Alt-click and drag the Rotate tool for a slight head turn,
the eyes are centered better.
Figure 15.18: The tilt of Simone’s head does not require adjustment.
3. Adjust forehead and jaw. The forehead points affect else is done. Figure 22 shows the result of one round of eye
placement and spacing of the hairline around the forehead, adjustments.
as well as the spacing of the eyebrows. Adjust the forehead
feature points to maintain the same relative distance along
the top semi-circle. For the jaw, keep all adjacent feature When adjusting the eyes, remember that the placement
points along the lower jaw at roughly the same distance from of the face around the eyes is what is most important here. It
left to right, while you watch the placement of the shadow is much easier to create new eye textures than it is to make a
along the jawline. Figure 21 shows the result after the face texture that is placed correctly, so it is not so important
what the “eyeballs” look like. Instead, pay attention to the
forehead and jaw feature points have been adjusted.
placement of the eye folds, eye lids, and lacrimals.
Figure 15.21. After adjusting the forehead and jaw feature points, the eyebrows
and chin are in position.
Figure 15.22. After some eye adjustments, the eyes are lining up very well.
4. Adjust the eyes. Match the eye points carefully. This is a little
tricky and can be time consuming. Also note that when you 5. Adjust the mouth. The placement of the mouth opening and
make adjustments to the right eye, the left eye is also moving corners appear to define the shape of the mouth. First, move
somewhat. You have to strive for a compromise between the the corners to get the proper width. Adjust the top center
two eyes, and the points may not be exactly the same on each point until the upper lip looks correct. Then, adjust the lower
of the eyes. If you don’t get them perfect, you can always center point so that the mouth opening appears in the right
come back to adjust the eyes in the front view after everything place. Figure 23 shows our progress so far.
Figure 15.23. For best results, make sure that the mouth opening is in the right Figure 15.24: Adjust the nose and nose tips to place the folds of the nose in the
place when you adjust the mouth feature points. right spot.
6. Adjust the nose and nose tips until you see that the
texture falls in the right place in the Face Sculpting window.
Figure 24 gives you an idea of the result around the nose.
Refining the Side View
Adjust the side points until the wings of the nostrils fall in the With the feature points completed for the Front view, your texture
right spot. Be careful when adjusting the wings: too much should be looking pretty good from the front by now! At this point,
adjustment can cause the head to tilt left or right. Then adjust we have to fine-tune things in the side view. But the rule of thumb
the middle feature point to place the inside of the nostrils. with the side view is, “If it ain’t broke, don’t fix it”, most especially
if you are using the Apply Shape feature. The profile feature
points go a long way in adjusting the geometry, so take it in small
baby steps if you are applying the shape to the head.
Before you begin, return to the Pose room and save your project
before proceeding so that you have something to revert back to
in case you are unhappy with the results. And remember, don’t
move feature points unless you think they will help to improve your
texture or character.
If you have to adjust the feature points in the side view, proceed as shown in Figure 26. Pay attention to the texture around
in this order: and behind the ears while you do this feature point.
1. Adjust the top feature point. The top feature point in the
side view controls the placement of the hair on the crown.
Adjust as necessary to get a nice smooth texture as shown in
Figure 25.
Figure 15.26: Adjust the feature point at the back of the head to fill in the neck.
If you have the Apply Shape option checked, you’ll have to achieve the right
balance between head shape and texture.
Figure 15.28. Adjust the eye feature point to achieve the correct texture
placement around the eyes. The feature point controls the tilt of the eyelids and
eye corners.
5. Adjust the cheek. Place the cheek feature point at about the
same height as the tip of the nose. If you have the Apply
Shape feature on, move the cheek feature point toward the
front of the head to create puffier cheeks, or toward the back
of the head to create a more gaunt face.
6. Adjust the neck, jaw, and ear. The primary focus for this part is
to get the texture correct. A little goes a long way, especially
in shaping the head and ear - so focus on the texture
placement at this point. You may also find it helpful to use Figure 15.29. With all points adjusted in the front and side views, the texture
looks nice and clean.
If desired, you can go back through all of the feature points and
give them little tweaks to improve your texture further. However,
if you’re happy with it for the time being, leave it as is ... you can
always clean up the texture in an image editing program such as
Photoshop!
Figure 15.32. To save your texture, click the Save icon at the right of the Texture
Preview area.
and less characterized. area until you get a face that you like. Figure 35 shows some
examples achieved with Caricature at -.5, Exaggeration Min
• Use Morphs: There are three Use Morphs options: at -.15, Exaggeration Max at .15, and “Both” selected for
Both (the default), Symmetry, and Asymmetry. When Both Morphs options. As you can see, the faces truly are random
is selected, the morph dials will make symmetrical and and offer a great starting point for characters. You can also go
asymmetrical changes to the face. With Symmetry selected, back and adjust the settings you selected in steps 1 to 3 to
the only changes made to the face will be symmetrical get even more varied results.
changes. With Asymmetry selected, the only changes made to
the face will be asymmetrical.
To create a random face, follow these steps:
1. Set the Caricature dial, if desired, to a value other than -1. For
more realistic characters, set this value closer to -1. For more
extreme characters, move the setting more toward 1. A good
compromise is -.5. You can also adjust the dial left or right at
any time to affect the amount of caricature after you use the
Random Face button or other morphs.
category of the Face Shaping Tool, and then dial the applicable
character morph (select from the default character morphs) to 1.
Then click the Apply to Figure button that appears in the Actions
section of the Face Room.
To create a permanent character with a new head and face texture,
follow these steps:
Figure 15.39. The Actions area provides several buttons that complete your
character in different ways. 1. Go to the Pose room, and add or select the figure that you
want to apply the head shape to.
Figure 15.41. Here, the head and face texture have been applied to the figure
while adjusting the color of the texture. Choose this option when you use the
default body texture.
2. Make sure that the figure is selected in the Pose room, and
then click the Face tab to enter the Face room.
4. After you morph your head in the Face room, click the Apply Figure 15.42. Use the Import Original Figure Head Texture and Apply Shape
Shape Only button in the Actions area of the Face room. Only options to use third-party textures in the Face room.
This applies the head to the character without affecting the
texture that you purchased.
5. Go to the Pose room to view the result, as shown in Figure Creating a Morphable Face
42.
You may not want to use this character all the time; or, you may
want to store several different characters in one Library file. In
cases like these, the Face room allows you to apply the head and
eye morphs as a morph target. This will allow you to “dial in” the
amount of character you apply to the default character. It will also
allow you to mix and match between other characters that you
create in the Face room.
When you choose Spawn Morph Target from the actions area,
the morph appears in the list of morphs in the Pose room. By
saving your character to the Figures library after you spawn one or
Figure 15.43. When you spawn your head room morph, the morph appears in the
“Morph” section of the Parameters palette, and it is named “head.
5. The eyes look a little odd at this point, don’t they? That’s
because you also have to do the same for the left eye and
right eye. Click one of the eyes, and go to its morph section. In
this case, there is already a morph named “rightEye”, so the
new morph that you created is named “rightEye 1” as shown
Figure 15.44: The Face room morphs appear as “leftEye 1” and “rightEye 1”
for the eyes.
• Cloth Simulation (area 1). This area creates and defines Figure 16.1: The various areas and controls in the Face room.
settings for a new cloth simulation.
• Cloth (area 2). This area allows you to turn an object into
“cloth”, and specify which objects the cloth will respond to Task 1: Creating Still Images
when they collide.
with Dynamic Clothing
• Cloth Groups (area 3). This area allows you to assign dynamic,
choreographed, constrained, or decorated groups to your cloth In this task you will create a still image. Even though the final
object. goal is a still, you have to create an animation to drape and settle
the clothing to the correct position. By default, Poser creates a
• Dynamics Controls (area 4). This area allows you to assign 30-frame animation, which will be perfect for our needs. We will
properties that affect how the cloth behaves in the simulation. pose the character in the first frame, and use the remaining frames
to let the cloth settle.
The ClothRoomTask1.pzz file has Jessi loaded into the scene. She
appears in the default position and the inverse kinematics settings The JessiEveDressRaw dress contains around 10,000
are turned off for the arms and legs. polygons. If you have limited system resources, use the
JessiEveDressLo version (the one with the yellow dot), which
contains less than 3000 polygons. It will not bend as smoothly,
To turn Inverse Kinematics off, choose the Figure > but will still serve the purpose for this tutorial.
Use Inverse Kinematics menu option, and uncheck all
options.
Figure 16.3. Choose the figure’s Hip as a parent to the dynamic clothing prop.
JessiWalk01 pose. Then click the Apply Library Preset check 7. Initially, only one button in the Cloth room is enabled. Click
mark at the bottom of the Poses library. Jessi should now be the New Simulation button in section 1, shown in Figure 6.
posed as shown in Figure 5. Note that the dress does not
automatically conform to the figure in the way that clothing
from the Figures library does. The reason for this is that the
dress is a prop that was designed for the Cloth room. It does
not contain groups that automatically respond to the groups
in the figure.
Figure 16.6. Click the New Simulation button to create a cloth simulation.
Figure 16.5. The character is posed in Frame 1, but the dress does not pose
with it.
6. Now, click the Cloth tab to enter the Cloth room. You will step
through the sections quickly in this first tutorial. Later in this
section you’ll learn more about what each of the settings do.
Figure 16.9. Choose the dress from the Props pop-up menu.
Figure 16.7. The Simulation Settings dialog box.
Figure 16.8. The Clothify button turns the prop into a cloth object.
Figure 16.10. The Cloth Collision Objects dialog lets you select the objects that
will cause the cloth to respond when they collide.
Figure 16.11. Select the object or objects that you expect will come in contact
12. Click the Add/Remove button to open the Hierarchy Selection with the cloth object.
button shown in Figure 11. By default, nothing is selected.
Because this is a small scene that should calculate very
13. You should now notice that additional options are enabled in
quickly, you can select (or check) Figure 1 (or the number of
the Cloth Collision Objects dialog. For purposes of this tutorial
the figure you want to dress). This automatically selects the
we will leave the default values. The important setting to
entire tree beneath it. Click OK to return to the Cloth Collision
note, however, is that Start Draping from Zero Pose is checked
Objects dialog.
in the Figure Collision Options dialog, as shown in Figure
12. This setting is applicable because the first frame of the
animation has the figure in the zero “Default” pose. Press OK
In the case of larger scenes, you may want to limit the
to return to the Cloth room.
selection to only those body parts or other items that you
expect will come into contact with the cloth object. This will
reduce calculation time during the dynamics calculations.
Figure 16.12. Verify that the “Start draping from zero pose” option is checked.
Figure 16.13. Click the Calculate Simulation button. With Frame 30 (or the frame of your choice) selected as the current
frame in the Cloth room, click the Pose room tab. You can add
15. After a brief wait, Poser should drape the dress over the figure items to the scene, change lighting, or whatever else needs to be
as it moves toward the pose you selected. During the draping, done to complete the scene. Then render it to any size you like, just
it will appear as if the clothing is always one frame behind as you would any other still image. You can even adjust the hand
on her left leg so that the fingers don’t poke through the clothing. Think about the actions that a woman performs while wearing a
The only thing you really can’t do is move her pose in any way that dress. When she sits down in a chair, she uses her arms and hands
would affect the draping of the clothing. If you do, you would have to pull a dress toward her while she moves toward the chair to sit.
to enter the Cloth room again, and click the Calculate Simulation That prevents the dress from bunching up and getting wrinkled.
button again to re-calculate the cloth simulation.
You can accomplish similar results in Poser for your dress. There are
actually a number of different ways you can accomplish this:
The steps to create an animation that uses dynamic
clothing are pretty much the same as outlined above. You • You can animate the character’s arms in the same way they
simply add keyframes that pose your character in various would move in the real world. This would probably be the
frames throughout the animation, and the clothing dynamics best solution for an animation, but it seems a lot of work for
will move in response to the character’s motion. a still image.
• Start Frame: 1
• End Frame: 30
• Drape Frames: 10
Cloth Collision options are also important when you want the
clothing to react to props. In addition to selecting Figure 1 for
collision objects, the project file is also set to respond to the chair,
as shown in Figure 15.
Figure 16.15. The cloth will react to the figure and the chair during collision.
The chair appears just behind her in Frame 1. Note how the dress
intersects with the chair in Figure 16. This is a situation that you
must avoid, as it can create a tangled mess as well as excessively
long calculation times. We will correct this problem in the tutorial.
Figure 16.16. The chair is placed directly behind the figure, but the dress Figure 16.17. Jessi sits on the chair in Frame 15.
intersects the chair.
