Poser 4 User Guide
Poser 4 User Guide
Notice
Before using this software or reading this user
guide, make sure you have read, understood and
agreed to the license contained in the back of the
Poser User Guide.
Credits
Poser was originally created by Larry Weinberg.
Curious Labs Poser was created by Larry
Weinberg, Seath Ahrens, Jianhua Shen, Sree
Contents
CH0 Welcome to Poser 4 Document Display Style Controls 22
Deformers 12
CH2 Poser 4 Basics
Morph Targets 12
Setting Up Poser 25
Hierarchy Editor 12
Macintosh Setup 25
Sketch Designer 13
Setting Application Preferences 26
Grouping Tool 13
Setting Up Your Workspace 27
Copying and Pasting 13
UI Memory Dots 28
New Document Display Styles 13
Workspace Backgrounds 28
When You Have Questions 13
Setting Up the Document
About Your User Guide 14 Window 28
Technical Support 14 Placing Figures and
Web Support 14 Elements in the Studio 32
Phone Support 14 Using the Libraries Palette 32
Installing Poser 15 Deleting Objects from a Scene 35
System Requirements (Macintosh) 15 Working in the
Document Window 36
System Requirements (Windows) 15
Viewing Your Figure 36
Macintosh Installation 15
Previewing Your Figure 37
Windows Installation 16
Figure Properties 41
CH1 Poser 4 Overview Element Properties 42
Contents
Symmetry 124 Symmetry 141
Drop to Floor 125 Scaling the Body as a Whole 142
Copying and Pasting 125 Using Parameter Dials 142
Element Properties 126 Copying and Pasting 143
Posing Hands 127 Using the Deformer Tools 143
Using the Hand Model 128 The Magnet Deformer 144
Using Preset Hands 129 The Wave Deformer 149
Posing Faces 129 Using Morph Targets 152
Using the Parameter Dials 130 Using Morph Targets to
Add Ethnicity 153
Posing Eyes 131
Using the Superhero
Faces and Phonemes 132
Morph Target 154
Using Preset Faces 133
Creating Custom Morph Targets 154
Posing Animals 133
Using the Grouping Tool 157
Posing Animal Heads 133
Using the Group Edit Palette 158
Pointing Body Parts 134
Locking Figures and
Locking Objects 134 Body Parts 159
Auto Balance and Posing 134 Saving Figures to the
Saving Poses 135 Libraries Palette 160
Poser 4
The Prop Origin 169 DollyY 185
Prop Properties 170 DollyZ 185
Setting Prop Parents 171 Camera Options 185
Replacing a Body Part with a Prop 173 Pointing Cameras 186
Adding Props to the Library 175 Locking Camera Positions 186
Saving Camera Positions 186
CH7 Cameras
Saving Camera Sets to the Library 186
How Cameras Work 177 Using the Camera Memory Dots 187
The Main and Posing Cameras 179
The Auxiliary Camera 179 CH8 Lights
The Hand and Face Cameras 179 How Lights Work 189
The Dolly Camera 179 Infinite Lights 190
The Orthogonal Cameras 179 Spotlights 191
Flyaround View 180 Light Properties 191
Selecting a Camera 180 Adding Lights 193
The Camera Selection Control 180 Aiming Lights 193
Changing the Studio View 181 Using the Light Control 194
Positioning Cameras 181 Using Light Indicators 195
Using Camera Aiming with Parameter Dials 197
Parameter Dials 183
Pointing a Light at an Object 199
Focal Length 183
Lighting Color 199
xOrbit 184
Setting a Light’s Color 199
yOrbit 184
Setting Light Intensity 200
zOrbit 184
Setting Spotlight
Yaw 184 Characteristics 200
Pitch 184 Using Shadows 201
Roll 184 Shadow Parameter Dials 202
Scale 184 Setting a Parent 202
xScale 184 Saving Light Sets 203
yScale 185
zScale 185
DollyX 185
Contents
CH9 Animating Figures CH10 Animation Techniques
How Animation Works 206 Setting Keyframes 231
Animation Tools 206 Creating Realistic Motion 232
What You Can Animate 206 Making Your Figure Walk 233
Animating Figures 206 Creating a Walk Path 233
Animating Hands 207 Designing a Walk 234
Animating Faces 207 Editing a Walk 235
Animating Props 208 Saving a Walk 235
Animating Deformers 208 Loading a Walk 236
Creating Animations 209 Applying a Walk 236
Setting Up Your Animation 210 Animating Cameras 237
Working with the Timeline 211 Turning Camera Animation
On or Off 239
Recording Keyframes 212
Animating Lights 239
Adding and Deleting Keyframes 213
Adding Sound 240
Editing Animations 213
Editing Sound 240
Editing Animation Setup 214
Syncing Sound and Motion 240
Viewing the Elements List 215
Using Poser with Other
Editing Keyframes on the
Motion Graphics Programs 241
Timeline 217
Motion Capture and Animations 241
Retime Keyframes 223
Advanced Editing 224
CH11 Surface Materials
Keyframe Interpolation 224
How Surface Materials Work 243
Editing Keyframe Interpolation 225
Applying Surface Materials 244
Previewing Animations 228
Applying Materials to Body Parts 245
Setting the Play Range 229
Applying Bump Maps 247
Using the Libraries
Palette for Animations 229 Creating a Custom Bump Map 247
Poser 4
Applying Reflection Maps 253 Morph Target 275
Reflective Color 254 Lesson 3: Using the Target
in Poser 277
Creating a Custom
Reflection Map 254 Figure Joints and
Blend Zones 278
Setting Colors 255
Editing Joint Parameters 279
Object Color 255
Using the Joint
Highlight Color 256
Parameters Palette 280
Ambient Color 257
Interactively Editing
Joint Parameters 280
CH12 Rendering
Joint Attributes 282
How Rendering Works 259 Spherical Falloff Zones 287
Setting Up a Render 260
Setting Render Destination 261 CH14 Hierarchies
Setting Image Size 261 How Hierarchies Work 289
Choosing a Rendering Using the Hierarchy Editor 290
Background 262
Controlling what is Displayed 291
Setting Surface Detail 262
Collapsing the Hierarchy Editor 291
Rendering an Image 263
Selecting Objects 292
Using the Render Command 263
Deleting Objects 292
Antialias Rendering 263
Renaming Objects 293
Rendering an Animation 264
Reordering Objects 293
Using the Make Movie Dialog 264
Displaying Object Properties 294
Using the Sketch Designer 265
Changing Object Visibility 294
The Sketch Designer Window 266
Establishing Hierarchical
Rendering a Sketch 269 Relationships 295
Creating Multi-Figure
CH13 Advanced Body Shaping Hierarchies 298
Creating Custom Applying the Standard
Morph Targets 272 Hierarchy 299
Setting up Morph Targets 272 Applying Standard
Rotation Order 299
Morph Target Tutorial 273
Setting Inverse Kinematics 299
Lesson 1: Setting Up 273
Lesson 2: Creating the
Contents
CH15 Creating Custom Figures Adding Morph Targets 314
Poser 4
Contents
Welcome to
Poser 4
We l c o m e t o P o s e r 4
Hierarchy Editor, you can adjust parent-child New Document Display
relationships and create IK chains. For the
truly ambitious, the Hierarchy Editor is an Styles
exciting route to creating brand new Poser
figures. Refer to “Hierarchies” on page 289 You can choose from 12 interactive display
for complete information. styles in the Document Display Style palette.
New styles include flat shaded with mesh,
Sketch Designer smooth shaded with mesh, and cartoon style
without lines. Refer to “Previewing Your
Figure” on page 37 for explanations of all 12
Rendering possibilities are greatly expanded
display styles.
with the new Sketch Designer, which lets you
create and refine hand-drawn quality portraits
of your scenes. Drawings are rendered with a
series of brush strokes that define the When You Have
background, edges, and actual elements. Questions
Many drawing options are available, so you
can tailor the strokes to your liking. For You can find answers to most of your
details, refer to “Using the Sketch Designer” questions in the following sources:
on page 265.
• Status line tips - As you move the cursor
Grouping Tool over most UI elements, descriptions
appear at the top of their palette or
window.
The new grouping tool is a powerful feature
for assigning materials and generating new • Poser 4 User Guide - Provides all the
props and objects. It also complements the information you need to get the most out
deformer tools and morph targets: you can of Poser. The Poser CD includes a PDF
specify sections of a body part or prop for version of the User Guide. Adobe
deforming and morphing. Refer to “Using Acrobat Reader is required to read the
the Grouping Tool” on page 157 for complete PDF file format. Adobe Acrobat Reader
information. software is available on the Poser CD or
downloadable for free from
www.adobe.com.
Copying and Pasting
• Web links - You can launch your web
Cut, Copy, and Paste commands are now browser and access Curious Labs and
included in the Edit menu, so you can easily Poser-related web sites directly from
copy poses, body shaping, and animations to Poser. To do this, choose Help menu>
other figures, body parts, and props. This new Web Links> choose a link.
functionality is explained in detail in
“Copying and Pasting” on page 143.
Poser 4
About Your User Web Support
Guide Many of the answers to your questions are
available 24 hours a day on our Web site:
The Poser 4 User Guide is for both Macintosh
and Windows. By convention, Macintosh http://www.curiouslabs.com
commands precede Windows commands in
the text. For example, Commmand/Ctrl+I, is In addition to frequently asked questions
equivalent to the Macintosh Command-I and (FAQs), the Web site provides troubleshooting
the Windows Crtl+I. For simplicity, the term techniques, late breaking product news, and
"folders" refers to directories as well as folders. other resources to help you get the most out
The Poser interface for Macintosh and of Poser.
Windows platforms is identical, unless
otherwise specified.
Phone Support
When a modifier key differs between the
Macintosh and Windows platform, the Free telephone tech support is available to
Macintosh modifier is listed first followed by a registered users. Please note that phone
slash and the Windows modifier key. Option/ support is not intended to provide project-
Alt means Macintosh users press the Option based solutions.You may be asked to leave a
key and Windows users press Alt. message with your tech support question. We
will reply to phone messages within 48 hours
There are several conventions used to identify during regular business hours. For phone
paths to certain tools and controls. The support, call (831) 462-8902. Please have your
convention to a menu follows the rule of the serial number handy and be at the computer
menu name> menu item. The convention where you need assistance.
to a palette follows the rule of the palette
name: palette menu> menu item. For international support, please contact your
local distributor.To locate a distributor nearest
to you, check our web site at:
Technical Support http://www.curiouslabs.com
Online technical support is free to registered
users of Poser. There are two easy ways to Email Support
contact technical support for questions about
installation, configuration, or functionality. To receive free email tech support, please send
These options are: Web support and phone your question via email to
support. [email protected] should include
your Poser serial number and as much system
You’ll find the answers to most of your information as possible, including type of
question in this User Guide. If you need computer and processor, operating system,
further assistance, you can contact Curious available RAM and video/graphics card as
Labs’ Technical Support in the following ways: well as any other external hardware attached
to your computer.
We l c o m e t o P o s e r 4
Installing Poser Macintosh Installation
This section provides installation instructions When you install Poser on a Macintosh, create
for both Macintosh and Windows. Follow the a custom extension set for the installation.You
instructions appropriate to your system. can save your current extension set, so that
you can go back to it after installation.
Poser is intended for local
Note installation only. Do not
To create a custom extension set:
• CD-ROM drive
Poser 4
2 To save your current extensions setting,
click Duplicate Set, and enter a name in Increase the RAM available to
the dialog that appears. This will be the Tip Poser by allocating any unused
set of extensions you use for the RAM to it. This allows Poser to
installation. run faster and handle larger
3 In the new set, expand the Extensions files and renderings. However,
folders and deselect all extensions except be sure to leave some RAM for
those for: the system software. System
• CD-ROM or DVD-ROM software must dynamically
• Quicktime allocate RAM to itself when
We l c o m e t o P o s e r 4
4 Click Yes after reading the complete
ReadMe.
Poser installs into C:/Programs/Curious
Labs/Poser. If you change the drive
where you want to install Poser, be sure
to include a folder. For example, if you
install on the D: drive, your path could be
D:/Poser.
Poser 4
We l c o m e t o P o s e r 4
1
Poser 4 Overview
Poser 4 Overview
The Ground Plane
The Ground plane represents the floor of the
posing studio. This plane helps you orient the
figure in 3D space. It also helps you orient
your view of the figure. As you move the
camera, the ground plane tilts or rotates to
indicate the new orientation.
Camera Controls
The View controls let you quickly move the camera
The Camera Controls set the view of your to a preset position.
figure in the Document window. There are
two types of Camera Controls: the View The Positioning controls let you move the
controls and the Positioning controls. camera interactively. There are two sets of
positioning controls: the Camera Plane
controls and the Rotation Trackball. The
Poser 4
Camera Plane controls let you move the Light Controls
camera along specific planes. For example,
you can move the camera in only a vertical or The Light Controls let you define preset
horizontal direction. positions for the lights in your virtual studio.
With these controls you can change light
color or illuminate your figure from various
angles.
The Rotation Trackball control lets you tilt Document Display Style
and spin a camera around the studio. With this Controls
control you can move the camera to almost
any position while still keeping the figure in The Document Display Style controls let you
the center of your field of view. set the preview quality of the figure in the
Document window.
Poser 4 Overview
Editing Tools If all the Parameter Dials do not fit in the
window, use the scroll bar to slide through the
list.
The Editing Tools let you adjust the position
of the figure’s body parts to create specific
poses. Each tool moves the figure in a The Libraries Palette
different way. Using a combination of
controls, you can create an infinite number of The Libraries palette contains all the figures
poses. and props available in Poser, as well as custom
poses and light and camera settings. From this
palette, you can access sub-categories and
preview each figure or prop.
Poser 4
Animation Controls
The Animation controls let you quickly set up
animation keyframes.You can set up a pose as
a keyframe, change to a new keyframe, change
the pose, then set another keyframe. When
you play the animation, the figure appears to
move from one pose to the other.
Animation Palette
The Animation palette displays the animation
timeline and lists all the keyframes that you
have created for the figure. Use the palette to
fine tune an animation.
Poser 4 Overview
2
Poser 4 Basics
Setting Up Poser
Poser is a color application. For the best preview
display, set your display to the highest color depth
possible. To do this, use the Macintosh Monitors
control panel, the Windows Setup options, or
your video adapter control panel.
Macintosh Setup
By default, the Macintosh version of Poser is
allocated a specific amount RAM appropriate for
most systems. If you have more memory available,
increase Poser’s memory allocation to improve
application performance. To check the Setting Application
application’s memory allocation, choose the
Apple Menu> About this Macintosh in Preferences
the Finder.
Poser’s preferences dialog lets you control how
To increase Poser’s memory allocation: the application appears when it opens.
Document Preference
Use the Get Info dialog to allocate memory to Poser
on the Macintosh The Document Preference controls how the
document appears when you start Poser or
5 In the Memory Requirements section,
create a new document.You can make the
increase the Preferred Size to a level document appear as it did when you last
appropriate for your system. closed it, or in its default state.
For Poser to operate well with fully
articulated Poser people figures, it must For example, if you want to always start Poser
have at least 32 MB of RAM. However, with the Casual Woman and the ground plane
do not use all the available memory on on, you can load the woman, turn on the
your computer; leave one megabyte or Ground Plane, and set this as the preferred
more for the system. state.
If you don’t have enough RAM, you can
To set the Preferred State:
turn on virtual memory, which uses some
disk space with a cost of slower 1 In the Poser workspace, move the palettes
performance.
and controls to the positions you prefer.
Poser 4 Basics
2 Choose Edit menu> General
Preferences. The General Preference
Setting Up Your
dialog appears. Workspace
3 Click the Set Preferred State button. Your Workspace reflects the layout of the
controls and Document window.You can
To set the Factory state: customize most controls within the Workspace
can be customized to suit the way you work;
1 Enable the Launch to Factory State place controls anywhere in the Workspace and
button. store those changes for later use.
2 Click OK
As you move the cursor over the
Interface Preference Note controls, text describing the
Workspace elements appear
The Interface Preference controls how the
interface appears when you open Poser To re-position an element in the
without using an existing document. Workspace:
Poser 4
UI Memory Dots Workspace Backgrounds
The nine UI dots in the bottom-right corner The Poser Workspace background includes
of the Workspace store Workspace layouts, several stylistic elements.You can change,
Poses, and Camera positions. move, or hide the figure, and you can change
the Workspace background color.
Poser 4 Basics
To interactively set the Document Document Window Color
window size:
To improve your view of the figure, you can
• Drag the size control circle until the set the background, foreground, shadow, and
window is the desired size. ground colors of the document window.
Foreground Color
Background Color
Shadow Color
Ground Color
Poser 4
Depth Cueing Figure Tracking
Depth Cueing adds dimension to objects in Tracking is a performance enhancing feature
the Document window. Elements that are that changes the display of an object as you
farther away fade into the distance. reposition its parts. For example, if you use
Fast Tracking, a figure’s body parts display as
boxes when you’re moving them, then revert
to their display style when they stop moving,
An example of Depth Cueing with a figure in An example of Fast Tracking using a figure in Flat
Wireframe display style. Shaded display style.
To enable or disable Depth Cueing: You can use the following types of tracking in
the Document window:
• Click the Depth Cueing button on the
• Box Tracking displays figures and
bottom-left corner of the Document
objects as boxes at all times. Box Tracking
window.
is the fastest way to render objects.
• Fast Tracking displays figures and
objects as boxes only when they are being
dragged or animating.
Enabled Disabled • Full Tracking uses the display style at all
The Depth Cueing button. times. With Full Tracking, large or
complex objects render more slowly.
Poser 4 Basics
To enable a tracking mode: To choose a paper texture:
• Click one of the tracking option buttons • Choose Display menu> Paper
on the top-right corner of the Document Texture> desired texture.
window.
To clear a paper texture:
On Off
The Display Shadows option button.
Poser 4
Placing Figures and
Elements in the Sub-
Studio category
popup
The main working area of the Poser
Workspace is the studio in the Document
window. The figure that appears in the studio
is determined by the model you load from the Previews
Figures category of the Libraries palette, or
from a document or import. The Libraries
palette is the main tool you’ll use to load
figures and props.
Each category includes sub-categories. For The Libraries palette divides the available content
example, the Figures category includes the into categories. Each category palette provides
subcategories People, Animals, Poser2 figures, previews.
etc. Each sub-category contains figures to
Once you load a figure into your studio from
choose from.
the library, you can customize it and save it
back to the library for future use.
Some figures are more posable
Note than others. The People sub- To display the Libraries palette:
category of the Figures category
• Click the handle on the right side of the
give you more control over hands
screen.
and faces. Poser 2 figures have
or
less control.
Choose Windows menu> Libraries.
Poser 4 Basics
To resize the Libraries palette: To change or add an item to the studio:
• Drag the palette’s handles up or down. 1 Click the category of content (such as
Release the mouse when the palette is Figures or Props) you want to use.
the desired height.
2 Choose a sub-category from the popup.
Loading from the Libraries If you select a figure, pose, or body part,
it will replace the current figure content
Palette in the studio. If you select a prop, it will
be added to the scene.
Loading content is a matter of selecting a
category, a sub-category, and then a specific 3 Click a preview in the main body of the
item. The Libraries palette makes these palette. If the figure you want is not
selections easy. It displays categories using displayed, use the scroll bar to view
descriptive button icons and provides previews additional previews.
of each item. 4 Click the Change Figure icon at the
bottom of the palette.
To choose a category:
Move your cursor over the small dots next to a 1 Click the content category you want to
category icon to cycle through all the available use.
categories.
2 Choose a sub-category from the popup.
2 When the desired category icon appears, 3 Click the preview of the figure you want
click the mouse button. to add to the studio.
To choose a sub-category: 4 Click the Create New Figure icon at the
bottom of the palette.
• Click the arrow icon below the category
icon and choose an item from the popup.
The content within the selected category
appears in the main body of the palette. The Create New Figure icon.
Poser 4
Saving to the Libraries 4 For the Poses, Faces, Props, Lights, and
Cameras categories, you can specify parts
Palette of the scene to include or not include. To
do this, click the Select Subset button. In
In the Libraries palette, you can create your
the Hierarchy Selection list that appears,
own set of customized figures and poses,
deselect any items in the scene that you
which you can easily retrieved and use in
don’t want to include, then click OK.
other illustrations.You can save custom camera
and light configurations, poses, and figures to
the library.
Poser 4 Basics
6 A dialog appears asking if you want to
save a Single frame or a multi-frame
animation. This command permanently
Note deletes items from the library;
make sure you really want to
delete the item before accepting
the message in the warning
dialog.
To delete an item from the library: You cannot undo this delete
Note command.
1 Select the preview of the item you want
to delete. You can also delete items using the Hierarchy
2 Click the Delete from Library (-) icon at Editor. For details, refer to “Deleting
the bottom of the palette. Objects” on page 292.
Poser 4
Working in the To select a camera view:
or
Click the Select Camera popup and
choose Face Camera.
Use the Camera Controls to change the view of To switch to a hand camera:
your figure.
• Click either the Left or Right Hand
You can move the camera in any direction
Camera icons.
within the studio. However, positioning it can
be an involved process. This section outlines
how to quickly move the camera to the most
commonly used positions. For more detailed
instruction on positioning the cameras, refer
to “Changing the Studio View” on page 181.
or
The available cameras are: Main, Auxiliary, Click the Select Camera popup and
Left, Right, Top, Bottom, Front, Back, Right choose either Right Hand or Left Hand
Hand, Left Hand, Face, Posing, Dolly, and Camera.
Flyaround View.
To view the entire figure:
Poser 4 Basics
Flyaround View Previewing Your Figure
In Flyaround view, Poser places the camera on The Document Display Style determines how
a virtual track above and away from the center a figure is displayed in the Document window.
of the studio. Thus, the camera circles the Different display styles have different
entire studio, displaying all the objects within purposes. Some save on memory, while others
it from various views. This is an excellent way can be used to make positioning easier.
to see how a figure pose looks within 3D
space. To choose a display style:
To activate flyaround view: • Click one of the style icons in the Display
Style controls.
• Click the Flyaround View icon.
or or
Click the Select Camera popup and Choose Display menu> Document
choose Flyaround View. Style> desired display style.
You can quickly move between views of the Silhouette displays figures only as a cutout.
studio by saving your most commonly used
views into the Camera Memory dots. This
makes it easy to recall a view with a simple
mouse click.
Poser 4
Outline displays only the outline of the Hidden Line displays figures and objects as a
figure. mesh, but portions of the mesh not is the
cameras field of view do not display.
Poser 4 Basics
Flat Shaded displays figures and objects with Cartoon displays figures using a hand-drawn
a colored surface, where the mesh facets are style.
clearly visible.
Poser 4
Smooth Shaded displays figures and objects Texture Shaded displays figures and objects
as a smooth continuous surface. using texture mapping.
Smooth Lined displays figures and objects as All styles except Silhouette, Outline,
a smooth shaded surface, covered by black Wireframe, and Hidden Line are affected by
mesh lines. lighting changes.
Poser 4 Basics
To apply a display style to an element: Figure Properties
• Click the popup next to the Display Style
You can control several behavior options for
icons and choose Element Styles.
figures in the Figure Properties dialog.
Poser 4
Element Properties Using the Editing Tools
You can control several behavior options for Poser includes several Editing tools for
body parts in the Element Properties dialog. manipulating figures, objects, lights, and
You can rename parts, make them invisible, cameras.
and control whether they cast shadows or not.
Rotate Translate Scale Chain Group
To change options for a body part: /Pull Break
Poser 4 Basics
Selecting Body Parts Head
Poser 4
At first glance, you might not notice the To hide a figure when you have two or
affects of applying this command. This is more figures:
because the figure itself blocks the
background-pasted image. However, any 1 Click the Figure popup and choose the
changes you make—such as moving the figure figure you want to hide.
or camera—reveal the background image.
2 Choose Figure menu> Hide Figure.
To paste the figure onto the studio This command is only available when you
background: have more than one figure in the studio.
Poser 4 Basics
The display style of the ground place can be For example, if the horizon line crosses at the
the same as the document or figure, or it can center of the front figure’s chest, arrange the
have its own element display style. Using the distant figure so that the horizon crosses its
Wireframe style, the ground plane is a grid. chest at the same position. This arrangement
Using the Flat Shaded display style, the contributes to the sense that all figures have
ground plane is a solid color. When tracking their feet on the ground.
or moving, the ground plane is displayed in
Wireframe.
Head Lengths
The head lengths guide references the figure’s Figures arranged in relation to the horizon line.
height.You may want to use this guide when
body shaping. Hip-Shoulder Relationship
Horizon Line The hip to shoulder relationship shows the
alignment between the figure’s upper and
The horizon line provides a reference to the lower body. This guide helps you see the side-
studio’s horizon. When you use the x, y, and z to-side, bend, and twist in the hip, abdomen,
orbit controls to move the camera, you can and chest. To see a particular aspect, try a
see how far you’ve gone by checking the different camera view.
horizon line.
Poser 4
Vanishing Lines Restoring Default
Vanishing lines are an artistic technique for Settings
achieving realistic perspective. In Poser, the
vanishing lines guide provides a reference of You can restore the default settings for a body
the perspective.Vanishing lines are helpful part, figure, lights, or camera. Restoring the
when matching the view of the figure with lights resets their colors and positions.
the perspective in a background image. Restoring the current camera reset its scale,
position, and focal length. Restoring All resets
all figures, cameras, and lights.
• Choose Edit menu> Undo or, press • Choose Edit menu> Memorize> the
Command/Ctrl+Z. element you want to memorize. The new
setting applies only to the current file.
Not all operations can be undone.
Note
Poser 4 Basics
Printing You can import prop geometry files in DXF,
BVH, 3DMF, Wavefront OBJ, 3D Studio
The Print command sends the contents of the (Windows), and Painter3D (Detailer) formats.
Document window to your selected printer. For details on importing props, refer to
“Importing Props” on page 166.
When printing, Poser always prints to the full
page size. If you import a prop with textures,
Note place the textures in the
When in Wireframe display style Poser:Runtime:Textures folder.
Note with a black background, Poser
automatically inverts the colors to
If you import a Poser document that contains
more than one figure or prop, Poser imports
prevent printing a large black
all of them.
background.
To import a file:
Importable file formats include PICT The exported image includes the highlighted
(Macintosh), TIF, JPEG, and BMP files for body part and any currently displayed guides.
backgrounds or surface materials.You can If you don’t want to export these, deselect the
import saved Poser documents for figures and figure and hide the guides before exporting.
props. And you can import QuickTime
(Macintosh), MetaStream,VRML, and AVI
(Windows) files for background footage in
animations.
Poser 4
You can export the geometry contents of a not want to be included in the export,
Poser file in other formats, which you can then click OK.
transfer to a 3D graphics program.Transferable
formats are: OBJ, 3D Studio, Detailer, DXF,
RIB, Wavefront, 3DMF, and VRML/H-Anim
formats.
