Poser Pro Reference Manual
Poser Pro Reference Manual
ii PoserPro 2014
Reference Manual
A Message from Larry Weinberg but the response was overwhelming and the art it helped
create was mind blowing.
In the 1980’s, my secret ambition was to become an
Throughout the subsequent version releases, Poser’s
illustrator, to draw like the great old masters. But something
community kept growing and diversifying, with people
was lacking in my brain that kept me from being able
to visualize my characters’ complex poses. I knew what
architectural, CAD, theatrical, and dance-based projects
I wanted to draw, and I knew what was great when I
and presentations. Ideas kept pouring in as more and
saw it, but starting from a blank page just never worked.
more people joined the Poser community. Poser also
I dropped into my local art supply shop and bought one
evolved to include a new friendlier interface, more
of those little wooden mannequins that I thought would
rendering powers, new content, and many new features.
be my friend. He wasn’t very nice to me and never did
what I asked of him. I quickly became determined to The following that Poser attracted continues to amaze us
put him out of a job and thus set out to build the world a all, as does the community’s ongoing diversity, creativity,
better mannequin. At the time, I was programming and talent, and passion. The Poser artists and modelers of
animating in Hollywood, mostly for Rhythm and Hues the world have pushed far beyond anything I thought
Studios. I had built up a wealth of 3D math and computer possible. Poser has been used in award winning character
graphics knowledge. Why not make a digital mannequin? animations, as design for huge sculptures, for comic
books, for medical illustration and instruction, for legal
Peanut, and billowing sheets of fabric softener during my reconstruction, and for unleashing the kind of astounding
day job, I began creating Poser at night. images that, well, move us all.
All I wanted was a simple visualization tool, one that would In 2000 Curious Labs took Poser’s reigns. Our team began
be easy to pose with and quick to use for any artist. I looking at where Poser and human simulation could
wasn’t yet thinking about high quality rendering, shadows, (and should) continue growing. We knew we needed to
animation, textures, or anything else. But Poser, like old remain committed to making products that would be easy
John Henry, had a mind of its own. Poser 1 was released in enough for every artist to use. We also knew we needed
1995, and grew quickly. I knew Poser could be a useful tool to integrate our capabilities with the world of professional
3D graphics productions and with the new emerging Web-
Poser Pro 2014 v
Reference Manual
deployable technologies. Poser 4 Pro Pack was born of supported our efforts with enthusiasm, forum inundations,
these needs, allowing Poser scenes and characters to be email blasts, contributions to the product, and a stream of
hosted inside high end professional packages such as 3D unbelievable images.
Studio MAX, Lightwave, and Cinema 4D. We also added
Thanks to everyone who has touched or been touched by
Flash and Viewpoint Experience Technology capabilities
Poser.
for real time display via the Web.
Larry Weinberg
Today, Poser has obtained huge levels of growth through
Original Poser Creator
the courageous efforts by many extremely talented and
motivated professionals. Believe me, Poser is no longer
written by me coding alone into the night. It’s a powerful
graphics product that is the culmination of the work of a
very talented group that spans the globe.
While streamlining our interface, we’ve integrated a large
database of scanned human heads into a phenomenal
face-designing environment. We added realistic rendering
capabilities far beyond where we started, with the ability
to create networks of complex shading nodes for unlimited
textures and materials. We also added physical simulation
of cloth and hair. By combining these new powers with a
new suite of human models and poses, and a new portal
The Display Menu Commands 117 Saving Poses in the Library 224
Other Posing and Figure Aids 224
Chapter 7: The Poser Library 130
Chapter 10: Working with Props 232
Displaying the Library Palette 133
Accessing Different Content Libraries 139 About Props 232
Searching for New Content 179 Adding & Importing Props 236
Contents
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Contents
x PoserPro 2014
Reference Manual
Chapter 18: The Render Settings Dialog 421 Gamma Correction and Linear Rendering 477
Gamma Correction Per Texture 478
Render Engines 421
Rendering Layered PSD Files 479
Sketch Tab 422
Preview Tab 422 Chapter 20: The Sketch Designer 486
Real-time Raytrace Preview 426 Sketch Elements 486
Tips & Tricks 427 Presets 487
Chapter 19: Using The FireFly Render Engine 428 Checkboxes 487
Brushes 487
Sketch Parameters 488
Manual Settings 433
Rendering Sketches 489
Indirect Light 438
Exporting Painter Scripts 489
FireFly Options Settings 442
Saving and Loading Presets 448 Part 5: Animating 490
Smoothing Geometry 448
Chapter 21: The Animation Menu 491
Network Render Queue 453
64-Bit Render Engine 458 Make Movie 491
Contents
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Chapter 27: The Cloth Room 603 Common Questions (and Answers) 668
Using the Cloth Room 603 Part 7: Content Creation Tools 670
Conforming vs. Dynamic Cloth 604
Chapter 30: Modifying Figures & Props 671
Adding Dynamic Clothing 604
Using Dynamic Clothing without a Figure 605 Using Deformers 672
Using Dynamic Clothing with Morphs 605 Creating Magnet Deformers 673
Cloth Parameters & Properties 620 Using Magnets with Weight Maps 679
Creating Props and Morph Targets 620 Using Deformers with Grouped Objects 699
Adding Dynamic Cloth to the Library Palette 621 Creating Morphs with the Morphing Tool 700
The Combine Tab 701
Chapter 28: The Fitting Room 623
The Create Tab. 705