Figure 16.18. At the beginning of the calculations, the dress begins to bunch up Figure 16.19. When the calculations are finished, the dress is very bunched up.
over the chair.
Figure 16.20. Move the chair farther away from the character by decreasing the Figure 16.21. After animating the chair into place, the dress appears more
ZTran value. natural.
vertices to different areas of your clothing object. First, however, it There are five types of cloth groups in Poser, all accessible in
helps if you assign different materials to the clothing object first, section 3 of the Cloth room:
and then use the material zones to define the cloth groups.
• Dynamic cloth groups: Assign vertices to this group
There are other reasons for using different groups in your dynamic when you want the cloth to be of a different “fabric” than
clothing object. For example, your clothing may also include the rest of the clothing. Later, you define the behavior of that
buttons or laces that decorate the clothing. If you keep everything fabric in the Dynamics Controls section of the Cloth room. An
in the _default_ group, your buttons will stretch and bend the object can contain more than one dynamic cloth group.
same as the cloth in your object. In addition, they might even fall
off onto the floor during the calculations. In the case of buttons, • Choreographed groups: Only one choreographed group
you can assign them to a rigid decorated group in section is allowed per object. Assign vertices to a choreographed
3 of the Cloth room. Lacings or belts might be assigned to a soft group when you want to keyframe their movement. You can
decorated group. also use choreographed groups to prevent faces from being
For example, the top of a dress can be made of sequins, and the used in the cloth simulation. To cite an example, imagine that
lower part made of satin. Sequins are stiff and satin flows very you have a sheet lying on top of a bed. You define a small
easily. In that case, you need to create a new dynamic group, circle of vertices located at the center as a choreographed
and assign the “sequin” vertices to it. Then, you use the Dynamic group. You animate the choreographed vertices upward and
controls in section 4 to cause the sequin dynamic group to away from the bed, and the remaining vertices respond to
behave differently. gravity and motion ... and the sheet now looks like a ghost
flying across the room.
You can assign materials to your objects in a modeling • Constrained groups: Assign vertices to a constrained
application (such as LightWave, 3D Studio Max, Wings, or group when you want them to “stick” to the underlying faces.
similar applications). You can also use UV mapping programs For example, if you have a strapless top on a character, you
such as UV Mapper Classic or UV Mapper Pro to assign
can assign the very top row of vertices to a constrained group
materials. You can even use the Poser group editor to assign
materials to your objects.
so that the top will not slip off and fall to the floor. Only one
constrained group is allowed per object.
• Soft Decorated groups: Assign vertices to this group Tutorials/ClothRoom folder in your Poser installation. This file
when you want them to flex and move with the underlying begins where Task 2 left off.
cloth. Belt buckles, belts, and shoelaces would be good
examples of the types of vertices that would belong to this 2. Click the Cloth tab to enter the Cloth room if necessary.
group. One object can have two decorated groups: one soft
and one rigid. 3. The project should open with the Dress simulation displaying
as the current cloth simulation. In section 3, _default_
• Rigid Decorated groups: Assign vertices to this group appears as the current dynamic group. To add a new dynamic
when you want them to move with the underlying cloth, but group for the top of the dress, click the New Dynamic Group
not bend or flex. Buttons, pins, jewelry, belt buckles, and other button shown in Figure 22.
similar items are good examples here. One object can have
two decorated groups: one soft and one rigid.
Let’s put these points into practice with a simple example. The
dress we used in the previous task does have a couple of problems:
In certain positions, the straps of the dress slip off her shoulders. To
Figure 16.22. The New Dynamic Group button.
prevent this, we can assign some of the vertices at the top of the
strap to a constrained group.
4. A dialog opens, and prompts you to enter a name for the new
The top of the dress is also a bit too stretchy. We can create a new dynamic vertex group. Enter Sequins, as shown in Figure 23.
dynamic group that includes all of the vertices from the waist up. Click OK to continue.
Later, we can use Dynamics Controls to make the sequin group a
little less stretchy, and a little less soft.
The best approach is to add vertices to a new dynamic group first,
and then select a small amount of vertices from the top of the
straps afterward. The following task demonstrates how you can
assign these cloth groups to the dress:
1. Open the project file named ClothRoomTask3.pzz from the
current group name. Now, you can use the mouse to select
the upper portion of the dress, down to the waist as shown in
Figure 25. Rotate the camera to make sure that you include all
vertices from the top of the dress.
Figure 16.25. Use the mouse to add vertices from the upper portion of the dress
to the sequin group.
7. To verify that you have included all of the top vertices, switch
back to the default cloth group, using the group selection box
at the top of the Group Editor (shown in Figure 26). If some
Figure 16.24. Click the Edit Dynamic Group button to add vertices to the new
of the vertices in the top still appear in the default group, you
group.
can reselect the Sequins group again to add them in.
Figure 16.27. Click the Edit Constrained Group button to select some vertices
in the straps.
Figure 16.28. Select vertices near the top of each strap to add them to the
Constrained group.
In cases like this, the settings in the Dynamics Controls section can
There is another approach that you can use to assign help you create cloth that behaves in a manner that is more typical
vertices to cloth groups. Use your modeling program, or a of the type of cloth you are trying to simulate. In brief, the settings
UV mapping program (such as UV Mapper Pro), to assign are as follows:
materials to the different cloth groups. For example, you
could select the top of the dress and create a material named Fold Resistance This setting controls how much or how little the fabric
“Sequins.” Use the Group Editor in the Cloth room to (Default 5.000) will fold or bend. Settings can range from 0 to 1000, with
create the Sequins dynamic group as described in the previous a setting of 5 being the default setting. Lower settings
example. Then, click the Add Material button in the Group produce cloth that flows and drapes more easily, like silk
Editor to select the Sequins material. or satin. Higher values create cloth that is more resistant to
folding and bending, such as a heavy wool or leather coat.
Materials in Clothing (Part 2) (Default 50.000) a tablecloth or bedspread would behave when draped over
the table or bed. Softer materials will have higher Shear
Resistance values than more rigid materials.
In the previous task, you created a couple of different cloth groups.
The dynamic cloth group named Sequins will behave differently
Stretch This setting controls the stretchiness of your material.
than the bottom of the dress, which uses the default cloth settings. Resistance Materials such as coat leather don’t stretch much at all.
The purpose for these different groups is to demonstrate how you (Default 50.000) Glove leather stretches a little bit more. A knitted sweater
can create a garment that uses more than one type of material. is even stretchier still ... and spandex is extremely stretchy.
Use lower Stretch Resistance settings here to increase the
The Dynamics Controls section of the Cloth room controls how stretchiness. The default setting of 50 is suitable for cotton.
fabrics behave. The settings you choose here may be different,
depending on whether you are doing a still or an animation. Low
settings may make a dress drape naturally for a still image of a
sitting figure; on the other hand, that same setting could wreak
havoc during animation and cause the fabric to fly and stretch
much more than it would naturally during movement.
Stretch Damping Stretch Damping is most obvious during an animation. Dynamic Friction This setting controls the amount of surface friction between
(Default 0.0100) This setting controls how slowly or rapidly the fabric stops (Default 0.1000) the cloth and an object when the cloth moves over the
moving while it stretches. Low settings cause the cloth object. Again using an example, Silk moving over a steel
to flap excessively, whereas high values make the cloth surface has low resistance, while cotton moving over skin or
move in slow motion. A setting of .01 is suitable for most coarse sandpaper over rough wood has high resistance.
purposes.
Air Damping This setting controls how easily the cloth moves through the
Cloth Density The Cloth Density setting controls how heavy the fabric is, (Default .0200) air. Cloth that is woven very tightly has a higher resistance
(Default 0.0050) and represents the weight of a 1 cm by 1 cm piece of cloth. than loosely woven cloth. Values that are too excessive can
Therefore, lighter fabrics such as silk or rayon will have a cause unpredictable results.
lower setting than heavier fabrics like wool or corduroy.
Heavier fabrics will tend to weigh the garment down more
and will cause more stretching. Collision Friction Set Collision Friction to On if you want to calculate friction
(Default Off) when the cloth collides with other objects.
Cloth Self- This setting controls how easily cloth moves over itself.
Friction For example, wool creates more friction against itself than
(Default 0.0000) silk, which is very slippery. Increase the setting to create
more friction. 1. Continue from the previous task, or open the file named
ClothRmTask4.pzz which starts where Task 3 left off. This file
already has the Sequins dynamic group and the constrained
Static Friction This setting controls how much force it will take to make a
group.
(Default 0.5000) stationary cloth move against another solid object. Using
an example, nylon over smooth plastic will have a very low
amount of Static Friction while denim over wood will have 2. The ClothRmTask4.pzz file can be found in the Tutorials/
a high amount. ClothRoom folder in your Poser installation.
2. To add the dress to the library, first open the Props library, and
select or create a new subcategory in which to save the dress.
Figure 16.32. The top of the dress now stretches much less.
Figure 16.33. Click the Add to Library button to save the dress to the Props
library of your choice.
Task 5: Saving Dynamic
Clothing to a Library 4. When the Set Name dialog appears, enter a name for the
dress in the New Set Name field, shown in Figure 34.
Because dynamic clothing is different from conforming clothing,
you cannot save it to the Figures library. The main reason
conforming clothing is saved in the Figures library is because it
contains group names that correspond to the figures that the
clothing is designed to fit.
Dynamic clothing is basically a prop with specialized groups, so you Figure 16.34. Assign a name in the New Set Name field.
• Range: Adjust this setting to control how far the wind can
affect objects. Small Range settings will only affect close
2. Click the Wind Force object to select it. Open the Parameters
palette (Window > Parameter Dials) if necessary.
3. Note that the Wind Force object is not in its default position.
In order to position the wind force correctly on the other
side of the window, the yRotate setting was changed to 180
degrees (to face the wind in the proper direction). The xTran,
Figure 16.36. Curtains hang over an opening in the wall. yTran, and zTran settings are set to .447, 4.662, and -5.736
respectively.
4. The settings that affect the wind force (or its force field)
appear in the Other and Dynamics portions of the Parameters
palette. They are Amplitude, Spread Angle, Range, and
Turbulence, as shown in Figure 37.
Figure 16.38. The range of the wind force is represented by the length of the two
“arms” that stick out in front of the fan.
6. Move the Range slider until the arms extend beyond the
curtain. The setting should be around .700.
Figure 16.37. The Amplitude, Spread Angle, Range, and Turbulence settings
affect the force of the wind. 7. Now, let’s adjust the Spread Angle, which controls the width
of the wind force. The default of 45 degrees is too wide, as
5. Now, let’s take a look at one of the settings that is important it goes above and below the window and wall. Reduce the
in this project: Range. To adjust the range of the wind force, Spread Angle setting to about 23 degrees. At the same time,
first choose the Left camera (Display > Camera View > Left adjust the yTran setting of the force field to around 4.955 so
Camera). The range is represented by the length of the two that the wind force is centered better in the window. Looking
“arms” that stick out from the wind force fan. They currently through the Aux camera, here is the result thus far, shown in
end well before the wall, as shown in Figure 38. Figure 39.
Now that you know the basics of wind force objects and how they
affect clothing, you can experiment with dynamic clothing as well
as dynamic hair. Both react to wind force using the same principals
that you learned here.
Figure 16.39. The Range and Spread Angle have been adjusted to fit the window.
The following examples show how you can use the Cloth room to Using the default of 30 frames for your animation, advance to
adjust clothing to fit a morphed body. Though this example uses Frame 15. This will leave the last 15 frames in the animation for
DAZ Stephanie Petite, the same principals can be used with other the clothing to settle and drape naturally after it resizes. Once you
models that are morphed to a different body shape. get to Frame 15, morph the character into the desired body shape.
For example, in Figure 41, you see Stephanie Petite with the Pear
Figure body morph set to 1.
Fitting a Heavier Body Shape
To begin, load the character that you want to morph from the
Figures library. Then, add an item of dynamic clothing from the
Props library. Use the Object > Change Parent command to choose
the Body of the figure as the parent to the clothing, as shown in
Figure 40.
Figure 16.41: In Frame 15, the Pear Figure body morph is applied to the figure.
Clothify the clothing as outlined in the previous tasks, and set it to Press the Calculate Simulation button. As the simulation
collide against the figure as shown in Figure 43. The Start Draping progresses, you should see the character gradually morph through
from Zero Pose setting can either be checked or unchecked. the first 15 frames until it reaches the desired shape in Frame 15.