To export a file:
Poser 4 Basics
To save a Poser file under a different
name:
Poser 4
Poser 4 Basics
3
Tutorial
Welcome
Welcome to the Poser 4 tutorial. This tutorial is
designed to introduce all the major features and
functions in Poser. Its main goal is to teach you
the techniques you need to know to create
realistic poses and animations.
The following set of lessons is designed to 1 Select either the Rotation Tool or
help you learn the basic operations in Poser 4. Translate Pull Tool.
They cover topics such as setting up your
workspace and working with posing tools.
Lesson 1: Setting Up a
The Rotation and Pull tool are the most commonly
Default Workspace used posing tools.
When you first open Poser 4, you see the 2 Click any part of the figure in the
palettes and toolbars in their default Document Window.
position.You can change these positions, hide The selected part appears outlined in red.
elements, and save the new positions as a
Preferred State. The new arrangement appears
the next time you open the application.
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To set up an new default figure: 3 Click the sub-category menu and choose
People.
1 Choose Windows menu> Libraries.
4 Drag the scroll bar on the right side of
The Libraries palette appears. From top the Library palette until the Casual
to bottom the Library categories are: Woman appears. All Library Entries are
Figures, Poses, Faces, Hair, Hands, Props, listed in alphabetical order.
Lights and Cameras.
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You should now see a bald woman 3 Click the fourth dot from the top to
wearing casual clothing in your display the Hair Library.
document window.
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Once the figure is loaded into Poser, you perspective. Isometric cameras (such as From
should set it as your Default Figure so Top, From Left, etc.) have no perspective.
that it loads every time you open Poser or When you view figures using Isometric
create a new document.You can also save cameras you won’t be able to rotate around
any changes you made to tools positions the studio.
or the Document window.
Each camera has its own center; it centers on
To make your new figure the default: and rotates around an object. For example, the
Right Hand camera rotates around the Right
1 Choose Edit> General Preferences. Hand, and the Face camera rotates around the
face. Both cameras face the center directly
The Preferences dialog appears.
unless you intentionally redirect them.
2 Enable the Launch to Preferred State
option in the Document Preferences Refer to “Cameras” on page 177 for more on
section of the dialog. cameras.
3 Enable the Use Previous State option In this lesson you’ll explore the posing studio
under the Interface Preferences section. using the various cameras.
4 Click the Set Preferred State button.
To view your figure using the Main
This saves the current document to the camera:
Preferences.
5 Click OK. 1 Hold down the Command/Ctrl-M. The
view switches to the Main Camera.
Poser loads even faster if you save an empty
document as the Preferred State.
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2 Move your cursor over the Trackball in To link a camera to an object:
the Camera Controls palette.
1 Make sure that the Main camera is the
currently selected object.
Check Current Element menus beneath
the Document Window. It should list
Figure 1 and Main Camera. If not, click
the menu and select the Main Camera.
2 Choose Object menu> Point At.
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down until the camera moves behind the 3 Click OK.
figure.
No matter where you move the camera, 4 Press Command/Ctrl-T to switch to the
the Head remains in the view. Top camera.
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window. Do not click directly on the Main camera. The Main camera returns
body or you will alter the pose. to the same position.
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To view the figure using the Top 2 Set the Top camera Scale Parameter Dial
camera: to 400% or more to get a wide view of
the Poser 4 studio.
1 Press Command/Ctrl-T to switch to the
Top camera.
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Lesson 3: Tracking Lesson 4: Document
Modes Display Styles
A tracking mode determines how the figure Document Display Styles in Poser have special
looks as you move it. Fast Tracking mode purposes for artists, animators, and hobbyists.
displays the figure as boxes during movement.
Full Tracking displays a fully rendered figure In this lesson you’ll explore different styles by
during movement. applying them to your figure.
Tracking modes help you overcome the To apply the Silhouette style:
limitations of your computer’s processing
speed when posing. Faster computers can 1 Choose File menu> New.
display better tracking, while slower machines 2 Press Shift-Command/Ctrl-X to switch
benefit from less complex modes. to Fast Tracking.
In this lesson you’ll learn how to choose a 3 Press Command/Ctrl-1 to switch to
tracking mode. Silhouette style.
From the top to bottom they are: Box A figure using the Silhouette style.
Tracking, Fast Tracking, and Full
Tracking. The Silhouette style is useful for creating
masks of rendered figures, which can be
2 Click each of the mode icons and adjust
used in programss like Corel Painter.
the figure’s pose. Observe how different
modes affect response time.
3 Use the mode that doesn’t slow down
your computer’s response time.
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To switch to Outline style: Wireframe Mode lets you see the
movement in a figure’s mesh.
• Press Command/Ctrl-2 to switch to For power users, it’s an excellent style for
Outline style. watching how Morph Targets and Joint
Parameters interact, especially on custom
figures.
To switch to the Wireframe style: A figure using the Hidden Line style.
• Press Command/Ctrl-3 to switch to Hidden Line shows only the camera side
Wireframe style. of the mesh. Use this mode to see a
simplified view of mesh movement.
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To switch to Lit Wireframe style: Flat Sided shows all facets of the mesh in
a rendered style.This style is slightly faster
• Press Command/Ctrl-5 to switch to Lit than Smooth Shaded.
Wirefame.
To apply the Smooth Shaded style:
To switch to Flat Shaded style: A figure using the Smooth Shaded style.
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To apply the Texture Shaded style: These styles produce color shaded
representations of a model with a mesh
• Press Command/Ctrl-9 to switch to wireframe overlaid on the surface.
Texture Shaded. In addition to being able to see the mesh,
these styles can be are useful to those
adept at creating custom texture maps for
their models.
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Working with Lights
Lights are one of the most necessary and least
understood part of any 3D Program. Often
they’re difficult to use. Poser’s remedy is a
unique Light Controls palette that lets you
intuitively manipulate lights.
1 On the Light Controls palette, select the The selected light is deleted.
circle for the light you want to delete. 3 Select another light and repeat step 2.
4 Select the remaining light.
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5 Drag over the control from left to right. To add a spotlight:
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4 Set the Light Intensity slider to You now have a new spotlight, you can
approximately 75%, or the middle of the control how it behaves by applying the Point
slider. At function to it.
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rotate around the center of the studio. 2 Select the Right Shoulder in the
Spotlights rotate around the center of the Document window.
light object.
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The whole right arm should now be at The left arm should be at the figure’s side.
the figure’s side.
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To pose using the Rotate tool: 4 Place the cursor directly over the selected
forearm and drag to the right until it is
1 First, switch to the From Left camera by extended in front of the figure.
pressing Command/Ctrl-( ; ). This makes
rotating easier.
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6 Select the Left Forearm with the Rotate 8 Place the cursor to the left of the figure
tool. and drag up. The Forearm follows.
The selected Left Forearm. Drag up until the forearm is in the position shown.
7 Place your cursor behind the figure and Now you have used two methods of working
drag to the left. with the Rotate Tool.You can use the tool
directly on the selected part, or you can drag
The Forearm bends up.
the tool across the workspace and the part will
follow. This is true of all four main Posing
tools: Rotate, Twist, Translate/Pull and
Translate In/Out.
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To use the Twist tool: 4 Click and hold the highlighted circle; it
turns red.
1 First, press Command/Ctrl-M to switch
back to the Main Camera.
The figure shown through the Main Camera. 5 Move your cursor to the left side of the
Document window and to the right until
2 Select the Twist tool. you see the figure at a three quarter face.
Check the yRotate dial value. It should
be at about 45 degrees.
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6 Select the Hips with the Twist tool. The Twist dial should be near -16
degrees.
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3 In the Document window, select the another to determine movement. for
Hips. example, when the Thigh moves, the shin
follows.You can turn IK on and off
depending on your needs. Refer to
“Inverse Kinematics” on page 111 for a
complete discussion of IK.
5 With the Hips selected, lower the figure
so that its toes touch the Ground plane.
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7 Pull the Forearm to the right, then up A chain break icon appears over every
and down. chain break in the figure.
Next you’ll explore assigning chain breaks. 2 Click on each Collar to assign a chain
break.
To assign chain breaks:
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4 Choose Figure menu> Use Inverse The Right Foot and leg move away from
Kinematics> Left Leg then choose you.
Right Leg. IK is turned off when there
is no checkmark next to a menu item.
5 Now, try assigning chain breaks to the
legs.
Next, you’ll explore using the Translate
In/Out tool.
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IK is enabled when a checkmark appears You’ll use the tools as well as the Symmetrical
next to a menu item. command to quickly set-up the pose. Keep in
When you enable IK, any chain breaks mind that although the human body looks
you assign to the arms are deleted. IK on symmetrical, it’s rarely positioned in a
the Arms doesn’t affect the Collar chain symmetrical manner. Even a very symmetrical
breaks you assigned earlier. pose like placing both hands on your hips may
not look entirely natural if you just reverse the
8 Select the Chest again and drag down. values from left and right. That’s why you’ll
With IK turned on, the Hands resist also use the tools to set up a more natural
movement when you translate a body position for the figure’s limbs.
part that affects them. It appears as if they
are holding onto something. Posing using the Posing Tools can be
somewhat imprecise for the new user; you
may want to use the Parameter Dials to
reposition body parts. The Parameter Dial
values used in the pose are listed so you can
duplicate it using only the dials.
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5 Assign a Chain Break to the Chest. The Right Shoulder’s Twist parameter
should be set at approximately 45°.
The new Chain Break on the figure. 5 Select the Right Forearm and drag right.
To position the right arm: The Twist dial should be at 14°.
4 Drag right so that the arm twists to 45°. 6 Select the Right Collar and drag right.
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The Twist dial should be at 25°. 12 Set the Side-Side dial to 5°.
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16 Set Bend to 25°. To apply the right arm pose to the left
arm:
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3 Drag left so that the figure appears to be 8 Drag left so that the Twist dial reads -10°.
placing its weight on the left leg.
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Lesson 2: Adding Poses 3 Click the Sub-Category menu and
choose Add New Category.
to the Pose Library
Once you create a Pose, you can add it to the
library for future use. For easy access, you’ll
also create a new category for your custom
poses.
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8 Press the Enter. Lesson 3: Posing Faces
Facial Expressions are created using Morph
Targets. These targets alter the shape of the
polygon mesh that makes up the figure.
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6 Apply each expression preset by double-
clicking on the library thumbnail.
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Keep in mind that dials such as Smile
affect primarily the upper lip, as opposed
to the Frown dial which affects the lower
lip. Slightly fewer dials apply to the
brows—three for each.
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In true WYSIWYG fashion, what you
see in the document window is exactly
what is produced.
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3 The Choose Actor dialog appears. 7 Use the Move X and Y tool to adjust the
elevation of the camera.
4 Select the Teacher figure’s Head element
from the list, then click OK.
5 Use the Scale Parameter dial to rescale the
camera so that both figures fill the screen.
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Render Options dialog (Command/Ctrl- At any time while working with these
Y) and render the file once more. tutorial, feel free to experiment. Each section
overlaps and explores different features, as well
as different aspects of the same features. This
allows you to develop a well rounded
understanding of how to accomplish desired
effects.
Character Creation
and Animation
Lesson 1: Creating a
Clown from Scratch
The final render.
Use of props and texture maps are essential to
There is no set rule of what makes a good
creating a good character. This lesson walks
render. Success is subjective. Poser can
you through the processes of scaling body
produce varied results using its custom
parts, applying props, and texture mapping to
rendering engine. Try exploring other
create a basic clown figure from scratch.
rendering options using this file and other
personal files. You’ll also animate your clown and place him
in a scene to interact with props and other
figures.
Advanced Tutorials
To select a base figure:
The following tutorials are designed to be
both challenging and rewarding. Do not plan 1 Click the Figures icon on the Libraries
on completing these tutorials quickly; work palette
methodically so that you become comfortable
exercising Poser’s most powerful features. The default People sub-category appears.
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2 Double-click the Business Man 3 Click a body part and choose white from
thumbnail to load the figure. the palette that appears.
4 Make all the parts of the figure, including
the clothing, white.
Some of the smaller parts of the figure
(such as Brows, Lashes, Shoes, Lips) may
be difficult to color quickly. Try using the
Face, or Hand cameras to get better views
of these areas.
The Business Man displayed using the Smooth To apply a texture map:
Shaded Document style.
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4 Click the Load button in the Texture 2 Select the Prop Types category.
Map section of the dialog.
3 Double-click the Ball thumbnail to load
An Open dialog appears. the Ball object.
5 Locate the file
Tutorial: CLOWN01, and click Open.
6 Click OK in the Surface Materials dialog.
7 Click the Texture Shaded icon to see the
new texture.
To add a prop:
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2 Click the Translate/Pull tool. 5 Use the Translate/Pull tool to move the
ball over the clown’s nose.
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The dialog shows a visual list of all the 3 Make sure the frame counter is set to 1 of
objects in your scene. 30.
2 Click Head in the list and click OK. 4 Press Command/Ctrl-M to switch to the
3 Press Command/Ctrl-M to switch to the Main camera.
Main camera.
4 Review your work from several angles.
5 Save the clown to the Figure library in
the Libraries palette. Refer to “Lesson 2:
Adding Poses to the Pose Library” on
page 81 for instructions.
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8 Set the Bend value to -78°. 12 Click the Translate/Pull tool.
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Adding Keyframes 3 Choose Figure menu> Symmetry>
Swap Right and Left.
Once you have a starting point, you’ll create The figure’s left foot moves back and the
an action by changing the pose over time and right foot moves forward.
saving the changes as keyframes. A keyframe
stores a point in time where action occurs.
Here you’ll store changes in foot positions as
keyframes to create a walking motion. Refer
to “Adding and Deleting Keyframes” on
page 213 for more on setting up keyframes.
To add frames:
The clown viewed from the Main camera. 5 Move the Scrubber to Frame 15.
2 In the Animation controls, drag the small 6 Click the Add Keyframe (+) button to
triangle (called the Scrubber) to Frame insert a keyframe.
16.
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
The Scrubber at Frame 16. motion.
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To edit frames:
Scroll bar
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5 Click the close box in the upper-left 3 Click the sub-category menu and choose
corner of the dialog. Walk Designer.
6 In the Animation controls, move the 4 Click the Add to Library (+) icon.
Scrubber to Frame 30.
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7 Your animation is saved as a 30 frame The default figure is replaced with the
preset in the Walk Designer category. clown.
1 Choose File menu> New to start with A new Walk Path in the Document window.
an empty file.
5 Make sure the Scrubber in the Animation
2 Open the Libraries palette and click the Controls is at Frame 1.
Figures icon.
6 Open the Libraries palette and click the
3 Double-click the clown figure you saved Pose icon.
earlier.
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7 Click the sub-category menu and choose
Tutorial.
8 Double-click the Clown-Start pose to
apply it to the clown.
The Clown Start pose in the Library. The clown viewed from the top.
9 Display the Animation palette. 13 Set Scale to 400%.You should able to see
the entire scene.
10 Move the Scrubber to Frame 30.
11 In the Libraries palette, double-click the
Clown Finish pose to apply it.
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The path has several small white squares Make sure the red figure ring appears
along the gray walk path called nodes. 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.
Place the clown over the end of the gray
path.
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To set up a walk in the Walk Designer: The Apply Walk dialog appears.
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7 Once all parameters in the Walk Designer Next, you’ll set up an animated expression for
are set, click OK. the clown.
8 Click Done to close the Walk Designer. To set up an animated expression:
The new walk is applied to the clown.
1 Click the Edit Keyframe button on the
9 Save the file with the name:
Animation controls.
CLOWN-ANI.
Lesson 4: Keyframe
Editing
The Edit Keyframes button.
So far, you’ve created a waddling clown that
appears to fall over something invisible at the The Animation palette appears.
end of the Walk Path. There are two missing
elements: the object the clown fell over, and
2 Click the Head label on the left side of
the cause of his fall. By editing the animation the dialog.
and adding props, you can create the story
behind the clown’s actions.
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4 While still pressing the mouse button, 9 Open Libraries palette.
drag up one line to include the Neck
10 Click the Faces icon at the top of the
frames in your selection.
palette.
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A new figure appears in the document 5 Click the Box Tracking icon.
window.
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4 Divide the Twist value in half and reset
the Twist dial.
This creates the starting pose for the
clown’s head.
5 Select the clown figure’s Neck.
6 Use Twist to align the Neck so that the
clown’s face is looking at the Trapeze
Artist figure
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To align the figure’s body: 8 Use the Twist dial to align the clown’s
chest so that its Head faces the Trapeze
1 Click the Edit Keyframe button to open Artist.
the Animation palette.
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To add a prop:
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To add an animation to your scene: 7 Click the Clown Flop pose.
Lesson 6: Setting
Animated Cameras and
Test Rendering
The Poses category dot.
In this lesson you’ll use the Dolly camera (the
6 Click the sub-category menu and choose only free floating camera in Poser) to render
Tutorial. the scene.You could use any camera to render,
the Main, Auxiliary, Posing, and Head cameras
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are all good choices for rendering. However,
the advantage of the Dolly camera is that it
stays true to its own center, making it useful
for animations.
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Lesson 7: Final Render
After one or more test renders, you’re ready to
start the final rendering.
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4
Posing
Posing works differently This is how the Editing Tools work in Poser.
Note depending on the models you
Drag any part, and connected parts follow.
Not only do the parts move, but they bend
use. You have more control over
and twist as you would expect.
the hands and face of the newer
Poser People category models.
Poser 2 models have fewer
controls.
Posing
Inverse Kinematics IK uses the same kind of dependency, but in
reverse. The extremity moves, and IK
Poser’s Inverse Kinematics (IK) features help determines how the objects joined to it (closer
you achieve realistic poses and natural motion to the root) must respond to support the new
in animations. The term may sound placement. For example, if someone was to
intimidating, but IK is easy to use and grab your hand and push, your arm would
understand. automatically bend at the elbow, while your
shoulder would stay fixed in position.
The effects of IK are most apparent when
using the Editing Tools.Translate the hip—the Poser supports IK for the legs and arms.When
legs bend to accommodate the new hip IK is turned on, you can translate the hands
position without changing the foot position. and feet and achieve appropriate arm and leg
Translate a foot—the hips and other leg stay positions automatically.
fixed in position.
When IK is turned on for the arms or legs,
The behavior of the arms under IK is similar. the hands and feet have targets to indicate the
If you place a figure’s hands against an end of the chain. When the hands or feet are
imaginary wall, moving the hip toward the moved, the target moves—it is reset to a new
wall causes the arms to bend. The arms bend position. When you move any other body
while the hands remain fixed in position. part, the targets remain fixed and the arms and
legs reach for their targets. Once the target is
If you enable IK on a pose created with IK reached, the end of the chain is fixed, and the
turned off, the rules of IK can force the pose other parts must bend to accommodate the
to change. hand or foot position. For example, a foot
reaches its target and the knee bends.
Understanding IK
Kinematics is the study of motion, velocity,
rotation, and position. In terms of jointed
structures, like an arm or leg, forward
kinematics can be used to calculate how
actions at the root of the structure determine
the position and rotation of those at the end.
For example, by raising your arm, the hand at
the end of it is automatically translated to a
new position and rotation. If you know the
angle the arm raises, you can calculate the
new position of the hand.
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To work effectively with IK, note the
following:
Posing
Limiting Motion each is considered an object or element. This
is also true for the animal models. No matter
how many legs an animal has, each leg is
The Use Limits option keeps body parts
connected by joints which bend and extend.
within a natural range of motion. This feature
does not apply to parts affected by IK.
Selecting Parts
What is considered natural differs among
individuals. Poser’s default limits are a rough You can select a part to pose in one of the
guideline, and may not look right to you.You following ways:
can customize the range of motion by setting
the Use Limits maximum and minimum. • Click on the part in the studio.
• Use the Current Element pop-up
In some cases, Use Limits may prevent you
beneath the Document window.
from posing a part where you want it. Keep
this in mind when you modify Use Limits. • Select the part from the Hierarchy Editor.
For details on, refer to “Selecting
To turn Use Limits on or off: Objects” on page 292.
Posing a Figure
Posing Body Parts
The easiest way to pose your figure is to
Like the human body, Poser figures are made choose one of the Editing Tools, select a body
of body parts connected by joints.You part, and drag the mouse to move the part.
manipulate the separate body parts to pose a How the part moves depends on which part it
figure. Because body parts are independent, is, the tool you use, and the direction you
drag. It also depends on whether Inverse
Kinematics (IK) is enabled. IK is a special
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posing feature that assists you in achieving • Select the Figure Ring surrounding your
realistic poses and natural animated actions figure and drag. The ring is highlighted
more easily. Refer to “Inverse Kinematics” on when selected, so you can tell you are
page 111 for more information. editing the whole figure.
Only one body part can be selected at a time. While you use a tool in the Document
The selected part is highlighted on the figure window, the cursor changes to a
and listed at the bottom of the Document representation of the selected tool. This allows
window. Always confirm which part is you to keep track of how you’re moving a
selected before using a tool on it. figure (such as rotating or twisting).
Posing
Rotate Tool
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Rotating the Entire Figure
When you drag the Rotate tool, the figure
turns in three dimensions.
Original position.
Posing
Rotation on the X Axis Rotation on the Z Axis
Drag down from the center of the window to Drag in a circle from a corner of the window
rotate the figure face down. to turn a figure on its side.
Drag down to rotate on the x axis. Drag in an arc to rotate on the z axis.
Drag left or right to rotate on the y axis. Drag at an angle to rotate on several axes.
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Twist Tool The axis of the head, neck, and trunk is in line
with the spine. The axis of a part in an arm or
leg is in line with its length.
Posing
Twisting the Entire Figure Translate/Pull Tool
When you drag the Twist tool, the figure
rotates around its own axis. Drag laterally,
regardless of which way the figure is leaning.
Translate/Pull moves the selected part or
figure vertically or laterally (in the x and y
dimensions), depending on how you drag.
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Translate In/Out Tool Chain Break Tool
Translate In/Out tool moves the selected part A chain break placed on a body part ends the
or figure in the z dimension—toward or away chain of parts affected by the Translate tools.
from the camera.
Posing
broken. A Chain Break icon appears on When you select the Figure Ring, the
any affected parts. Parameter Dials affect the entire figure.
• Choose the Chain Break tool and click 1 Select the part you want to adjust.
on the chain break you want removed.
2 Select the dial for the parameter you want
to adjust, and drag it to the right or left.
You cannot remove the chain
Note break at the hip. If not all Parameter Dials appear
Note in your window, drag the handle
Scrollbar
Dial
Current Value
Parameter Dials.
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To set a Parameter Dial’s properties:
Posing
Turn
The Turn dial appears for the feet only,
rotating them outward or inward. Turning
both feet in makes a figure pigeon-toed.
Front-to-Back
Front-to-Back is used with the shoulders and
collars. It rotates them forward or back,
perpendicular to their major axis.
xRotate
xRotate rotates a figure around the x axis at
the figure’s hip. Drag the dial to the right to
rotate the figure face down.
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zRotate Symmetry
zRotate rotates a figure around the z axis. The Symmetry command allows you to copy
Drag the dial to the right to lean a figure to pose characteristics from one side of the body
the right. to the other. This is a great time saver. Pose
one arm or leg, then use symmetry to
immediately put the other arm or leg in a
matching pose.
yTran
yTran moves a figure vertically (in the y
dimension). Drag the dial to the right to move
a figure up in the window.
zTran
zTran moves a figure toward or away from you
(in the z dimension). Drag the dial to the right
to move a figure toward you. Use Symmetry: Swap Right and Left to mirror the
pose.
Posing
You can apply symmetry to both the arm and Copying and Pasting
the leg (Left to Right or Right to Left), or just
the arm or just the leg.You can also use Poser’s Copy and Paste feature lets you copy a
Symmetry to straighten the torso. pose from one body part and paste it onto
another, or from one figure to another.
To apply symmetry:
Drop to Floor
In this example, the Shoulder’s pose was copied to
the Abdomen.
You can place a figure in any position, such as
a mid-air leap. There’s nothing wrong with
having your figure in the air, but if a floating
figure doesn’t match your plans for the image,
you can bring a figure to the studio floor with
the Drop to Floor command.
To display the floor: Here, the man’s pose was copied to the female
figure.
• Choose Display menu> Guides>
Ground Plane. You can even copy a pose from one type of
body part to a different type of part. For
example, you could copy a twisted arm and
paste it onto a shin, to achieve the same
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amount of twist. However, note that all To change a body part’s properties:
parameters from the copied body part are
pasted to the new body part, so the results 1 Select the part you want to work with.
may not be ideal.
2 Double-click the part or choose Object
menu> Properties. The Properties
To copy and paste a pose to another
dialog appears.
body part:
Posing
About Bending The Left and Right Hand Cameras use the
hand as their center of rotation, making it
All body parts are separate elements, or easier to create precise hand poses.
objects. As you change their positions, Poser
tries to maintain the continuity of the body as
a whole. The arm should connect to the body
smoothly, and so on for every transition
between parts.
When rendering an image created with the Use the same Editing Tools to pose a hand as
Bend option disabled, parts may appear you use on the rest of the body. The hand’s
disjointed. This may be useful for special fingers are body parts just like an arm or leg;
effects, such as creating a robotic form. once you select them, you can rotate, twist, or
position fingers just like any other body part.
Poser4
Using Parameter Dials on Using the Hand Model
Hands
The Left and Right Hand models are designed
When you select the main potion of a hand— specifically for posing hands. These models
labeled Left/Right Hand in the Current appears as disembodied hands floating in 3D
Elements menu—a special set of hand space.
Parameter Dials appear. These dials let you
quickly refine hand poses.
Grasp
This dial lets you control the severity of the
clench of the hand. The higher the value, the
more closed the hand appears. Higher values
create a fist.
Thumb
The Hand model.
This dial lets you control the position of the
upper thumb. Higher values move the thumb Hand models are ideal for creating a library of
in, toward the rest of the hand; lower values hand poses you can reuse on other figures.
move it away from the hand.You can position When you save a posed Hand model to the
the rest of the thumb (the tip and middle of library, only the hand appears in the preview.
the thumb) separately by selecting them.
To access a Hand model:
Spread
1 Display the Libraries palette by clicking
The Spread dial controls the amount of space its handle on the right side of the screen.
between the fingers. Higher values spread the 2 Select the Figures category.
hand out, while lower values push the fingers
together. 3 Click the pop-up and choose the
Additional Figures sub-category.
4 Double-click either the Left or Right
Hand model.
Posing
Using Preset Hands Posing Faces
When you’re done posing a hand, you can Poser’s People figures have fully articulated
save it as a preset hand pose in the Libraries faces, meaning you can position facial muscles
palette. Hand poses are saved the same way a such as mouth, eyebrows, cheeks and eyes to
figure pose is saved. create different facial expressions.You’ll use
the Parameter Dials to pose faces.