Problems and Solutions 623
Copying Morphs Between Figures 716
Preparing Your Scene 624
Using the Fitting Tools 718
Adjust Scale, Position, and Rotation 625
Creating Morphs in Other Applications 719
Creating a Fitting Simulation 627
Combining Morphs in Poser 721
Fitting Simulation Methods 629
Loading Full Body Morphs 723
Painting Vertex Weights 638
Deleting Full and Partial Body Morphs 725
Completing the Fitting Simulation 641
Using Dependent Parameters 726
Chapter 29: Wardrobe Wizard 645 Managing Morphed Figures 740
Using the Wardrobe Wizard 645
Chapter 31: Figure and Prop Editors 742
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The Group Editor 742 Transferring Zones and Weight Maps to Clothing 829
About Groups 751 Skinning Methods 833
The Hierarchy Editor 756 Working with Subdivision Surfaces 835
Creating Figures for Poser 766 Chapter 34: Using Poser with Other Applications 844
About the Setup Room 766 Importing Files 844
The Setup Room Interface 767 Exporting Files 850
Setting Up an Original Figure 768 Using Poser with ZBrush and GoZ 857
Troubleshooting 780 Importing/Exporting a GoZ File 871
Chapter 33: Working with Joints, Weights, and PoserFusion Hosting Plug-ins 871
Skinning 781
Part 8: PoserPython 907
What are Joints? 781
Using the Joint Editor 782 Chapter 35: About PoserPython 908
Copying Joints from Another Figure 788 Why Python? 909
Joint Attribute Types 788 A Word of Warning 909
Creating and Using Falloff Zones 795 PoserPython Types & Methods Listing 909
Setting Joint Angles 804 Chapter 36: Basic PoserPython Concepts 911
Editing Bulge Settings 805 Basic Python Structure 912
Setting Joint Orders 806 Sample Python Script 912
Adding Affected Actors 808 Writing Python Scripts 913
Copying and Saving Joint Settings 811 Folder Syntax 913
Weight Maps 811 Running Your Script 913
Fixing Mismatched Scales 827
Contents
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Chapter 37: Running PoserPython Scripts 914 The Poser Workspace 939
Normals 940
The Scripts Menu 914
Camera 940
The Python Scripts Palette 914
Lights 940
Running Python Scripts Directly 915
Hierarchy 940
Appendices 916 Appendix D: Creating and Converting Hierarchy
Appendix A: Technical Support 917 Files 943
Hierarchy File Explained 944
Appendix B: Poser File Structure 919
Converting Hierarchy Files 947
About Poser Files 919
Verifying Hierarchy Files 948
A Word of Warning 919
Appendix E: Media Support 949
Editing Files 920
Writing Your Own Presets 949
Poser File Types 920
File Hierarchy 921
Commonly Used Poser Objects 924
Basic File Syntax 924
Poser & OBJ Files 925
Dependent Parameters 926
Contents
Poser Pro 2014 1
Reference Manual
Part 1: Poser
Introduction
2 PoserPro 2014
Reference Manual
Normal Mapping adds the appearance of complexity interact with multiple body parts simultaneously. Once
and surface detail to 3D objects without increasing
geometry resolution. Render out PSD layers for improved they can be fully integrated into Poser 9 or 10, or any of the
third party host apps supported by PoserFusion.
Poser Pro includes advanced Weight Map Rig support Other basic features include Multi-Select Drag and Drop
from and within Poser’s Content Library, Expanded Context
Chapter 1: Welcome to Poser!
4 PoserPro 2014
Reference Manual
• Hair Room Improvements: Now offers the choice • Raytrace Preview: See “Real-time Raytrace Preview”
between traditional Poser and enhanced Bullet Physics on page 426.
solvers. See “Chapter 26: The Hair Room” on page
584. • Improved bounding box calculation performance.
• Creating and Importing Hair in GoZ: Allows you to • Comic Book Preview Mode: Use Poser’s exciting new
import ZBrush FiberMesh as hair objects. See “Importing Color and B&W Comic Book Preview for static or
Hair from GoZ” on page 867. animated toon imagery. This feature will enable you
to create comic art with fantastic line control and
color, or clean black and white outlines with persistent
Materials shading even when rotating or animating your point
of view. See “Comic Book Preview Mode” on page
• Compound Material Nodes: The new Compound node 128.
allows you to combine any Poser node type as an
external input or output, providing a way to reduce
clutter in the Advanced Material Room. Compound
Final Rendering
nodes allow you to add external inputs and outputs
within a separate Material Room window. After you • Performance improvements for all raytraced effects.
to the main window in the Advanced material room rendering of scenes that are raytrace-heavy.
editor. See “Compound Nodes” on page 405.
•
• User-assignable names for Material Nodes: Double-
• Sketch outlines now connect across body parts.
click a node name to assign a new name to a
material node. See “Renaming Nodes” on page 339.
Usability Import/Export
• Log Window: Displays an ongoing log of commands • Enabled export options for morph weights and sparse
used in Poser. The log window can be docked or array KHR extensions in COLLADA.
and includes a comprehensive list of Poser keyboard • OpenGL enabled graphics card or chipset
shortcuts. recommended (recent NVIDIA GeForce and ATI
Radeon required for advanced real-time preview
• PoserPython Methods Manual: This manual contains features)
an organized listing of each PoserPython method
available in Poser. It is included in PDF format on your • 24-bit color display, 1440 x 900 minimum resolution
Poser DVD and is also accessible from within Poser by
selecting Help > PoserPython Manual. • 3 GB free hard disk space (6 GB recommended)
• Quick Start Guide: This Quick Start guide is an on- • DVD-ROM drive (Physical product only)
screen step-by-step interactive guide that takes users
• Internet connection required for Content Paradise
through the necessary steps to quickly create scenes
within Poser. • Windows® Internet Explorer® 7 or newer
Maxon CINEMA 4D R10-14 (64 & 32-bit) interface, and delivers the best suite of ready-to-
Chapter 1: Welcome to Poser!