The dress should also morph accordingly. Then, when calculations
run through Frames 16 through 30 you should see the dress settle.
Figure 44 shows the result.
Figure 16.44. The final fit on the Pear Figure Stephanie is much better!. Figure 16.45. Stephanie Petite, set to “Emaciated” in Frame 1.
Figure 16.46: Emaciated Stephanie Petite is swimming in the dress. Figure 16.47: Set the BODY xScale and zScale to 90%.
To prevent this from happening, follow the same steps as outlined Next, go to Frame 15, or the same frame that has the body morph
for the heavy figures. But, before you calculate the simulation, set to 1. Set the xScale and zScale for the body back to 1, as
return to Frame 1. Select the Body of Figure 1 (your character), shown in Figure 48.
and adjust the xScale and the zScale to 90% (This figure may vary,
depending on how skinny the figure is. This is an extreme example).
Leave the yScale setting as is, otherwise you will affect the length
of the dress in the simulation. Figure 47 shows the location of
these settings.
Next, create a cloth simulation for the pants, and set it to collide
against the figure, the shirt, and the shoes. Calculate its simulation.
Figure 16.48. At Frame 15, set the BODY xScale and zScale back to 100%.
Once you finish this additional step, you can calculate the
simulation. The clothing will probably fit better this time around!
A good way to approach hair is to first add all of the hair groups to
Figure 17.2. Conforming hair, found in the Figures library, moves with the
character like conforming clothing does. the skullcap, using the Group Editor. Then, start with the bottom-
most layer, growing and styling the hair on it. As you work your
way up to the crown, you continue to add hair.
While prop hair and conforming hair can look quite realistic in
still images, they are difficult to use in animation. You need many
keyframes and extensive morphing to make them move realistically.
Strand-based hair, found in Poser’s Hair room, is the ideal solution
Task 1: Quick Start to Creating
for realistic hair animation. Strand-based hair looks more lifelike, and Styling Hair
and reacts to movement and wind forces in much the same way as
dynamic clothing. Let’s take the basic steps of hair creation one step farther. In this
There are four basic steps to creating dynamic hair: quick start tutorial, you’ll create hair from a skull cap that only has
one group. You’ll create a nice, soft hairstyle with a little bit of curl
1. Create a skull cap and divide it into hair growth groups. and styling.
Adding Groups
To style your first hair style, follow these steps:
1. Open the project named JessiHairRoom01.pzz from the
Tutorials/HairRoom folder in your Poser installation. This file
has Jessi in the default pose, wearing a red and black cocktail
dress. She is also wearing a skull cap that has no hair groups
Figure 17.3. Jessi appears in the Hair room wearing a skull cap.
defined. The skull cap appears as a transparent object on the
head.
3. Click the skull cap on Jessi’s head to make it the current
2. Enter the Hair room. If necessary, choose the Face Camera object.
so that you can see Jessi as shown in Figure 3.
4. Find the Hair Growth Groups section of the Hair room
(section 1, in the upper-left section), and click the New
Growth Group button shown in Figure 4.
Figure 17.6. Click the Edit Growth Group button to select faces for the new hair
Figure 17.4. The New Growth Group button creates a new hair group.
group.
Figure 17.7. Click the Add All button to add all faces to the current growth Figure 17.8. The Growth Controls define the length and natural behavior of the
group. hair.
8. Click the square in the upper-right corner of the Group Grow Guide Hairs: Press this button to grow some
Editor palette to close it and return to the Hair room. You guide hairs on the current hair growth group. Guide hairs
have just completed your first hair growth group … the only are representative strands that allow you to style the hair
one necessary for this tutorial. without having to view all of the hairs on the head. You
can view all hairs when you render, or if you check the
“Show Populated” option in Section 3 of the Hair room.
Growing the Hair Hair Length: The Hair Length dial controls the length
of the guide hairs, and the populated hairs, in the current
You should now notice that the Growth Controls in section 2
hair growth group. The default value is .3440, which
are enabled. These controls are shown in Figure 8, and provide the
creates hairs that are about equal length to Judy’s neck.
following functions:
A value of 0 produces a good representation of 5 o’clock
shadow stubble. A value of about 2.5 to 3.0 creates hair the hair is parted. Numbers above 0 pull the hair toward
that reaches out at about arm’s length. the character’s right, while numbers below 0 pull the hair
toward the character’s left side.
Length Variance: The Length Variance creates hair
that is uneven in length, creating a more natural look. A 1. Click the Grow Guide Hairs button. Initially you’ll see the
value of 0 creates no variation in length, making all hairs wild style shown in Figure 9. There are two things to point
in the current group even (like a blunt cut). A value of out here: first, the hair that you see in the render will not be
one creates unevenness that is about equal to the length as thin as what you see in the window here. These are only
of the neck. A value of .1 produces fairly natural results, representative guide hairs that help you style the hair without
somewhat like a feathered cut. having to wade through thousands of hairs at once. Secondly,
all of the hairs you see on the head are roughly the same
Pull Back: Not to be confused with pulling back from length all across the head. For this style it’s okay, but later
styling, the Pull Back setting controls how the hair in you’ll learn how you can control hair lengths a little better.
the hair group is naturally pulled back. For example,
men’s short hair pulls back naturally from the hair line. A
value of 0 does not pull hair back at all. Increase values
above 0 to pull hair backward, and decrease values
below 0 to push hair forward.
Pull Down: The Pull Down setting controls how
much the hair naturally pulls down because of gravity
or length. Long hair weighs more than short hair, so its
natural tendency to pull downward is greater. Increase
the setting to pull the hair downward, and decrease the
setting below 0 to create hair that sticks up. A value of
.005 creates a nice natural bend for medium to long hair.
Pull Side: The Pull Side setting controls how much
the hair naturally pulls to the right or left, such as when
Figure 17.9. After you click the Grow Guide Hairs button, you see a wild hair
style.
Figure 17.10. After some adjustments in the Growth Controls section, the hair
2. We’ll adjust a couple of the controls to tame that hair a little
is a little tamer.
bit. Set the following growth controls in Section 2 to the
values shown below. Your hair should look as shown in Figure
10.
Adding or Removing Curliness
Hair Length: 0.3440 (default)
Length Variance: 0.0000 (default) Take a look next at the Styling Controls in section 3. These
controls define how thin/thick or how naturally straight or curly the
Pull Back: -0.00011 hair is. They serve the following purposes:
• Style Hairs: Click this button to open the Hair Style Tool saves valuable resources and allows you to create hair that
(described later in this task). renders much faster.
• Show Populated: Check this option to see the density • Tip Width: This setting controls the thickness of the hair at
of the hair as it will be rendered. Unless you have a good the end of the hair, and should be lower than the root width,
amount of computer resources, it is best to leave this option which follows.
unchecked. A good time to use it, however, is when you set
the Hair Density setting described next. • Root Width: This setting controls the thickness of the hair
at the base of the head, and should be higher than the tip
• Hair Density: For best results, adjust this setting with the width, above.
Show Populated option checked until you cover the head
sufficiently. Too high a setting affects system performance. • Clumpiness: Increase this setting for hair that clumps
together, such as in dreadlocks or heavy curls. Decrease for
fine, thin hair.
Hair tends to look better when it isn’t quite as dense.
However, in Poser 5, the only way to prevent the scalp from • Kink Strength: Increase this setting for curlier hair;
showing through was to increase the Hair Density setting. This decrease for straight hair.
put a huge strain on system resources.
• Kink Scale: Increase this setting for tighter curls, and
• To help remedy this issue, Poser offers the Opaque in decrease it for looser curls. This setting is also affected by the
Shadow option found in the Hair Material nodes. This option Verts per Hair setting below.
is explained more fully later in this tutorial section.
• Kink Delay: Controls the distance between the root of the
• When the Opaque in Shadow option is checked on the hair and the point at which it begins to curl. Higher numbers
current hair material (as it is in the current project file), you cause the curls to start farther away from the head.
do not have to make the hair real dense to hide the scalp.
• Verts Per Hair: Controls the number of vertices that are
Instead, the hair gets more opaque as it recedes into the
in each hair strand. Higher values create smoother hair but
shadows, and gives the impression that the hair is fuller. This
increase system resources. Lower numbers are easier on your
• Clumpiness: 0.100
Figure 17.11. After some styling control adjustments, the hair is a little
• Kink Strength: 2 (Straightens the hair a little bit) straighter.
Figure 17.12. Click the Style Hairs button to open the Hair Style Tool.
Figure 17.15. Move the vertices closer to the neck. Figure 17.16. Select another set of vertices above the previous selection.
5. Click the Clear Selection button in the Hair Style Tool. The 7. Adjust the Lengthen slider in the Hair Style Tool until your
yellow vertices should become deselected. guide hairs are approximately the same length as the previous
layer, as shown in Figure 17.
6. Now, select the group of vertices above those you just worked
on, as shown in Figure 16. If necessary, use the Deselect
tool or press Command (Mac)/Ctrl (Windows) while you use
the Select tool to remove the previous vertices from the
selection.
Figure 17.17. Use the Lengthen slider to increase the length of the selected
strands. Figure 17.18. Scale and move the strands closer to the head.
8. Again, use the Scale tool and the Move tool until you see
results that are similar to those shown in Figure 18. You can
also adjust the Falloff slider more toward the root to move
the affected region more toward the base of the head rather
Figure 17.19. Adjust the length of all strands you have worked on thus far.
10. Finally, clear the current selection, and select the top portion
of the head. Use the Scale and Move tools to bring the hair Figure 17.20. Scale and move the top layer of vertices to finish the style.
in closer to the head, keeping the bangs at a proper length.
The results should look similar to that shown in Figure 20.
11. Render your style to see how it looks, and if it needs any other
adjustments. If the hair looks too thin, go to the material
room and check the material settings for the hair. If necessary,
check the Opaque In Shadow option in the hair node. You
can also increase hair density settings, but try not to increase
it too much.
The two settings that affect your resources the most are
the Hair Density setting and the Verts Per Hair setting. Keeping
them both as low as possible will create hair that renders one hair group. As a case in point, you’ll have more control over
much faster. the top of the head if you create hair groups that focus on the
crown, or on right and left sections so that you can create hair with
a center part.
If you have ever worn or seen a real wig, you may have noticed
that the hairs are sewn on a cap made of netting. This is known
as a skull cap. Poser’s skull caps serve the same purpose: you
attach the hair to a base part called a skull cap. Poser comes with
some skull caps for you to start with, but in order to share with
other users you should make your own to avoid copyright issues.
You can also create your own in a modeling program such as
LightWave, as shown below.
Though skull caps can be rescaled to fit a figure, you’ll no doubt
obtain the best results if the skull cap is designed specifically for
the character. For example, the position and shape of Judy’s head
(the Poser 5 female) is different than Jessi’s (the Poser 6 female),
and DAZ 3D’s Victoria also has a head that is different from Jessi’s
or Judy’s.
You can actually create a skull cap very easily in Poser’s Pose
Figure 17.21. Render the hair and make any adjustments you feel are necessary. room. Click the figure’s head to make it the current selection. Then
select the Grouping tool from the Editing tools shown in Figure
22.
Figure 17.22. Select the character’s head, then open the Group tool.
others, you cannot distribute any of the geometry from your Poser The easiest way to simulate this in the Hair room is to create
character. In the case of distributing or selling hair, you will need to more than one hair group in the skull cap. When it comes time to
create your own skull cap in a 3D modeling program. For example, “grow” the hair, you can create shorter hairs on the lower layers,
Figure 24 shows a skull cap in progress for Will (the Poser 5 boy). and longer hairs on the upper layers, giving everything a smooth,
uniform look. In addition, if you want the hair to part in the middle,
or even to the right or left, you can anticipate this with the hair
groups.
You can assign hair groups in a modeling program, a UV mapping
program, or in Poser’s Group Editor. The following sections
explain how.
control over longer hair that might fall in front of the shoulder. 3. With the object imported, click the Hair tab to enter the Hair
room.
Figure 17.25. Divide the skull cap into several material zones using a modeling Figure 17.26. Click the New Growth Group button to create a hair group.
or UV mapping software.
Figure 17.27. The Hair room Group Editor allows you to select faces for your Figure 17.28. You can add all faces assigned to one or more materials to the
new group. current group.
7. Because the OBJ was divided into separate material zones, 8. Click the arrow to reveal the materials contained in the skull
you can use the Add Material button to choose which cap. Choose TopLeft, as shown in Figure 29. The TopLeft faces
material to add to the TopLeft group. To begin, click the Add turn red.