Preset hands include Basic Hands
Note and Poser 2 Fig Hands. You can Only the People sub-category of
Poser4
Using the Parameter Mouth O
Dials When the Mouth O dial is set to 1, the lips
are in position to produce the O sound.
The normal range of the facial Parameter Positive values pucker the lips. Negative values
Dials is 0 to 1. This range represents the stretch out the lips.
normal range of motion of the face and
produces realistic expressions.Values above 1
produce an exaggerated pose, like a wide
gaping mouth.Values below 0 (that is, negative
values) produce the opposite effect of the
parameter. For example. a negative Frown
value produces a slight smile.
Mouth Parameters
The Mouth O dial in use.
These dials controls a figure’s mouth and
tongue. Together the dials control most of the Mouth F
muscles in the lower face.
When the Mouth F dial is set to 1, the lips are
OpenLips in position to produce the F sound. Using
positive values, the lower lip tucks up under
Controls the distance between lips. Positive the upper teeth. With negative values, the
values spread the lips. Negative values move lower lip juts out.
them closer together.
Mouth M
Smile
When the Mouth M dial is set to 1, the lips
Positive smile values raise the corners of the are in position to produce the M sound. A
mouth and close the eyes slightly. Negative positive value presses the lips together. A
value produce the opposite effect. negative value spreads out the lips.
Frown
Positive values drop the corners of the mouth.
Negative values produce a slight smile.
Posing
Tongue T Left/Right Brow Up
When the Tongue T dial is set to 1, the tongue Positive values lift the inner brow (that is, the
and mouth are in position to produce the T part of the brow closest to the nose) up.
sound. Positive values press the teeth together Negative values lower the inner brow,
and moves the lower lip down, opening the producing an angry look.
mouth. Negative values close the mouth and
pull the lips together. Worry Left/Right
Positive values move the inner brow up and
the outer brow down. Negative values have
the opposite effect.
Tongue L
When the Tongue L dial is set to 1, the tongue The Worry dials in use.
and mouth are in position to produce the L
sound. Using positive values, the mouth opens Blink
and the tip of the tongue tucks in behind the
front teeth. A negative value closes the lips. When the Blink dial is set to 1, the eye is
completely closed. At 0 the eye is completely
Eyebrow Parameters open. Negative values produce extremely
open eyes, producing a horrified look.
This set of Parameter Dials control the
position of the eyebrows and eyelids. The Posing Eyes
Eyebrow parameters control most of the
muscles in the upper half of the face. You can pose the eyes within a face just like
any other body part; select them using the
Left/Right Brow Down Editing Tools and position them using the
Parameter Dials. Eyes also appear on the
Positive values lower the brow down in a Current Elements pop-up menu.
straight line. Negative values curves the brow
up.
Poser4
Character Morphs RoundNose: a higher value makes a rounder
nose.
The following morph target Parameter Dials
are available with the Character models: SquareFace: a higher value makes a more
square-shaped face.
Brow: a higher value pushes the eyebrows
out. Faces and Phonemes
BumpNose: a higher value creates a bump A phoneme is a linguistic term for the position
on the bridge of the nose of the lips, teeth, and tongue as they make
sounds. To produce certain letter sounds, the
Cheeks: a higher value makes the cheekbones
mouth and tongue must be in specific
more pronounced.
positions. For example, to produce the letter A
Chin: a higher value makes a more sound, the mouth is open, and the tongue is
pronounced chin. behind the lower teeth. A series of phonemes
strung together produce speech.
EyeRoundness: a higher value makes the
eyes more round. B
Posing
In Poser, you can create the appearance of All the same Editing Tools and Parameter
phonemes to create realistic facial animations, Dials you use on figures also work on animal
simulating speech. This is useful when you models. The Current Figure menu, at the
attach sound to figure. By setting up different bottom-left of the Document window, lists all
animation frames with different phonemes the parts that make up the animal.
you synchronize the face to the sound.
Poser4
When you click an animal model’s head, a set
of special Parameter Dials appear that control
Locking Objects
all the posable parts of the head. Each model You can lock body parts or an entire figure, so
has different morph target parameters. To find that the editing tools and parameter dials don’t
out which parameters are posable, click on the affect it. This feature is helpful when you want
head. to protect a pose while you work on the rest
of the figure
You can aim body parts directly at other 1 Click the Current Element pop-up and
figures, body part, or props using the Point At choose the figure or element you want to
command.You may find this feature handy, for lock.
example, to illustrate a figure following her
hand with her eyes. 2 Choose Object menu> Lock Actor.
The actor is locked when this menu item
To point a body part directly at an is checked.
object:
When a body part is locked, you can still
1 In the Current Element popup, select the manipulate other parts and the figure. If you
element you want to point. lock an entire figure, you can still manipulate
its parts, but the figure itself cannot be moved.
2 Choose Obejct menu> Point At. A
scene selection dialog appears.
3 In the list of objects, click to select the Auto Balance and
figure, body part, or prop you want to
point the element at, then click OK.
Posing
The element points at the object, and a The Auto Balance feature is a valuable tool for
Point At Parameter Dial appears for the creating realistic poses. When Auto Balance is
element.You can adjust this parameter as enabled, Poser calculates the mathematical
needed. At 1, the element is pointed “weight” for a figure and then maintains it. In
completely at the object. At 0, the the following example, there is more weight
element is not pointed at the object. in the figure’s hip or center portion than in
the upper torso.
To disable the pointing of a body part:
3 As you pose a figure, Auto Balance adjusts
1 In the Current Element popup, select the body parts to maintain the original
body part that is pointing. weight distribution. This results in more
2 Choose Obejct menu> Point At.
3 In the dialog that appears, click None.
Posing
natural looking poses, without requiring Saving Poses in the
several position adjustments.
Libraries Palette
When a pose is saved in the Libraries palette,
all the parameters are saved.
Poser4
• If you select the Single frame option, To recall a stored position:
the current pose is saved.
• If you select the Multi-frame • Click on a memory dot. The figure
animation option, you can specify a moves to the stored pose.
range of frames to save.
Choose either Single frame or Multi- Using Poses from the
frame animation from the dialog and click Libraries Palette
OK.
When you use a single frame pose from the
A rendering of the pose appears in the
Libraries palette, Poser applies it to the current
Libraries palette. If you saved a multi-frame
frame.
animation, the number of frames appears in
the Library preview. When you use an animation from the library,
Poser applies it to a series of frames, beginning
Using the Pose Memory with the current frame, and extends the full
length of the applied multi-frame pose. Make
Dots sure you have enough frames ahead to
accommodate the multi-frame pose.
Use the Pose Memory Dots to store a figure’s Otherwise, Poser automatically extends the
position during a session.You can store up to length of the animation to accommodate the
nine different poses. Memory dots are saved poses.
with the file, so your figure positions are
available the next time you open the file. To load poses from the Libraries
palette:
To save a figure position to a memory
dot: 1 To display the Libraries palette, click its
handle on the right side of the screen.
1 Set up a figure pose.
2 Click the Poses category button. If the
2 Click the pop-up menu above the button is not visible, move the cursor over
memory dots and choose Pose Dots. the category dots at the top of the palette
3 Click an empty memory dot. The figure until the Poses icon appears.
position is stored into the dot you clicked. 3 Click the sub-category pop-up and
choose the type of pose set you want to
apply.
Full Memory If you want to apply an animated pose to
Empty Memory Dot
your figure, use the Animation Sets sub-
category.
Use the Pose Dots to save poses. 4 Double-click the preview of the pose you
want to use.
Posing
5
Body Shaping
Poser lets you shape the body any way you like.
Poser 4 includes several features for body
shaping.You can select from a library of
General
morph targets to reshape any body part.You Characteristics
can create your own morph targets using the
deformer tools. The Grouping tool lets you Selecting Figures from
target specific sections of elements and props.
the Library
With the Scale tool, you can scale the body or
its parts in one, two, or all three dimensions. The Figures category of the Libraries palette
Scaling all three dimensions maintains the provides many figures to work with, including
body or object’s proportions. Scaling in one or various types of males, females, children,
two dimensions changes the actual shape. For skeletons, stick figures, and animals.
example, increasing the height scale makes a
figure taller. Increasing only the width and Poser figures are divided into different
depth can make a figure stout—even rotund. categories of older and newer Poser models.
You can create exaggerated body types. Examples of the skeleton, stick figure and Poser 2
models.
With the Taper tool, you can taper parts of the
body so they make smooth transitions. Models in the Poser 2 figure category are
available in high resolution and low resolution
You can customize figures by replacing body versions. Low resolution models use less
parts with props you’ve imported into your memory and display more quickly, while high
scene.You can also attach a prop to a figure, resolution models offer better detail. High
such as a sword or a pair of wings. resolution models have the word “Hi” in their
titles and low resolution models have “Lo”.
As you create new bodies, you can save them
to the Figures category in the Libraries palette.
The library is the easiest way to store and
retrieve body shapes.
Body Shaping
Newer Poser models are more detailed and the Figures icon appears, then click the
have fully articulated hands and faces. The mouse button.
Animals category also contains fully
3 Click the sub-category popup menu and
articulated animal models.
choose the sub-category of figures you
want to use.
4 Double-click the preview of the figure
you want to use.
Genitalia
The male nude model is anatomically correct.
To turn display of his genitals on or off,
choose Figure menu> Genitalia.
Some of the People and Animal figures.
Poser 4
To change a figure’s color: Using the Shaping Tools
1 Click to select the Color tool, then click
The easiest way to shape a part is to choose
the figure whose color you want to the Scale or Taper tool, click on the element
change. you wish to adjust, and simply drag it. For
2 Drag the dropper icon over the color more precise control in each dimension, use
picker that appears. Release the mouse the Parameter Dials.
button when you select the desired color.
Scale
Shaping Individual
Body Parts
Shaping individual parts can significantly
change the appearance of the body. Enlarge Drag in (toward the selected element) to
the abdomen to give the model a big belly. reduce the scale. Drag out (away from the
Stretch the head wider to give the model a element) to increase the scale.
broad face.
• You scale the three dimensions to varying
degrees, depending on how you drag.
Drag laterally to scale width and depth (x
and z dimensions). Drag vertically to scale
height (y dimension).
• To scale proportionally in all three
dimensions, hold down the Shift key as
you drag.
Body Shaping
Taper xScale
xScale adjusts the width scale (x dimension).
Drag the dial to the right to increase the scale
in this dimension.
Poser 4
To apply symmetry: Body Size and Uniform
1 Choose Figure menu> Symmetry> Scaling
select an option.
A figure’s size is significant only in relation to
2 A dialog appear asking if you want to other figures or objects in the scene. If you are
copy the joint zone’s setup also. Unless posing a single figure, uniform scaling of the
you are working with a custom figure, body is not necessary. Instead, to make a single
click No (the default). For complete figure larger or smaller in the window, scale
details on using joint zones, refer to the camera.
“Figure Joints and Blend Zones” on
page 278. If you are working with two or more figures
and you want to make a figure appear to be in
the distance, use the Translate In/Out tool to
Scaling the Body as a move it back in the studio space.
Whole To make a figure a certain size for a final
rendering, you can set the Rendering Options
Scaling the body simply changes its size. To to render at a specific resolution. For details
scale the figure, select the Scale tool, select the on rendering, refer to “Setting Up a Render”
Figure Ring for the appropriate figure, and on page 260.
drag in the Document window.
Using Parameter Dials
The Parameter Dials are particularly useful for
body shaping. The values show the scale in
that dimension as a percentage. The normal
scale of a Poser model is 100%.
Scale
Scale adjusts all three dimensions
proportionally. Drag the dial to the right to
increase the scale.
xScale
Scaling the entire body using the Figure Ring. xScale adjusts a figure’s width (x dimension).
Body Shaping
yScale Using the Deformer
yScale adjusts a figure’s height (y dimension). Tools
Poser’s deformer tools are used to shape body
zScale parts and figures into new and interesting
forms.You can stretch a figure’s nose, make a
zScale adjusts a figure’s depth (z dimension). figure’s belly bounce as it walks, add ripples to
clothing, or create a splash.You can animate
the deformers both in their settings and
Copying and Pasting positions.You can also use the deformers to
create custom morph targets.
Poser’s new Copy and Paste feature lets you
copy a shaped body part and paste the shaping
Parameters onto another, or from one figure
to another.
Poser 4
The Magnet Deformer • The Magnet Base defines the zero point of
the area to be deformed.When you move
the Magnet Base, the Magnet object
The Magnet deformer distorts an object by
moves with it.
creating a virtual magnet which stretches it.
The Rotate, Twist, Translate, and Scale tools • The Magnet Zone defines the area to be
can be used on the Magnet deformer, as well deformed.You can move and shape the
as several specialized Parameter Dials. Magnet Zone to fit your needs.
1 Select the object you want to deform. For all of these tools, when you move the
Magnet Base, the Magnet object moves along
2 Choose Object menu> Create
with it.
Magnet.
The editing tools that can be used on Magnet
When you create a magnet, three Magnet object are:
objects, which together create the deformer,
are added to your scene. • Rotate rotates a Magnet object around its
axis in three dimensions.
Body Shaping
• Scale increases or decreases the size of • zTran moves the Magnet object in the z
the Magnet object. dimension.
• Scale adjusts all three dimensions 1 Choose the Magnet object from the
proportionally. Drag the dial to the right Current Element popup.
to increase the scale. 2 Choose Object menu> Properties.
• xScale adjusts the width scale (x The Properties dialog appears.
dimension). Drag the dial to the right to
increase the scale in this dimension. The Properties dialogs differ depending on
• yScale adjusts the height scale (y which Magnet object is selected.
dimension). Drag the dial to the right to
increase the scale in this dimension. Magnet Object Properties
• zScale adjusts the depth scale (z
dimension). Drag the dial to the right to
increase the scale in this dimension.
Poser 4
• Add Element to deform: add another Magnet Zone Properties
element to be affected by the magnet. If
you click this button, select an element in
the Hierarchy list that appears, then click
OK.
Body Shaping
popup. A group is selected when a check 3 If the Display Shadows control is on, turn
appears next to it. it off by choosing Display menu>
Ground Shadows.
To get an optimal 3D view of the 4 Choose Object menu> Create
Tip magnet zone, change its display Magnet. The Magnet, Magnet Base, and
style to Wireframe. Select the Magnet Zone objects appear.
Magnet Zone, select Element The Magnet object scales to a size bigger
Styles from the Document Display than the object it has been created for, so
Style popup, then click the in this case it is quite large. For a smaller
Wireframe icon.
body part or prop, the magnet would not
appear so large.
Locking Magnets 5 Now you’ll probably want to zoom out a
little. Drag the X and Z camera control
The Lock feature can be especially helpful for up until the entire ground plane is
the Magnet Zone objects. Once you have a showing in your Document window.
zone carefully positioned to get the effect you
want, you can lock it so that it isn’t
accidentally moved. For details, refer to
“Locking Figures and Body Parts” on
page 159.
This short tutorial demonstrates how easy it is 6 Click the Translate/Pull tool, then click
to use the Magnet deformer. For a simple the Magnet object.
demonstration, we’ll use a magnet on an
empty ground plane.
Poser 4
7 Drag the magnet up, down, and side-to- For example, translate the zone to the
side. The ground plane follows the right to move the area being deformed.
magnet around.
Body Shaping
The Wave Deformer • The Wave Zone defines the area to be
deformed.
The Wave deformer distorts an object by
creating a wave path for it. The Rotate, Twist,
Translate, and Scale tools can be used on the
Wave deformer, as well as several specialized ave Zone
Parameter Dials.
ave object
When you create a Wave deformer, two wave 2 Select the editing tool you want to use.
objects, which together create the deformer,
are added to your scene: The editing tools that can be used on Wave
objects are:
• The Wave object defines the behavior of
the actual wave. • Rotate rotates a wave object around its
axis in three dimensions.
• Twist rotates a wave object along its own
axis. Twist has no effect on the radial
wave.
• Translate/Pull moves a wave object
horizontally or vertically (in the x and y
dimensions), depending on how you
drag.
Poser 4
• Translate In/Out moves a wave object The Parameter Dials available only for the
in or out from the center of the studio. Wave object are:
• Scale increases or decreases the size of a
• Phase defines the position of the wave in
wave object.
the infinite time. Use this dial when you
are animating waves.
Using Parameter Dials with
• Amplitude defines the wave’s height.
Waves
• Wavelength defines the distance from
one wave crest to another.
When a wave object is selected, you can use
the Parameter Dials to precisely control a • Stretch defines the amount of stretch for
wave’s position and behavior. each wave.
• Amp Noise defines the randomness or
The Parameter Dials available for both the “noise” of the wave pattern’s amplitude.
Wave and Wave Zone objects are:
• Freq Noise defines the randomness or
• Scale adjusts all three dimensions “noise” of the wave pattern’s frequency.
proportionally. Drag the dial to the right • Sinusoidal defines the size of the sine
to increase the size of the wave object. wave pattern.
• xRotate rotates the wave object around • Square defines the shape of the wave
the x axis. For this parameter to affect the pattern. Drag the dial to the right to
Wave Zone, the zone must be create square-shaped waves.
disproportionately scaled (not perfectly
• Triangular defines the shape of the wave
round).
pattern. Drag the dial to the right to
• yRotate rotates the wave object around create triangle-shaped waves.
the y axis. For this parameter to affect the
• Turbulence defines the roughness of a
Wave Zone, the zone must be
wave pattern. Drag the dial to the right to
disproportionately scaled (not perfectly
create jagged, or turbulent waves. Drag
round).
the dial to the left to create a smooth
• zRotate rotates the wave object around wave patter.
the z axis. For this parameter to affect the
• Offset controls whether the wave pattern
Wave Zone, the zone must be
is above, below, or across the wave’s
disproportionately scaled (not perfectly
origin. Drag the dial to the right to bring
round).
the wave pattern above the origin. This
• xTran moves the wave object in the x control is handy, for example, when you
dimension. want to keep clothing from deforming
• yTran moves the wave object in the y into a figure.
dimension.
• zTran moves the wave object in the z
dimension.
Body Shaping
The Parameter Dials available only for the Wave Object Properties
Wave Zone object are:
Poser 4
Wave Zone Properties Using Morph Targets
A morph target is a custom Parameter that is
added to a body part so you can gradually
reshape it. Poser includes several built-in
morph targets in its library, and you can build
your own.
Body Shaping
Using Morph Targets to Brow: a higher value pushes the eyebrows
out.
Add Ethnicity
BumpNose: a higher value creates a bump
Poser now includes morph targets which on the bridge of the nose
allow you to easily add ethnic traits to your
figures. Cheeks: a higher value makes the cheekbones
more pronounced.
Using morph targets to change a figure’s ethnicity. HeartFace: a higher value makes a more
heart-shaped face.
To use an ethnic morph target:
LashLengh: a higher value makes longer
1 Display the Libraries palette. eyelashes.
2 Click the Figures category button. If the LipSize: a higher value increases the volume
button is not available, move the cursor of the lips.
over the dots at the top the palette until
the Figures icon appears, then click the LongFace: a higher value makes a longer
mouse button. face.
3 Click the sub-category popup menu and PointedNose: a higher value makes a more
choose the Characters sub-category. pointed nose.
4 Double-click the preview of the figure
you want to use. RoundFace: a higher value makes a rounder
face.
The new figure contains an ethnicity
morph target Parameter Dial. RoundNose: a higher value makes a rounder
nose.
If you want to customize your own figure, the
following morph target Parameter Dials are SquareFace: a higher value makes a more
available with the Character models: square-shaped face.
Poser 4
Using the Superhero 2 With the body part selected in the
Current Element popup, choose Object
Morph Target menu> Spawn Morph Target.
Poser includes a full figure morph target in 3 In the dialog that appears, enter a name
which the entire figure is morphed in various for the morph target. The target appears
body parts simultaneously to form a superhero in the list of Parameter Dials.
character.
If you used deformers on the
The full figure morph target is the Superhero Tip element and don’t plan to use
Parameter Dial on the body. Drag to the right
them anymore, you may delete
to move the figure into the morph.
them now.
Creating Custom Morph 4 Drag the dial to the right to reshape the
Targets element toward the morph. Drag the dial
to the left to reshape it away from the
You can create your own morph targets in morph.
Poser as well as other applications. In this 5 A value of 0.0 for this dial is the original
section, you’ll learn how to create morph object, while a value of 1.0 changes the
targets in Poser. For details on creating morph body part to the morph target. A value of
targets in other applications, refer to “Creating 0.5 is halfway between the original object
Custom Morph Targets” on page 272. and the morph target. A negative value
inverts the vertices.
You can use one or a combination of the
deformers and morph channels (such as the
If you left the deformers and
Worry dials on the articulated faces) to create
custom morph targets. When you create a
Note morph channels on the element,
morph target on an element, a new Parameter the morph target will add on top
Dial is added. of them, so the effects will seem
doubled. To restore the body
To create a morph target in Poser:
part, choose Edit menu>
Body Shaping
Only morph target channels
Note combine into a full body morph.
Deformers are not automatically
turned into individual morph
targets to be included in the full
body morph. Likewise, scales,
rotates, and translates are not
included in a full body morph.
Poser 4
Adding Custom Morph The Add Target dialog appears.
Targets
You can create morph target in other
applications, such as Ray Dream Studio, and
add them to your figures. For details on
creating custom morph targets, refer to
“Creating Custom Morph Targets” on
page 272.You may also acquire custom morph
target files from other sources, such as the
Poser forum on the Internet. This section Add Shape Interpolation Target dialog.
describes how to add custom morph targets to
a figure.
4 Click Locate to find the geometry file
you want to use as a morph target. The
To add a custom Morph Target: file must:
• Be in OBJ format.
1 Select the body part to which you want • Contain the same number of vertices
to add a morph target. as the original body part.
2 Choose Object menu> Properties. • Contain only the body part you are
The Properties dialog appears. morphing. Do not use a file of the
entire figure.
5 Enter a name. The name appears on the
morph target Parameter Dial for the
selected body part.
6 Click OK to return to the Element
Properties dialog. Click OK again to
return to the main window.
A new Parameter Dial is added for the
selected body part. Use this dial to morph
Element Properties dialog.
the body part from its original shape to
3 Click Add Morph Target. the morph target. A value of 0.0 for this
dial is the original object. A value of 1.0
changes the body part to the morph
target.
Body Shaping
Saving Morph Targets You can also create new props, deform and
morph selected sections of an element, and
You can save a morphed figure in the create custom figures. For complete
Libraries palette. It retains all morph instructions on creating figures, refer to
Parameter Dials, so the next time you retrieve “Creating Custom Figures” on page 301.
the figure you can use any morph targets on
it. To use the grouping tool:
The Grouping tool lets you select and group While working with the grouping
specific polygons within a body part. With Tip tool, hold down the Option/Alt
this feature, you can assign surface materials to
key to quickly access the camera
specified sections of a body part. For details
on assigning materials, refer to “Applying rotation trackball.
Materials to Specific Regions” on page 246.
Poser 4
Using the Group Edit • Delete Group deletes the currently
selected group.
Palette • Add All selects all the polygons in the
body part.
When the Grouping tool is selected, the
Group Edit palette appears. This palette • Delete All deselects all the polygons in
provides several options for working with the body part.
polygon groups. Use it to create, edit, and • Invert Group inverts the selection (select
delete multiple groups, as well as to create and all the currently deselected polygons, and
customize props. deselect any currently selected polygons).
• Include Group includes another named
group with your selection.
• Remove Group removes another named
group from your selection.
• Include Material includes another
material—such as a joint—from the body
part.
• Assign Material creates a new material
class for the selected polygons.
• Create New Prop makes a new prop
from the selected group. Enter a name for
your prop in the dialog that appears.
• Spawn Props makes props for all groups
that have been created.
• Create Perspective UVs maps the UV
texture coordinates for a group. This
command can be used, for example, to
map an imported background image of a
face to a group made from a Poser figure
The Group Edit palette. face. The texture coordinates of the face
would be mapped onto the image.
The options in the Group Edit palette are:
• Reverse Group Normals reverses the
• Prev and Next view any groups that have normals of the selected group. This way
been created. you can turn environment type objects or
• New Group creates a new group. Enter other imports inside out to render them
a name for your group in the dialog that interactively as desired.
appears. • Hide Other Objects makes other
elements and props in the scene invisible,
Body Shaping
so you can have an unobstructed view of
the element you are grouping.
Locking Figures and
• Show Multigroups Faces displays any Body Parts
polygons that appear in more than one
Once you’ve shaped body parts or an entire
group. When you group a model out for
figure to your liking, you can lock them so
splitting apart, this is a handy way to see if
that they cannot be moved or reshaped
any polygons have been put into more
further.
than one group.
• Show Non-grouped Faces displays any The Lock feature is especially useful with
polygons that are not grouped.When you deformers. Once you have shaped a Magnet
group a model out for splitting apart, this or Wave Zone object to your satisfaction, you
is a handy way to see if any ungrouped can lock it to prevent it from being moved.
polygons have been left out.
To lock a figure or body part:
Using Deformers on
1 Click the Current Element popup and
Grouped Objects choose the figure or element you want to
lock.
Once you’ve created one or more groups, you
can use the deformer tools to shape and 2 Choose Object menu> Lock Actor.
morph them. Groups can be selected by name The figure or body part is locked when
in the Properties dialog for the Magnet or this menu item is checked.
Wave Zone objects.
When a body part is locked, you can still
To deform a group of a body part: shape other parts as well as the entire figure. If
you lock an entire figure, you can shape its
1 Click to select the body part. parts, but not the figure itself.
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Saving Figures to the
Libraries Palette
After you’ve shaped a body to your liking, you
can save the body to the Figures category in
the Libraries palette.Your figure is easy to
retrieve the next time you want to use it.
Body Shaping
6
Props
Props
Using Hair You can edit the hair’s scale and position using
the Parameter Dials. Some hair models
Hair is a special kind of prop that include morph target Parameter Dials which
automatically attaches to a figure’s head.You you can use to shape and move the hair. For
can choose from several styles. Once assigned, example, you can make a ponytail swing back
the hair on a figure moves as you move the and forth for a walking animation.
head. Poser includes some types of hair which
you can morph and shape into new styles.
Older Poser hair models are static, so you can’t
edit them.
Morphable hair.
To add hair to a figure:
The library also includes a poseable hair
1 Display the Libraries palette. model. This model contains several elements
2 Click the Hair category icon. If the icon for the hair piece.You can the pose the hair
is not visible, move your cursor over the element using the same tools you’d use to pose
category dots at the top of the palette a figure.
until the Hair category appears and click
the mouse button.
3 Choose a Hair sub-category from the
popup.
4 Double-click the preview of the hair you
want to use.
Poseable hair.
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To use the poseable hair model:
Props
When a piece of clothing is added to a scene
and defined as a conforming figure, it attaches
itself to the base figure, snapping to the
similarly named body parts. As the base figure
moves, so does its clothing.
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To hide skin under conformed clothing: Using Props from the
1 Choose the Poser figure from the Current Library
Figure popup.