Poser Pro 2014 9
Reference Manual
use screen tones, content and special manga and • Poser Help: Selecting Help > Poser Reference Manual
comic effects for hobbyists, experienced artists and opens the Poser Reference Manual in PDF format.
professionals.
• PoserPython Help: Selecting Help > PoserPython
• Anime Studio: Anime Studio is your complete Manual opens the PoserPython Methods Manual in PDF
animation program for creating 2D movies, format.
cartoons, anime and cut out animations. Create
your own desktop animated shorts in the style of • About: Windows users can select Help > About
SouthParkStudios.com and JibJab.com, or use Anime Poser to display the Poser version and copyright
information. Macintosh users should look in the Poser
or streaming over the web. Anime Studio allows digital Application menu, and select About Poser, to see this
enthusiasts at home and professionals in the studio to information. This option will be useful if you need to
bring their imagination to life! obtain technical support, since the Technical Support
representative will need to know this information.
When You Have Questions • The Help > Content Paradise submenu contains links to
information on content from Content Paradise.
As you begin using Poser for your 3D projects, you’ll
undoubtedly have questions or want to network with other
Poser artists. You’re not alone! There are many resources
Smith Micro Software Resources
available for Poser artists. Here are just a few:
• Online Support: For technical support, customer
service, downloads, and to visit the Smith Micro
Need Help? Poser community and gallery, visit us at http://
my.smithmicro.com/support.
Poser includes the Help menu, which serves to answer most
of your questions while using the application: • Using Poser: For updates, tutorials, and Poser user
stories, visit http://poser.smithmicro.com/index.html.
• To Learn More: If you’d like to learn more about Smith Smith Micro Software does not regulate
Micro Software, visit us at http://my.smithmicro.com. content on third-party forums and their listing
and order of appearance in this manual is not an
• Contacting Technical Support: If our Web Knowledge endorsement.
Base does not resolve your situation, please contact us
through http://support.smithmicro.com. Please refer
to “Appendix A: Technical Support” on page 916 to
view our technical support policy.
Other Important Resources
Visit the following sites to learn about some of the
• Sales: You may reach our sales department via e-mail
applications and technology supported by Poser:
at: sales@smithmicro.com.
• Python resources: The following is a small sample
• Other Links: Selecting Help > Smith Micro Web Links or
of the ever-growing body of online and hardcopy
Help > Other Web Links within Poser lists other valuable
information concerning the Python scripting language:
online resources.
The basic Python interpreter (which allows you
to write your own Python scripts for any desired
Third-Party Forums purpose) as well as many in-depth documents
You may also visit online Poser forums such as: and links to other online resources is available for
free download at http://www.python.org.
• Animotions: http://www.animotions.com
wxPython at http://www.wxpython.org.
• Renderosity: http://www.renderosity.com
Learning Python, 3rd Edition by Mark Lutz; O’Reilly
• RuntimeDNA: http://www.runtimedna.com & Associates; ISBN # 0-596-51398-4
About Your Reference Manual and are capitalized. For example: [ESC]. If more than
Smith Micro Software strives to provide documentation one key should be pressed simultaneously, the notation
that is complete, accurate, informative, and friendly. appears as [KEY1]+[KEY2], for example [ALT]+[F4].
Your feedback is always welcome. Please e-mail your
comments to: techsupport@smithmicro.com.
The Poser Reference Manual is for both Macintosh and
example, [COMMAND]/[CTRL]+[I] is equivalent to the
Windows. By convention, Macintosh commands precede
Macintosh [COMMAND]+[I] and the Windows [CTRL]+[I].
Windows commands in the text. The Poser interface for
Macintosh and Windows platforms is identical, unless
boxes, etc. appear in bold type. Where you need to
access a palette, command, or submenu, the syntax is
For clarity, this manual uses several notational conventions
Menu > Submenu. For example File > Save As means you
to present information of special importance. Lists of items,
should open the File pull-down menu and then select Save
points to consider, or procedures that do not need to be
As to open the Save As dialog box.
Program and script code appears in standard Courier font,
• Item 1 for example:
1.
Warnings alert you to potentially harmful
2. Perform this step second
consequences such as data loss.
• “Documentation” means any written material in any characters or props; or (g) creating PoserPython
form for installation and use of the Program provided scripts.
by authorized agents or representatives of the
Company. • “Other Content” means Content that is not Restricted
Content or Unrestricted Content. Other Content may
• “Legitimate Uses” means (a) creating morph targets be subject to license terms imposed by the Other
based on the Restricted Content, provided that any Content’s original creator.
distribution of the morph targets will not include the
original mesh connectivity information (for example, • “Program” means the Company computer software
distribution in the form of data utilized with morph
delivered via the accompanying physical media or
original geometry, but no inclusion of the complete electronic media.
mesh); (b) creating texture templates derived from
• “Proprietary File Formats” means any of Company’s
the Restricted Content to create new maps for either
proprietary compressed and uncompressed formats
Restricted Content or Other Content; (c) creating
tutorials, books, or other educational materials using
with the following extensions: CM2, CR2, FC2, HD2,
images of the Program interface or Content for sale,
HR2, LT2, MC6, MT5, PP2, PZ2, PZ3.
distribution, public display, or public performance,
provided such materials are intended to educate • “Restricted Content” means all Content included with
users as to use of the Program; (d) creating original or part of the Program that is not Unrestricted Content,
Content for sale, distribution, public display, or public including without limitation mesh objects (geometry)
performance; (e) creating materials (e.g., shader
trees) for use with either Restricted Content or Other images, materials, texture, transparency maps,
Content; (f) creating characters or props based on Documentation, and Company’s proprietary data.