Material button, shown in Figure 28. The Add Material
dialog appears.
BackMiddle BackMiddle
BackTop BackTop
Crown Crown
SidesTop SidesTop
SidesBottom SidesBottom
BackBottom BackBottom
Figure 17.29. Choose the TopLeft material for the TopLeft hair group.
TopRight TopRight
9. Proceed through the remaining material zones in the skull cap
to add all the other groups. To add the next group, click the
New Group button at the top of the Group Editor. A dialog 10. Before you close the Group Editor, check the Show
prompts you to enter a new name. The Group Names in the Non-Grouped Faces option to see if any faces show up
table below are added one by one. The Add Material process highlighted in red. If there are any, you forgot to create and
adds the appropriately named material zone to the selected assign some material faces. You should see everything in
faces. Continue in this manner until all of the following groups black, as shown in Figure 30.
are assigned.
Figure 17.30. The Show Non-Grouped Faces option highlights unassigned faces
in red. If all faces are assigned you should see all black.
11. Sometimes, an object is imported with a default group that Figure 17.31. Delete any groups that you did not create yourself.
is generated in your modeling or UV mapping software. In
that case, move through the list of groups in the Group List
to determine if any exist. In the case of the example shown
in Figure 31, a group named Object__0 is found. Press the
Using Poser’s Group Editor
Delete Group button to delete the group. If there are other As you saw in the previous lesson, it is very easy to add hair groups
unwanted groups, delete them as well. Then close the Group if material zones are defined for you ahead of time. If the object
Editor. does not have material zones defined already, you can use the
Group Editor in the Hair room to define each Hair Group and the
faces that are included in it. This approach takes a bit more time
and care, but it still achieves the same results.
The basic steps start similar to the previous method, but you’ll use
the selection tools in the Group Editor to select the faces. You
may also find it easier to see the boundaries of each face if you
change the Poser display mode.
1. Choose File > Import > WaveFront OBJ. Select the skullcap
OBJ file and click Open.
7. Choose the Top Camera (Display > Camera View > From
Top) and adjust the view so that you can see the skull cap
more closely. Select four rows of polygons from the center of Growth Group button again, and create a new growth
the skull cap to the left side of the skull cap (which is on your group named TopRight. Confirm that it is the current group
right facing you). Figure 33 shows an example of the selected selected in the Group Editor, then select the faces shown in
faces highlighted in red. Figure 34.
Figure 17.33. Click the New Growth Group button to create a hair group. Figure 17.34. Click the New Growth Group button to create a hair group.
8. Now we’ll create the other side of the part. Click the New
Figure 17.35. Use the Right Camera to look at the side of the skull cap. Figure 17.36. In Wireframe view, both sides of the model’s faces are selected at
the same time.
Figure 17.37. Create the remaining hair groups and assign faces to them.
Figure 17.38. Faces that are assigned to more than one group appear in red.
12. After you assign all polygons to your hair groups, you might
want to double-check a couple of things. First, check the 13. The reason all faces are shown in red is because modeling
Show Multigrouped Faces option to see if you have programs and UV mapping programs sometimes assign all
accidentally assigned faces to more than one group. If so, they faces to a group during export. In the case of the example in
appear in red as shown in Figure 38. Figure 39, there is a group named Cap. After you uncheck the
Show Multigrouped Faces option, use the arrows beneath
the group name list to advance to the Cap group, and delete
it with the Delete Group button.
15. As Figure 40 shows, you can sometimes accidentally have If some faces accidentally get assigned to more than
faces in a group that you don’t want. Here, we see faces from one group, determine which groups share the common faces.
the side of the head included in the TopLeft group. Simply Then, select the group that you want to keep the faces in.
press the Command (Mac)/Ctrl (Windows) key while you Click the Remove Group button to choose the group that
select the faces to remove them. incorrectly shares the faces.
Editor” on page 507. HairRoom folder in your Poser installation. This project
contains Jessi with the same skull cap used in the previous
exercise, except that it has been divided into the following
hair growth groups:
Task 2: Growing and Styling
Crown
Multi-Grouped Hair
TopLeft
When you divide a skull cap into different hair groups, it gives you
greater control over the way hair falls over the skull cap. Though TopRight
you have more hair groups to work with, the process is very similar Sides
to the method used in Task 1.
UpperBack
There is one main difference when using multiple hair groups.
Think about how a hairdresser cuts women’s hair in the salon. If a MiddleBack
customer has long hair, the hairdresser piles all of the hair on the LowerBack
top of the head, except for a section at the bottom. The bottom
hair is trimmed and styled, and then the hairdresser pulls another 2. Enter the Hair room and select the skull cap. Use the Current
layer down to style over the hair that has already been cut. Group list to select the LowerBack growth group, as shown
in Figure 41.
You will find it easiest to approach your Hair room style in the
same manner. You’ll find it easier to grow and style the bottom hair
group first. Then, choose the next highest hair group, and grow
and style it.
In the following tutorial, you’ll step through the process very
quickly, using the skills you learned in the previous hair tutorial.
For the sake of brevity, this tutorial will not incorporate the Hair
Style Tool.
1. Open the file JessiHairRoom02.pzz from the Tutorials/
6. Next, select the MiddleBack layer, and in a similar manner, Kink Delay: 0.30
grow the hair and set controls as follows: Verts Per Hair: 30 (Makes curls softer, but increases
resources)
GROWTH CONTROLS (Section 2)
7. Click the Style Hairs button and select the vertices in the
MiddleBack layer. Use the Scale tool to bring the vertices
Hair Length: 0.7000 (makes hair longer) closer to the head, as shown in Figure 43. Click the Clear
Length Variance: 0.0000 Selection button in the Hair Style Tool when you are
finished.
Pull Back: 0.00015
Pull Down: 0.00200 (weighs hair down more)
8. Close the Hair Style Tool, and select the UpperBack layer Kink Delay: 0.30
as the current group. Grow the hair and set the controls as Verts Per Hair: 30 (Makes curls softer, but increases
follows: resources)
9. Now select the Sides section. This section of hair affects the
GROWTH CONTROLS (Section 2)
hair that is above and in front of the ears. We’re going to pull
Hair Length: 0.6000 (makes hair shorter than the this layer toward the back a little. To do so, use the following
previous layer) settings after you grow the hair. Figure 44 shows the progress
after you complete this step.
Length Variance: 0.0000
Pull Back: 0.00015 GROWTH CONTROLS (Section 2)
Pull Down: 0.00300 (weighs hair down more)
Hair Density: 2500.00 (Increases the number of hairs Pull Back: 0.00050 (pulls the hair back away from the
for each guide hair). This setting can be much less if forehead)
you check the Opaque in Shadow option on the hair Pull Down: 0.00005 (Because the hair is shorter, it
material. doesn’t weigh the strands down as much)
Tip Width: 0.40000 Pull Side: -0.00050 (negative numbers pull toward the
Root Width: 1.00000 character’s left side)
14. I’ve omitted using the Hair Style Tool in this tutorial, in favor
of showing you how to add hair to each layer. If desired, you
Saving Your Hair to the Library
can revisit each hair group in the order you created them, and When you save dynamic hair to the Library, you must also tell
use the Hair Style Tool to twist, curl, or scale hairs into place Poser to save the hair strands along with it. This process is very
as desired. For example, you can move the bangs from the easy to accomplish, but it takes a few extra steps than it does to
TopLeft and TopRight sections inward a little more, or scale save other items to the Library. The procedure is as follows:
and move the sides of the Crown section in closer to the face.
Figure 46 shows what the hair looks like after each of these 1. Click the skull cap, or choose it from the selection menu at the
changes are made. Now that you know the basics of hair top of the Document window.
styling you can experiment further to get different results.
2. Select or create a folder in the Hair library.
Figure 17.46. After the Styling tools are used on the TopRight, TopLeft, and
Crown sections, the hair looks much better!. Figure 17.47. Poser advises you to save the hair groups along with the prop
(skull cap).
Figure 17.48. Click the Select Subset button to choose the hair parts.
Figure 17.49. Choose the skull cap and all growth groups from the Hierarchy
5. In the Hierarchy Selection dialog, place a check mark Selection dialog.
beside the parts that make up the hair. In Figure 49, we select
the skull cap and seven growth sections. Then click OK to 6. Make sure that you have entered a name for the hair, and
return to the Set Name dialog. click OK. Your hair should appear in the Hair library that you
selected.
you will also be concerned with collision detection. That is, you
don’t want the hair to go through objects, you want it to bounce
off of them.
In order for collision detection to work, you have to turn it on with
the Do Collisions option. You also have to think ahead about the
body parts or objects that the hair will collide against. For each
of those parts, try the dynamic calculations first without the “Do
Collisions” option turned on. If the desired quality isn’t achieved
due to intersections with the body, turn on the Do Collisions
option for the offending body parts only. This saves system
resources.
The process is as follows:
1. Select a body part that you know intersects with the hair. Figure 17.50. Check the Collision detection option for each body part that will
make contact with the hair.
2. If the Properties palette is not open, choose Object >
Properties to display it (or, if the Parameters palette is 4. Repeat steps 1 through 3 for each body part that the hair
already open, click the Properties tab to switch the view). intersects with.
3. Check the Collision Detection check box, shown in Figure 5. After you generate your hair groups and create the hair, as
50 if previous calculations caused hairs to intersect with the described in the previous tasks, select the first section of hair
body. that you want to calculate. Once you select the growth group,
set the controls in the Dynamics Controls section of the
hair room. The controls are as follows:
head.
2. Drag your mouse over the preview window. The cursor turns 3. Find a photograph that shows a person with the color hair
into an eyedropper. Use the eyedropper to select a hair that you would like to reproduce. A photo that shows nice
growth group. The Shader window should display the hair variations between light and dark will produce the best
material in the Advanced tab, shown in Figure 52. results. Open the photo up in an image editing program that
will allow you to select a color and display its Red, Green, and
Blue color formula. For example, Figure 53 shows a hair photo
in Photoshop. The area beneath the eyedropper shows a Red,
Green, Blue color formula of 84 (red), 42 (green), 26 (blue).
Figure 17.54. Click the tri-colored square in the Poser color palette to open the
standard color dialog.
Figure 17.53. Open a photo in an image editor that allows you to view color 6. When the standard color dialog opens, enter the Red, Green,
formulas. and Blue color values for your dark hair shade, as shown in
Figure 55. Then click OK to return to the Material room..
4. Find three representative colors for the hair: one for the
darkest color, one for a middle color, and one for the lightest
color. Write down the color formulas for each. For example:
Once again returning to the Hair color node, check the Opaque_
In_Shadow option at the bottom of the hair node. You can see this
Figure 17.55. Enter the Red, Green, and Blue values for your dark hair shade.
setting in Figure 50, after step 2 above. This new option makes
hair look more opaque in shadows. This helps the hair look fuller
7. In a similar manner, click the Tip Color color square. For this without having to raise the Hair Density settings, and makes
hair color entry, use the middle color value that you selected rendering a lot easier on system resources.
from your hair sample (Red 140, Green 100, Blue 74 as
10. Before you leave the Material room, save your new material
shown in this example).
so that you can apply it to the remaining hair sections. Locate
8. There’s a little bit of a twist to the specular color. You want the Materials library in which to save the new material. Then
to start with the lightest color sample that you selected (Red click the + button at the bottom of the Library window. The
196, Green 168, Blue 144). New Set dialog appears.
9. After you plug the light values into the Specular Color, 11. Enter a name for your material (such as Medium Blonde,
click its color square again to open the Poser color mixer. shown in Figure 57), and check the Single Material option.
Now, desaturate the light color a bit by moving your mouse Then click OK to save the material to the library.
downward along the color bar on the left side, as shown in
Figure 56. This desaturated color softens the highlights so that
Figure 17.57. Name the material, and save it to the library as a single material.
12. Use the object selector at the top of the Material room
window (shown in Figure 58) to select each growth group,
one at a time. Then double-click the material icon that you
Figure 17.58. Make sure you assign the new color to all hair growth groups.
saved to the library. This changes the current growth group to
your new color. After they are all assigned, render your hair to
see the results!
Hair Coloring Tip!
You’ll notice that the default hair color uses noise to vary the colors
of the hair a little bit. You can also use a bitmap to accomplish
the same thing. This allows you to create hair with streaks, or to
control the coloring of a fur coat, or a leopard. Basically, the hair
will take on the color of the underlying bitmap.