The Libraries palette displays all the props
2 Choose the body part that you want to
available in Poser.You can choose from a
hide from the Current Element popup.
number of different types of props, including:
3 Choose Object menu> Properties. a ball, box, cane, cone, cylinder, square, stairs,
The Element Properties dialog appears. or torus.You can add any number of basic
props to the studio. The only limit is your
4 Disable the Visible checkbox, then click
system’s memory.
OK.
The body part is hidden under the To apply a basic prop:
clothing.
1 Display the Libraries palette.
You can also make body parts invisible using
the Hierarchy Editor. For details, refer to 2 Click the Props category icon. If the icon
“Changing Object Visibility” on page 294. is not visible, move your cursor over the
category dots at the top of the palette
until the Props category appears, then
Using Clothing without a click the mouse button.
Figure 3 Double-click the preview of the prop you
want to use.
You may wish to use clothing by itself, not
conformed to any figures. For example, you
could pose articles of clothing for a catalog.To Importing Props
do this, don’t conform the clothing to a
figure.You can still pose and shape the Any object saved in a 3D format supported by
clothing as you would a normal figure. Poser can be imported as a prop. This means
that you can use a 3D modeling application,
such as Ray Dream Studio, to create an object
Adding and Importing and then import it into Poser as a prop.
Props
To import a prop: When importing DXF format files, Poser
considers one DXF unit equal to the
1 Choose File menu> Import> select the male figure’s height—about six feet.
appropriate file format. The Import dialog Offset sets the prop’s exact position in
appears. the studio.
2 Locate and open the file you want to use Weld identical vertices unifies vertices
as a prop. The Prop Import Options that are identical on the prop.
dialog appears.
Make polygon normals consistent if
the vertex normals are supplied on a
prop, this option makes polygon normals
consistent with vertex normals.
Flip normals reverses all the prop’s
normals.
Flip U Texture Coordinates reverses
the prop’s U texture coordinates.
Flip V Texture Coordinates reverses
the prop’s Vtexture coordinates
4 When you’ve set the prop import
options, click OK.
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Deleting Props • Use the Parameter Dials for more
control over any adjustment. For
example, you can use the dials to
To delete a prop from the document
scale the prop only in the Y
window:
dimension.
• Select the prop from the Current • Choose Figure menu> Drop to
Element popup, then choose Object Floor to place a prop on the floor.
menu> Delete Prop.
Deforming Props
Working with Props Poser now includes deformer tools, which you
can use to stretch, reshape, and deform props.
Props, including hair, function as elements in For details, refer to “Using the Deformer
the studio, so you can control a prop just as Tools” on page 143.
you would any body part.
Before you can edit a prop you must select it. Creating Props
To select a prop: You can use the Grouping tool to select
specific polygons on a figure or prop. With
• Click the prop’s center, or select it from this feature, you can create new props. For
the Current Element popup at the example, you could create a mask prop from a
bottom-left of the Document window. face.
Props
To create your own prop: Creating New Prop
1 Select the body part or prop you want to Parameters
create the prop from.
You can use morph targets to create new
2 Click the Grouping tool
parameters for your props. Refer to “Using
Morph Targets” on page 152 for complete
information.
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The main reason for moving the origin is so
the prop rotates on a different point. When
you adjust the originX, originY, or originZ
dial, the origin moves with respect to its
original location.
Props
Prop Color and Surface Setting Prop Parents
Material
You can attach props to body parts.When you
You can set surface material characteristics for pose a body, the attached prop maintains its
your props. For example, you can apply an contact and orientation with the parent
image of marble as the texture map on a tall element.
cylinder to create a pillar.You may also use a
bump map to roughen the surface of a wig.
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You can control whether attached props bend you want them, you may want to do any
with their parent body part.You may not want of the following:
to bend some props—like sunglasses, a • Use a detailed preview style like Lit
wristwatch, or sword. Others you will want to Wireframe or Flat Shaded.
conform to and bend with the figure—such as
the elbow pads on a rollerblader. • Zoom in for a closer look. Zoom in
with the Posing Camera to avoid
changing or animating the Main
Camera.
• Do a test rendering to check the
alignment.
To make sure the position and orientation 7 Click OK to close the Hierarchy list.
of the prop and body part are exactly as 8 Click OK to close the Prop Properties
dialog.
Props
Replacing a Body Part To replace a body part with a prop:
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If a replaced a body part doesn’t look right
when you bend it, you can turn off bending
for that replaced part. Double-click the part,
then disable the Bend checkbox in the
Element Properties dialog.
Props
Adding Props to the
Library
After you’ve modified a prop, you can save it
in the Libraries palette.
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Props
7
Cameras
Cameras
The Main and Posing When you’re working with an animal figure,
the Hand cameras rotate around the animal’s
Cameras paws, hooves, or claws, and the Face camera
rotates around the animal’s face.
The Main and Posing cameras rotate around
the center of the studio. When the figure is in The Dolly Camera
its default position, it is always in the center of
the view as you rotate or re-position these The Dolly camera rotates around its own
cameras. center. This means it can move around and
between figures and objects in the studio. If
The Posing camera uses the currently selected
you want to emulate a motion picture camera,
figure as its center of rotation. Wherever the
use the Dolly camera.
figure moves, the Posing camera follows, so
the figure is always in view. If you select
another figure, the Posing camera moves to The Orthogonal
the selected figure.
Cameras
In contrast, the Main camera doesn’t use the
figure as its center of rotation. When you The Left, Right, Top, Bottom, Front, and
move the figure, the Main camera doesn’t Back cameras are orthogonal cameras—they
follow. produce orthographic projections. In an
orthographic projection, all objects appear
flat. These cameras are different from the
The Auxiliary Camera perspective views provided by the other
cameras. In a perspective view, the scale of
The Auxiliary camera provides an additional objects diminishes as their distance from the
camera view. Like the Main camera, it rotates camera increases.
around the center of the studio.You’ll find the
Auxiliary camera useful when you want
another view but you want to hold the Main
camera’s current position, or when the Main
camera is locked.
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The orthogonal cameras cannot be rotated; The Camera Selection
they are permanently aligned to their
orientations in the studio.You can use these Control
cameras for reference when you’re posing
figures. The Camera Selection control lets you
graphically cycle through all the available
Flyaround View cameras.You can also use it to switch between
cameras and activate the Flyaround view.
The Flyaround view lets you see all the Select
contents of the studio all at once. In this view camera
the camera is placed on an imaginary track popup
above and away from the center of the studio. Camera
Camera shortcuts
When the view is active, the camera
continuously moves along this track so you shortcut
Flyaround
can get a 360° view of the figures in the Animating
View
studio. On/Off
Select
To activate flyaround view: camera
icon
• Click the Flyaround ring at the top of the The Camera Selection control.
Camera controls.
The Select Camera popup lets you select a
camera by name. The Select Camera icon lets
you graphically select a camera.
To deactivate flyaround view, click
anywhere in the window. To switch between cameras:
Cameras
You can customize the shortcuts to the Positioning Cameras
cameras of your preference.
The Camera Controls palette lets you quickly
To use the camera shortcuts:
position a camera in the Poser studio. There
are two sets of controls for positioning: the
• Click the shortcut icon for the camera
Camera Plane controls and the Rotation
you want to use.
Trackball.
To replace the camera shortcut icons:
Camera Plane Controls
1 Select the camera you want to make into
a shortcut. The Camera Plane Controls constrain the
movement of the camera to specific 3D
2 Option/Alt-click on a camera shortcut planes. This helps you move the camera more
icon. The icon is replaced with the precisely.
currently selected camera.
3D space is made up of X,Y, and Z planes.
The Animating On/Off icon enables or
disables keyframing for a specific camera.
Y
When the control is disabled, the camera
position is not included as a keyframe, which
means you can’t animate the view of your
figures. When the control is enabled, any
movement of the camera can be recorded as a X
Z
keyframe. Refer to “Animating Cameras” on
page 237 for more on animating the camera.
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Y and Z X and Z
Cameras
Scale Display the vanishing lines guide to see how
changing the focal length changes the
perspective on the studio.
Roll
Using Camera
Parameter Dials
When a camera is selected, you can use the
The Focal Length control. Parameter Dials to precisely control the
camera’s position and orientation.
The Focal Length control increases or
decreases the selected camera’s focal length. The Dolly, Posing, Face, and Hand cameras
have the standard 3D Pitch,Yaw, and Roll
Drag left to decrease the focal length of the capabilities. In contrast, the Main camera has
camera. Decreasing the focal length increases xOrbit, yOrbit, and zOrbit parameters.
the sense of perspective.The effect is similar to
a photographer using a fish-eye lens: vanishing
lines converge more sharply and elements near
Focal Length
the camera appear to “reach” toward you. The
Focal Length changes the perspective of the
result can be dramatic.
view by adjusting the camera’s lens. Drag the
Drag right to increase the focal length. This dial left to decrease the focal length, or
“flattens” the sense of perspective. The increase the sense of perspective. Drag the dial
distance between objects appears to be right to increase the focal length, or flatten the
shorter. image.
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xOrbit Roll
xOrbit tilts the camera forward or back. At a Roll tips the Dolly camera to the left or right.
low xOrbit (-30°), the camera is near or If you continue to drag, the camera rolls all
beneath the floor, looking up at the studio the way around and returns to the starting
center. At a high xOrbit (45°), the camera is point.
up near the rafters, looking down at the studio
center.
Yaw
yOrbit
yOrbit tips the camera to the left or right. If
you continue to drag, the camera orbits all the Roll
Pitch
way around and returns to the starting point.
zOrbit
Yaw, Pitch, and Roll.
zOrbit orbits the camera around the studio.
The camera continues to point at the center of
the studio as it orbits. Scale
Yaw Scale adjusts the dimensions of the studio in
the window. Scaling the camera is like
zooming in and out with a telephoto lens.
Yaw rotates the Dolly camera on its own y
Drag the dial to the right to zoom in. Drag
axis. The Dolly camera has 180° of yaw
the dial to the left to zoom out.
pointing away from the studio center.
Changing the scale in only one dimension
Pitch distorts the figure’s appearance.
Cameras
yScale Camera Options
yScale changes the camera’s vertical scale to Poser offers two options for cameras.You can
distort the appearance of the figure in the change a camera name and set whether it can
window. Drag the dial to the right to increase be animated.
the yScale. Drag the dial to the left to decrease
the xScale. To set camera options:
DollyX
DollyX moves the camera laterally. Drag the
dial to the right to move the camera to the Set camera options in the Camera Properties
right. dialog.
DollyZ moves the camera in and out. Drag A camera that can be
the dial to the right to move the camera Note animated can have different
toward the studio. Drag the dial to the left to
settings in several frames. If
move away.
you want the camera to
animate—to leave keyframes
when changes are made—
enable the Animating
checkbox.
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Pointing Cameras Locking Camera
You can aim cameras directly at figures, body Positions
part, or props using the Point At command.
Once you have positioned a camera to your
This feature makes it easy to quickly focus on
liking, you can prevent it from being moved
an object, without having to use all the
again.
positioning controls.
To lock a camera:
To point a camera directly at an object:
• With the camera selected in the Current
1 In the Current Element popup, select the
Element popup, choose Object menu>
camera you want to point.
Lock Actor.
2 Choose Object menu> Point At. A
scene selection dialog appears. The camera is locked when the Lock Actor
menu item is checked.
3 In the list of objects, click to select the
figure, body part, or prop you want to
point the camera at, then click OK.
Saving Camera
The camera points at the object, and a
Point At Parameter Dial appears for the Positions
camera.You can adjust this parameter as
You can store a camera position in either the
needed. At 1, the camera is pointed
library for use in any Poser file or a memory
completely at the object. At 0, the camera
dot for use with just that file.
is not pointed at the object.
Cameras
To save a camera set to the Libraries Using the Camera
palette:
Memory Dots
1 Set up camera positions.
Memory Dots are the quickest way to store
2 To display the Libraries palette, click the
the camera’s position during a session.You can
handle on the far right side of the screen.
save up to nine different positions. Memory
3 Click the Cameras category icon. If the dots are saved with the file, so your camera
icon is not available, move the cursor over positions are available the next time you open
the category dots at the top of the the file.
Libraries palette until the Cameras
category appears, then click the mouse To save a camera position to a memory
button. dot:
4 Click the Add to Library (+) button at
1 Set up a camera position.
the bottom of the palette. The Set Name
dialog appears. 2 Click the popup menu above the
memory dots and choose Camera Dots.
5 To specify parts of the scene to include or
not include, click the Select Subset 3 Click an empty memory dot.The camera
button. In the Hierarchy Selection list position is stored into the dot you
that appears, deselect any items in the clicked.
scene that you don’t want to include,
then click OK. To recall a stored position:
6 Enter a new name for the camera setting • Click on a memory dot. The camera
and click OK. moves to the stored position.
7 A dialog appears asking if you want to
save a Single frame or a multi-frame
animation.
• If you select the Single frame option,
the current camera position is saved.
• If you select the Multi-frame
animation option, you can specify a
range of frames to save.
Choose either Single frame or Multi-
frame animation and click OK.
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Cameras
8
Lights
Infinite Lights
The quality of infinite lights (sometimes called The effect of infinite lights in Flat Shaded preview.
distant or global lights) in the studio is
comparable to the sun or moon shining on the
Earth. The light rays from an infinite source
are parallel as they enter your Poser studio. If
you have multiple figures, infinite lights shine
Lights
Spotlights • cause a light to cast or not cast shadows
• select the light type (infinite or spotlight)
A Spotlight casts light in a specific direction. • choose a lighting color
They throw light along a cone-shaped path,
• set a parent for a light
creating the classic “stage spot” effect. Use a
Spotlight when you want to point a light at
To set light properties:
something.You can add one or several
Spotlights to create effects with directional
1 Click a circle in the Light Control to
light sources.
select that light. The Light Control is
located by default in the top left corner of
the Poser Workspace.
Light Properties
Light properties help you fine-tune your
lighting effects.You can:
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Once a light is selected, you can also The light indicator does not show when
choose Object menu> Properties to rendering. Making the light indicator not
edit light properties. visible can reduce clutter in your Poser
The Light Properties dialog is displayed. studio.When this option is On, the light
indicator is visible.
• Name - Enter a name for the light to be • Infinite/Spot - Determines the type of
used in the Current Element list.You can light source.
enter a descriptive name, such as Infinite lights shine into the studio in the
Morning Sun or Overhead Spotlight. same way the sun shines onto the Earth.
• On - Toggles a light On or Off.You can The light rays from an infinite light
also turn a light On or Off by Option/ source are parallel as they enter your
Alt-clicking a Light Control. Poser studio.
• Animating - Controls whether the light Spotlights cast light in a specific direction.
adds keyframes to the Animation palette. They throw light along a cone-shaped
An animated light can have different path, creating a classic “stage spot” effect.
settings in several frames. When this A Spotlight is like a theater Spotlight
option is Off, the light does not create which can be moved or rotated to
keyframes. highlight different elements in the studio.
• Casts Shadow - Toggles between casting • Light Color - Determines the light’s
and not casting a shadow. When this color. To set the color, click in the Color
option is On, the light casts a shadow. box, then select a color in the color
picker dialog.You can switch between
• Visible - Makes the light indicator visible
various color pickers, by selecting them
or not visible. The light indicator is a
from the picker list at the left of the
visual representation of the light’s source.
Lights
dialog. Refer to “Setting a Light’s Color” 2 Click the Light Trash Can, just outside
on page 199 for more about setting light the outer ring of the Light Control in the
color. top left corner of the Poser Workspace.
• Set Parent - Lets you set an element as a
light’s parent. For example, if you set a
figure’s head as the parent, the light
follows the movements of the head.
Adding Lights
You can add or delete lights in your Poser
studio. By default, there are three Infinite
lights available when you start a Poser project. Use the Light Control trash can to delete a light.
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180°, the illumination that was shining on the Using the Light Control
figure’s front now shines on the figure’s back.
What had been well lit may now be shaded, The Light Control, located by default at the
and you must set the lights again to top-left of the Workspace, represents the
compensate for moving the figure. current position and color of the lights in the
studio.
Traditional artists often place a bright light
above the figure and to the left (from the
artist’s point of view). Strong single-source
lighting allows shading to develop on oblique
and distant surfaces. This shading contributes
significantly to the figure’s depth and
curvature.
Spotlights provide a direct lighting source. 1 Click a circle in the Light Control to
When you aim a spotlight, you’re setting not select that light. The Light Control is
only the angle from which the light shines,
but also the point from which the light
originates.
Lights
located by default in the top left corner of Using an Infinite Light’s
the Poser Workspace.
Light Indicator
The infinite light indicator appears as a ring
around the figure. To understand the infinite
light indicator, visualize it as the equatorial
stripe of a transparent globe. The light aims
toward the center of the globe from a point
on the equator, shown by the arrows.
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To move an infinite light with the light Adjusting Light Indicators
indicator:
with Tools
• Drag anywhere in the Document
window and continue dragging beyond The Editing Tools can be used to adjust the
it, all the way to the edge of the screen. position of the indicator in the Document
window. Only the Rotate and Twist tools have
any effect on infinite lights. These tools rotate
Using a Spotlight’s Light and twist the indicator around the center of
Indicator the studio.
Lights
Aiming with Parameter xRotate
Dials 90°
180° 0°
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zRotate Repositioning a Spotlight
90° The xTran, yTran, and zTran dials move a
Spotlight along the X,Y, and Z axes,
respectively.
180° 0°
Lights
Pointing a Light at an Lighting Color
Object The color of the lights contributes to the
color of the figure in renderings. The colors
You can use the Point At feature to aim a light don’t mix and add to one another, they
directly at a figure, body part, or prop. For multiply. For example, a blue figure with red
example, you can use this feature to point a lighting would not appear purple, it would be
spotlight at a figure’s head or hand. To easily black.
aim a spotlight, use the Point At feature on a
prop, then make the prop invisible in the Prop If you don’t want lighting to influence figure
Properties dialog. color, simply set the lights to white or gray.
To point a light directly at an object: Because the lighting and the surface color
determine the appearance of the rendered
1 In the Current Element popup, select the figure, you may want to set the figure’s color
light you want to point. before working with the color of lights. For
2 Choose Object menu> Point At. A more information on setting the color of the
scene selection dialog appears. figure, refer to “Using the Color Tool” on
page 139.
3 In the list of objects, click to select the
figure, body part, or prop you want to
point the light at, then click OK.
Setting a Light’s Color
The light points at the object, and a Point To set a light’s color:
At Parameter Dial appears for the light.
You can adjust this parameter as needed. 1 Select a light.
At 1, the light is pointed completely at
the object. At 0, the light is not pointed 2 Click the Color dot that appears at the
at the object. bottom of the Light Control and choose
a color from the palette that appears.
To disable the pointing of a light:
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intensity. Drag counter-clockwise to
Click an icon in the color picker increases it.
Note list on the left side of the color
dialog to select a color picker that
suits your needs.
Setting Light Intensity Use the light Intensity Parameter Dial to fine-tune
the intensity setting.
Lights
• Angle Falloff sets how the brightness of To set the distance falloff for a
the light diminishes toward the edge of spotlight:
the light cone. For example, a falloff of
10% means that the light has full intensity 1 Set the Dist Start Parameter Dial to the
from the center to 90% of the radius of distance where light starts to falloff.
the light cone, then decreases linearly to
2 Set the Dist End Parameter Dial to the
the edge of the cone.You can set a
distance past which no light extends.
starting falloff angle and an ending falloff
angle for every Spotlight.
Using Shadows
Poser lights cast shadows. Figures and props
produce shadows on each other and on the
ground plane when it is displayed. Shadows
can add appeal and enhance realism. In
animations, moving shadows can be highly
100% Falloff 50% Falloff 0% Falloff
cinematic.
As you increase the falloff percentage, you To change the cast of a light’s shadow, change
decrease the area that is 100% bright.
the angle of the light.You can also control
• Distance Falloff determines the distance whether an individual light casts shadows in
from the light itself to the point where the Light’s Properties dialog (Object menu>
the light has no effect.You can set the Properties).
distance at which a Spotlight starts to fall
off and an ending distance—after which
no light extends.
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Shadows are only visible after
Map Size
Note rendering.
Map Size sets the resolution of the shadow
Spotlights always render based on the angular map for a light. Shadow maps are square, and
range of the spotlight. That means tighter the value sets the number of pixels in a
Spotlights produce cleaner shadows. Infinite dimension. Poser uses a map image to apply
lights in comparison, adjust the view to fill the shadows to objects in the scene. It develops
screen with all the objects that cast shadows. imagery (the shadows) in these maps during
Because of this, if you render a close-up of a rendering.
face in a scene which has 30 people, the
Larger map size values increase the detail of
resulting shadow map does not contain a lot of
shadow shapes, but that extra detail takes
information.
longer to render. Each map requires memory.
For example, a 1024x1024 map needs around
Advanced users can open the 4 MG, a 2048x2048 map requires 16 MG.
Note animation palette and select a Each map also adds to the amount of memory
shadow camera attached to a needed during rendering.
light to adjustment that camera
Depth cannot be animated.The setting applies
so that it zooms in on a subject.
to the light throughout the file.
Lights
Saving Light Sets 7 Choose either Single frame or Multi-
frame animation and click OK.
If you set the lights in a way that you want to The new light set appears in the Light
use again, save the lighting environment as a category.
light set to the Lights category in the Poser
Library, where you can easily retrieve it.
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Lights
9
Animating
Figures
Animating Figures
When animating figures, keep these points in Animating Hands
mind:
You can create animated hands just as you
• You can set Inverse Kinematics (IK) for
would animate any other body part. By
the legs and arms of any figure. IK is a
creating a starting and ending position for the
global setting; there can only be one IK
fingers on a hand you can create almost any
setting per animation.You cannot set IK
type of hand motion.
on in one keyframe and off in the next.
• Turning IK on or off can affect
interpolated motion. For this reason,
whenever you change the status of IK for
any limb, Poser 4 creates keyframes that
secure the motion approximately “as is.”
Example of animating a hand.
• Inverse Kinematics determines the pose
of some body parts based on the pose of
another part. For example, the knee may Animating Faces
be bent but the shin won’t have a
keyframe. The foot or hip, one of which Like hands, the faces on Poser’s People figures
is keyframed, determines how and when are fully articulated, meaning that you can
the shin bends. animate facial expressions. Facial animations
can be extremely powerful. With a moving
For more information on IK refer to face, you can simulate a wide range of
“Inverse Kinematics” on page 111. emotions and even speech.
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Animating Props For more information on using Magnet
Deformers, refer to “The Magnet Deformer”
on page 144.
Props can move, rotate, and change size. A ball
can bounce. An axe can swing. A chair can be
overturned. Use the Set Parent feature to
attach props to the figure. This keeps props
moving with the figure through any pose.
Wave Deformers
A Wave deformer distorts an object by
creating a wave path for it. Waves can rotate,
move, and change size.You can switch
between wave types. The Wave zone can be
Example of animating a prop. changed.You can change Wave amplitude,
Wavelength, and Stretch settings. Noise
Animating Deformers parameters can be adjusted, Turbulence added,
or an Offset can be set. Easy examples of
animating a Wave Deformer are causing a flag
Magnet Deformers to wave or creating the effect of moving
water.
The Magnet deformer distorts an object by
creating a virtual magnet which stretches it.
Magnet behavior, the Magnet Base, and the
Magnet Zone can all be changed.You can also
rotate, twist, translate, and scale a Magnet
deformer and capture the effects in an
animation.
Animating Figures
For more information on creating Waves, refer
to “The Wave Deformer” on page 149.
Creating Animations
The Animation Controls, located at the
bottom of the screen, are the tools you use
most to create animations. They contain
controls for adding keyframes, editing
keyframes, and previewing animations.
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Setting Up Your 2 Choose Animation menu>
Animation Setup. Poser displays the
Animation Animation Setup dialog.
To set up an animation:
Animating Figures
Working with the Animation Background Footage to control
background display.
Background
By default, your animation moves over the Working with the
background set for the Document window. Timeline
You may want to animate over a changing
background. For example, in some The Timeline that appears at the bottom of
animations, walking characters stay in the the screen is a graphic representation of time.
center of the screen. The background scrolls, The Scrubber on the Timeline represents the
which gives the impression that they are current time as displayed in the Document
actually moving. window.
You can import a QuickTime or AVI file as
the background. Each frame of the imported
movie appears sequentially as the background The Timeline.
in frames of the animation.
When you make a movie, Poser composites Setting the Current Time for
the figures with the background imagery by an Animation
default. This is an easy way to get your
animated Poser figure in a moving scene. The Scrubber is the tool you use most when
creating animations. The Indicator controls
You can use background footage when a keyframe occurs in time. When
Tip as a guide for animating. For
creating keyframes, you move the indicator to
define when the event occurs.
example, import a video clip of a
gymnast and pose a figure to As you move the Indicator, the Frame number
match the actions of the gymnast. changes to show the number of the current
frame. To move to a specific frame, either
To import background footage: move the Frame Indicator or enter a number
in the Frame number field.
1 Prepare a QuickTime or AVI movie as
the background.
2 Open your Poser animation file.
3 Choose File menu> Import>
QuickTime Footage or AVI The Scrubber controls when keyframes occur in
Footage. animations.
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The Scrubber also controls which portion of moved to a new point in time. For example, if
your animation is displayed in the Document you move an arm up and then down while the
window. When the Indicator is at the scrubber remains at the same location in the
beginning of the Timeline, the first frame of timeline, the down motion is recorded for that
your animation shows. As you move the keyframe. To make an arm move up and then
indicator, you see how your pose changes over down, record the up motion in one keyframe,
the course of your animation. then move to a different keyframe to record
the down motion.
To move the current time manually:
To record keyframes:
• Drag the Scrubber along the Timeline. As
you drag, note that the Time Display area 1 If necessary, click the Animating On/Off
shows the current frame number in your Key icon in the Camera controls to turn
animation. the Poser animation system On for the
Release the mouse button when you current camera.
reach the desired frame.
Animating Figures
Adding and Deleting The Animation Controls let you quickly add
and delete keyframes. When you delete a
Keyframes keyframe, all the stored properties for the
figures are deleted. When you add a keyframe,
In most cases, the Animation System is used to the figure’s current position in the Document
automatically record keyframes for your window is saved as a keyframe.
animation. Sometimes, you’ll want to instruct
Previous Disp ay Animation De ete
the Animation system to explicitly create a
Keyframe palette Keyframes
keyframe, like when Animating for the
current camera is set to Off and no keyframes
are being recorded.
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To display the Animation palette: frames are shown in different colors to
identify the interpolation type. An
• Choose Window menu> Animation interpolated frame is an animation frame
Controls. created by Poser to fill in the gaps
or between keyframes.