Restricted Content in Proprietary File Formats, where
• “Unrestricted Content” means Content included with
the Documentation) solely for your own internal business or interfere with the normal functionality and operation
operations on a single computer as set forth in Section K of the Program for any reason whatsoever without the
below for production operation or, on a temporary basis, express prior written consent of the Company or except
on a backup system if such equipment is inoperative, to the extent expressly permitted by applicable law. If
the Program is an upgrade to a previous version of the
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Documentation provided with the Program in support of such previous version in order to use the upgrade.
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You expressly acknowledge that the Company has a
Program to make one (1) archival copy of the Program for
valuable proprietary interest in both the Program and the
your personal archival or backup purposes, and to make
Documentation. All title, ownership, interest and rights in
and to the patent, copyright, trademark, trade secret and
intended use described in the Documentation, provided
any other intellectual property rights in the Program (and
that all titles and trademark, copyright and restricted rights
any derivative works thereof) and the Documentation
notices are reproduced on all such copies. Any other uses
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of the Program, including without limitation the Program
to you by this EULA remain with the Company. You do
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You will not relicense, sublicense, rent, lease, or lend intellectual property rights in the copy of the Program
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sharing or service bureau use. You will not, and will not of this EULA apply to such archival copy as if it were the
permit any third party to, reverse engineer, decompile, original Company-produced copy of the Program that
debug, disassemble, circumvent the security features of, was furnished to you when you paid the licensing fee.
your obligations under this EULA. You cannot distribute or • b. To prepare derivative works based upon the
otherwise make the Program or Documentation available Restricted Content solely for Legitimate Uses and
to any third party via any means whatsoever, public lawful uses.
or private, for any purpose, commercial or not, unless
explicitly allowed by this EULA. • c. To reproduce, prepare derivative works based
upon, distribute, publicly display, and publicly perform
You assume full responsibility for your selection of the
content you create using Restricted Content, provided
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that such use of Restricted Content shall be solely
the installation, use, and results you obtain from the
Legitimate Uses and lawful uses.
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under this EULA Company’s right to independently create, develop, own,
market, distribute, license, sublicense, import, export, sell,
or otherwise exploit any content or materials similar to any The Company is pleased to offer site licenses for multiple
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applicable license terms imposed by the content’s original
creator. TERM
You will not use, copy, modify, derive, distribute, transfer
This EULA remains in full force and effect until terminated.
or sublicense the Restricted Content, the Unrestricted
You may terminate it at any time by returning or destroying
both the Program and the Documentation, together
derivation, or portion thereof, in whole or in part via any
means or for any purpose whatsoever except as expressly
the Product and the Documentation in any form. The
permitted in this EULA or the Documentation.
Company is in no way obliged to issue refunds. Company
You expressly acknowledge that the Company has a may terminate this EULA at any time upon your breach of
valuable proprietary interest in the Restricted Content any of the provisions hereof.
and the Unrestricted Content. All title, ownership, interest
Upon termination, you will immediately cease all use of
and rights in and to the patent, copyright, trademark,
the Program, return or destroy both the Program and the
trade secret and any other intellectual property rights
Documentation to the Company, together with all copies,
in the Restricted Content and the Unrestricted Content
not expressly granted to you by this EULA remain with the
the Documentation in any form, and so certify to vendor.
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Termination of this EULA for any reason in no way limits the
or implied, in the Company-created Restricted Content
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Except as otherwise expressly permitted in the that protect the Company’s proprietary rights continue in
Documentation or unless otherwise provided for herein, full force and effect after termination.
you will only use the Content on a single computer,
meaning that you must treat the Content “like a book.”
Chapter 2: Installing Poser
18 PoserPro 2014
Reference Manual
LIMITED WARRANTY
out of your use or inability to use the Program and the
The Company provides the Program and the Documentation, even if the Company has been advised
Documentation AS IS with no warranty. The Company of the possibility of such damages or for any claim by any
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CONSTITUTES BINDING AND ENFORCEABLE OBLIGATIONS
92656.
OF YOU.
5. In the Select Start Menu Folder screen, accept the 3. In the Introduction screen, click Continue.
default folder of Smith Micro\Download Manager, or
click Browse to choose another folder on your hard 4. The Installation Type screen appears. Click to accept
disk. Click Next to continue. the default installation location, or click the Change
Install Location button to specify a custom installation
6. In the Select Additional Tasks screen, check the option location.
to create a desktop icon if desired. Click Next to
continue. 5. Click Install to continue installation. You may be
prompted to enter your system password to complete
7. The Ready to Install installation. Enter your password and click Install
location and start menu folder paths. Verify that the Software.
information is correct, and click Install.
6. After installation is complete, click Close. If you have
installed the Download Manager to the default
Chapter 2: Installing Poser
Poser Pro 2014 23
Reference Manual
1.
Download Manager in your Applications folder. asked to enter a valid Poser serial number.
Double-click the link to start the Download Manager
application.
you downloaded will be overwritten with the newly will display the progress for each installer that you
downloaded version. choose to download. Choose installers to download
as follows::
If you do not have Keep Installers checked, it
To add all of the installers to the download queue, detected, you will be prompted to uninstall it before
click the Download All button that appears at the setup completes (recommended).
bottom of the Download Manager.
Custom Installation: Allows you to choose the screen to choose the installation folder for your Poser
items that you want to install. content. By default, Window 7 users install the content
folder beneath the Users > Public > Documents folder
Queue Manager Only: Installs the Poser Queue
on their C: drive; however, you can browser to or enter
Manager. Use this option for installing additional
the folder or hard drive of your choice. Click Next after
network rendering nodes.
you make your choice.