To illustrate this, open the file CheckerBoardHair.pzz from the
Tutorials/HairRoom folder in your Poser installation. In this channel. The Root and Tip colors are then output to the tile shader
example, a checkerboard material is applied to the underlying prop (or, a bitmap, or another color source). Note that in this case in
with the Diffuse Color node. Note that the color beneath the hair Figure 60, the underlying geometry retains its own color and
generates the color of the hair that grows upon it, as shown in material, and the texture only affects the hair.
Figure 59. This has great possibilities. For example, you can create
hair that has streaks in it, or use an animal’s texture map to use as
the underlying color for fur on the animal.
Figure 17.60. You can also use a hair node in combination with another color
source on the Alternate Diffuse channel.
Figure 17.59. With a checkerboard material assigned to a prop, the hair takes on
the color beneath it.
In cases where you don’t want the underlying geometry to use the
same color as the hair texture, you can use the approach shown
in CheckerBoardHair2.pzz (also in the Tutorials/HairRoom folder).
In this example, a hair node is attached to the Alternate Diffuse
Getting Started
A Note on Workflow
We will use James for this tutorial. Load James from the Figures
There is a definite relationship between the FireFly render options, library and switch to the Material room. Select the Advanced
the Material room, and the lighting in any Poser scene. Changes tab. Mouse over the miniature Document window and use the
to any one of these elements might necessitate changes to the eyedropper to select any part of the skin to display the basic
others. When developing a scene that will be rendered as a still shader. Connected to the Diffuse_Color node is James’ texture
image, it is generally easiest to compose the scene, create an map, which defines the color of his skin when displayed under
appropriate lighting arrangement, and then tweak materials to a pure white light. We shall use this map (and his other texture
suit the environment. Polishing the render will generally involve maps) as the basis for our skin shader.
making adjustments to the lights, materials, and render options all Leave the texture map connected to the Diffuse_Color node, but
at once. Because of these workflow concerns, any tutorial involving change the Diffuse_Value to 0.
the Material room should be viewed as a general guideline rather
than a definite recipe for a specific result.
to that part a bit later. First we will deal with bump mapping and
specularity.
Bump Mapping
Basic bump maps are often created in a paint program by
desaturating the texture map to generate a grayscale version.
For basic skin shading, this method is adequate and provides
enough roughness to approximate realism. We can create the
same effect without a separate map or a paint program using
basic shader math right in the Material room. To do this, drag a
Math_Functions node (New node | Math | math_functions) out
from the Bump section of the PoserSurface root menu. Connect
Value_1 to James’ texture map, and leave all the other values
alone. Instant grayscale! This is an extremely useful technique that
you will find yourself returning to again and again for reasons we
shall discover shortly. To finish off the bump mapping, change the
value of Bump to .003.
Specularity
Specularity describes the shininess of a surface. Extremely smooth
surfaces tend to have small, sharp highlights while rougher
surfaces tend to have large, soft highlights. The specularity of skin
varies depending on a variety of factors: whether it is wet or dry,
oily or rough, young or old, and so on. For our purposes, we will
assume that James has normal skin with a hint of sheen.
Selecting a Specular_Color is something of an art because a
number of factors affect the rendered output: lighting, texture
color, and so on. Ultimately, it’s a matter of taste. Try a dark blueish
tint, RGB 52 52 82. (CTL or CMD click on the color swatch to bring
up the color picker.) The general rule of thumb is that the darker
the color, the less specular the surface appears. If we use the value
of the color to determine how shiny the surface is, we can have fun
with the Specular_Value node.
In a perfect world, we would use a paint program to create a
grayscale map to indicate different levels of shininess for different
areas of skin. White areas of the map would indicate the shiniest
parts and black areas would be the dullest parts. A specularity map
Figure 18.2: Bump value set to .003.
for the face would probably be light throughout the oily T-Zone
area and dark elsewhere. But this is the Basic Skin Shading tutorial,
At this value, the bump is subtle but noticeable. For stronger bump, so we will take a shortcut. Remember that grayscale version of
increase this number in small increments. the texture map we created using math nodes earlier? We will use
it again here. Set the Specular_Value to 1 and connect it to the
Math_Functions node that we are using for the bump map. This
will add some realistic shiny variation across the face and keep
the sheen from looking too uniform and plasticine. Highlight_Size Diffuse Skin Shader
controls how much of the surface area is shiny. Change the value
to 0.1. Now we’ve reached the heart of our skin shader. Here we will
combine the glancing light effects of Fastscatter with the more
subtle lighting model of the Skin shader. One way to do this is
through the use of a Blender node. Drag a Blender node out from
the Alternate_Diffuse section (New node | Math | Blender.)
Let’s start with the Skin node. The Skin node offers a more realistic
lighting model than the standard connection to Diffuse_Color.
Drag a node from one of the Blender inputs and connect it to a
Skin node (New node | Lighting | Special | Skin.) Change SkinColor
to white and connect it to James’ texture map. Change the
SheenColor to a very pale blue (RGB 235 244 255) related to the
Specular_Color we set earlier. Connect this to James’ texture map
as well. Change the skin Thickness value to 1 to get a brighter,
more natural looking skin tone. The rest of the values may be left
alone for most renders, but it is important to be aware of the Ka
(ambience) value and how it affects rendered output. This value
will need to be adjusted down for any render that requires parts of
the body to appear in total darkness. For normal lighting, however,
the .25 value renders nicely.
additional specular lighting models, such as glossy, anisotropic, or the Glossy node. Combined with the Anisotropic node we created
phong, and the Color_Math node can be used to combine specular earlier, the result is a sharp light reactive highlight with a hint
lighting models. Drag a Color_Math node (New node | Math | of realistic irregularity that suggests that the eye is reflecting an
color_math) from the Alternate_Specular section of the root node. environment.
Now we’re going to combine Glossy and Anisotropic nodes using
the Color_Math node we just created. Anisotropic shading is
useful because it can create irregular specular highlights that are
more or less pronounced depending on the angle of the light.
Drag an Anisotropic node from one of the Color_Math values
(New node | Lighting | Specular | Anisotropic.) It can be effective
to adjust the u_Highlight_Size (horizontal) and v_Highlight_Size
(vertical) according to the lighting in the scene. For example,
larger u_Highlight values create a nice horizontal glancing effect in
side-lit scenes.
Drag a Glossy node from the remaining Color_Math value (New
node | Lighting | Specular | Glossy.) The glossy node is valuable
for wet or slick surfaces. It produces a large highlight that can be
adjusted for sharpness and size. We can use this highlight to create
a light reactive reflective appearance to the pupil area without
using time true reflection or reflection maps. In a paint program, I
used a photograph to create an image to use as the basis for this
faked reflection. It is beyond the scope of this tutorial to describe
the exact methods for doing this, but it should suffice to say that Figure 18.6: Eye shader settings.
a slightly blurred, high contrast, black and white photo works well
for this purpose. For more realism I added some eyelash marks to
the top of the photo and aligned it to the iris location on the eye
texture map. Connect this reflection image to the Ks section of
Conclusion
This walkthrough was just a demonstration of one approach to
skin shading. It’s not the right way or the only way, and may not
be useful for every situation. I encourage everyone to study all of
the shaders supplied with Poser and to experiment with their own
ideas about what makes for great skin rendering. Happy posing!
Figure 19.1.
Figure 19.3.
Now click in the Image Source section of the new node and open Figure 19.4.
one of the supplied light probe files. For this tutorial we’ll use the
sunRight.jpg file, found in Poser/Runtime/textures/Poser 6 Textures/ Now, we can build a scene to make use of this lighting. I’ve used
LightProbes. This is a regular JPEG file shot with a digital camera a high-res ball prop, a cube and a cone on its side; not terribly
using a mirrored ball as the light probe. If you want to create your interesting but together they show how the light affects different
own light probes, you will need a mirrored ball to allow the image surfaces. The components of the scene are clustered rather closely
to contain lighting information for as much of the environment together to show off the shadowing abilities of image-based
as possible. A good mirrored gazing ball will do nicely. These are lighting. A render using basic settings gives this result:
available for around $70 from garden supply stores, but we have
seen people use reflective Christmas ornaments in a pinch. The
larger your ball and the higher your image resolution, the better
the lighting quality will be. With the sunRight image selected, the
shader should look something like this:
This is OK, but we should have shadows here. First, we should Now, that’s better, but there is still room for improvement. The
turn the render Auto Settings up to the point where Raytracing shadows in particular are not terribly realistic. The trick here is to
is used; this will increase render times but down the road will turn on Ambient Occlusion--a feature of Poser that lowers the
definitely improve quality, as shown below: ambient light when objects are close together, as they are in this
image. Turning Shadows off and Ambient Occlusion on in the
light’s Properties allows us to render once again, with this result:
Figure 19.7.
Note that this render was done with the render Auto Settings at
about half of maximum quality; this setting (shown below) should
be quite sufficient for most high-quality rendered images. Certain
specific situations will require a higher quality setting, and often in
cases like these using custom render settings will provide the best
Figure 19.8.
balance between quality and performance.
As noted, for Ambient Occlusion effects to appear, Raytracing must
A diffuse image-based light by definition does not contribute any
be used; for a discussion of FireFly render settings and parameters,
specular light. This means that there will not be any highlights in
see “Chapter 13: FireFly Render Tips” on page 106.
a scene lit solely by one Diffuse IBL. To ensure that surfaces with
specularity (such as a figure’s eyes) appear as glossy as may be
desired, you might want to consider adding a specular-only light
source. The Set Up Light Style wacro in the Material room can
assist you with creating such a light. The following images show
which option to select in the Choose Light Style dialog, and how
Figure 19.9.
Figure 19.10.
Once you have finished adding your specular-only light, position it
so that it is located roughly in the same location as the brightest
spot in your light probe. The following image demonstrates the difference in lighting quality
between renders generated using Low Dynamic Range and High
Poser introduces support for High Dynamic Range Images (HDRI)
Dynamic Range Images for image-based lighting.
in image-based lighting, which allow even more realism and
accuracy in lighting calculations. High Dynamic Range Images
capture more detail in the very dark and very light portions of the
image, so that details don’t get lost. HDRIs are typically either in
EXR or HDR format; Poser supports either of those formats, as well
as 16-bit-per-channel TIFF and PNG images. (Of course, standard
Low Dynamic Range TIFF and PNG images can also be used, as
well as JPEGs, but these are not HDRIs.) When using Low Dynamic
Range images for IBL, the IBL Contrast setting in the Advanced
tab of the Material room can be set to 2 or 3. When using HDRI
Figure 19.11: The Right Shoulder selected on the figure.
in image-based lighting, remember to adjust the IBL Contrast
setting to 1 as shown, to preserve the subtleties that HDRI allows.
Posing and
Animation
Poser 8 239
Tutorial Manual
customize facial morphs to match your specific sound file. to generate the animated facial pose and merge the sound into
the Poser scene. If you check the Keyframe palette, you’ll see the
One other tool that Talk Designer provides is the Enunciation
new keyframes for the head. Simply select the layer into which you
slide. This control affects how strongly the facial morphs are
saved the speech animation as shown in the following image.
applied, with higher settings giving a more extreme application
of the facial morph. The degree to which morph targets are
manipulated is controlled by the energy of the phonemes in the
imported sound file, with louder or higher energy sounds applying
more pronounced morphs. However you may want to adjust the
Enunciation slider to exaggerate or diminish the morph effects
a bit, for example if the figure is whispering but you want their
mouth movements to be more distinct, or if the figure is mumbling.
Talk Designer takes advantage of Poser’s new Animation
Layers feature, which lets you store keyframed animation data
for different actions or body parts as separate layers, which
can be edited separately and then blended to produce the final
animation. Talk Designer lets you save the speech animation
into its own separate layer, or into any other existing layer, if for
example you already have some facial animations to which you’d
like to add speech. If you have more than one figure speaking in
your animation, putting each sentence into a separate layer with Figure 20.3.
individual start and end frames can help keep your animation
organized. For more information about Animation Layers in
Poser, see “Chapter 21: Animation Layers” on page 242. You can also
save the animated speech directly into your Expressions library
for later use.
Once you have created the proper settings, click the Apply button
you like by entering a new name in the Layer Name field and frames in between for Jessi to move from one of your designated
hitting Enter. Now, click the Keyframes tab; we’re looking at the poses to another. Poser will calculate the tween frame poses
scene in frame #1, with only the initial keyframes set. Select the for you, but for more realistic animation it is important to allow
new animation layer we just created by choosing it in the Layer enough frames between your keyframes for natural movement.
drop-down menu; click the appropriate square on the chart for the
We now have the keyframes for the wave stored on their own
element you wish to pose and the point in time at which you want
layer. Now, we can repeat this process for Jessi’s wink and smile.
it to be posed. In this case we’ll pose the right shoulder, forearm
Click the Layers tab and create a new layer; call it Expressions as
and hand to make Jessi wave. Pose the part(s) to create the new
shown:
keyframe(s) in the new layer; continue this process until you have a
decent wave motion. Keyframes should appear something like this:
Figure 21.2.