Animating Figures
You can also click the arrow icon next to To change the total number of frames in your
the Frame Rate indicator and pick a animation, click in the Total Frames field and
frame rate from the menu enter a new value. When you change the total
number of frames you set the maximum
Moving the Current Time number of frames in your animation. If you
have more frames in the animation than the
The Current Time display lets you keep track Total Frames value, frames are deleted.
of the current time shown in the Timeline
area, and lets you change the current time. Viewing the Elements
As you edit keyframes in the Timeline Area, List
the display changes to show you the current
time in SMPTE format (Hours: Minutes: The Elements List displays all the figures,
Seconds: Frame).You can also enter a time to lights, cameras, and props currently in the
display a specific point in time. studio. The listing for a figure can be
expanded to display all the objects that make
To move to a specific time: up that figure. Each object within a figure can
be further expanded to display all the
1 Click one of the Current Time display properties of that object. For example, you
fields. A text field appears. can view the Scale or Translation keyframes.
2 Enter the hour, minute, second, or frame
Using this listing, you can select an object or
you want to see.
studio element you want to animate.
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Selecting Elements Collapsing the Elements List
You can select an element by clicking on it in Each figure has many parts, and each part has
the Elements List. Selecting an object here is many properties. This can make for a very
equivalent to clicking on it in the Document long Elements List.You can collapse any of the
window or choosing it from the Current figure listings to save space, or expand them to
Element popup at the bottom of the show more detail. When you are not working
Document window. Poser highlights the name with a particular figure, you can collapse its
and grid row of the selected object. listing. This shortens the Elements List and
makes other objects easier to locate.
Animating Figures
Editing Keyframes on To change the Timeline Ruler display:
Poser 4
To scroll across frames:
Adding Keyframes
You can add keyframes to store a specific pose
or save an interpolation frame created by
Poser.
To add a key for one element: To add a keyframe for the entire figure, click the
Add Keyframes button for All Elements.
1 Select the frame where you want to add
the new keyframe.
2 Click the This Element radio button.
3 Select the object you want to set.
4 Click the Add Keyframes (+) button.
Animating Figures
3 Enable the This Element radio button.
4 Click the Delete Keyframes (-) button.
You can also press the Delete/Backspace
key.
Clearing Keyframes
At some point, you may decide to remove a
keyframe. Once a keyframe is removed, the
animation changes.
Poser 4
3 Click the Delete Keyframes (-) button. Navigating the Timeline
You can also press the Delete/Backspace
key. You can move to a keyframe in the Timeline
using the Navigation controls at the top of the
palette. The This Element and All Elements
radio buttons let you move to the keyframes
for a selected element or to keyframes for any
To clear a keyframe for all elements, click the Delete
Keyframes button for All Elements. element.
1 Shift-drag over the range of frames you 3 Click the Previous Keyframe button.
want to clear.
2 Press the Delete key.
To clear specific keyframes: To move back to the previous keyframe for a given
element, click the Previous Keyframe button for This
1 Press Shift and click each of the frames Element.
you want to delete.
2 Press the Delete key.
Animating Figures
To advance to the next keyframe (for Moving Keyframes
any element):
As you work, you may decide you want
• Click the Next Keyframe button for All certain keyframes to occur sooner, or later, or
Elements. that you want to use the settings in one
keyframe somewhere else in the animation.
Poser makes this easy by allowing you to move
keyframes or groups of keyframes.
To advance to the next keyframe for any element,
click the Next Keyframe button for All Elements. To move a keyframe:
To move back to the previous keyframe 1 Click the keyframe to select it.
(for any element):
Poser 4
To move a block of frames: keyframes and the parameter settings they
represent for those parts, then paste them to
1 Drag a marquee around all the frames you other figures. In this way you could bring a set
want to move, or Shift-click the desired of marching Poser figures into perfect step.
frames.
Poser outlines the selected block of
frames.
Copying Keyframes
You can copy keyframes, figure parts, and
parameters in the Elements Listing. There are
no limits to how little or much you can copy.
For example, say you’ve fine-tuned
movements over the course of an animation
for parts in a Poser figures, like the Left Thigh,
Left Shin, and Left Foot.You can copy
Animating Figures
right to left can also give unexpected results. 4 Choose Edit menu > Paste, or press
Because they are on opposite axis, you must Ctrl/Cmd+V.
make the copied parameter negative to get a
Poser pastes the copied information into
symmetrical position.
the selected area of the palette.
Retime Keyframes
The Animation menu> Retime
Animation command lets you take a motion
or a set of keyframes and change the amount
of time it takes for that motion to occur.
Poser 4
keyframes that were previously in the You can apply the following types of
destination range are deleted. The interpolation to your keyframes:
keyframes that were in the source
range are retimed and placed in the • Spline places intermediate poses (and
proper time in the destination range. settings) on a curve. The element/object
accelerates and decelerates in and out of
4 Click OK. the motion.
Advanced Editing
The following section deals with editing an
element’s animatable properties and applying
different interpolation methods. Both
techniques are advanced features of Poser, so
become comfortable with the animation
process before trying these techniques.
An example of Spline interpolation.
Keyframe Interpolation • Linear places intermediate poses at equal
increments so the motion is smooth and
Poser interpolates the intermediate figure
straight. The speed of motion does not
poses and element settings between keyframes.
change in between keyframes, but can
Interpolation refers to the way Poser calculates
change speed suddenly at keyframes
the “in between” position of objects/
elements.
Animating Figures
where abrupt change at a keyframe is To choose an interpolation method:
required.
1 Select a range of keyframes in the
Timeline Area.
2 Click one of the four Interpolation
Controls.
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Frame Numbers Animatable Properties
Animating Figures
Linear Interpolation
The graph is re-shaped using the selected
method.
If you have a range of frames selected in
the Animation palette, changing the
interpolation method can add new
keyframes.
3 Use the Scrollbar to view points that fall
outside of the current graph window.
Spline Interpolation
A graph showing different interpolation methods. Editing Keyframes on the
Graph
Remember, you’re affecting
Note how the figure moves as you The vertical lines on the graph represent
change the shape of the keyframes.You can move these points, to
graph, so make sure that the change when keyframes occur, or you can add
graph reflects the type of new keyframes.
motion you want to create.
Poser 4
Frame indicator to the frame you want to 2 Click the Delete Keyframes button.
edit.
1 Move the Current Frame indicator to the Fast Forward advances to the last frame of
position where you want to delete a the animation.
frame.
Animating Figures
Rewind returns to the first frame of the Setting the Play Range
animation.
By default, you preview the entire animation
Step Reverse moves back one frame.
when you click the Play button; however, you
Step Forward advances to the next frame. can choose to play only a section of your
animation.You can adjust the length of the
The Loop radio button plays the animation Loop Range bar in the Animation palette to
over and over again until you stop the set in and out points for the preview. Only
playback. frames between the in and out points play.
Previous Next
Keyframe Keyframe Using the Libraries
Palette for
The Previous and Next Keyframe controls.
Animations
The Document window changes to
display the poses in the selected keyframe. The Libraries palette lets you save single
frames or multi-frame poses. A multi-frame
pose is an animated figure.
Poser 4
Adding an Animation to To add a multi-frame animation from
the Libraries palette:
the Library
1 If the scene has more than one figure,
When you add to the Poses category Libraries select the figure you want to apply the
palette, Poser asks whether you want to save animation to.
one or multiple frames. For a multi-frame
2 Select the frame where you want the
animation, you can specify the range of
animated sequence to begin. Frame #1 of
frames.
the library animation applies to the
When you name the animation for the library, current frame.
consider including the number of frames in its 3 Make sure you have enough frames to
name. For example, name a listing Strut_48 to accommodate the multi-frame pose.You
indicate that this animation has 48 frames. may need to add frames to the file or
This information is helpful later when you use move a set of keyframes farther to the
the animation. right.
4 In the Libraries palette, click the Poses
Using a Multi-Frame category button.
Animation from the 5 Click the Poses popup and choose
Library Animation Sets.
6 Double-click the preview of the set you
When you use an animation from the library, want to use.
Poser applies it to a series of frames, beginning
with the current frame. The series extends the
number of frames in the saved animation.
However, it does not exceed the number of
frames in the current document.You may have
to increase the number of frames in the
animation to make room for all the keyframes
in the saved pose.
Animating Figures
10
Animation
Techniques
Setting Keyframes
How do you know how to space keyframes? You
have to consider time and frame rate.You should
space keyframes so that at the chosen frame rate,
the animated action takes the right amount of
time.
• Frame Rate x Duration = Number of
Frames
Creating Realistic
Motion
The duration refers to how long it should take
the figure to move from Point A to Point B. The key to human motion is to examine the
parts of the move. If you look at a baseball
For an example, we’ll look at a simple player’s swing, it looks like the arm is simply
animated action—getting up from a chair. In moving in an arcing motion. However, on
this action, the extremes are (1) sitting in the closer inspection you can see that the motion
chair (2) standing in front of the chair. These is a combination of the hips, shoulder, hand,
are the keyframes we’ll set. neck, head, back and arm. To create this kind
of motion in Poser, you work from the large
motions to the smaller ones.
Dropping the decimal, you see it should take Once the larger motions are set up, you can
22 frames to complete the action. start adding in the smaller, more subtle,
motions. Continuing the baseball swing
With the first keyframe (sitting in the chair) at
example, start by adding in the hip swings, the
frame #1 of the Poser animation, you should
shoulder tilt and so on. It is these smaller
place the second keyframe (standing in front
motions that make the entire action look
of the chair) at frame #21.
A n i m a t i o n Te c h n i q u e s
realistic. Poser’s Animation palette is ideal for walking motion would normally take a great
adding these little motions. In the palette, you deal of precision posing. However, with the
can add keyframes in between the frames for Walk Designer, it is just a matter of setting up
the start and end of the swing. a few parameters and letting Poser do the rest.
Poser 4
2 Click one of the Editing Tools and adjust The designer provides a real-time preview of
the position or shape of the path. the walk. As you change the parameters, the
walking figure in the preview also changes.
Click on a point to reshape the path, or
Load in a prototype style that matches the
click on the ring that surrounds the entire
figure-type you’re animating and see an even
path to reposition it.
more realistic preview.
name suggests, the designer lets you create shadow colors in your Poser
realistic walking motions which you can apply Workspace are reflected in the
any human figure. The designer has two real-time preview in the Walk
sections: the upper set of controls let you Designer.
create the larger motions of a walk, the lower
set of controls let you set up the secondary To design a walk:
motions of a walk.
1 Choose Window menu> Walk
Designer. The Walk Designer dialog
appears.
2 Click Figure Type to select a preview style
that matches the figure-type for which
you are designing a walk.
In the Poser: Runtime: Libraries:
Characters: People folder, select the
prototype style you want to preview.
A n i m a t i o n Te c h n i q u e s
8 Set walk options and click OK. Refer to
“Applying a Walk” on page 236 for more
on walk options.
Click Done to exit the dialog without
applying the walk.
Editing a Walk
A Walk Path is a spline curve that always lies
on the ground (the z-component is always
zero).You can edit the shape of the curve by
Using a Figure Type that matches your Poser figure- adding, deleting, and moving its control
type assures collection of walk data for articulated points.
body parts present in your Poser figure.
3 Click Walk to start the real-time preview The default walk path is a
of the walk. Note spline curve with four control
points. You can create a
Using a preview Figure Type straight line by deleting the
Note slows the real-time preview. middle two control points.
4 Drag the Blend Styles sliders to set the To add a control point:
large motions of your walk.
5 Drag right to increase the intensity of an • Click a point on the curve (not on a
action, or left to decrease the action. control point).
Try several settings in conjunction.You To move a control point:
may have to combine more than one
attribute to get the desired walk type. • Click a control point, then drag.
6 Adjust the positions of the Tweaks sliders
to set the smaller, or secondary, motions To delete a control point:
of the walk.
• Alt/Option click a control point.
You can click Defaults to reset the sliders
to their default positions.
7 Click Apply to apply the walk to a Walk
Saving a Walk
Path. A walk path is a special kind of prop.You can
The Walk Apply Dialog appears. save the path in the prop library to reuse later.
You can use editing tools, like scale or rotate
to transform the walk path, as you would
other types of props.
Poser 4
To save a walk: 2 Set your walk characteristics as described
in the previous section and click Apply.
1 Set up your walk by adjusting the sliders. The Walk Apply Dialog appears.
2 Click Save.
3 Choose a location and filename for your
walk and click Save.
4 Click Done to exit the dialog, or click
Apply to apply the walk to a Walk Path.
Loading a Walk
To load a walk:
Walk In Place
This option makes the figure walk in a single
spot. When this option is enabled, the figure
does not walk along the path.
A n i m a t i o n Te c h n i q u e s
Cycle Repeat
This field indicates how many times you want
a walk to repeat along the path.
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The camera can be animated just like any
other object in the studio, and since it is in 3D
space, the camera can slowly rotate around the
figures, zoom in for a close-up or sweep high
for a birds-eye-view. The cameras are
animated by storing their properties (such as
position) as part of a keyframe.This means you
can create camera keyframes exactly the same
way you create posing keyframes.
A n i m a t i o n Te c h n i q u e s
Turning Camera Animated lighting can produce exciting
effects.You can show a figure caught in the
Animation On or Off headlights of a passing car or a figure
illuminated by lights in a storm.
By default, every camera movement can be
recorded as a keyframe. But there may be Lights are animated by storing the position
times when you only want the figure to be and color and of the Light Controls in a
animated, not the camera. In this case you can keyframe. This way you can animate a light
turn camera animation off.When the camera’s exactly as you would a camera or body part.
animation if disabled, you can move it freely
during your animation without changing the For lights, the default animation interpolation
view of the studio. is Spline. When animating changing light
colors, use Linear or Break Spline
Animation can be turned on or off for each interpolation.The Spline type of interpolation
individual camera.The key-shaped icon in the can be more difficult to control. Keep in mind
Camera controls indicates whether camera interpolation applies to both light color and
animation is on or off. When the icon is position, they cannot be interpolated
white, animation is on. When it is red, independently.
animation is off.
Poser 4
Adding Sound For information on accessing the Animation
palette, refer to “Editing Animations” on
Poser lets you import sound clips that can play page 213.
as a soundtrack for your animation. When you
import a sound, it is added to the beginning of
the animation and plays every time you play
the movie.
A n i m a t i o n Te c h n i q u e s
You can simulate speech using by matching Typically, you’ll want to create relatively short
the peaks in the sound file with the changes in animation clips in Poser.You can then open
mouth position. these clips in another program for post-
production work, like retouching or adding
other animated foreground elements.
Motion
Keyframes
After you’ve prepared a series of clips, you can
assemble them in a movie-editing program. At
this point, you can also incorporate the
soundtrack.
Poser 4
Importing and Exporting Editing Keyframes
Motion Capture Files
The BVH keyframes are applied to the current
figure when imported.You can edit BVH
BVH files can be imported and exported like
keyframes as you would any other animation.
any other file type. Sample BVH files are
stored in the Coolstuffinhere!:motion
capture folder on the Poser 4 CD-ROM.
A n i m a t i o n Te c h n i q u e s
11
Surface Materials
• Choose the desired object from the 1 Choose Render menu> Materials.The
Object popup. The changes you make in Surface Materials dialog appears.
the surface properties are applied to the
2 Choose the figure or object you want to
selected object.
edit from the Object popup. The changes
you make in surface properties are applied
To turn off a surface material:
only to the selected figure or object.
• Choose No Bump and No Texture from 3 Do one of the following:
the surface material Map popups.
• To apply a map only to a selected
body part, choose the part from the
Applying Materials to Material popup.
Body Parts • To apply the map to an entire figure,
enable the Texture Changes apply to
Surface material maps can affect either a entire figure checkbox.
whole figure or to just a part of it. Some 4 Select a texture, bump, transparency, or
figures, like animals and Poser’s People reflection map from popup.
models, have maps for each individual figure
If the map you want to apply isn’t listed
part. Other figures, like the Poser 2 models,
in the popup, click Load. Poser default
have one map for the entire figure. The
maps are located in the
Surface Material dialog lets you pick the exact
Poser:Runtime:Textures folder.
figure and part to use for a specific map, so
you can use one map for the head and a Locate the desired map and click OK.
different map for the arm. The surface material map is applied, and
appears when the scene is rendered or
previewed in Texture Shaded style.
Poser 4
Applying Materials to • To deselect individual polygons, hold
down the Control key while clicking
Specific Regions or dragging.
You can apply surface materials to specified • To select polygons that are currently
regions of a body part or prop. For example, out of view, either use Wireframe
you could apply a scar to a face, or hair on a display style or use the camera
chest. trackball to change the view of your
figure.
4 In the Group Edit palette, click the
Assign Material button.
For complete details on the Group Edit
palette, refer to “Using the Group Edit
Palette” on page 158.
5 In the dialog that appears, enter a name
for your material group, then click OK.
6 Select Render menu> Materials.
7 In the Surface Material dialog that
appears, choose the figure or object for
A surface material applied to a group. which you set the material from the
Object popup.
To do this, use the grouping tool to select the
polygons of the element or prop.You can 8 Choose your material group from the
specify a created group, and that group appears Material popup.
in the Material popup of the Surface Material
9 Select a texture, bump, transparency, or
dialog.
reflection map from the appropriate
popup.
To use the grouping tool:
If the map you want to apply isn’t listed in
1 Click the Grouping tool in the Editing the popup, click Load. Poser default maps
menu. are located in the
Poser:Runtime:Textures folder.
All figures and objects in the studio
become gray, and the Group Edit palette Locate the desired map and click OK.
appears. The surface material map is applied, and
2 Click to select the body part you want to appears when the scene is rendered.
group.
3 Click individual polygons, or drag the
cursor over a group of polygons to select
them.
Creating a Custom
A figure with different Bump maps applied to the Bump Map
hand and shirt.
A Bump map is a grayscale image that Poser
Bump maps can also enhance the appearance uses to determine which areas of a surface are
of props. For example, making smooth bars indents and which are bumps.You can create a
into stone columns or a torus into a tire tube. Bump map from any grayscale image.
Poser 4
Using a grayscale image, you can create a object. Hard edges create blocky forms
surface “terrain.” The darker you paint, the on a rendered object.
more depression you create on the surface of
the object. Use 50% gray for medium To load a custom Bump map:
depressions and solid black for deep
indentations. Save your bump map document 1 Choose Render menu> Materials.The
as a PICT (Macintosh), TIF, or BMP Surface Materials dialog appears.
(Windows) file. Poser automatically converts 2 Click the Load button in the Bump Map
the image into a Bump map, where you can section. An Open dialog appears.
save it under a new name.
Sweater Front/ Left /Right • To apply the map to the entire figure
Back Hands or object, enable the Texture
Changes apply to entire figure
Face checkbox.
Belt Front/
Back
4 Click the Load button in the Bump Map
and
Buckle section. An Open File dialog appears.
Lips
Pants and
5 Locate the edited template file and click
Front/ Teeth Open. The bump map is applied to the
Back figure, object or part you selected, and
will appear when the scene is rendered.
Poser 4
Like Bump maps, different Texture maps can To create a custom Texture map, you need to
be applied to different body parts. Using this create an image file. When you design your
technique, you can have a unique pattern on custom Texture map, you are “painting” the
the shirt of a figure and a different texture for surface of your Poser figure. Make a texture or
the skin tones. pattern, or paint a skintight super-suit for a
comic book hero.
Poser 4
Applying 2 Choose a Transparency map for this figure
type from the Transparency Map popup.
Transparency Maps
To clear the Transparency map:
Transparency allows light pass through a figure
or object, so you can see through it. The 1 Choose Render menu> Materials.The
higher a transparency value, the more of the Surface Materials dialog appears.
surrounding environment is visible through
the object’s surface. If no light is reflected on 2 Choose No Transparency from the
an object, a 100% Transparency Min and Max Transparency Map popup.
makes it invisible.
Creating a Custom
Use transparency maps for interesting effects
in your creations. For example, you can create Transparency Map
ghost-like characters in a scene, with
transparent bodies mapped with patterns or You have a few options for creating custom
textures. Transparency maps.You can use an image or
you can paint your own. When creating
When a transparency map is applied to an Transparency maps, use an 8-bit, gray scale
object, its texture interferes with the image; do not use color. The brightness of a
transparency of the object. For example, a map’s pixels is the only factor that matters, and
checkerboard map results in an object that is an 8-bit image requires less memory.
alternately transparent and solid.You can thus
use textures as transparency maps. To load a custom Transparency map:
Applying Reflection
Maps
Reflection makes a figure or object direct
Transparency Min at Transparency Min at light back at its source, giving it a mirrorlike
a lower value a higher value appearance. A Reflection map is a 2D texture
Lower and higher Transparency Min values. applied to a virtual sphere that surrounds your
studio. The texture is then reflected from the
Transparency Max refers to the part of the studio and onto your object.
object which points at the eye. A high
Transparency Max value makes the object Reflection maps can be applied to different
very transparent in the center facing the eye. objects and body parts. For example, you
could create a space alien and apply a mirror-
For most renderings, you’ll want to use a like reflection map to the head, or the entire
Transparency Max value that is higher than body.
the Transparency Min value.
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7 To add a Reflective Color, click its
button. Choose a color from the color
To load a Reflection map: picker dialog, then click OK. The
reflective color appears when you render
1 Choose Render menu> Materials.The the scene.
Surface Materials dialog appears.
2 Choose the figure you want to edit from To clear the Reflection map:
the Object popup.
1 Choose Render menu> Materials.The
3 Do one of the following: Surface Materials dialog appears.
• To apply a map to a specific part, 2 Choose No Reflection from the
choose a part from the Material Reflection Map popup.
popup.
• To apply the map to the entire figure,
enable the Texture Changes apply to
Reflective Color
entire figure checkbox. Reflective Color is a tint that is added only
4 Click the Reflection Map popup to when a reflection map is applied. Use the
choose a Reflection map. Reflective Color control to create dramatic
effects in your renderings.
5 Use the Strength slider in the Reflection
map section to adjust the intensity of the To make a highly reflective object appear
map. The higher the value, the more more vivid, use a variation of the object’s
reflective the surface. At 50%, half the color. If the object’s color is particularly
light that hits the object is reflected. At bright, you may want to use a darker tint of
100%, all light is reflected. the same color. For an unusual tint, use a color
6 Control the intensity of the reflection that is distinctly different from the object’s
with these checkboxes: color.
• The Multiply through lights
checkbox reduces the reflection’s Creating a Custom
intensity based on how the figure is Reflection Map
lit by the lights.This is an easy way to
add subtlety to the lighting. You have a few options for creating custom
• The Multiply through Object Color Reflection maps.You can use an image or you
checkbox reduces the reflection’s can paint your own.
intensity by multiplying its result
through the object’s color. So, for When creating Reflection maps, keep these
example, a red object would get a points in mind:
reddish reflection instead of the raw
color from the reflections map.
Setting Colors
The color of a figure’s “skin” in a rendering is
determined by the lighting environment and
these surface material factors:
• Object color
• Highlight color
• Ambient color
• Reflective color
• The surface material map
Object Color
A custom Reflection map applied to a prop.
The object color is the surface color of the
To load a custom Reflection map: current figure or prop. If there is no Texture
map, the object color is the only color of the
1 Choose Render menu> Materials.The figure—not considering the effect of colored
Surface Materials dialog appears. lights. In a high quality rendering, when a
2 Choose the figure you want to edit from Texture map is loaded, the object color
the Object popup. influences the appearance of the Texture map
by coloring it. If you don’t want the Texture
3 Do one of the following: map affected by the object color, set the
• To apply a map to a specific part, object color to white (the default color is tan).
choose a part from the Material
popup.
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To set the object color: Highlight Color
1 Choose Render menu> Materials.The
Highlights are bright areas appearing where
Surface Materials dialog appears. the light is reflected directly toward the eye—
2 Click the Object Color button.The color or camera. As Poser renders the figure, it
picker appears. determines where highlights should occur and
adds the highlight color to the base color at
3 Choose a surface color for the object and
these points.
click OK.
In daylight and under most room lights,
You can also set the object color using the highlights are white. To complement the
Color tool. Refer to “Using the Color Tool” lighting environment you’ve set, select a color
on page 139 for more information on the similar to your main light.
Color tool.
To select the highlight color:
Texture Maps vs. Object
Color 1 Choose Render menu> Materials.The
Surface Materials dialog appears.
When a Texture map is loaded, the object 2 Click the Highlight Color button. The
color is used as a multiplier on the Texture color picker appears.
map. What does this mean? The complete
answer is rather technical. The result, however, 3 When you’ve chosen a color, click OK.
is quite simple.The object color influences the 4 To control the size of the highlights,
Texture map in a rendering as though some of move the Highlight Size slider. The
its pigment was washed over the Texture map default value is 70%. Higher settings
image. How much of the pigment depends on increase the size of the highlight, creating
the brightness of the object color—the lighter a dull effect. At 100%, the highlights
the object color, the less pigment is used. overwhelm the figure. At 20%, the
Therefore, when the object color is white, it highlights are small, creating a shiny
has no effect on the Texture map whatsoever. effect. At zero, with the highlight color
When the object color is near black, it set to black, no highlights appear
obliterates the Texture map; this effect is only
apparent in renderings.
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Surface Mater ials
12
Rendering
Rendering
To display the Render Options dialog: replaces the image in the Document
window.
• Choose Render menu> Render
Options. The Render Options dialog Setting Image Size
appears.
When you render to a new window, you can
set the window to any size.
Poser 4
Choosing a Rendering the Background” on page 43 or
“Importing and Exporting” on page 47.
Background
By default, Poser renders to the Document
window over the background color or
imported background picture. When you
render to a new window, you can specify
which background is rendered with the
window.
Rendering
of the adjacent area. This creates a softer, Using the Render
smoother edge.
Command
The Render command uses all the current
settings in the Render Options and Surface
Material dialogs.
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Rendering an
Animation
You can make a movie by rendering a Poser
animation as a QuickTime or AVI movie file.
Poser renders each frame of the animation to a
frame in the output movie.
Set movie options in the Make Movie dialog.
Typically, you’ll make a movie several times to
check its smoothness and continuity. Each 3 Enter a name in the Movie field.
time, you can go back to your animation file If you are saving to numbered files, Poser
and improve the keyframe settings.You can automatically appends 4-digit numbering
trash your test movies after viewing them. to the file name.
Finally, when you’re satisfied with the entire 4 Choose a format for the output movie
animation, you’ll make the movie at its full from the Sequence Type popup.
resolution and render settings. This is the final • For viewing, use QuickTime or AVI.
product that you’ll save and open in a post- These formats are also suitable for
production program. saving a movie for other applications.
The figures in the final movie are masked in • For exporting to a motion graphics
each frame. This makes it easy to composite program, you may want to use
the movie with other images. numbered PICT (Macintosh), BMP
or TIF files (Windows). This type of
output allows you to save animations
Using the Make Movie without any loss of data.