8. Click Next to continue to the Select Content Location
screen. Select the location for the Poser Pro content 10. The Select Start Menu Folder screen will appear. You
Runtime directory. Based on the descriptions below, can use the default location or click the Browse
select the location that works best for you and click button to specify another location. When you are
Next. Next.
Shared Documents Directory: This is the default 11. Select Additional Tasks screen will appear. Options
installation option. Files can be shared—useful in here allow you to remove, backup or reuse existing
multi-user environment or when UAC is enabled on
Windows Vista or later. runtimes, interface layouts, and other preferences. You
can also enable the check boxes to create desktop
My Documents Directory: icons for Poser and the Queue Manager (Poser Pro
accessible to the user who installed them. only). Click Next after you make your choices
Poser Directory: The content library resides next to
12. Review your choices in the Ready to Install screen.
the Poser Pro
Finally, click Install to install the Poser Pro and Queue
Other Location: Specify the directory of your Manager applications
choice. This option is desirable if you want to install installing, click Finished.
your content on a different hard drive or folder
name. Portions of Poser require that Flash Player is
9. If you selected Other Location in step 8, the Select installed on your system. Verify that Flash
Custom Content Location screen appears. Use this Player is present before using Poser Pro.
The installer grants Poser components in 2. The Introduction screen appears. Click Continue.
<AppLocation > \Runtime\ui\Flex\ a Flash
3.
sandbox setting of ‘localTrusted’.
that was too recent to be included in this manual.
Some features of Poser, such as the Library outlined therein may affect how you install and/or use
and rendering in a separate process, require
that you allow local network communication to Continue to proceed with the installation.
operate. The features will not work if a personal
4. The “Poser End User License Agreement (EULA)” on
page 12 appears. Click Continue. Click Agree to
continue the installation.
6. Click Continue after you choose the content you want Installing Queue Manager on a Remote
to install.
System (Windows)
7. Setup informs you how much space will be used by the
1. Click on the Poser Pro installer to start the installation.
installation, including the content you selected. Click
the Change Install Location button to choose another 2. The Welcome screen will appear, click Next to
installation location, if desired and click Continue to continue.
return to the previous screen.
3. The “Poser End User License Agreement (EULA)” on
8. Once you have made your selection, click the Install page 12 will appear. Accept the agreement and
button. The Authentication window appears, and you click Next.
will be asked to enter your user account password, or
an account name and password with Administrator 4. Review the Readme text and click Next.
privileges, in order to proceed with the installation.
After entering the information, click OK to continue. 5. Select the destination location where you want to
install the Queue Manager. You can use the default
9. location or click the Browse button to specify another
click Quit. location. Click Next to continue.
Installing Queue Manager on a Remote serial number in the Queue Manager Personalize screen.
It is important to know that you can install the Queue
System (Mac) Manager on as many systems as you wish. However, the
1. Click on the Poser Pro installer to start the installation. number of systems you can use simultaneously will be
limited to the number of Queue Manager nodes that are
2. The Welcome screen will appear, click Continue. included with your Poser Pro purchase. You can determine
how many nodes are available to you by looking at your
3. The “Poser End User License Agreement (EULA)” on Queue Manager serial number. The second set of numbers
page 12 will appear. Accept the agreement and between dashes indicates how many systems (including
click Continue. the one on which Poser Pro is installed) can operate the
Queue Manager simultaneously.
4. Review the Readme text and click Continue.
Registering Poser 4. Enter your user information in the form that appears in
your browser. Fields marked in red are required for you
After installation, you can choose to register your copy to register your copy of Poser. Enter your information,
of Poser via the Web. Registering Poser with Smith Micro then click Register to complete your registration.
Software is required in order to receive technical support,
5.
1. If you wish to register your copy of Poser, simply check You will be asked to add the necessary information
the box on the authentication window that appears and resubmit your user information. Once your
upon your initial launch of Poser, and Poser will registration is successful, a summary screen will appear.
automatically register your product for you with Smith Thank you for using Poser by Smith Micro Software!
Micro Software. If you use this method, this is the only
action necessary on your part; the rest will be taken
care of automatically.
Updating Poser
2. Alternately, you can open your browser and navigate
Smith Micro Software is committed to supporting all of our
to http://www.smithmicro.com/support/product-
products by releasing Service Releases and other updaters
registration.aspx. In the unlikely event you receive
that address issues present in earlier versions and/or
an error, please wait a while then try again. If you
enhance the product’s usability or functionality. Poser will
get repeated errors or if you do not have an Internet
automatically check for product updates upon launching,
connection (or prefer to register via email), you may
and will notify you when an update is available. Please visit
call or email Smith Micro Software to complete your
http://poser.smithmicro.com/updates.html to download
registration.
the latest updates.
3. Select the version of Poser that you wish to register
from the drop-down list, and click the Next button to you may do so by clearing the Check for Updates on
continue. Launch checkbox in the General Preferences dialog.
Project Selection
Quick Start window.
Upon launching Poser, you may want to choose Window
> Quick Start to view the Quick Start dialog. This dialog
Should you choose to load a different Project once Poser
allows you to select a Project to load into the Project Guide
has launched, simply select Window > Quick Start to open
palette within Poser. A Project is an interactive guided
the Quick Start dialog and change the current Project in
the Project Guide palette.
as any associated actions by the Poser application, will be open and accessible. You may choose to interact with the
Project Guide at your own pace, either stepping through
a given Project methodically or returning to the Project
Project Guide.