Note that the keyframes (the brightly lit green frames) in the above Figure 21.3.
image are spaced far enough apart to allow sufficient tween
Go back to the Keyframes tab at Frame 1 and proceed down the completed the smile and wink animation. When finished, you will
timeline, adjusting Jessi’s facial morphs to change her expression. have keyframes for the facial expressions in the Expressions layer
Bear in mind that animating facial expressions usually requires and keyframes for the wave in the Hand Gestures layer:
some corrections to the tween frames, so you may need to iterate
over your facial animation until you are satisfied with the results.
(For more information on tween frames and animating facial
expressions, please refer to the “Poser Animation 101” tutorial
on the Smith Micro website, www.smithmicro.com, in the Training
> Tutorials > Poser section.) Your Expressions layer should look
somewhat like this:
Figure 21.5.
We can now use Walk Designer to lay down a walk in the Base
layer, then combine them all to create a finished animation.
From the Figure menu, choose Create Walk Path; edit the path
by dragging its control points around, or leave it as given. Select
Figure 21.4. Jessi and open the Walk Designer from the Window menu;
set walk parameters (or use the defaults) and click Apply to
Continue setting keyframes and facial morphs until you have have Walk Designer generate keyframes for the walk. For more
information on using the Walk Designer to animate a walk, see
the tutorial in “Chapter 11: Character Creation and Animation” corresponding keyframes in lower layers. Lower keyframes for
on page 69. If these keyframes go into the Base layer, that’s fine; if which there are no corresponding upper keyframes remain
they go into a new layer, that’s okay too. In that case call the new untouched, as shown below:
layer Walk.
Figure 21.6.
Figure 21.7.
And there you are! When Poser renders or displays the animation,
if the Composite Method on the Layers tab is set to Replace Consequentially, if you are using a Poser tool like Walk Designer,
(the default setting) then keyframes in upper layers replace which generates keyframes for every element of a figure, it may be
necessary to select and create keyframes for additional parts of a
figure aside from the specific part you’re animating. For example, in order to override the keyframes that Walk Designer will apply
setting an arm to wave is a simple task, but just manipulating (see screen shot above). This is easily done: in each frame in which
one parameter (like the Bend value) creates keyframes only for you move the forearm, select the shoulder and click the Add
that parameter of the selected part--if Walk Designer has the Keyframe button on the Animation palette. Do the same for
character’s arm moving back and forth past his hip, then just the forearm and hand. It isn’t necessary to select any particular
applying an additional layer with the forearm’s Bend parameter parameter, just choose the whole body part from the Current
changing won’t give you a good wave at all. To fix this, first think Actor menu, or by clicking on it, and add the keyframe; that will
through what other animation you’re using on other layers. Figure set keyframe data for all parameters, which will then be available
out which body parts will need to be keyframed in order to make to override unwanted keyframes in underlying layers.
the motion look right.
Setting the Composite Method to Add produces more complex
interactions. Specifically, if a certain body part has a keyframe
at some point in the timeline in one layer, and that same body
part also has a keyframe at that point in another layer, the values
for those keys will be added together. For example, if Jessi has a
keyframe set for her right forearm that bends it +15 degrees in
frame #10 of the Base layer, and we apply a pose that, in frame
#10, has a bend value of 20 degrees for the same right forearm,
then when these layers are composited together the net value
for the bend will be 35 degrees at that point. As you can imagine
this can produce some odd effects especially when using poses in
combination with Walk Designer, which provides keyframe values
for everything in every frame. We suggest that the Add method be
used sparingly and with careful thought as to its effects.
Figure 21.8.
Remember, when looking at the Graph palette or the Keyframes
To make a character wave while walking, we’d need to apply tab in the Animation palette, you’ll only see values for the
keyframes for all parameters of the collar, shoulder and forearm, current layer- although in order to help visualize the net effects
of changes made over the various layers, the Graph palette now
has an additional display. A grey or dotted line shows the value of that layer along the timeline; their spacing relative to each other
the current parameter taking into account the various layers and won’t be affected. Think of each animation layer as a piece of film
Composite Modes. Thus, if the dotted line is the same as the solid laid atop other pieces of film- everything on a given bit of film
red one on the graph display, the Composite Method is most likely moves together.
set to Replace, and any frames with data (keyframes or tween
frames) will replace frames in layers below them. If the dotted line
diverges from the solid red one, the Composite Method is set to
Add, and underlying frame data is affecting the final result.
There are a couple of things to be aware of when using animation
layers that have to do with the way in which keyframes are applied,
viewed and modified as you work in the various layers. Certain
animation tools display all the layers--the Document window,
for example--while others show only the current layer regardless
of setting, like the Parameters and Graph palettes, as well as
the Keyframes tab of the Animation palette. Don’t be surprised
if certain keyframes that you have set seem to ‘disappear’ if you
switch layers--this is normal, the keyframes are still there, they’re
just not on the current layer.
A layer begins at its start frame but may contain keyframes that
exist ‘after’ its end frame; the end frame merely determines the
point at which the frames in the layer are no longer applied or
viewed; frames after the end frame are still in existence but are
ignored. Moving the start frame, then, will change the position
of any keyframes in the layer, while moving the end frame won’t
(but may reveal or obscure keyframes that have already been set.)
Moving a layer forward or back along the timeline in the Layers
tab of the Animation palette does reposition the keyframes in
Chapter 22: Advanced Posing object is adjustable along the X and Z axes in the ground plane.
Moving the Center of Mass Control Object also adjusts the
Center of Mass Indicator, which appears as a shaded sphere
and Animation in the XZ (ground) plane under the figure. This Indicator shows
the position above which the current center of mass is located.,
as calculated from the body part weights and the position of the
From previous chapters within this manual, you should now have
Control Object.
a grasp of the basic procedures involved in posing and animating
figures within Poser. This chapter introduces additional Poser
features that will enable you to refine your techniques, to create
more realistic images and animations.
To enable the Auto Balance feature: folder that is included with your Poser installation.
Capture Files To determine the correct axis for BVH files, please read the
documentation supplied by your content provider.
BVH files can be imported and exported like any other file type.
Sample BVH files are stored in the Tutorials > Motion Capture
Editing keyframes
The BVH keyframes are applied to the current figure when
imported. You can edit BVH keyframes as you would any other
animation.
Figure 22.2.
Figure Shaping
and Creation
252 Poser 8
Tutorial Manual
Figure 231.
Before starting work with the Morph Editor, make sure to select preview of the impact region for any of your modifications. The red
the object (prop or body part) you wish to modify in the Current area of the impact region will be directly affected, with the orange-
Actor menu. yellow-green surrounding areas indicating the gradiated falloff
region for the modifications.
You can adjust the impact region by selecting from five different
brush styles, all with varying degrees of direct impact vs. falloff.
Falloff specifies the degree to which vertices towards the outer
edges of the impact region will be affected by your modifications.
Falloff can be a gradual lessening of impact as you move out
from the center of the impact region, or an abrupt drop in effect,
depending on the brush style you select.
Figure 23.3.
The left-most brush style affects only a single vertex on the mesh.
The other four brush styles all affect a region of the mesh, with
the size of the falloff region decreasing, until the right-most brush
Figure 23.2. style represents a region with zero falloff, so that all vertices within
the region are impacted equally. Your specific task will determine
which brush style you should select. For highly detailed work such
When you then mouse over the selected actor with the Morphing
as fixing geometry issues, you may wish to work with one or two
Tool enabled and the Create tab displayed, you will see a multi-
vertices at a time. For other tasks like creating facial expressions
colored display overlaid on the mesh. This display serves as a visual
or improving cloth simulation results, you may find that one of the
regional brush styles suits your purpose better. Push and Pull to add details on existing surfaces, such as moles or
dimples, creases or edges.
Once you have selected the brush style with which you wish to
work, you can adjust the Radius dial, which will increase or
decrease the size of the impact region. Note that regardless of how
large you set the impact region, only the selected Current Actor
will be affected by your modifications.
Screen mode allows you to modify the mesh in any direction, but Play around with enabling and disabling the Accumulate option,
requires you to rotate the figure relative to the camera in order and with combining Accumulate with different Magnitude
to deform the mesh in different directions. When first starting settings, to find the mode that lets you work most comfortably and
to use this tool, I recommend working in Surface mode, as it efficiently.
will probably meet most of your mesh sculpting needs, and frees
Like Accumulate, the Stroke option also will have a direct affect
you from having to worry about how your figure and camera are
on how your changes impact the mesh. Enabling Stroke means
positioned.
that all changes are restricted to the original impact region only,
and the mouse movement controls the degree of the change.
Disabling Stroke means that as you move the mouse, your
modifications will affect the vertices along the trajectory of your
mouse stroke.
Figure 23.5.
helpful for increased control on a mesh that has multiple groups Morphs allows you to visualize or hide the current state of any
within the selected actor. Even if your mesh does not include other morph targets. Disabling this option simply reverts the mesh
groups, you can create one for the specific purposes of limiting to its neutral state temporarily; it doesn’t actually change the
modifications to specific polygons on the currently selected actor. state of those other morph targets. So when you leave the Morph
For more information about groups, and creating groups, see Editor, those morph targets will revert to their current states
Poser Reference Manual, “The Group Editor” on page 507 . automatically.
Once you have configured the Morphing Tool settings as The bottom portion of the Create tab contains several buttons
described above, go ahead and make your mesh modifications. that you may wish to make use of in the course of your work. The
As you work, all of your modifications will automatically show Mirror button allows you to make modifications to one portion
up in a “Custom Morph” target, which can be found on the of a mesh, and then to directly mirror those changes on the other
Parameters palette for the currently selected actor. This morph half of the mesh, along a specified axis such as -x to +x or +y to -y.
target is basically a container for the current state of the mesh for Note that Mirror only translates changes across the mesh of the
that actor; any future changes to the mesh will overwrite previous actual selected actor. It will not translate changes from one actor
modifications held within this morph target. Therefore, if you wish to another.
to save any particular mesh state, use the Save a Copy As...
button at the bottom of the Create tab to create a new, separate
morph target.
Remember, if any of your changes are more than you wanted, you
can either Undo to erase your change(s) and do them over, or you
can change to Restore mode to gradually back your change off to
the point where you wanted to stop.
As you work, feel free to experiment with the various display
settings included on the Create tab. Display Mesh will show the Figure 23.7.
mesh overlaid on the surface of the object, regardless of which
Display Style option you are using. Display Brush enables and
disables the impact region preview display. Work with Current
Chapter 24: Advanced Body an animation, the model begins to change shape until it reaches
the morph target geometry.
Shaping
Besides the basic body shaping tools like the Scale and Taper tools,
Poser provides two features for customizing the shape of figures:
Morph Targets and the Joint Editor.
Morph targets let you add additional parameters to a body part Figure 24.1: A Morph Target used to alter figure geometry.
that allow you to gradually reshape it. Joint Parameters let you set
up how the joints in your figure move. If you want to see an example of how morph targets are used, take
a look at the Head parameters of a Poser human figure. All the
facial parameters, like Mouth and Tongue settings, were created
Morph Targets using Morph Targets.
original body part as a starting point. 3. Click the Load Morph Target button. The Load Morph Target
dialog appears.
A morph target geometry can be created in any 3D modeling
application that allows you to save a file in OBJ format.
4. Click the Browse (“...”) button to find the geometry file you
want to use as a morph target.
5. The name of the file appears in the Geometry field. The file
must be in OBJ format with the same number of vertices as
the original body part.
6. Do not use a file of the entire figure. The file should contain
only the body part you are morphing.
7. Enter the name you want to attach to the parameter dial that
controls the morph. This dial is added to the parameter dials
Figure 24.2: Properties palette. list for the selected body part.
9. A new dial is added to the Parameters palette for the name it “nosemorph.obj”.
selected body part. Use this dial to morph the body part from
its original shape to the morph target. A value of 0.0 for this
dial is the original object. A value of 1.0 completely changes In order to work as a morph target in Poser, the OBJ
the body part to the morph target. A value of 0.5 is a hybrid file you save must have the same vertex count and order as
halfway between the original object and the morph target. the geometry to which the morph target is supposed to be
You can also use negative values to invert the vertices. applied.