Dialog 5 Choose Full, Half, or Quarter from the
Resolution popup. The smaller the
The Make Movie dialog contains all the resolution, the faster the rendering, so
controls you’ll need to set and render an you may want to use smaller resolutions
animation.To make a movie: for test movies.
Set the dimensions of the full sized frame
1 Make sure the current camera is the one
in the Animation Setup dialog.
for which the animation was created.
6 Choose the current display or render
2 Choose Animation menu> Make
settings from the Quality popup.
Movie. The Make Movie dialog appears.
If you choose Current Render Settings,
verify that they are set as you want them
before making the movie. Some options,
like antialiasing, increase the rendering
time.
Rendering
7 To turn antialiasing on, enable the Compression options dialog. Choose
Antialias checkbox compression options and click OK. This
may take a little while.
8 In the Frame Rate section, select one of
the following options: Poser renders a frame and displays it in
the QuickTime dialog so you can visually
• To use the frame rate set in the check compression quality.
Animation Setup dialog, enable Use
Movie’s frame rate. For more information about QuickTime
and AVI movie compression options,
• To use a new frame rate, enable Use consult your operating system’s User
this frame rate, then enter a number. Guide.
You can use a lower frame rate,
which renders faster, for test movies.
Frame Rate does not apply to numbered Using the Sketch
files.
Designer
9 In the Time Span section, enter the
Start and End time of your rendered Poser’s Sketch Designer renders scenes in a
animation. This sets the range of frames sketch style drawing. A scene is rendered using
that are rendered as the final movie. a series of black and white or colored brush
Poser calculates and displays the number strokes.You can tailor the strokes to your
of frames and duration of your selection. liking.
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Renderings in the Sketch Designer can be The Sketch Designer
saved and reloaded later.You can also export a
sketch as a Painter script to create rendered Window
images using the Painter brush libraries.
Finally, you can create amazing animations To use the Sketch Designer:
which emulate traditional sketching
techniques. • Choose Window menu> Sketch
Designer. The Sketch Designer window
appears.
You’ll get the best results from the Sketch While a sketch is drawing in the window, you
Designer when you render a scene with can click anywhere on the screen to stop the
considerable detail (such as hair on a figure) rendering.
and dramatic lighting.
You can customize the controls of the Sketch
Designer window to create your own sketch
styles, or you can choose from several styles in
the Preset Styles popup.
Rendering
Parts of the Scene Hi Brightness determines the band of tone.
A lower setting means lines are drawn only in
You can control the sketch style behavior of the darkest parts of the scene. If the Over
three parts of the scene: Black option is enabled, this control should be
at 1, for best results.
• Click Stroke to edit the sketch style of
any figures and objects in the scene. Stroke Head determines the amount each
stroke tapers at its head.
• Click Background to edit the sketch style
of the background. Stroke Tail determines the amount each
• Click Edge to edit the sketch style of any stroke tapers at its tail.
figures and objects’ edges.
Line Random a higher value randomizes the
Sliders shape of the lines
Poser 4
Auto Spacing If Auto Density is enabled, Working with Completed
this slider controls the amount of space
between strokes Sketches
Color Blend controls the amount of color in Once you create a sketch, you can save it to
the document window to be blended into the and delete it from the Preset Styles popup. In
sketch. addition, you can export your sketches to
Painter scripts.
Textured Brushes
To save a sketch:
You can choose between several texture
brushes in the Sketch Designer window. The
1 Choose Create Preset from the Preset
Styles popup.
choices are Sharp, Bristles,Very Soft, Soft, Less
Soft, and Slanted.You’ll find the effects of 2 Enter a name for your sketch. Poser
these brushes is most visible when you set the automatically attaches a .pzs suffix to the
Min Width and Max Width sliders to higher filename.
values.
To delete a sketch:
Sketch Designer Options
• Choose Delete Preset from the Preset
The checkbox options available in the Sketch Styles popup.
Designer window are:
To export a sketch to a Painter script:
Over Black When enabled, the background
is black and strokes are white. When disabled, 1 In the Sketch Designer, render the scene
the background is white, and strokes are black to your liking.
or colored. 2 Choose File menu> Export> Painter
Script.
Auto Density When enabled, the render
reaches an automatic density based on the 3 Choose a save location and name the file.
original image, and the Density slider setting
is ignored. When this is disabled, use the
Density slider.
Rendering
Rendering a Sketch
After setting up a sketch, you can render it so
that the sketch appears in your document
window.You’ll find this feature useful if you
want to export a movie in sketch style.
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Rendering
13
Advanced Body
Shaping
A dva n c e d B o dy S h a p i n g
The Add Target dialog appears.
Morph Target Tutorial
This tutorial uses Ray Dream Studio 5 to
create a Morph Target for the head of a figure.
You’ll make the nose grow like Pinocchio’s.
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The figure loads into the perspective view 3 Click the Selection tool.
and into the timeline with the name
lFoot.
A dva n c e d B o dy S h a p i n g
7 Press the delete key. 10 To switch to the left view, choose View
menu> Preset Position> Left. This
makes the model easier to deform.
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are seeking. In this case, however, you just 5 Click on the tip of the nose and drag to
want to increase the size of the nose. the right.You have now created a morph
2 If the Properties palette is not already target.
open, choose Windows menu>
Properties.
3 Change Radius of Sphere unit setting 1 Choose File menu> Save As.
from inches to millimeters. The Save As dialog appears.
4 Change the Radius of Sphere value to 1 2 In the Format popup, choose Wavefront.
millimeter. 3 Change the name to nosemorph.obj and
save the file in the same folder as the
original, newMaleCasHi.
4 Click OK.
A dialog appears warning you that saving
out of Ray Dream Studio format may
result in loss of information.
5 Click OK to continue.
6 Choose File menu> Close to exit Ray
Dream Studio.
A dva n c e d B o dy S h a p i n g
Lesson 3: Using the
Target in Poser
To add a morph target in Poser:
1 Launch Poser.
2 From the Figures category of the
Libraries palette, choose the People sub-
category, if it’s not already selected.
The figure appears in the Document 5 Select the Head, and choose Object
window. menu> Load Morph Target.
6 In the Add Target dialog that appears,
locate and open the file Poser:
Runtime: Geometries:
newMaleCasHi: nosemorph.obj.
7 Enter “Nose” in the label field. This
assigns the name “Nose” to the new
Parameter Dial.
8 Click OK.
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9 Use the rotation trackball to rotate the
view slightly to the left or right.
Figure Joints and
Blend Zones
The joints on a figure control how parts bend,
blend, twist, and bulge. Realistic movement in
a figure is controlled by joint settings. For
example, a human knee joint can’t bend
forward.
A dva n c e d B o dy S h a p i n g
inclusion angle are affected. In the area • Fine tune the bending of existing figures
between the angles, or blend zone, polygons to suit your needs
are adjusted to create a smooth transition • Create new types of effects, such as
between the surrounding polygons. imitating ‘Mr. Fantastic’ from the
Fantastic Four comics
• Customize joints and transformers for
creating your own new figures
Joints are controlled using the Joint Before making any changes to
Parameters palette. Blend zones are edited
each time you adjust the transformation
Note a Joint Parameter, turn all IK
inclusion and exclusion angles. Blend zones Chains off. It is also easier to
can be further refined using Spherical Falloff see some attributes, such as
zones. the center, if you view them in
outline or wireframe display
Editing Joint Parameters mode. If your computer is fast
enough, use Full Tracking to
The Joint Parameters palette lets you control see the results of your changes
both joints and blend zones.You can directly
in real-time.
manipulate joints and blend transformers to
set how a joint works.These advanced settings
can be used to:
Poser 4
To display the Joint Parameters palette: Using the Joint
• Choose Window menu> Joint Editor. Parameters Palette
The controls available on the Joint
Parameters palette depend on the The Joint Parameters palette contains several
currently selected body part or prop. controls to set attributes for a joint. Although
the controls change for different body parts,
the controls common to all body parts are:
Attribute popup
Display Deformer: Toggles the graphical
display of the joint on a figure.
A dva n c e d B o dy S h a p i n g
Twist To edit inclusion and exclusion angles:
When you select the Twist attribute, a line 1 Move the cursor to an end point of the
with two handles appears on the figure. The exclusion or inclusion angles until the
red handle represents the starting point of the cursor changes to a target symbol.
twist transformation area, and the green 2 Drag the angle. If you’re using full
handle represents the end. Dragging these tracking, the effects of your change are
handles increases or decreases the Twist area. shown as you drag.
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Joint Attributes Twist
Each joint on a body part has a number of The Twist attribute alters the location of the
parameters that together control how the joint twist transformer for each body part. The
moves. intensity of the transformation is controlled
using the Twist Parameter Dial or Twist tool.
Center
The Center Attribute sets the center of
rotation for a selected body part.This attribute
is available for all body parts and props.
A dva n c e d B o dy S h a p i n g
By default, the Twist axis runs lengthwise Bend
down the center of each body part. For
example, for arms, the twist axis is the x-axis, The parameters for the Bend attribute alter
while for legs the twist axis is the y-axis. the angles of the bend transformers and define
Moving and rotating the center of a body part how bulges are created.
can alter the position of this axis.
Twist areas can be made larger than the body The parameters of the Bend attribute are:
part to make a twisting motion appear more
natural. In most cases, you want to include the Center Point: Sets the XYZ position of the
body part’s parent. center of the body part. Bending occurs at the
center point. Changing that point changes the
center of the body part.
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angle are not affected by the bending. The
values in Dynamic B and C together set the
area of inclusion. Polygons in the inclusion
angle are affected by the bending.
Side-Side/Front-Back
The parameters for the Side-Side/Front-Back
The angles of inclusion and exclusion on a body
attributes control angles of the Side-Side/
part.
Front-Back transformers and define how
Apply Bulges: When enabled, these bulges are created.
parameters control how polygons in the bend
zone are stretched or pinched to create bulges
or wrinkles. Right and Left dials refer to the
sides of the figure. Neg and Pos dials refer to
negative or positive values for the rotation of
the attribute (for example, a positive value for
the Bend attribute creates bulges as set by the
Right and Left positive bulge dials). Option/
Alt-click these dials to reset them to 0.
A dva n c e d B o dy S h a p i n g
For example, the Right Collar 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.
Poser 4
(such as 100.000 or 99.000). This indicates Copying Joint Parameters
that the pair is not relevant to the area you
have selected for blending. The out-of-limit You can copy joint parameters from one half
settings should not be edited. of a figure to the other using the Symmetry
command.
A dva n c e d B o dy S h a p i n g
Spherical Falloff Zones Displaying Spherical Falloff
Zones
Spherical Falloff Zones are an advanced
method for controlling blending between Spherical Falloff Zones can be selected and
body parts. Two spheres, a green “inner” displayed using any display mode. To change
sphere and a red “outer” sphere represent the the display mode for a sphere, select Element
falloff zones. Styles from the Display menu, then select a
mode. The default display mode for these
spheres is outline.
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A dva n c e d B o dy S h a p i n g
14
Hierarchies
Hierarchies
Controlling what is • Show Lights: show all lights in the
scene
Displayed
You can control what displays in the
Hierarchy Editor by selecting display options
at the top of the Editor. Options indicate
what type of scene objects are in the hierarchy Use the display options at the top of the Hierarchy
view.When the Hierarchy Editor first opens, a Editor to control what is displayed.
default set of options are checked.
Collapsing the Hierarchy
To set the Hierarchy Editor display:
Editor
1 Choose Window menu> Hierarchy
Editor to display the Hierarchy Editor. Scenes contain scene elements, including
body parts, props, deformers, cameras, and
2 Click a display option to display or not lights. This can make for a very long
display certain scene elements. Hierarchy Editor listing.You can collapse
An X appears in the box beside a selected elements in the list to save space or expand
display option. them to show more detail.When not working
Display options are: with a particular figure, you can collapse its
listing. This shortens the Hierarchy Editor list
• Show Figures: display all figures in and makes other objects easier to locate.
the document
• Show Cameras: display all cameras To collapse/expand a listing:
• Show Parameters: display object
1 Choose Window menu> Hierarchy
parameters
Editor to display the Hierarchy Editor.
• Show All Parameters: display all
parameters, as well as a few special 2 Click the minus icon next to an object to
scene level elements, like inner and collapse it. The icon changes to a plus
outer scene boundaries when the element is collapsed.
• Show Props: display all props in the 3 Click the plus icon next to an object to
scene, including the ground plane expand it. The icon changes to a minus
when the element is expanded.
• Show Deformers: display Magnets,
waves, and Morph Targets
Poser 4
Selecting Objects Deleting Objects
You can select an object in the Hierarchy You can delete figures, props, and lights in the
Editor. Selecting an object here is equivalent Hierarchy Editor.You cannot delete Poser
to selecting it in the Document Window, figure body parts, cameras, or the ground.
choosing it in the Current Element pop-up at
the bottom of the Document window, or You can delete Morph Targets and Point At
selecting it in the Graph or Animation palette. parameters in the Hierarchy Editor.You
cannot delete other object parameters.
To select an object in the Hierarchy
Editor: To delete objects in the Hierarchy
Editor:
1 Choose Window menu> Hierarchy
Editor to display the Hierarchy Editor. 1 Choose Window menu> Hierarchy
Editor to display the Hierarchy Editor.
2 Click the object you wish to select.
2 Select the object you want to delete.
As you select an object, notice that it is
now also selected in the Document
Window. You cannot delete just a body
Note part. If you select and delete a
body part, it deletes the entire
figure, just as it would in the
Document Window.
Hierarchies
Renaming Objects Props, Deformers, Lights,
and Cameras
You can rename objects, making it easier to
identify specific body parts and props. You can move Deformers and Morph Targets
in the Hierarchy Editor.
To rename an object:
You can reorder prop rotation parameters.
1 Choose Window menu> Hierarchy Rotation order affects how a prop twists or
Editor to display the Hierarchy Editor. bends.You can also do translations for props.
2 Double-click on the name of the object Because the order in which rotation
that you want to rename. parameters are interpreted is important, be
careful should you decide to reorder them.
3 Type in a new name for the object.
Reordering Objects
Figures
You can reorder props and Deformers in the
Hierarchy Editor. Reordering Deformers can
be useful, especially when they appear at the
bottom of the Hierarchy listing.You cannot
establish new parent-child relationships for
Poser figure body parts.
Rotation parameter order affects how figure body
You can reorder morph targets and rotation parts twist and bend.
parameters (yrotate, zrotate, xrotate) for figure
body parts. Rotation order affects how a body You can reorder prop, light, or camera Point
part twists or bends. By default, Twist is the At parameters.These parameters also appear at
top rotate parameter. the bottom of the Hierarchy Editor list.
Poser 4
Displaying Object Changing Object
Properties Visibility
You bring up the properties dialog for an You can change object visibility in the
object right from the Hierarchy Editor. Hierarchy Editor. When you change object
Accessing object properties from the visibility in the Hierarchy Editor, it’s the same
Hierarchy Editor can be a real time saver. as changing it in the Object Properties dialog
for that object.
To bring up the properties dialog from
the Hierarchy Editor: Changing object visibility right in the
Hierarchy Editor can also be a great time
1 Choose Window menu> Hierarchy saver. It’s a great way to hide Magnet
Editor to display the Hierarchy Editor. Deformers from view while you inspect the
results of the Deformer. Changing object
2 Double-click an object in the Hierarchy
visibility is also a fast way to hide body parts.
Editor listing to display its Object For example, when you load Poser 4 clothing
Properties. into a scene, it may be necessary to hide some
body parts so that they don’t show through the
clothing.This is especially true for tight-fitting
clothing. With the Hierarchy Editor, you can
quickly make body parts invisible.
Hierarchies
visibility on/off for that item and all its Poser mirrors real body movement by adding
children objects. joint parameters to each body part.This allows
you to manipulate the figure based on those
parameters.You can then create realistic
motion, using Parameters Dials or the Walk
Designer.
Opt/Alt click the Visibility Eye for an object to reset When you bring a geometry into Poser, the
visibility for that object and all objects indented Hierarchy Editor displays a Universe, followed
under it in the Hierarchy Editor list.
by a list of props. Scene hierarchy relates what
should move with what, i.e., children move
when their parent moves.
Establishing
Hierarchical When you create a figure from the geometry,
Poser uses hierarchy information, to create
Relationships joints necessary for figure posing. Unless the
figure was created using standard body group
A figure in Poser 4 is essentially a 3D model names, you’ll have to manually establish
that has separate parts for each moving body parent-child relationships and establish a
part. What makes a Poser model unique is hierarchy order. Refer to “Applying the
how it interacts with the controls in Poser. A Standard Hierarchy” on page 299 for more
3D model in Poser has joints that move about applying the Standard Hierarchy to
realistically, as in a real person. figures created with standard group names.
Poser 4
To create a parent-child relationship: 3 Release the child object when the box
highlights the intended parent object.
1 Choose Window menu> Hierarchy
Editor to display the Hierarchy Editor.
2 Drag the intended child prop onto the
root object, that is, the intended parent.
A white box highlight surrounds a valid
parent object when the child object is
correctly positioned on top of it. In
addition, the mouse cursor indicates
when it is OK to drop an object.
Hierarchies
A line is displays immediately before/after
the target object, indicating where the
object will be inserted.
Poser 4
Creating Multi-Figure Once a parent-child relationship is set up, any
rotation, translation, or twisting performed on
Hierarchies the parent figure also applies to the child
figure or prop.
When posing more than one figure, you may
want to tie the movement of one figure to To set up a multi-figure relationship in
another figure.You accomplish this by setting the Hierarchy Editor
up a parent-child relationship.
1 Choose Window menu> Hierarchy
For example, if you pose a female figure on a Editor to display the Hierarchy Editor.
horse, you can make the female figure a child
of the horse. This way, when the horse (the 2 Select the figure you want to use as the
parent) moves, so does the female figure (the child.
child). 3 Drag the body of the child figure onto
the intended parent. A box highlight
indicates a valid drop location.
Hierarchies
Applying the 3 Click the Apply Standard Hierarchy
button.
Standard Hierarchy
It doesn’t matter how you create the geometry
for a new figure.You can create it in Poser by
grouping and saving groups as new Poser
props.You can create individual figure parts in Using the Apply Standard Hierarchy button in the
another software application and join them Hierarchy Editor automatically maps the parent-
together in the Hierarchy Editor. child relationships for your figure.
Poser 4
rotation of those at the end. For example, To create an IK chain:
when you raise your arm, your hand
automatically moves to a new position and 1 Choose Window menu> Hierarchy
rotation. Editor to display the Hierarchy Editor.
Inverse Kinematics (IK) uses the same kind of 2 Select IK chains, to enable the Create
dependency, but in reverse. The extremity New IK Chain button.
moves, and IK determines how the objects 3 Click the Create New IK Chain button.
joined to it (closer to the root) responds to
support the new placement. For example, if 4 Enter a name for the new IK Chain.
someone was to grab your hand and push, A blank IK chain is added to the figure’s
your arm would automatically bend at the IK chains.
elbow, while your shoulder would stay fixed in
5 Drag individual body parts from the
position.
figure you’re creating onto the new blank
Poser supports IK for any limb. When IK is IK chain.
on, you can translate the hands and feet and 6 Add nodes to the IK chain in the order of
achieve appropriate arm and leg positions root to goal, the goal being the
automatically. In Poser 4, you can create and terminating node. For example, in the
delete new IK chains, using the Hierarchy arm IK chain, the hand is the chain’s goal.
Editor.
Hierarchies
15
Creating Custom
Figures
You can:
Poser 4
Poser follows the Hierarchy you’ve
established to create a new figure. Once
created, you can use the Hierarchy Editor
to fine-tune rotation order, so that body
parts twist and bend as desired.
In addition to parent-child
Tip relationships, the Figure menu>
Point At command can be useful
for controlling the movement of
individual body parts in a robot
figure.
Creating Figures
Use the Grouping palette to create your own props.
using other Software
To combine props into a new figure: You can create your own Poser figure, using
another 3D software program, like
1 Load the props you wish to combine into MetaCreations Ray Dream Studio. When you
your Poser document. create figures outside of Poser, creation is a
multi-step process.
2 Position the props to form the new
figure.
Deciding how to Start
3 Choose Window menu> Hierarchy
Editor to display the Hierarchy Editor. Before you begin to create articulated,
4 Set up parent-child relationships to bending figures in Poser, you need to make
the following decision.
establish the new figure’s Hierarchy. Refer
to “Using the Hierarchy Editor” on You can:
page 290 for more about using the
Hierarchy Editor. • Follow specific naming rules for body
5 Click the Create Figure button on the groups, then use the Hierarchy Editor in
Hierarchy Editor. Poser to automatically apply standard
Hierarchy and rotation order to your
figure.
• Use non-standard (or a combination of
standard and non-standard) naming for
body groups and use the Poser Hierarchy
The Hierarchy Editor Create Figure button.
Poser 4
You don’t need to move these parts to the • rShin
origin individually.You should leave them • lShin
where they naturally relate to one another. Set
up local origins later, inside Poser. • rFoot
• lFoot
When you store each body in a • rShldr
Note separate file, specify only one • lShldr
group in each file. That group • rForeArm
contains all the polygons in that
• lForeArm
file.
In order to use a figure in the Walk Designer,
When you store the entire body in one file, or have Poser 4 automatically apply Standard
you must use “groups” to separate different Figure Hierarchy and Rotation Orders, you
parts of the body that represent the moving must use the above groups in the figure.
Hierarchy. Saving the entire body in one file is
usually the preferred method.
If you plan to create a figure
It is very important not to overlap groups. Note Hierarchy file outside of the
Wavefront grouping allows polygons to be in Poser 4 Hierarchy Editor,
more than one group. If this happens, the import your figure file as a
overlapping polygons are duplicated when you
prop first, to check that the
bring the file into Poser and each group is
turned into a separate Poser body part. For geometry imports correctly.
example, if you build a human-like object,
you need to separate model polygons into the Naming Groups
following groups:
In a Poser figure file, each body part actually
• rHand has two names: and internal name and a user
• lHand name. It is important that certain body parts
use standard internal names in order to be
• head
available for specific Poser features.You can set
• neck the user name (specified by the “name” line of
• lCollar actors) as you wish.
• rCollar Use the following body part names/Wavefront
• chest group names when available:
• abdomen
• rHand for the body part that represents
• hip the base palm of the right hand
• rThigh • lHand for the body part that represents
• lThigh the base palm of the left hand.
Poser 4
no parental attachment between the abdomen
and the upper leg. Therefore there can be no
physical attachment between the abdomen
and the upper leg.
Poser 4
The File Body The second part of the line specifies the name
of the body part. In the example the part is
The bulk of the Hierarchy file contains lines called abdomen. This name must match the
similar to the one shown below: group name in the OBJ file.
Poser 4
Converting Hierarchy If there are no errors, a Poser Body
Library file is created.
Files The Hierarchy conversion may take
several minutes if there is a large
When you create a Hierarchy file manually, geometry file.
you’ll need to convert it to an actual Poser
Hierarchy file. Once the Hierarchy file is The figure file references the geometry
completed in the text editor, you can import file. If the location is of the geometry file
it into Poser by converting it into a geometry changes, you must edit the figure file to
resource (called a CR2 file). designate the new location (specified
relative to the Poser application in Mac
This geometry resource is then used in format).
conjunction with OBJ 3D data to create a
new figure file with rotation order and IK Verifying Hierarchy Files
relationships as defined by the Hierarchy text
file. Once you begin adjusting the joints, you are
not able to regenerate the figure file a second
On Windows, the resource is a separate file time and have all your joint changes in place.
with the suffix RSR. On a Macintosh, the Make sure that all parent-child relationships
resource is stored with the OBJ file. If you are correct before editing Joint Parameters.
need to edit the resource on a Mac, use a You can make geometry corrections later, but
resource editor to remove the text from the you cannot change the Hierarchy without
OBJ file, or create a new text file by copying creating different joints from scratch again.
and pasting from the old one.
Favored IK positions.
Poser 4
Do this while keeping all the IK chains turned The following is a sample of the surface
off. Only turn them on after you have set the material section of the CR2 file:
favored angles.
material shirt
The preset material cannot be set from the Naming Body Parts
Poser interface.You’ll need to edit the final
Figure library file with a text editor that is The names of the groups you set up in the
capable of opening any kind of file. At the end OBJ file and Hierarchy file may not be the
of the figure file is a block of text that specifies most descriptive names you can use. Once the
the preset material colors and texture map. If main parameters are set for the figure, you can
you’ve edited the regular material to be what change the name of each body part.
you’d like, you can copy the information to
the preset material. To change the name of a body part:
2 Create a new, empty scene. 1 Reopen the OBJ file, using the default
3 Choose Windows menu> Browser to settings for Import options.
open the Browser, then select the Objects 2 Double-click the object to jump into the
tab. mesh form modeler.
4 Choose File menu> Add Folder/ If the set name dialog appears, leave the
Directory. default name and click OK.
5 On your CD-ROM drive, select the 3 Choose View menu> Preset
Dream Models: Mesh Models folder. Position> Front.
The folder is added at the end on the 4 Choose View menu> Preview (Fast).
right, so you may need to scroll the
window using the scroll bars at the 5 Using the Zoom tool, zoom in on the
bottom of the window. figure to about a 4:1 magnification.
6 Drag and drop the Woman2 object into All the individual objects from the
the Time Line Hierarchy. The Woman2 original Ray Dream Studio groups are
object is located towards the bottom of now separate polymeshes inside the mesh
the list. modeler.
7 The Woman2 object is a group of objects. 6 Double-click on the chest with the
You must move all the groups into the selection tool.
Poser 4
7 With the chest selected, choose 4 The eyes and mouth are currently a single
Polymesh menu> Name Polymesh. object. Use the marquee tool to select the
figure’s left eye.
8 Change the name to “chest”, then click
OK. 5 Choose Selection menu> Detach
Polygons to make the eye a separate
9 Repeat the above for the neck portion of
polymesh.
the figure, naming it “neck.”
6 Choose Selection menu> Weld to link
10 Call the left and right shoulder “lShldr”
the eye to the eyelashes.
and “rShldr.”
To match Poser conventions, left and 7 Choose Name Polymesh to name the
right should be from the reference of the object “lEye.”
figure, opposite to your own left and 8 Make the figure’s right eye a separate
right. Also, make sure the selection tool polymesh, link the eye to the eyelashes,
has selected the entire polymesh before and name it “rEye.”
trying to use name polymesh. If double-
clicking doesn’t select the entire 9 Double-click on the mouth.
polymesh, double-click in an deselected 10 Use Name Polymesh to name the object
area of the object. If the name polymesh mouth.
feature is grayed out, then the entire
polymesh is not selected. To name the midsection body parts:
11 Using the same procedure, name:
1 Zoom out, and then zoom in around the
• the left and right upper arms: midsection of the figure.
“lUpperarm” and “rUpperarm”
2 Double-click just above the belt and
• the left and right forearm:
name this section “abdomen.”