If you customize the Document window by resizing refer to “Smoothing Geometry” on page 448 for
and/or moving it, or by changing the character that more information on the Crease Angle setting.
loads when you start Poser, selecting the Launch to
preferred state radio button after you have adjusted • Optimizations: The Multithreaded Bending setting is off
the Document window will save these changes by default. When enabled the feature will attempt to
when you exit and re-launch Poser. If you want your parallelize the computations across multiple threads
Document window to revert to its default (as installed) during bending, this will produce faster bending by
location and size whenever you launch Poser, select better utilizing multi-threads and multi-core CPUs.
the Launch to factory state button. Please refer to
“Chapter 5: The Document Window” on page 77
Interface Preferences
for more information about the Document window.
The Interface Preferences tab contains application-level
• Set Preferred State: Click this button after you arrange
settings for Poser’s general user interface. The Interface
your document window the way you like. This will save
Preference options are as follows:
it as the preferred startup state
Interface Preferences.
• Object Popup Menu: When you use the Object Popup
menu to select an actor in your scene, the menu
arranges them in a series of submenus. The value
entered in the Hierarchical Threshold
• Launch Behavior: If you customize the Poser interface the maximum number of actors that are allowed
by adding, removing, rotating, resizing, and/or hiding to appear in a menu item before they appear in a
different elements, or by creating your own palette branch beneath the previous level. Lower values
arrangements in any of the Poser rooms, selecting the increase the number of submenus. If you want all items
Launch to previous state radio button after making to appear in a single level in the hierarchy, enter a
your changes will save the changes when you exit higher value such as 200.
and re-launch Poser. If you want your Poser interface
Inches
Feet
Millimeters
Centimeters
Meters
Library Preferences
The Library Preferences tab contains setting that are
Poser Library. The Library Preference
options are as follows:
Shallow search.
We recommend rendering your scene with • Cache: The Max Cached Renders setting allows you to
as many threads as your system possesses
CPU cores. The default value for hyper-threaded for access via the Render Compare feature in the
CPUs is twice the number of cores that you have Document window’s Render tab, or the number of
(because the OS sees twice as many virtual cores as thumbnails that are displayed in the Recent Renders
there are physical cores). On CPUs that are not palette. Please see “Render Comparison” on page
hyper-threaded, the OS sees only the physical 107 for more information about the Render Compare
feature, and “Displaying Recent Renders” on page
performance, or if the render fails to complete, then 108 for more information about the Recent Renders
reduce the number of threads and/or maximum palette.
bucket size. However, if you have a single-processor
and single-core system, we recommend that you • Texture Caching: Cached textures are kept in the
set the number of threads to one, as the increased
memory demand of running parallel threads may between sessions.
to be processed. If Run in Background Thread is up your preferences, the render cache will be moved into
enabled, this processing happens in a separate its backup location along with all preferences.
thread in the background (on multi-core CPUs
only). Chances are that by the time you are done
preparing the scene for rendering, all your textures
Miscellaneous Preferences
are in the cache already, and rendering will start
immediately.
The render cache for keeping rendered images and
displaying them on the Render tab of the Document
window and in the Recent Renders Palette uses the
following locations to store image data:
Windows:
%AppData%\Poser Pro\10\RenderCache\
Windows XP example:
C:\Documents and Settings\<PoserUser>\Application Data\
Poser Pro\10\RenderCache\
Mac OS X:
~/Library/Application Support/Poser Pro/10/RenderCache/ Miscellaneous Preferences.
Mac OS X example:
/Users/<PoserUser>/Library/Application Support/Poser
Pro/10/RenderCache/ • Save Files
saving:
cache. Please note that your cached renders will be lost Use File Compression: Poser includes the ability
after doing so. If you reinstall Poser Pro and choose to back
Poser versions running Poser 4 Pro Pack or hair, hand, prop, light, camera, material) can
later. Zlib compression is similar to gzip and zip
compression methods, and can typically be extension *.**Z (*.PZZ, *.CRZ, *.FCZ, etc.). Poser prop
uncompressed by any utility (such as WinZip) that
handles either of these formats.
Some advanced artists use a text editing 32 for more information about this feature). Clearing
• Temp Files
created by Poser. Click the Change button to choose
a folder on your system, or click Reset to change back
to the default path that was initially set during your
Poser installation.
Use External Binary Morph Targets: Checking this
box will enable the use of External Binary Morph
Targets (EBMTs) when saving new content, or
Setting Up Your Workspace
The Poser workspace consists of the entire Poser screen,
to the Poser Library with this option enabled will including controls, the Document window, and other
thus allowing you to take advantage of morph of these elements to suit the way you work and store your
preferences for later use.
• Set Python Editor: Clicking the Set Python Editor Docking and Floating Palettes
button opens a standard Browse dialog, allowing
you to select the application you wish to use to edit Poser’s sleek interface is geared toward streamlining
PoserPython scripts (such as Notepad for Windows).
palettes in each of Poser’s different rooms, to set up a
• Software Updates: Checking the Check for Updates workspace layout that meets your needs.
on Launch box enables the Automatic Update
“Updating Poser” on page
Chapter 3: Setting Up the Poser Workspace
46 PoserPro 2014
Reference Manual
The Window menu contains commands that show or hide Moving, Repositioning, and Resizing Palettes
Poser’s many palettes. If a palette is hidden, simply select
the desired palette from the Window pull-down menu to
display it. palettes, or reposition them as necessary. For example:
•
side or corner, where it turns into a double-arrow resize
cursor. Then drag to the desired size.
enable drag-docking again. • Click the control at the top-right corner of a docked
palette, and choose Floating from the menu. The
Docking Palettes
Closing Palettes
To dock a palette, use one of the following methods:
To close an open palette, use one of the following
• Drag the palette toward the area in which you want methods:
to place it. When the area becomes highlighted,
release the mouse. If you drag the palette into an area • Click the Close icon in the upper-right corner.
that is already populated by one or more palettes, the
active docking area will split horizontally or vertically to • Click the control at the top-right corner of the palette
provide a location for the additional palette. and choose Close from the menu that appears.