4. Save the morph target file as an OBJ file, to the Poser >
Runtime > Geometries > TutorialMorph folder, and
18. Use the rotation trackball to rotate the view slightly to the left
or right.
14. Select the file Poser > Runtime > Geometries >
TutorialMorph > nosemorph.obj. 19. Click the Current Actor pop-up menu in the Document
window.
15. Click Open.
20. Select the Head.
16. Change the Label field to Nose. This assigns the name
“Nose” to the new parameter dial. 21. You can now use the Nose dial to morph the Nose. Drag it to
the right towards 1.0 for an interesting effect.
17. Click OK to return to the Properties palette, and click on the
Parameters tab to switch to the Parameters palette.
Joints are controlled using the Joint Editor. Blend zones are
edited each time you adjust the transformation inclusion and
exclusion angles. Blend zones can be further refined using the
Spherical Falloff zones.
Each joint on the figure has a set of attributes, like Bend, Twist
or Side-to-side. The attributes available for editing depend upon Using the Joint Editor
which joint is selected. Editable attributes are displayed in the pop-
up at the top of the palette. The Joint Editor contains several controls you can use to set
attributes for a joint. These controls change as you select different
To edit a joint’s parameters, you first select a joint attribute and
body parts. However, here are a few controls that are common to
then set each of its parameters. Each attribute has a specific set
all:
of parameters that control how the attribute affects the joint. For
example, the parameters for the Center attribute let you control the • Display Deformer: Toggles the graphical display of the joint
exact position of the center point. on the figure.
To display the Joint Editor: • Spherical Falloff Zones: Toggles on or off the Spherical
Falloff Zones on the figure. Refer to “Spherical Falloff Zones”
1. Choose Windows menu > Joint Editor.
on page 273 for more on falloff zones. The Spherical Falloff Zones
2. The controls available on the Joint Editor palette depend on control appears on all attributes except the Center attribute.
the currently selected body part or prop.
• Zero Figure: Resets to 0 the rotation (Bend, Twist, Side-Side,
Front-Back) for all body parts.
To edit a joint parameter:
• Joint Order: Defines the joint’s axes of rotation. The joint
1. Select a body part. order is expressed as three letters corresponding to the X, Y
and Z axes. Using the front camera position, the X axis runs
2. Display the Joint Editor. from left to right, the Y axis runs up and down, and the Z axis
runs from the front to the back.
3. Click the popup at the top of the palette and choose an
Inclusion and exclusion angles exist in three dimensions, so you can Center
rotate the figure to see all the areas affected by the transformation.
You can also edit the angles in all three dimensions. The Center Attribute sets the center of rotation for a selected body
part. This attribute is available for all body parts and props.
If you want to make sure you’re moving an angle in only one
dimension, use the orthogonal cameras (From Top, From Front,
From Left, etc.). For example, if you use the From Front camera,
moving left and right moves in x. Moving up and down moves in y.
In the From Left view, left and right move in z, and up and down
move in y.
Bend
You can adjust the Bend transformation area by dragging the end-
points of the red or green angle. To change the center of the body
part, drag the center point target.
Side-Side/Front-Back.
Both the Side-Side and Front-Back attributes can be edited like the
Bend attribute, by dragging the inclusion and exclusion angle lines.
Joint Attributes.
Each joint on a body part has a number of parameters that
together control how the joint moves.
Figure 24.15: The Center attribute in the Joint Editor.
• Center Point: Sets the XYZ position of the center of the body
part. 0,0,0 is located in the center of the body on the floor.
• Orientation: Sets the XYZ rotation of the axis. Click and drag
on these dials to rotate the axis. You can alt-click on the dials
to reset them to 0.
Twist
The Twist attribute alters the location of the twist transformer for
each body part. The intensity of the transformation is controlled
using the Twist parameter dial or Twist tool.
Note that there is not a Twist attribute for the hip, since the hip
is the parent of the entire figure. Twisting the parent is the same
as rotating the entire figure. When IK is enabled, twisting the hip
transforms body parts included in the IK chains.
By default, the Twist axis runs lengthwise down the center of each
body part. For example, for arms the twist axis is the x-axis, while
for legs the twist axis is the y-axis. Moving and rotating the center
of a body part can alter the position of this axis.
• Twist Start, End: Sets the start and end of a twist area on
a body part. Only the parts of the figure within the twist area
are affected by the twist transformation.
Twist areas can be set to larger than the body part to make a
twisting motion appear more natural. In most cases, you want to
include the body part’s parent.
Bend
The parameters for the Bend attribute alter the angles of the bend Figure 24.18: The Bend attribute in the Joint Editor.
transformers and define how bulges are created.
The Bend attribute has the following parameters: how polygons within the bend zone are stretched or pinched
to create bulges or wrinkles.
• Center Point: Sets the XYZ position of the center of the body
part. Bending occurs at the center point. Changing that point • The Apply Bulges checkbox specifies whether or not the
changes the center of the body part. bulges defined by the parameter dials will be applied to the
polygons in the current blend zone. Use the parameter dials to
• Joint Angles: These parameters set inclusion and exclusion control the bulges. Right and left dials refer to the sides of the
angles for the Bending transformation. The values in Static A figure. The positive dials control how much bulging out will
and D together set the exclusion angle. Polygons within the occur when the joint moves, and the negative dials control
exclusion angle are not affected by the bending. The values in the amount of wrinkling and pinching. You can alt-click these
Dynamic B and C together set the area of inclusion. Polygons dials to reset them to 0.
within the inclusion angle are affected by the bending.
Figure 24.20: Differences in bulges and wrinkles, when the body part center is
Figure 24.19: The angles of inclusion and exclusion on a body part.
changed.
Side-Side/Front-Back
The parameters for the Side-Side/Front-Back attributes control
angles of the Side-Side/Front-Back transformers and define how
bulges are created.
• Center Point: Sets the XYZ position of the center of the body
part. Side-Side transformations occurs at the center point.
Scaling
Each body part has parameters that let you scale the parent and
child body parts. The settings are similar to the Twist parameters,
and follow the Twist axis of the child or parent body part.
For example, the Right Collar body part of the Business Man has
scaling controls for the chest (the parent body part) along the
y-axis, and scaling controls for the Right Shoulder (the child body
part) along the x-axis.
parameters define a blending area. For example, when scaling include joint parameters.
the head, you might also want the top of the neck to scale
as well. Saving Joint Parameters
When setting this parameter, only one pair of settings—the high Changes to joint parameters effect only the current scene. If you
or the low setting—is relevant. The unused parameter pair is want to save joint parameter changes, you need to either save your
automatically set to an out-of-limit number (such as 100.000 or scene, or save the figure as a new preset in the Library palette. The
99.000). This indicates that the pair is not relevant to the area you new figure has new joint parameter settings. Refer to the Poser
have selected for blending. The out-of-limit settings should not be Reference Manual, “Chapter 7: The Poser Library” on page
edited. 92 for more about saving figures to the Library palette.
The green sphere defines the area that is affected 100% by the Editing Spherical Falloff Zones
transformation. The red sphere represents the boundary of the
transformer’s effect. The area between the inner and outer sphere Spherical Falloffs can be edited using any of the Editing tools. You
is the ‘blending’ zone. The effects of the transformation gradually can reposition, scale, rotate or twist Spherical Falloff zones.
decrease from 100% at the boundary of the inner sphere to 0% at
the boundary of the outer sphere.
When adding Spherical Falloff Zones, the default position of the
sphere is 0,0,0.
Chapter 25: Basic Figure 1. Begin by launching Poser and importing the file wormy.
obj from the Tutorials folder accompanying your Poser
installation. Do this by selecting File > Import > Wavefront
Creation OBJ and navigating to the folder on your system. Set both
Full Tracking and the Texture Shaded document display
style. Do this by choosing Full Tracking from the Tracking
This section provides two examples of creating Poser figures
Mode menu at the bottom of the Preview tab, followed by
from imported props (geometries). Tutorial files are located in the
clicking the right-most button in the Display controls.
Tutorials folder with your Poser installation.
2. Enter the Setup room by clicking the Setup room tab.
Example One: Wormy 3. Set a side camera, such as Right, by clicking the words Main
Camera in the Document window and selecting From
Wormy is a happy little inchworm that also happens to be a great Right. Next, select the Bone tool (3rd from the right in the
example of how you can rapidly create a simple figure using the Editing tools). Starting near the bottom, create the first (hip)
Setup room. bone going up Wormy’s body. This hip bone is the parent
for the entire figure. Next, create three additional bones for
the Abdomen, Chest, and Head. Please refer to the Poser
Reference Manual, “Chapter 29: Figure and Prop
Editors” on page 507 for more information about the Setup
room.
Figure 25.1.
Figure 25.2.
Figure 25.3.
4. Click the hip joint (base of the bottommost bone), and
create two more bones going down Wormy’s tail as follows.
Remember that the tailbones are children of the hip bone You will probably notice that there is a problem with the joints
(see “Hierarchy” on page 14 for an explanation of hierarchical when you try to move the tail: Wormy’s waist deforms incorrectly.
relationships). Correct this by opening the Joint Editor palette, selecting the
upper tail joint, and making the following adjustments (see the
5. Select the Group tool (just to the left of the Bone tool in Poser Reference Manual, “The Joint Editor” on page 521 for
the Editing tools), then click the Auto Group button in more information about the Joint Editor palette):
the Group Editor palette to create groups of polygons and Rotation Order: Select ZYX as the rotation order.
attach them to the bone structure you created. Click the Next
Group button several times to see the groups that have been X-Rotation: Select the X-Rotate parameter and position
created. You can modify these groups as discussed in the the inclusion/exclusion angles as shown:
Poser Reference Manual, “Chapter 5: The Document 6. Close the Joint Editor palette and try moving Wormy’s tail.
Window” on page 59. Close the Group Editor palette The tail now bulges as if muscles were flexing, creating a far
and exit to the Pose room. Try posing Wormy using the more natural appearance. You can, of course, create any effect
Figure 25.4.
5. Select the Translate tool and position the bones on your left
(Goldy’s right) side and center (Outline display style shown
for maximum contrast).
Figure 25.7.
8. At this point, you could use the Auto Group tool. However, 10. Check all of the groups to ensure that the correct polygons
Goldy’s hoop will not work properly, since the Grouping tool are assigned to each group. Make any necessary adjustments.
will assign its polygons to the hips and abdomen, causing When you are finished, exit the Setup room and try posing
the hoop to distort or break as Goldy moves. To prevent this, Goldy.
select a side view, select the abdomen bone, and draw a new
bone protruding from Goldy’s center to the hoop.
9. The Auto Group tool will assign some of the hoop polygons
to the bone you created, and others to the hip, thighs, etc.
Simply select the group corresponding to the bone you
created in the previous step, and add the rest of the hoop
polygons to the group to make the hoop move properly.
12. The final step is to make Goldy gold. To do this, enter the
Material room and make the Diffuse_Color, Ambient_
Color, and Reflective_Color attributes gold as described
in the Poser Reference Manual, “Chapter 15: Material
Room Nodes” on page 239. Render the scene to see Goldy in
all her glory!
Figure 25.10.
11. Not too bad for a few minutes’ work. Still, to make Goldy
move like a robot instead of an organic figure, you will need
to adjust the joint parameters. You may also need to adjust
the bones and/or turn off body part bending by selecting body
parts and/or disabling bending in the Properties palette. Figure 25.11.
The Poser scene Goldy_Raw.pz3 in your Poser Installation’s
Tutorials folder shows Goldy just after leaving the Setup
room. Goldy_Adjusted.pz3 in the same folder shows Goldy
after her joint parameters and bones have been adjusted.
Notice how she now moves like the robot she is. Load this file,
select each joint, and note its parameters. Try using the Walk
Designer (see the Poser Reference Manual, “Using
the Walk Designer” on page 354) and playing the resulting
animation.
Chapter 26: Advanced Figure page 293 leads you thorough the entire process step-by-step.
Figure creation is a multi-step process:
Creation • Create a 3D model of the new figure.
A figure in Poser is basically a 3D model that has separate parts • Create a hierarchy file for the figure.
for each moving limb. What makes a Poser model unique is how
• Convert the hierarchy file.
it interacts with the controls in Poser. When a 3D model is within
Poser, it has joints that move realistically. It seems to move like a • Locate and use the new figure file in Poser.
real person.
• Verify the figure’s hierarchy.
How Do You Make a New • Adjust the joint parameters of each body part.