“lForearm” and “rForearm”
• the left and right hand “lHand” and
3 Choose View menu> Hide Selection.
“rHand” 4 Use the marquee selection tool to drag a
selection around the belt and into the hip.
To name parts of the head:
5 Hold down the shift key and double-click
1 Double-click the forehead of the figure to with the selection tool on a deselected
select the head. area of the hip.
2 Use Name polymesh to name the object 6 Choose Selection menu> Weld to
“head.” create a single hip object.
3 Select View menu> Hide Selection. 7 Make sure you have a polymesh selected,
and then name it “hip.”
You may need to zoom in to see the eyes
and mouth now left behind. 8 Zoom out, then zoom back in on the
legs.
14 Select just the figure’s right hem. 7 Choose Selection menu> Weld.
16 Select the polygons that are behind the 9 Repeat for the left foot, naming the
hem, which connect the shorts to the resulting object “lFoot.”
right thigh.
To name parts in the shoulder area:
17 Choose View menu> Reveal Hidden
Vertices. 1 Zoom out, and then zoom back in
18 Use the selection tool with the shift key around the right shoulder.
to also select the right hem and right leg 2 Select the right shoulder.
of the shorts.
3 Hold down the Shift key and double-
19 Choose Selection menu> Weld. click on the very edge of the hem of the
20 Repeat the previous two steps for the left shirt with the selection tool. This selects
pant objects. the polygons moving inward towards the
upper arm.
21 Name each side “lPant” and “rPant”
respectively.
4 Choose Selection menu> Weld.
5 Rename the resulting object rShldr.
Poser 4
6 Repeat for the left shoulder. 7 Select File menu> Import: Wavefront
OBJ.
7 Select View menu> Reveal hidden
vertices if any are still hidden. 8 Open the woman.obj file. Use the default
import options.
8 Click Done.
9 Use the Translate tool to drag the figure
9 Save a copy in Ray Dream Studio format.
up.
Lesson 3: Checking Lesson 4: Fixing Surface
Geometry Imports Normals
There are still a couple of steps to complete
You may notice that some areas seem to have
the object in Ray Dream Studio. Importing
holes or appear inverted. This is because the
this object as a prop into Poser allows you to
surface normals are flipped.You should see
check the import of the geometry for errors.
holes in the eyes, neck, abdomen, thighs, and
This part of the tutorial illustrates potential calves.You can fix this in Ray Dream Studio.
problems you may have in your models, and
To fix the surface normals:
how you might fix them.
To check for geometry errors in Poser: 1 Close Poser, then restart Ray Dream
Studio (if necessary).
1 Select Save As and set the file type to 2 Reopen the woman.obj file.
Wavefront.
3 Double-click the object to enter the
2 Locate your Poser folder on your hard modeler.
drive, then open the Runtime:
Geometries folder. 4 Use the selection tool with the Shift key
to select the eyes, neck, abdomen, thighs,
3 Make a new folder called rdswoman. and calves.
4 Open the rdswoman folder and save the You’ll probably need to select and hide
file as woman.obj. the head to get to the eyes.
5 Open Poser. 5 Choose Polymesh menu> Reverse
You may need to close Ray Dream Polymesh Normals.
Studio first in order to have enough 6 Choose View menu> Reveal Hidden
memory. Vertices.
6 Click and drag on the Translate In/Out 7 Click Done.
tool to move the figure away from the
camera. 8 Select File menu> Save As.
9 Set the file type to Wavefront.
To create the Hierarchy file manually: 2 Save the Hierarchy file into the
rdswoman folder and name it
1 Using a text editor, create your Hierarchy
womanfinal.phi.
file to appear as follows:
To scale the new figure:
objFile:Runtime:Geometries:RDSWoman:w
omanfinal.obj
1 Open Poser
1 hip zxy 2 Select File menu> Convert Hierarchy
2 abdomen yxz File.
3 chest zyx
A new figure is created in a group called
4 neck yxz
New Figures.
5 head yxz
6 lEye yxz 3 Open the library window and click on
6 rEye yxz the figure tab.
6 mouth
yxz
4 Select the New Figures category.
Poser 4
5 Double-click the new figure (with the Lesson 6: Setting Joint
shrugging Poser figure icon).
Parameters
6 The figure is initially very large. Select
“body” from the Current Elements pop- If you use the Poser 4 Hierarchy Editor, you
up menu. can have Poser set joint parameters based on
the Hierarchy you define. Even so, you will
7 Double-click the scale parameter dial and
may want to make adjustments to joint
change the value to 4.2%.
parameters.
To adjust body part color:
Before adjusting joint
1 Choose Figure menu> Drop to Floor. Note parameters, always check that
2 Each body part is a different color. Use IK Chains for the figure are
the color tool on the body parts to better turned off.
organize the figure.
Your first task is to set the center of rotation
3 Use a similar color for the chest, for all body parts. If you change this later, it
abdomen, left shoulder and right shoulder affects all other bending parameters for parent
to form the shirt. and child body parts.
4 Use a similar color for the hip, left pant,
and right pant to form the shorts. To set the hip center of rotation:
5 Use a similar color for each foot. 1 Switch to outline display mode.
6 Color the mouth red and each eye white. 2 Open the Joint Parameters window.
7 Use a skin tone for the remaining body 3 Click on Zero Figure.
parts.
4 Start by selecting the hip.
8 Select Edit menu> Memorize:
Figure. 5 Change the Center point x and z values
to 0.0.
9 Add the figure to the library, naming it
Womanfinal. 6 Set the y value to 0.9.
7 Set the End Point y value to 0.8. The x
and z value should be 0.0.
Poser 4
To adjust scale values:
Poser 4
Export Texture Maps: Creates a Wavefront
Material file to be used with the OBJ
Using Poser with
geometry file. This file describes how objects Painter 3D
are textured. It creates one material for each
group. You can export a figure as an OBJ file from
Poser and then paint on it as you would any
Transpose Coordinates: Compensates for other model.
the difference in world coordinates between
other programs and Ray Dream Studio. Ray To use a Poser model in Painter 3D:
Dream Studio has the y and z coordinate axes
transposed from other programs, including 1 Create and pose a figure in Poser.
Poser.
3 Click on the Options button to alter the 2 Choose File menu> Export>
export options. Wavefront OBJ.
3 In the dialog that appears, select the
Single frame option.
Poser 4
Using Poser with 4 In the Hierarchy Options dialog that
appears, click OK to use the default
Bryce 3D settings.
You can import Poser Figures as OBJ into any 5 Launch Bryce.
Bryce scene. 6 Open or create a scene where the Poser
figure is to be placed.
To use a Poser model in Bryce:
Poser figure.
Poser 4
3 Click the Image Texture button in 5 Click Load (above the first large pict
material A. box).
Using a Browser
The final result.
The two most common browsers are Internet
11 With the hair selected, repeat these steps Explorer and Netscape Navigator.Use version
to apply the hair texture. 4.0 or greater of either browser to take
advantage of interactive HTML features.
Poser 4
Windows Users 2 Poser launches your browser and opens
the desired link.
If your computer is running Windows 95,
Windows 98, or Windows NT 4.0 or greater, Modifying Poser Web Links
you should already have Internet Explorer
installed. If not, you’ll need to install it. Once You can create, delete, or edit Poser Web Link
you have an account with an ISP, you can start files. Each link is a simple ASCII file that
using the Web-based features of Poser. contains a line with the link’s URL.
Once you have an account with an Internet 1 From your desktop, open:
provider and a browser software package Poser:Runtime:Weblinks:
installed, you can start using the Internet- Curious Labs/Other Web Links. Link
based features of Poser. files appear in these folders.
2 Do any of the following:
Accessing the Web • To change the name of a link,
highlight the filename and enter a
Poser now has a “Links” menu that will launch new name.
your default browser and take you to the one
• To delete a link, drag its file to the
of the Poser-related Web links in your links
Trash/Recycle Bin.
list.You can update this links list to add your
own links and delete any default links you do • To create a new link, open a text
not use. editor such as Note Pad or
SimpleText. Enter the URL on the
In addition, you can also export both still files first line of the file, and save the file
to the Web using the Export Image or Render in the Poser:Runtime:Weblinks:
to Disk options on the File menu.You can Curious Labs/Other Web Links
export animations through the Render directory.
Animation feature. • To change a link, open the link file in
your text editor, enter the new URL,
To select a Web link:
then save and close the file.
1 Choose Help menu> Curious Labs 3 Restart Poser.
Web Links> choose a link for links to Your menu reflects the new links.
Curious Labs Web pages
or
Help menu> Other Web Links> choose
a link for links to Poser Web sites.
Poser 4
The Canoma-generated object or scene
appears in the list of props (without a special
icon) and with the name you give the prop.
You can place and work with the prop like any
other.
Installing Poser
If you have trouble with your installation, be sure
to read “Installing Poser” on page 15.
Tr o u b l e s h o o t i n g
B
Glossary
Glossary
Distance Falloff The distance from a Focal Length A camera control that changes
spotlight itself to the point where the light has the camera perspective in the studio.
no effect. Decreasing the Focal Length increases the
sense of perspective. Increasing the Focal
Distant Light Refer to Infinite Light. Length “flattens” the sense of perspective.
Document Display Style Refer to Display Frame Count The total number of frames
Style. in an animation.
Dolly A camera view where the camera Frame Rate The number of frames used
moves around in 3D space as if gliding on the during one second of animation.
surface of a sphere surrounding the Poser
studio. Frame Size A width or height value for the
animation output set during Animation Setup.
DXF Originally developed for use with The aspect ratio of the Document window
AutoCad, this is the most common 3D file determines the other value.
exchange format.
Full Tracking A tracking style that uses a
Fast Tracking A tracking style that displays display style at all times, resulting in a slower
figures and objects as boxes only when they motion as you manipulate poses and shapes.
are moving. Refer also to Box Tracking, Full Refer also to Box Tracking, Fast Tracking and
Tracking, and Figure Tracking. Figure Tracking.
Figure Ring The ring that surrounds a Graph Palette A palette that lets you
figure and allows you to select the entire perform precise edits on keyframes and adjust
figure (as opposed to its elements). the interpolation methods used in an
animation. The palette is made up of two axes
Figure Tracking A feature used during the and a graph.The horizontal axis displays frame
posing and shaping phases that changes the numbers which represent time in your
display of an object as you reposition its parts. animation.
Refer also to Box Tracking, Fast Tracking, and
Full Tracking. Grouping Tool An editing tool that allows
you to select specific polygons on an object
Flyaround View A camera view that lets you and group them.
see all the contents of the studio at once. In
this view the camera moves around an Group Edit Palette A dialog that
imaginary track above and away from the accompanies the Grouping tool. The Group
center of the studio. Edit palette includes various options for
grouping and creating props.
Poser 4
Horizon Line A reference line in a studio Libraries Palette A Poser library dialog by
that shows perspective. which figures, poses, props, lights, cameras,
and animations are saved and retrieved.
Implicit (UV) Mapping Refer to UV
Mapping. Light Control A control used to create and
position lights in the Poser Workspace. The
Infinite Lighting A lighting control that Light control is located by default in the top
shines light into the studio the same way the left corner of the Poser Workspace.
sun or moon shines on the Earth. The light
rays from a distant source are parallel as they Light Indicator A visible representation of a
enter the Poser studio. light source. The infinite light indicator
appears as a ring around the figure. The
Interpolation An animation process by Spotlight indicator appears as the outline of a
which Poser fills in the gaps between Spotlight.
keyframes to create the illusion of motion.
Refer also to Break Spline Interpolation, Linear Interpolation A type of animation
Spline Interpolation, Linear Interpolation, and interpolation that places intermediate poses at
Constant Interpolation. equal increments so the motion is smooth and
straight. Refer also to Break Spline
Inverse Kinematics (IK) A feature which Interpolation, Spline Interpolation, and
determines the dependency of jointed Constant Interpolation.
structures in movement. When an extremity
on a figure moves, IK determines how objects Magnet A deformer that distorts an object as
joined to it respond. if it were being affected by a magnet.
Keyframe A representation of one point in Memorize A feature that sets a default value
time in an animation. Keyframes store changes for a Parameter Dial.
in position for each body part in the figure, as
well as changes in scale, color, lighting, or Memory Dots A graphical control that
camera position. allows you to save multiple poses, cameras,
and UI configurations within a file.
Keyframe Animation The process of
assigning different poses to different keyframes Morph A change made to the form or
during an animation. character of an object.
Glossary
Orthogonal A camera projection of a scene PICT A standard Macintosh file format for
which has no perspective distortion. pixel-based images.
Object Any 3D volume or other item that Pitch The aspect of an object’s attitude that
appears in the universe, including cameras and describes its angular deviation along its
lights. When objects are grouped, their group vertical (top-to-bottom) axis.
is also described as an object.
Point of View (also viewpoint) The
Orbit Refer to X,Y, Z Orbit. position and angle from which a scene is
viewed. The point of view (POV) is always
Orientation The direction an object faces as through a camera.You may add several
defined by the compound effect of the cameras, positioned and angled differently, and
object’s pitch, yaw, and roll. Usually, the most switch the Universe window POV between
important aspect of an object’s orientation is them. When you render an image, you choose
its relation to other objects. An object’s the POV from which the image should be
relation to the viewpoint can be changed by taken.
moving the current camera.
Properties A collection of characteristics
Origin Refer to Prop Origin. applied to (or available for) an object.
Properties for an object appear in its
Parameter Dimensions or encompassing Properties dialog.
characteristics applied to a figure or object to
define its relationship to itself or other objects. Prop Origin 3D cross-hairs that represent a
prop’s center of rotation and scale. When you
Parameter Dial Movement controls that rotate a prop, it moves around the origin
allow figure posing using precise numerical point.
increments. By dragging a dial you can move
a body part in small increments, allowing for QuickTime A standard Apple file format for
precise poses. movies.
Parent An object that is linked to another Reflection Map A type of surface material
object (its child) in a hierarchy. When the that determines what is reflected on an
parent is moved, the child moves with it. object’s surface.
Refer also to Child.
Render The process of building a 2-
Phoneme A linguistic term for the position dimensional bitmapped image from the
of the lips, teeth, and tongue as they make information contained in a 3-dimensional
sounds that produce specific letter sounds. In scene.
Poser, you can create the appearance of
phonemes to create realistic facial animations, Roll A camera command that tips the Dolly
simulating speech. camera to the left or right.
Poser 4
Scale A value that describes the space an Taper Adjusts the scale of one end of an
object occupies; synonymous with Size, element only—the other end does not change.
though Size implies an absolute space.
Texture Map A type of surface material that
Scrubber A control which represents the determines the texture of an object’s surface.
current period of time on the Animation
Timeline. By positioning the Scrubber at TIFF A graphics file format used for still-
different points in time, you can move image bitmaps.
through time to set up keyframes.
Timeline A graphical representation of time
Smart Prop A prop setting that describes a located in the Animation Controls.
specific location for a prop in relation to
another object. The location is found when a Tracking Refer to Figure Tracking.
smart prop is retrieved from the library.
Translate In/Out Tool An editing tool that
Spline Interpolation A type of animation moves a selected part or figure in the z
interpolation which places intermediate poses dimension.
(and settings) on a curve. The element or
Translate/Pull Tool An editing tool that
object accelerates and decelerates in and out of
moves a selected part or figure vertically or
the motion. Refer also to Break Spline
laterally (in the x and y dimensions).
Interpolation, Constant Interpolation, and
Linear Interpolation. Translation A manipulation of the position
or attitude of an object. Also, an extrusion in
Spotlight A light that is cast in a specific
which the cross section remains at one angle,
direction along a cone-shaped path, creating a
regardless of the curvature of the sweep path.
“stage spot” effect.
Transparency Map A type of surface
Spread The amount of space between the
material that determines what is reflected in a
fingers, controlled by the Spread Parameter
transparent object’s surface.
Dial. Higher values spread the fingers out,
while lower values push the fingers together. Turbulence A Parameter Dial that defines
the roughness of a wave pattern. Go from a
SMPTE ISO standard acronym to describe
smooth pattern, to a jagged, turbulent one.
time by hours:minutes:seconds:frames.
UI The User Interface (UI) is what appears
Surface Materials Rendering controls that
when you launch Poser. The screen is the
let you apply texture characteristics to an
interface between the user and all of the
object.
features of the application. It contains buttons,
Symmetry A menu control that allows pose pull-down menus, and paths to the features
characteristics to be copied from one side of themselves.
the body to another.
Glossary
URL Uniform Resource Locator (URL) is VRML Virtual Reality Modeling Language
the string of locations in a Web address. The —a file format that can be imported and
URL for Curious Labs, for example, is: exported in Poser.
Vector A line of movement defined by its Yaw The area the Dolly camera points at as it
end points or by the current position and one rotates 180 degrees on its y-axis.
other point.
yOrbit A camera control that tilts the camera
Vertex A control point on a path. Paths to the left or right.
begin, change angles, and end at vertices.
zOrbit A camera control that orbits the
Viewpoint Refer to Point of View camera around the studio. The camera
continues to point at the center of the studio
as it orbits.
Poser 4
Glossary
Index
Numerics Aiming break spline
infinite lights 194 interpolation 206, 225
lights 193, 197 BVH files 242
2D rendering 259 spotlights 194 cameras 181, 237, 239
3D programs Alias changing Timeline
props and 167 Ruler 217
defined 337
3D Studio file format clearing keyframes 219
rendering 262
clip sound file 240
exporting 48 Align constant interpolation
importing 47, 166 head 237 206, 224
3DMF file format joint parameters 282 controls 206
exporting 48 All Elements option 218 copying keyframes 222, 223
importing 47, 166 Deleting keyframes 219 creating 209
Next Keyframe 221 Current Frame
Previous Keyframe 221 Indicator 227
A Allocating memory 25
cycle repeat 237
deformers and 208
Always Complete Last Step 237 deleting keyframes 213,
Accessing the web 332
Ambient color 257 219, 220
Add Element to deform button
Amp Noise dial, waves 150 designing walks 234
magnet object Dolly camera 238
Amplitude dial, waves 150
properties 146 duration 210, 337
wave object properties 151 Angle Falloff
editing 206, 213
Add Keyframes button 213, 218 defined 337
editing graph 227
spotlights 201
Add Morph Target editing interpolation 225
Animals editing keyframes 217
body parts 42, 126
Prop properties 170 heads and 133 editing sound files 240
posing 133 editing walks 235
Adding
Animating checkbox Elements list 215, 216, 337
animations to library 230 Face camera 238
chain breaks 120 Light properties 192
faces 207
figures to studio 33 Animating On/Off icon 181
figures and 205, 206
hair 163 Animation frame count 215, 339
infinite lights 193 adding keyframes 213, 218 frame rate 214
keyframes 213, 218, 228 adjusting current time 212 frame size 210
lights 193 adjusting scrubber 212 go to keyframe 221
poses to the library 135 align head 237 green keyframes 225
props 166 All Elements button 219 Hand cameras 238
spotlights 193 Always Complete Last Step hands 207
Adjusting light indicators 196 237 how it works 206
Advancing keyframes 220, 221 background and 211 indicator 239
interpolation 206, 224 turn camera off 239 techniques 231
interpolation graph 226 walk in place 236 Answering questions 13
Inverse Kinematics and 207 walk paths 233 Anti-alias
key-shaped indicator 239 walking 233
defined 338
lights 239 wave deformers and 208
Document render 263
linear interpolation waveforms 241
rendering 262
206, 224 window size ratio 210
loading walks 236 Apply Bulges parameter 284
Animation Controls 209
magnet deformers and 208 Apply Bulges parameters 285
command 214
Main camera 238 defined 337 Apply standard rotation order
morph targets and 209 scrubber 211 299
motion 232 understanding 24 Applying
moving keyframes 221, 222
Animation Palette 24 preview modes 40
navigation controls 220
Animation palette 213 standard hierarchy 299
Next Keyframe button
symmetry 125, 142
220, 221 add keyframes 218
walks 236
palette 206, 213 adding keyframes 218
previewing 206 clearing keyframes 219 Arms, selecting 43
Previous Keyframe current time and 215 Articulated Hand model 128
220, 221 defined 338 Aspect ratio, rendering 261
props and 208 delete keyframes 219 Auto Balance, posing with 134
red keyframes 225 Elements List 215
Auxiliary Camera 179, 338
rendering 264 frame numbers 215
show graph display button AVI
saving walks 236
selecting elements 216 225 background 211
selecting keyframe This Element button 219 defined 338
range 228 Timeline 217 Footage command 211
selecting keyframes Animation Setup command importing 47, 211
217, 227 210, 214 rendering and 264
setting dimensions 210 Animations Axis, defined 338
setting duration 210
adding to library 230
setting up 210, 214
simulating speech 207
advanced features 224
cameras and and 187
B
Sound Display 241
creating 205, 209
sound files 240 Background
current time 215
sound range 240
current time and 211 animation 211
spacing keyframes 231
lights and 203 image 211
spline interpolation
looping 229 movie 211
206, 224
multi-frame 230 Background color
syncing sound 240
playing 228
techniques 231 Rendering and 262
poses and 35, 48, 135, 157
This Element button 218, setting 29
previewing 228, 229
219, 220 Background Picture 262
saving 265
timeline 211, 217 Backgrounds
speed 210
timing keyframes 223
stopping 228 clearing 44
Transition options 237
Index
color 194, 262 tapering 141 zOrbit 184
pasting figures onto 44 turning 123 Camera Plane
rendering and 262 twisting 118, 122 controls 181
Workspace 28 Body shaping 138 defined 338
Bend dial 122 Box Tracking 30, 338 Camera Selection control 180
Bend option, Element Break Spline interpolation 206, Cameras
Properties 42, 126 225, 338 animating 181, 237
Bending Breasts, changing size 141 animation indicator 239
body parts 122 BRLarge 141 auxiliary 179
figures 127 Brow parameter 132, 153 category 32
joint parameters 281, 283 controls 21
Browser 331
props 12 Dolly 179
BRSmall 141
Black, rendering and 262 face 179
Bryce 3D, using with Poser 328 flyaround view 180
Blend zones 278
Bump maps focal length and 183
Blink, posing for 131
converting PICT 248 hand 179
Blocks, selecting keyframes 222
custom 247 Hand Cameras 127
BMP file format 251 defined 338 how they work 177
defined 338 loading custom 248 locking 186
importing and 47 painting 248 main 179
rendering and 264 props and 171 memory dots 37, 187
Bodies rendering with 263 options 185
scaling 142 Strength slider 247 Orthogonal 179
sizing 142 templates 248 parameters 183
BumpNose parameter 132, 153 pointing 186
Body parts
Posing 179
attaching to prop 172 BVH file format 47
posing and 110
bending 42, 122, 126 Importing BVH files 242 properties 185
casting shadows 42, 126 roll 183
front-to-back rotation trackball 182
movement 123 C saving positions 37, 186
grouping 305 saving to library 186
hiding 42, 126 scaling 183
Camera Controls
locking 134 See also Libraries
morph targets and 42, 126 understanding 21
using 181 selecting 36, 180
naming 42, 126 shortcut icons 180
options 126 viewing figures and 36
switching 180
Parameter Dials and 141 Camera parameters
turning animation
pointing 134 Focal Length 183 on/off 239
properties 42 Pitch 184
Canoma, using with Poser 333
replacing with props 173 Roll 184
scaling 140, 141 Scale 184 Cartoon style 39
selecting 43, 114 xOrbit 184 Cartoon w/Line style 39
side-to-side movement 122 Yaw 184 Casting shadows 201
surface materials and 245 yOrbit 184
Poser 4
Casts Shadow button, Color dot 199 walk paths 233
properties 42, 126, 170 Color tool 28, 139 Curious Labs
Center Point Colors license agreement 363
joint parameters 282, adding 139 Current Element menu
283, 285 ambient 257 props and 168
Center, joint parameters backgrounds 194 selecting and 113
280, 282 Document window 29 Current Figure menu
Chain break figures and 139, 199
animals and 133
adding 120 highlight 256
Light properties 192 Current Frame Indicator 227
posing and 120
lighting and 199 Current time
removing 121
tool 120, 338 object 255 adjusting 212
props 171 for animations 211
Changing
reflective 254 moving 215
defaults 46 setting 255 scrubber 211
play range 229
Combining props 304 Custom figures 301
prop origin 169
Timeline Ruler 217 Conforming Custom morph targets 154
views 180 clothing to figures 165 Customer service 14
Characters, figures 153 figures and clothing 12 Customizing
hair to figures 164
Cheeks parameter 132, 153 bump maps 247
Constant interpolation 206, 224, reflection maps 254
Child
338 texture maps 250
defined 338
Contacting transparency maps 252
parent and 296
See also Parent, Hierarchy Technical support 14 Cycle repeat 237
Chin parameter 132, 153 Controls for animation 206
Copying 13
Clear Background Picture
blocks of keyframes 223
D
44, 211
Clearing joint parameters 286
keyframes 222, 228 Darkness of shadows 202
background 44
poses 125 Defaults
keyframes 219
Copying and Pasting 143 changing 46
Clipping sound files 240
Count, changing 215 restoring 46
Clothing
Create Meshform Objects 325 Deformer Tools 143
conforming to