Log Window.
Part 2: Building
Scenes
• UI dots (9)
Document Window
The Document window is your viewport into the Poser
1. Select your desired body part or prop (referred to as You can position cameras to view your scene from any
an element or actor) in your scene by clicking that angle or distance and can resize the Document window
actor. to suit your needs. In addition, the Document window
has numerous controls around its edges that you use to
2. Select the desired Editing tool. You can only have one change the appearance of scene elements. You can also
Editing tool selected at a time. The currently selected select objects within your scene by clicking them directly
Editing tool appears yellow within the Poser interface. within the Document window or by using the menus on the
bottom of the window. Please refer to “Chapter 5: The
3. Click and drag to perform the selected tool’s function. Document Window” on page 77 for more information
about the Document window.
You can use the Editing tools in any combination to
Display Controls
The Display controls allow you to select your desired
Parameters/Properties Palette
Poser offers an easy-to-use Parameters and Properties
palette that allows you to access any scene object’s
The Document Window. properties and parameters in one convenient location.
Parameters Palette
The Parameters palette contains all of an object’s
parameters transformation settings, (as described in
“Parameters Palette” on page 209) and morph targets.
Each object type has specialized parameters, which
are described where appropriate in this manual. Further,
individual objects can have parameters unique to that
targets available.
Properties Palette
The Properties palette contains all of an object’s
properties. In addition to certain universal properties
(which are described in “Properties” on page 204,
Parameters Palette. each object type has specialized properties, which are
described where appropriate in this manual.
To switch between the Properties and Parameters
palettes, simply click the desired tab at the top of the
palette.
Chapter 4: The Pose Room
Poser Pro 2014 59
Reference Manual
Library Palette Library makes it easy to add existing and new content
The Library palette consists of three tabs. scene. Please refer to “Chapter 7: The Poser Library” on
page 130 for more information about the Library palette
The Library tab contains all of the various categories of
and to “Changing the Library Appearance” on page
content from which you can choose.
135 for information on how to show and hide the various
elements in the Library tab.
• The Search tab allows you to perform keyword
searches through one or all of your runtimes.
Poser ships with a wide array of content that
you can use to create thousands of unique
• The Favorites tab gives you quick access to your
still and animated scenes. You can also use the
favorite content.
Content room to locate and obtain even more free
and for-sale content from leading 3D marketplaces!
Library Tab Please refer to “Chapter 8: The Content Room” on
page 183 for more information about the Content
The Library tab contain Poser’s Library content categories. room.
The Categories icons allow you to access and search
through all of the content available to your installation
of Poser, including content included with Poser and any
additional content you may have obtained. The Library
tab contains categories (Figures, Props, etc.) and
subcategories (Animals, New Figures, etc.) for organizing
your Poser content: You can also organize your favorite
content in the Favorites tab for even quicker access.
Use the Library tab to add or remove elements from your
Poser scenes. The vast collection of content included
with Poser allows you start building scenes right away. The
Favorites Tab
The Favorites tab on the Library palette provides quick
access to your favorite Poser content. For more information
about adding favorites, see “Favorites Tab” on page 181
Memory Dots
Being able to customize your workspace wouldn’t be
useful if you had no way of saving your preferences.
Poser includes Memory dots that allow you to save poses,
camera locations, and user interface (UI) preferences and
to switch between saved items with a single mouse click.
Library tab.
Search Tab
Memory Dots.
Use the Search tab to perform keyword searches on one
or all of your Runtime libraries. This powerful new features Clicking the arrow to the left of the description allows you
to choose between the Poses, Camera, and UI memory
dots that you have saved.
“Searching the Library” on page 177.
• UI Dots: UI dots are described in further detail in Filled, empty, and selected Memory Dots.
“Setting Up Your Workspace” on page 45.
To use a dot, simply click it. The stored settings are
applied to your scene. To clear a memory dot (delete its
Using Memory Dots information and make it appear empty again), press and
hold [OPT]/[ALT] while clicking the memory dot you wish
To use Memory dots:
to erase.
1. Set up your pose, cameras, and/or interface (UI) the
way you want them.
Animation Controls.
• Graph: Selecting Window > Graph opens the Graph “Using the Walk Designer” on page 522 for more
palette for the selected element in your scene. Please information about the Walk Designer window.
refer to “About the Graph Palette” on page 506 for
information about using the Graph when making Poser • Talk Designer: Choose Window > Talk Designer to
animations. open the Talk Designer window, described in “Using
the Talk Designer” on page 530.
• Libraries: Selecting Window > Libraries opens the
Library palette. Please refer to “Chapter 7: The Poser • Python Scripts: Selecting Window > Python Scripts
Library” on page 130 for more information about the opens the Python Scripts palette. Please refer to
Library palette. “The Python Scripts Palette” on page 913 for more
information about the Python Scripts palette.
• Hierarchy Editor: Selecting Window > Hierarchy Editor
opens the Hierarchy Editor palette. Please refer • Room Help: Selecting Window > Room Help opens an
to “The Hierarchy Editor” on page 756 for more HTML window with information to assist you in using the
information about the Hierarchy Editor palette. Poser rooms.
• Joint Editor: Selecting Window > Joint Editor opens • Quick Start Guide: Choose Window > Quick Start Guide
the Joint Editor palette. Please refer to “Chapter 33: to open the Quick Start Guide, described in “Project
Working with Joints, Weights, and Skinning” on page Guide” on page 33.