Poser created the ability to mirror real body movement by • Set favored IK angles.
adding joint parameters to each body part. This allows you to
then manipulate the figure based on those parameters. By using • Store the default position.
parameter dials and the Walk Designer you can create realistic
motion. • Set the surface materials for the figure.
To create your own Poser figures, you must set up your model in a • Add morph targets to individual body parts.
way that Poser can understand. Once that is done, you can move
or pose your model, just as you would any of the models that are • Set part names
included with Poser.
• Save the new figure to the Library palette.
This chapter describes how to create articulated bending figures
in Poser. The Tutorial starting with “Creating the Initial Figure” on
Creating Figure Models It’s important that groups are set up to denote the individual
moving sections. You can store body parts as individual OBJ files or
Almost any geometry that is made up of polygons and has save the entire figure as a single file. In either method, you need
individual parts can be used as a figure in Poser. What your model to carefully plan how you choose to separate the polygons into
looks like makes no difference to how it works in Poser. It doesn’t individual moving parts.
even have to look human, it just needs to be set up properly and You do not need to move these parts to the origin individually.
stored in the correct format. You should leave them where they naturally relate to one another.
Once those two criteria are satisfied you can make anything into a Local origins are set up later inside Poser.
Poser figure. With the right set up, you can make anything from an When you store each body in a separate wavefront OBJ file
accordion to a zebra into a poseable figure. you need have only one specified group in each file. That group
contains all the polygons in that file.
Model Format When you store the entire body in one Wavefront OBJ, you must
use “groups” to separate different parts of the body that represent
In order to use geometry as a figure in Poser, it must be stored in the moving hierarchy. Saving the entire body in one Wavefront OBJ
a Wavefront (.obj) compatible format. As well, you must use only file is usually the preferred method.
polygons to create your model. Nurbs or spline surfaces are not It is very important that groups do not overlap. Wavefront
suitable. grouping allows polygons to be in more than one group. If this
happens, the overlapping polygons are duplicated when you bring
the file into Poser, each group being turned into a separate Poser
Grouping body part.
Poser uses a group name as the internal name of a body part For example, if you build a human-like object, you want to separate
inside Poser. Some Poser features, like the Walk Designer, require the polygons of the model into the following groups:
specifically named body parts. The group name is also the default rHand
name that you see when working with this body part (you can lHand
head
change that at a later time). neck
lCollar • “rHand” -- for the body part that represents the base palm of
rCollar
chest the right hand
abdomen
hip • “lHand” -- for the body part that represents the base palm of
rThigh
lThigh
the left hand.
rShin In order for the hand Library features to work completely, the
lShin
rFoot fingers of the hand should be broken up using the following names
lFoot (working from root to tip):
rShldr rHand
lShldr rThumb1 rThumb2 rThumb3
rForeArm rIndex1 rIndex2 rIndex3
lForeArm rMid1 rMid2 rMid3
In order to use the figure in the Walk Designer you’ll have to rRing1 rRing2 rRing3
rPinky1 rPinky2 rPinky3
make sure that the above groups are used in the figure. lHand
lThumb1 lThumb2 lThumb3
• Before creating a hierarchy file, import your OBJ file as a prop lIndex1 lIndex2 lIndex3
to check that the geometry is imported correctly. lMid1 lMid2 lMid3
lRing1 lRing2 lRing3
lPinky1 lPinky2 lPinky3
Naming Groups
In a Poser figure file, there are actually two names applied to each
body part. One name is used internally, the other is what the you
see. It is important that certain body parts use standard internal
names in order to be available for specific Poser features. The user
name (specified by the “name” line of actors) can be anything you
wish.
The following body part names (therefore Wavefront group names) Figure 26.1: The hierarchy applied to the figure.
should be used when available:
to the Poser application folder. In the example below, the lShin object is located on the 3rd level of
the hierarchy. The closest level 2 line above would be the lThigh, so
When the hierarchy file is converted, the text of the OBJ file is read
the lShin is a child of the lThigh.
into Poser where a geometry resource is created and linked to the
OBJ file. This process results in a new figure file.
From then on, when Poser uses this figure file, the geometry
resource is used to defined the figure hierarchy relationships rather
than the text stored in the OBJ file. Reading from the geometry Figure 26.4: Parent-Child relationships indicated in the Hierarchy file.
resource is dramatically faster.
The indenting of the lines is not processed but is helpful visually to
Hierarchy File Body denote the hierarchy levels.
The bulk of the hierarchy file contains lines similar to the one The second part of the line specifies the name of the body part. In
shown below: the example the part is called abdomen. This name must match the
group name in the OBJ file.
The first part of the line indicates Hierarchy level, or the parent- The 3-character string at the end of the line represents the rotation
child relationship, of the body part. In this case, the abdomen body (or gimbal) order of the body part. A rotation order defined as
part is a child of the body part of the part on the next level up. “zxy” means that a Z axis rotation occurs first, followed by the X,
Hierarchy levels are numbered in depending order, so the next level then Y axis rotations.
up from this part is 1.
1. Choose File menu > Convert Hier File. The Open dialog
The name of an ikChain cannot contain spaces. appears.
2. Locate the Hierarchy file you created in the text editor and
click Open.
3. If there are no errors, a Poser Figure library file is created. Applying the Standard Hierarchy
4. The hierarchy conversion may take several minutes if there is a If a figure’s geometry was created using standard body group
large geometry file. names for human/biped figures, you can use the Hierarchy Editor
to automatically apply the Poser Standard Hierarchy to your
5. The figure file that gets created references the geometry file figure, establishing parent-child relationships. Poser 7 can apply
whenever used. Its location should be established and not the Standard Hierarchy to full or partial figures. Refer to “Naming
moved later or the figure file cannot find the geometry. Groups” on page 283 for more about creating figures with standard
body group names.
6. If the location is changed you need to edit the figure file with
a text editor to designate the new location (specified relative
To apply the Poser Standard Hierarchy to a
to the Poser application in Mac format).
figure:
1. Choose Window > Hierarchy Editor.
Verifying Hierarchy Files
2. Select the Universe.
Once you begin adjusting the joints you are not able to regenerate
the figure file a second time and have all your joint changes in 3. Click the Apply Standard Hierarchy button.
place. Make sure that all Parent-Child relationships are correct
before editing joint parameters. You can make geometry corrections
later, but you cannot change the hierarchy without creating
different joints from scratch again.
of a body part later, it carries along the other joint changes so the
bending characteristics change. You’ll save yourself from doing
extra work if you specify the origins (centers) first.
Limits establish a range of rotation, position and scale for a given 2. Enter maximum value of the parameter in the Max Limit
body part. Limits can be set for each body part on the figure. field.
However the most commonly used, and the most logical, limits
are Bend, Twist, Side-Side and Front-Back. For these parameters, 3. Enter the minimum value of the parameter in the Min Limit
limits are expressed as degrees. In this case, the limits define the field and click OK.
maximum and minimum degrees of rotation.
Limits are set by using the Edit Parameter Dial dialog. Remember, you can save your figure as a new figure in
the Figures library at any time. You should do this periodically
as you work so you can back up if you make mistakes.
import options.
Subsequent parts of this tutorial use the file name
“womanfinal.obj” when referring to the OBJ file you have 6. Use the Translate tool to drag the figure up.
been asked to create. If you choose to call your file something
else, then remember to replace any references to “womanfinal.
obj” with your personal file name.
To create the hierarchy file: ikChain lLeg lPant lThigh lCalf lFoot
ikChain rLeg rPant rThigh rCalf rFoot
1. Create your hierarchy file to appear as follows: 2. Save the hierarchy file into the TutorialWoman folder and
name it womanfinal.phi.
objFile:Runtime:Geometries:TutorialWoman:womanfinal.obj
1 hip zxy
2 abdomen yxz
To scale the new figure:
3 chest zyx
4 neck yxz 1. Open Poser
5 head yxz
6 lEye yxz
2. Select File menu > Convert Hierarchy File.
6
rEye yxz
3. A new figure is created in a group called New Figures.
6 mouth yxz
4 lShldr xzy 4. Open the Library palette and click on the Figures category.
5 lUpperarm xyz
6 lForearm xyz
7 5. Select the New Figures subcategory.
lHand xyz
4 rShldr xzy 6. Double-click the new figure (with the shrugging Poser figure
5 rUpperarm xyz
6 rForearm xyz icon).
7
rHand xyz 7. The figure is initially very large. Use the Current Actor pop-
2 lPant yxz
up menu to select the ‘Body’.
3 lThigh yxz
4 lCalf yxz
5 lFoot zxy 8. Double-click the scale parameter dial and change the value
2 rPant yxz to 4.2%.
3 rThigh yxz
4 rCalf yxz
5 rFoot yzx
ikChain lArm lShldr lUpperarm lForearm lHand
ikChain rArm rShldr rUpperarm rForearm rHand
To adjust body part color: 7. Use a skin tone for the remaining body parts.
2. Each body part is a different color. Use the color tool on the
body parts to better organize the figure.
Your first task is to set the center of rotation for all body parts. If 6. Set the y value to 0.9.
you change this later, it effects all other bending parameters for
parent and child body parts. 7. Set the End Point y value to 0.8. The x and z value should be
0.0.
To set the hip center of rotation:
To set the centers of rotation for pant body
1. Switch to outline display mode.
parts:
2. Open the Joint Editor.
1. Select the right pant body part. Look at the center of rotation.
3. Click on Zero Figure.
2. Select the right thigh body part.
4. Start by selecting the hip.
3. Drag the center of rotation up towards the edge between the
right pant and the hip. This gives the effect of the thigh and
the pant leg moving together.
twist start (in red) should be below the chin and into the neck.
This blends the rotation of the head into the neck.
3. Repeat this for the left upper arm. Figure 26.21: Blending the head into the neck.
To set the center of rotation for the head: 3. Switch to the From Right camera, and zoom in on the head
and neck.
1. Select the head.
4. Switch from yrot to xrot in the Joint Editor.
2. Switch to the Face camera.
2. Swap the twist start and twist end positions. You can test your
settings by adjusting the yrot parameter dial in the Parameters
palette. The twist end (in green) should be above the chin. The
Figure 26.22: Adjusting the head and neck. Figure 26.23: The static handle at the top of the back of the neck.
5. Drag the static handle on the left (in red) down below the 9. Test your settings by adjusting the xrot parameter dial.
chin.
To adjust scale values:
6. Drag the dynamic handle on the right (in green) counter-
clockwise till it is also below the chin, but still higher than the 1. Switch from xrot to neck_scaleY. This controls the blending
static handle you dragged in the previous step. zone for the y-axis scaling of the neck when scaling the head.
7. Notice that as the dynamic handle hits the static handle, the 2. Set Low start to 5.97 and Low end to 6.14.
static handle is also moved.
3. This sets the blending to within the neck, below the chin.
8. Drag the static handle counter-clockwise until it is at the top
of the back of the neck.
6. Select lEye_scaleY.
10. You can now set limits for each body part.
Figure 26.25: Setting the eye. 2. See “Adjusting Joint Parameters” on page 290 and “Creating
Displacement Map 25 M
Symbols F Maps 22
Materials 21
3D Space 2 Focal Length 36 Multi/Sub-object Materials 22
A G N
Animation 14 Global Coordinates 7 Normals 13
Groups 16
B GroupsCloth 19 O
GroupsHair 19
Bump Maps 24 Objects
H ObjectsOne-dimensional 2
C ObjectsThree-dimensional 2
Hierarchy 14 ObjectsTwo-dimensional 2
Camera 13 ObjectsZero dimensional 2
Cameras K
CamerasChanging parent 33 P
CamerasFace 35 Keyframing 15
CamerasFocal Length 36 Parameter Dials 43
CamerasLinking to objects 31 L Parameter DialsPosing with 44
CamerasMain 29 Perspective 3
CamerasTop 35 Lights 14 Planes 6
CamerasWorking with 29 LightsControls 38 Polygons 12
Cartesian Coordinates 5 LightsIntensity 39 Poser Workspace 13
Color 22 LightsPointing 41 Procedural Shaders 26
Index
304 Poser 8
Tutorial Manual
R Vanishing point 3
Vertices 11
Reflection Map 25
Rotate Tool 45
Rotation 9
S
Scale 10
Splines 11
Spotlight
SpotlightAdding 40
T
Templates 22
Texture Map 25
Tools
ToolsUsing 43
Tracking modes 36
Transformation 9
Translate Tools 49
Translation 9
Transparency Maps 24
Twist Tool 47
Index