figure 12, 165 Create Walk Path command 233 Deformers 12
figures and 164 Creating animating 208
hiding skin under 166 animations 209 defined 338
without a figure 166 figures 301 grouped objects, using
Collapsing figures from props 304 with 159
library sub-categories 34 magnets 144
elements list 216
motion 232 wavess 149
Hierarchy Editor 291
prop parameters 169 Deforming props 168
Color controls
props 168 Degree of Tessellation 326
Document window and 29
Index
Delete Keyframes silhouette 37 DXF file format
button 213, 219 defined 339
Delete Prop command 168 smooth lined 40 exporting 48
Deleting smooth shaded 40 importing 47, 166
texture shaded 40
infinite lights 193
wireframe 38
keyframes 213, 219, 228
libraries 35 Displaying E
props 168 guides 44
range of keyframes 220 Hierarchy Editor 290 Edit Falloff Graph
spotlights 193 Libraries palette 32
magnet zone
Workspace layouts 28 object properties 294
properties 146, 152
Deleting object groups 292 Distance Falloff
Editing
Deleting objects 292 defined 339
animation 206, 213
Depth Cueing 30 spotlights 201
animation setup 214
defined 338 Document Display Style 37 frame rates 214
Designing understanding controls 22 interpolation graph 226
Document Preference 26 keyframes on graph 227
walk paths 234
Document Style command 37 libraries 35
Destination, rendering and 261 sound files 240
Detach Polygons Document window
walks 235
Poser modeler 324 color 29
Editing tools 42
moving 29
Detail, surface 262 selecting parts with 43
repositioning 27
Detailer text file format resizing 29 understanding 23
exporting 48 setting up 28 using 114
Dimensions of animation 210 texture 31 Element pop-up
Display Deformer understanding 20 selecting body parts and 43
joint parameters 280 Document Window Size Elements
command 29, 210 animating 216
Display Origin
Dolly Camera 179 display style 41
magnet base 146
props 170 animating 238 properties 42
defined 339 restoring 46
Display Styles 22, 37
DollyX dial, cameras and 185 scrolling 216
about 13
DollyY dial, cameras and 185 Elements List 215, 216
applying 40
cartoon 39 DollyZ dial, cameras and 185 collapsing 216
cartoon w/line 39 Dots Establishing hierarchical
defined 338 relationships 295
color 199
elements and 41 Ethnicity 153
Drop to Floor command
flat lined 39 Exit command 49
125, 168
flat shaded 39 Expanding
hidden line 38 Duplicating
keyframes 228 Elements List 216
lit wireframe 38
Hierarchy Editor 291
outline 38 Duration of animation 210
resetting 41
Poser 4
Export Full Path For MouthM 130 combining to create
Grouping 325 MouthO 130 new 303
Export Normals 325 OpenLips 130 conforming 12
Export Texture Maps 326 parameter dials 130 conforming clothes to 165
phonemes and 132 conforming hair to 164
Export UV values 325
posing 129 creating 301
Exporting posing eyes 131 creating outside Poser 304
3D Studio file format 48 See also Libraries deforming 143
3DMF file format 48 Smile 130 genitals 139
BVH files 242 TongueL 131 heads 45
DXF file format 48 TongueT 131 height 139
files 47 using 133 hiding 44
including/excluding Worry Left/Right 131 hiding/showing 44
items 48 zooming into 36 locking 134
OBJ file format 48 Facial positions 207 modifying to create
OBJ files 325 new 302
Factory state 26, 27
props 48, 166 moving 124
Wavefront file format 48 Falloff graph
options 126
Eyebrow parameters 131 magnet zone 146, 152 pasting onto background 44
Blink 131 Falloff zones perspective of multiple
Left/Right Brow spherical 287 figures 45
Down 131 Fast forward button 228 placing in studio 32
Left/Right Brow Up 131 posing 113, 114
Fast Tracking 30
Left/Right Worry 131 previewing 37
defined 339 properties 41
EyeRoundness parameter Feet, selecting 43 props, and 161
132, 153
Figure Height command 139 range of motion 113
Eyes, posing 131 renaming 41
Figure joints 278
Figure Ring restoring 174
rotating 115, 123, 124
F defined 339
saving 160
posing and 114
scaling 138, 142
scaling and 142
Face Camera 179 See also Libraries, Body
Figure tracking 30, 339 parts, Bodies
animating 238
Figures selecting parts 43
Faces
adding clothing 164 shaping 138, 140
animating 207 showing all 44
adding to studio 33
Blink 131
animating 205, 206 sizing 142
category 32 translating 118, 119
applying surface
eyebrow parameters 131 twisting 118
materials 245
Frown 130 viewing 36
bending 127
Left/Right Brow visibility, changing 41
category 32
Down 131 width 140
changing types 138
Left/Right Brow Up 131
color 199 Figures category 138, 160
mouth parameters 130
combined props 304
MouthF 130
Index
Files Front-Back creating props with 303
exporting 47 joint parameters 281 defined 339
importing 47, 167 Front-Back joint parameters 281 using 157
printing 47 Front-to-Back dial 123 Groups
saving 48 arranging on model 307
Frown, posing for 130
Files, large 16 hierarchy file and 306
Full Tracking 30, 143
Flat Lined style 39 Guides
defined 339
Flat Shaded style 39 command 44, 125
FlatFace parameter 132, 153 displaying 44
FlatNose parameter 132, 153 G ground plane 44
head lengths 45
Floor. See Ground plane
hiding 44
Flyaround View 37 General Preferences 26 hip-shoulder relationship 45
defined 339 Genitalia command 139 horizon line 45
Flyaround view 180 Genitals 139 understanding 44
Focal Length Geometry, importing 304 vanishing lines 183
cameras and 183 Go to, specific keyframe 221
defined 339
dial 183
Graph palette 226 H
defined 339
Foreground color 29 interpolation and 226
FPS 210, 214 Hair
sound 240
Frame Count 210, 339 sound and 241 adding 163
waveforms 241 category 32
Frame number 211
conforming to figure 164
Frame Rate 210, 214 Graph Parameter Dials 122
posable 163
animation and 265 Grasp dial, hands 128 poseable 164
defined 339 Green keyframes 225 See also Libraries
editing 214 Ground Hand Cameras 179
Frame Size 210, 339 color 29 animating 238
Frames plane 44 posing 127
count, changing 215 plane,understanding 21 Hands 128
moving 228 Group checkbox animating 207
navigating 220 magnet zone properties 146 category 32
number of 210 wave zone properties 152 Grasping 128
rate 210 Group Edit palette 339 locking 128
selecting 217 Parameter Dials and 128
Group Information, OBJ
sizing 210 posing 127
files 325
spacing 231 presets 129
Grouped objects, deformers
Frames per second 210, 214 See also Libraries
and 159
Frames per second (fps) 232 selecting 43
Grouping
Freq Noise dial Thumb dial 128
body parts 305 zooming into 36
waves 150 surface materials and 246
H-Anim file format 48
Fresco license 363 Grouping tool 13
Poser 4
Head using 290 QuickTime files 211
animals 133 Hierarchy File sound 240
selecting 43 Body 310 Wavefront file format 47
Head lengths 45 converting 312 Importing geometries 304
HeartFace parameter 132, 153 Header 309 Importing motion capture 242
Height, figures 139 verifying 312 Inclusion and Exclusion Angles,
Hidden Line style 38 Hierarchy file editing 281
Hide Figure command 44 curved transformations 311 Infinite light
Inverse Kinematic indicator 195
Hiding
Chains 311 moving 196
body parts 42, 126
Hierarchy File, inside 308 Infinite Lighting
figures 41, 44
guides 44 Hierarchy Selection list 34, 48, defined 340
prop origin 169 135 Infinite lights 190
props 170 High End/Start joint parameters adding 193
skin under clothing 166 285 aiming 194
Hierarchical Relationships 295 Highlight Color 256 deleting 193
Hierarchies, multi-figure 298 Highlight Size slider 256 Infinite/Spot radio buttons
Hierarchy Highlights 171 Light properties 192
defined 339 Hip-shoulder relationship 45 Inherits bend of parent
how it works 289 Horizon Line 45, 340 props 172
See also Parent, Child Inside the Hierarchy File 308
Hierarchy Editor 12, 289, 299
apply standard
I Installation 14
Macintosh 15
hierarchy 299 tips 16
apply standard IK. See Inverse Kinematics Windows 16
rotation order 299 Image size, rendering and 261 Installing Poser 15
changing object
Images, rendering 263 Intensity, lighting 12, 200
visibility 294
collapsing 291 Implicit (UV) mapping 171, Interface Preference 27
controling display 291 247, 340
Internet connection 331
creating relationships 295 Import command 47, 240
Internet Explorer 331
deleting object groups 292 Importing
Internet, Poser and 331
deleting objects 292 3D Studio file format 47
displaying 290 Interpolation 224
3DMF file format 47
displaying object properties AVI files 211 break spline type 206
294 background footage 211 choosing 225
expanding 291 BVH file format 47 constant type 206
Inverse Kinematics 299 DXF file format 47 defined 340
parent-child files 47 editing 225
relationships 296 OBJ file format 47 graphs and 226
renaming objects 293 OBJ files 325 linear type 206
reordering objects 293 Painter 3D file format 47 spline 206
selecting objects 292 props 166, 167
Index
Interpolation graph copying blocks of 223 Props category 166
editing 226 deleting 213, 228 saving items to 34, 175
Interpolation types 206 editing 227 Libraries palette 23
go to 221 adding poses 135
Inverse Kinematics 299
green 225 animations and 35, 48, 135,
animation 207 interpolation and 225
chain break tool and 120 157, 187, 203
moving 221, 228 defined 340
defined 340 moving multiple 222
setting 112 displaying 32
preferences 224 faces 133
turning on/off 112 previous 221
understanding 110 hands 129
red 225 loading from 33
repositioning 228 resizing 33
rewinding 221
J selecting 217, 227
saving 34
sub-categories 33
selecting a range 228 using 136
Joint Angles selecting multiple 222 using figures from 32
joint parameters 283, 285 spacing 231 using poses for
timing 223, 241 animating 229
Joint parameters 278
viewing 229
copying 286 License agreement 363
walking and 236
editing 279, 280 Light Controls 191, 194
Key-shaped indicator 239
saving 286 animaing 239
Joints defined 340
attributes 282 L understanding 22
setting attributes 280 Light indicator 192, 195
JPEG file format LashLengh parameter 132, 153 defined 340
importing and 47 infinite 195
Launching Poser 25
scaling 196
Layouts, saving 28 spotlight 196
K Left/Right Brow Down dial 131 Lighting
Left/Right Brow Up dial 131 adding 193
Keyframe Legs, selecting 43 adding infinite lights 193
Length, heads 45 adding spotlights 193
advance to next 220
Libraries adjusting indicators 196
animation 206, 340
aiming 193
controls 214 Cameras category 186
ambient 257
count 215 command 32
animating 239
counter 209 deleting 35
animating option 192
defined 340 editing 35
color 192, 199
interpolation 224, 340 Face category 133
color parameters 200
Keyframes Figures category 138, 160
controls 191, 194
adding 213, 218, 228 Hands category 129
deleting infinite lights 193
advancing 221 Lights category 203
deleting spotlights 193
clearing 219 Poses category 135
features 12
copying 222, 228 posing and 110
how it works 189
Poser 4
indicators 195 setting parent 193, 202 properties 146
infinite lights 190 turning on or off 192 Magnet deformer 12
multiple figures 190 turning on shadows 192 animating 208
naming lights 192 using Point At 199
Magnet object 144
pointing 199 Limits
properties 191 properties 145
Parameter Dials and 113
rendering and 189 Magnet tool 144
using 113
rotating 196 Magnet zone 144
Linear interpolation 206,
sets, saving 203 properties 146
224, 340
setting color 199
Links menu 332 Magnets
setting intensity 200
setting options 191 LipSize parameter 132, 153 locking 147
setting parent 193 moving 145
Lit Wireframe style 38
setting parents 202 parameter dials 145
Loading properties 145
shadows 192
Figures from a Libraries repositioning 144
shadows and 201
palette 33 rotating 144
spotlights 191
walks 236 scaling 145
turning on or off 192
twisting 196 Lock Hand Parts command 127 twisting 144
type of 192 Locking Main Camera 179
visible or not visible 192 body parts 134 animating 238
visual indicators of 192 figures 134 Make Movie command 260, 264
Lights hand parts 128 Map Size dial 202
adding 193 magnets 147
Mapping, UV 171
adding infinite 193 Locking, cameras 186
Materials command 245
adding spotlight 193 LongFace parameter 132, 153
Max Limit 122
adjusting indicators 196 Loop button 229
aiming 193 Memorize command 46, 340
Low Start/End joint
animating 192 Memorizing Parameter Dials 122
parameters 285
casting shadows 201 Memory dots
category 32, 203 cameras 37, 187
deleting infinite light 193 M defined 340
deleting spotlight 193 pose 136
determining type 192 posing 114
intensity 12 Macintosh
UI 28
making indicator visible 192 custom extensions 15
Memory, allocating 25
moving 197 extension conflicts 336
naming 192 installation 15 MetaStream file format
pointing 199 memory usage 16 importing 47, 166
rotating 197 Poser and 336 Min Limit 122
saving sets of 203 setup 25 Model Format 305
See also Libraries system requirements 15 Morph 340
selecting color 192 Magnet Morph targets 12
setting color 199 defined 340
setting intensity 200 adding 156
Magnet base 144
Index
adding to body 187, 203 exporting 48
parts 42, 126 Multi-frame animations 230 importing 47, 166
animating 209 Multiple figures See also Wavefront
custom, creating 154 file format
in perspective 45
defined 340 OBJ files
lighting 190
ethnic 153 Create Meshform
relative sizes 142
props and 170 Objects 325
superhero 154 Multiple keyframes
Degree of Tessellation 326
Motion moving 222
Export Full Path For
selecting 222
creating 232 Grouping 325
syncing with sound 240 Export Normals 325
Export Texture Maps 326
Motion Capture Files 242 N Export UV values 325
Motion graphics programs 241
exporting 325
Mouth parameters 130
Name format 325
Frown 130 Group Information 325
Edges 324
MouthF 130 importing 325
Light properties 192
MouthM 130 Scaling Factor 325
Polygons 324
MouthO 130 Textures Format 326
Polymesh 324
OpenLips 130 Transpose Coordinates
Vertices 324
Smile 130 325, 326
TongueL 131 Name field
figure properties 41 Object color, setting 255
TongueT 131
magnet base properties 146 Object properties 169, 170,
MouthF, posing for 130
magnet object 174, 294
MouthM, posing for 130
properties 145 Object visibility, changing 294
MouthO, posing for 130 magnet zone properties 146 Object, defined 341
Moving wave object properties 151 Objects
current time 215 wave zone properties 152
renaming 293
Document window 27, 29 Naming reordering 293
figures 124 body parts 42, 126
keyframes 221, 228 Offset dial, waves 150
props 170
magnets 145 On checkbox
Natural Light. See Infinite Light
multiple keyframes 222 Light properties 192
props 168 Navigating frames 220
OpenLips, posing for 130
tools 27 Netscape Navigator 331
Options
waves 150 Next Keyframe button 213, 220,
cameras 185
workspace background 28 221, 227
rendering 260
Moving infinite light 196
Orbit, defined 341
Moving lights 197
Moving spotlight 196
O Orientation
defined 341
Multi-Figure Hierarchies 298 joint parameters 282
OBJ file format
Multi-frame animation
defined 340
saving 35, 48, 135, 157,
Poser 4
Origin shadows 202 cameras 186
changing 169 Parent Point of View, defined 341
for props 169 childr and 296 PointedNose parameter 132, 153
Origin. See Prop Origin defined 341 Pointing
prop 171 body parts 134
Orthogonal Cameras 179 See also Child, Hierarchy lights 199
setting for light 202
defined 341 Pose memory dots 136
using 179 Parent-child relationships 296
Poseable hair 164
Outline style 38 Parts
Poser, installing 15
posing 113
Poses
rotating 115
P selecting 113 adding to Libraries
palette 135
Paste onto Background
applying 136
command 44
Painter 3D file format category 32
Pasting 13
importing 47, 166 Libraries palette 229
poses 125 saving 135
Palettes
Pause button 228 See also Libraries
Animation palette 213
Graph palette 225 Perspective Posing
Libraries palette 32 focal length and 183 animals 133
Paper texture 31 multiple figures and 45 Auto Balance and 134
vanishing lines, and 46 cameras and 110
Paper Texture command 31
Phase dial, waves 150 copying and pasting 125
Parameter Dials eyes 131
Phonemes
body shaping and 141 faces 129
cameras 183 defined 341
figures 113
defined 341 posing for 132
hands 127
hands and 128 presets 207
libraries and 110
magnets 145 PICT file format 251 memory dots 114
naming 122 defined 341 Parameter Dials and 121
numeric values, setting 121 importing and 47 parts 113
posing and 121 rendering and 264 phonemes and 132
properties dialog 122 Pitch symmetry 124
range of motion and 113 undoing 114
defined 341
Scaling and 142 Posing camera 179
dial 184
shadows and 202
Planes Positioning
understanding 23
waves 150 ground 44 magnets 144
Play button 228 spotlight 198
Parameters
waves 149
aiming lights 197 Play range, setting 229
Positions, saving camera 186
defined 341 Playing animations 228
for scaling the body 142 Preferences 26
Plug-in architecture 166
light color 200 keyframes 224
Point At
light intensity 200 rendering 260
aiming lights 199
shadow 202 Preferred state 26
body parts 134
Index
Preview Controls 228 deforming 168 Rates, frames 210
Preview modes deleting 168 Ray Dream Studio 323
applying 40 exporting 48, 166, 167 Red keyframes 225
figures and 40 hiding 170
Reflection map
how they work 161
Previewing clearing 254
importing 166, 167
animations 206, 228, 229 morph targets and 170 color 254
figures 37 moving 168 custom 254
Previous keyframe 221 naming 170 defined 341
Previous Keyframe button 213, origin 169, 170 loading 254
220, 227 parents 171 Reflective color 254
Previous State 27 parents and 175 Relative size 142
properties 170 Removing
Printing files 47
replacing body parts 173
Prop origin chain breaks 121
resizing 168
defined 341 keyframes 219
rotating 168
hiding 169 saving 175 Renaming objects 293
Prop parent 171 See also Libraries Render commands 263
Properties setting parent 171 Render Options command
Bend 42, 126 setting parents 170 142, 261
body parts 42 smart props 175 Render over 262
Camera mode 185 surface material 171 Render to
defined 341 Props category 166 image size 261
figures 41 New Window 261
lighting 191
props 170 Q Rendering 259
animation 264
props and 174
anti-alias 263
shadows 201 Quality, animation and 264 aspect ratio and 261
Properties command 41, 42, Questions 13 defined 341
126, 169, 170, 185 how it works 259
QuickTime background 211
lighting and 192 images 263
QuickTime file format
shadows and 201 lights and 189
defined 341
Props 171 options 260
importing 47, 211
3D programs and 167 saving animations 265
rendering and 264
adding 166 setting up 260
QuickTime Footage shadows 263
animating 208
command 211 surface material 262
applying surface
materials 247 Quit command 49 Reordering
attaching to figures 172 objects 293
bending 12, 172
category 32
R Replace Body Part with Prop
command 173
color 171
Repositioning
creating 168 RAM usage 16
creating parameters 169 Document window 27
Range of keyframes, deleting 220
defined 161 keyframes 228
Range of motion 113 tools 27
Poser 4
workspace background 28 figures 142
Resizing RoundFace parameter 132, 153 joint parameters 285
breasts 141 RoundNose parameter 132, 153 light indicator 196
Document window 29 magnets 145
Libraries palette 33 parameters 142
props 168 S Pose mode 140
See also Scaling proportionally 140
waves 150
Resolution of shadows 202 Save As command 49 Scaling Factor, OBJ files 325
Resolution, animation and 264 Save command 48 Scene hierarchy 289
Restore command 135 Saving Scrolling elements list 216
Restoring camera positions 37, 186 Scrubber 209, 212, 342
defaults 46 figures 160
elements 46 Select Camera pop-up 180
files 48
figures 174 items to library 34 Selecting
Retime Animation joint parameters 286 body parts 43, 114
command 223 Libraries palette 34 cameras 180
Retiming keyframes 223 multi-frame animations 35, elements 216
48, 135, 157, 187, 203 frames 220
Reverse Polymesh Normals 324
Parameter Dial settings 122 keyframes 217, 227
Rewind button 229 parts of a scene 34 multiple keyframes 222
Rewinding keyframes 221, 229 poses 135 objects 292
Roll props 175 parts 113
cameras and 183 rendered animations 265 parts of a scene 34
defined 341 walks 236 range of keyframes 228
dial 184 Saving positions of cameras 186 Sensitivity Parameter Dials 122
Rotate tool Scale Dial Sequence Type 264
lights and 196, 197 light indicator and 196 Set parent
magnets 144 Scale dial 184 lights 193
posing and 115 Body mode 142 magnet zone 146
waves 149 magnets 145 props 170
Rotating Pose mode 141 wave zone 152
lights 197 waves 150 Sets, lights and 203
magnets 144 Scale tool Setting
on several axis 117 Body mode 142 keyframes 212
on X axis 117 magnets 145 light color 199
on Y axis 117 Pose mode 140 Setting up
on Z axis 117 waves 150
posing and 115 Document window 28
Scaling Macintosh computers 25
props 168
waves 149 bodies 138 Poser Workspace 27
body parts 140, 141 surface materials 171
Rotation Trackball 22
breasts 141 textures 171
cameras and 182 cameras 183 walk paths 234
understanding 21 defined 342
Index
Setup Controls 214 SMPTE 342 Strength slider
editing 214 Software license 363 Texture maps 254
Shadows 31 Sound display 241 texture maps 250
adjusting darkness 202 Sound files Stretch dial, waves 150
casting 42, 126, 170 clipping 240 Sub-categories
creating 201 editing 240 creating new 34
Light properties 192 importing 240 Libraries palette and 33
parameter dial 202 syncing with motion 240 Support 14
parameters 202 Sound Range bar 240 Support URL 14
rendering with 263
Sound syncing 240 Surface materials
resolution 202
tools 29 Spacing keyframes 231 applying 245
Shaping Speech defined 342
phonemes and 132 dialog 171, 244
bodies 138
simulating 207 grouping and 246
body parts 140
Speed of animation 210 props and 171, 247
copying 143
reflective color 254
deformer tools 143 Spherical falloff zones 287
rendering 262
figures 140 Spline interpolation 206, 224, setting 171
magnet tool and 144 342 texture maps 249
tapering 141
Spotlight transparency maps 252
wave tool and 149
positioning 198 transparency sliders 253
Show All Figures command 44 turning off 245
Spotlights 12, 191
Show Graph Display button 225 Symmetry
adding 193
Show/Hide Background applying 125, 142
aiming 194
Picture 211 body shape 141
angle falloff 201
Showing figures 44 defined 342 command 125, 141, 142
Side-Side joint parameters 281 deleting 193 defined 342
Side-to-Side dial 122 distance falloff 201 pose 124
Silhouette style 37 indicator 196 Syncing sound 240
moving 196 System requirements
Simulating speech 207
Spread Macintosh 15
Sinusoidal dial, waves 150
defined 342 Windows 15
Sizing
dial 128
bodies 142
Spread dial 128
Document window 210
frames 210 Square dial, waves 150 T
See also Scaling SquareFace parameter 132, 153
Sketch designer 13 Standard hierarchy 299 Taper
Skip Frames button 229 Standard Polymesh Normals 324 defined 342
dial 141
Smart props 175, 342 Standard rotation order 299
tool 141
Smile, posing for 130 Step Forward button 229
Tapering body parts 141
Smooth Lined style 40 Step Reverse button 229
Technical support 14
Smooth Shaded style 40 Stop button 228
Poser 4
Phone support hours 14 editing 114 waves and 150
Telephone support 14 repositioning 27 Turn dial 123
Templates Tracking Turning body parts 123
for bump maps 248 defined 342 Twist End parameters 283
for texture maps 251 figure 30 Twist joint parameters 281, 282
Texture maps Transferring. See Importing, Twist Start parameters 283
applying 249 Exporting
Twist tool
custom 250 Transition options 237
lights and 196
defined 342 Translate In/Out tool magnets 144
loading 250 body shaping and 142 posing and 118
props and 171 defined 342 waves 149
rendering with 263 magnets 144 Twisting
templates 251 posing and 120
body parts 118
Texture Shaded style 40 waves 150
magnets 144
Textures Format 326 Translate tools using parameter dial 122
Textures, paper 31 props and 172 waves 149
This Element button Translate/Pull tool
adding keyframes 218 defined 342
deleting keyframes 219 magnets 144 U
next keyframe 220 posing and 119
This Element option waves 149 UI Memory Dots 28
next keyframe 220 Translation UI, defined 342
Thumb dial 128 chain break tool and 120 Undo command 46, 114
defined 342
TIF file format 251 URL 14, 343
Inverse Kinematics and 110
importing and 47 Use Inverse Kinematics
poses and 118
rendering and 264 command 112
Transparency Falloff 253
TIFF file format Use Limits
Transparency map
defined 342 command 113
applying 252
Time Span, animation and 265 defined 343
clearing 252
Timeline 209, 217 Parameter Dials 122
custom 252
area 214 defined 342 Use Spherical Falloff Zones
defined 342 loading 252 control 280
ruler display 217 Transparency Max 253 User Guide conventions 14
working with 211 Using
Transparency Min 253
Timing keyframes 223, 241 Hierarchy Editor 290
Transparency sliders 253
Toggle Sound Display images from Libraries
Transpose Coordinates 325, 326
button 241 palette 33
Triangular dial, waves 150 other software 304
TongueL, posing for 131
Troubleshooting 14 Workspace layouts 28
TongueT, posing for 131
Turbulence UV mapping 171, 247, 343
Tools
defined 342
Index
V exporting 48 Wavelength dial, waves 150
importing 166 Waves
moving 150
Value, Parameter Dials 122
parameter dials 150
Vanishing lines W properties 151
cameras and 183 repositioning 149
defined 343 Walk rotating 149
understanding 46 scaling 150
align head 237
Vector, defined 343 Always Complete Last twisting 149
Vertex, defined 343 Step 237 Web Links 332
View controls 21 cycle repeat 237 Web support 14, 332
Viewing paths, creating 233 What’s new 12
transition options 237
face 36 Width, figures and 140
figures 36 Walk Apply Dialog 235, 236
Window size 210
hands 36 Walk Designer
Windows
keyframes 229 command 234, 236
installation 16
Viewpoint. See Point of View defined 343
Poser and 335
Views Walk in place 236 system requirements 15
changing 180 Walking 233 Wireframe style 38
flyaround 180 Walks Workspace
switching 180 applying 236 backgrounds 28
Visibility of objects, designing 234 color, changing 28
changing 294 editing 235 figure, changing 28
Visible button, properties loading 236 saving layouts 28
126, 170 saving 236 setting up 27
Visible checkbox Wave deformer understanding 20
element properties 42 about 12 World Wide Web, Poser and 331
figure properties 41 animating 208 Worry dials, posing with 131
Light properties 192 Wave object 149
magnet base properties 146 properties 151
magnet object
Wave tool 149 X
properties 145
wave object properties 151 Wave zone 149
wave zone properties 152 properties 152 X and Y camera controls 182
Visiblecheckbox Wave, defined 343 X and Z camera controls 182
magnet base properties 146 Waveforms 241, 343 X axis, rotating on 117
VRML Wavefront file format xOrbit
file format importing 47 defined 343 defined 343
exporting 48 dial 184
VRML file format
importing 47, 166 xRotate
defined 343
See also OBJ file format waves 150
Poser 4
xRotate dial defined 343 face 36
figures and 123 dial 184 hands 36
lights and 197 yRotate dial zOrbit
magnets and 145 lights and 197 defined 343
posing and 123 magnets 145 dial 184
xScale dial posing and 123 zRotate dial
cameras and 184 waves 150 figures and 124
figures and 141, 142 yScale dial lights and 198
magnets 145 Body mode 143 magnets and 145
waves 151 Camera mode 185 posing and 150
xTran dial magnets 145 zScale dial
magnets and 145 Pose mode 141 Body mode 143
posing and 124 waves 151 Camera mode 185
waves and 150 yTran dial magnets 145
magnets 145 Pose mode 141
posing and 124 waves 151
Y waves 150 zTran dial
magnets and 145
Y and Z camera controls 182 waves and 150
Y axis, rotating on 117
Z
Yaw
defined 343 Z axis, rotating on 117
dial 184 Zero Figure joint parameters 280
yOrbit Zooming
Index
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Poser 4
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License