781 for more information about the Joint Editor
• Project Guide: Choose Window > Project Guide to
palette.
open the Project Guide, described in “Project Guide”
• Sketch Designer: Selecting Window > Sketch Designer on page 33.
opens the Sketch Designer window. Please refer to
• Recent Renders: Choose Window > Recent Renders
“Chapter 20: The Sketch Designer” on page 486for
to display a palette that contains thumbnails of the
more information about the Sketch Designer renderer.
images that you most recently rendered. For more
• Walk Designer: Selecting Window > Walk Designer information, see “Displaying Recent Renders” on
opens the Walk Designer window. Please refer to page 108.
Chapter 4: The Pose Room
64 PoserPro 2014
Reference Manual
• Physics Palette: Choose Window > Bullet Physics • Camera Controls: Selecting Window > Camera Controls
Controls to create physics simulations using Bullet toggles the Camera controls display on and off. A
Physics. See “Chapter 23: Using Bullet Physics” on check mark next to this option indicates that the
page 541 for more information. controls are currently displayed, and vice versa. Please
refer to “The Camera Controls” on page 256 for
The lower portion of the Window menu contains
more information about the Camera controls.
commands that toggle frequently-used palettes on and
off.
• Preview Styles: Selecting Window > Preview Styles
toggles the Display controls display on and off. A
check mark next to this option indicates that the
controls are currently displayed, and vice versa. Please
refer to “Chapter 6: The Display Controls and Menu”
on page 112 for more information about the Display
controls.
• Memory Dots: Selecting Window > Memory Dots • Raytrace Preview: Choose Window > Raytrace Preview
toggles the Memory dots display on and off. A check to open the real-time Raytrace Preview window,
mark next to this option indicates that the controls are discussed in “Real-time Raytrace Preview” on page
currently displayed, and vice versa. Please refer to 426
“Memory Dots” on page 60 for more information
about the Memory dots. • Room Tools: The Room Tools submenus display options
that are enabled when you are using the Material,
• Parameters/Properties: Selecting Window > Parameters/ Face, Hair, or Cloth room. The options for each room
Properties shows or hides the Parameters/Properties are disabled until you enter the room to which they
palette, which contains tabs for the Parameters apply.
palette and Properties Palette. A check mark next to
Material: When you are in the Material room,
this option indicates that the Parameters/Properties
a menu option allows you to show or hide the
palette is currently displayed, and vice versa. Please
Material Palette. See “Chapter 14: The Material
refer to “Parameters Palette” on page 209 for more
Room” on page 314 for further information about
information about the Parameters palette, and to
the Material Room.
“Properties” on page 204 for more information about
the Properties palette. Face: When you are in the Face Room, menu
options allow you to show or hide the Face
• Animation Controls: Selecting Window > Animation Preview, Photo Lineup, Texture Preview, Face
Controls toggles the Animation controls display on and Texture Tool, or Face Shaping Tool. These
off. A check mark next to this option indicates that the palettes are discussed in “Chapter 24: Rendering
controls are currently displayed, and vice versa. Please Animations” on page 559.
refer to “Using the Animation Controls” on page 496
for more information about the Animation controls. Hair: When you are in the Hair Room, menu
options allow you to show or hide the Hair Growth
• Log: Choose Window > Log to open the Log Window. Groups, Growth Controls, Styling Controls, and
See “Using the Log Window” on page 49 for further Dynamics Controls palettes. These palettes are
information.
Display > Camera CTRL+= (equal) CMD+= (equal) Display > Document CTRL+5 CMD+5
View > Face Style > Lit Wireframe
Camera
Display > Document CTRL+6 CMD+6
Display > Camera CTRL+, (comma) CMD+, (comma) Style > Flat Shaded
View > Posing
Display > Document CTRL+7 CMD+7
Camera
Style > Cartoon w/
Display > Camera CTRL+[ (left bracket) CMD+[ (left bracket) Lines
View > Right Hand
Display > Document CTRL+8 CMD+8
Camera
Style > Smooth
Display > Camera CTRL+] (right CMD+] (right Shaded
View > Left Hand bracket) bracket)
Display > Document CTRL+9 CMD+9
Camera
Style > Texture
Display > Camera CTRL+/ (forward CMD+/ (forward Shaded
View > Dolly Camera slash) slash)
Display > Figure Style CTRL+ALT+0 (zero) CMD+ALT+0 (zero)
Display > Fly Around CTRL+L CMD+L > Use Document
Style
Display > Frame CTRL+Shift+= (equal) CMD+Shift+= (equal)
Selected Display > Figure Style CTRL+ALT+1 CMD+ALT+1
> Silhouette
Display > Orbit CTRL+0 (zero) CMD+0 (zero)
Selected Mode Display > Figure Style CTRL+ALT+2 CMD+ALT+2
> Outline
Display > Document CTRL+1 CMD+1
Style > Silhouette Display > Figure Style CTRL+ALT+3 CMD+ALT+3
> Wireframe
Display > Document CTRL+2 CMD+2
Style > Outline Display > Figure Style CTRL+ALT+4 CMD+ALT+4
> Hidden Line
Display > Document CTRL+3 CMD+3
Style > Wireframe Display > Figure Style CTRL+ALT+5 CMD+ALT+5
> Lit Wireframe
Display > Document CTRL+4 CMD+4
Style > Hidden Line Display > Figure Style CTRL+ALT+6 CMD+ALT+6
> Flat Shaded
Display > Figure Style CTRL+ALT+7 CMD+ALT+7 Display > Element CTRL+Shift+9 CMD+Shift+9
> Cartoon w/Lines Style > Texture
Shaded
Display > Figure Style CTRL+ALT+8 CMD+ALT+8
> Smooth Shaded Display > Depth CTRL+Shift+D CMD+Shift+D
Cued
Display > Figure Style CTRL+ALT+9 CMD+ALT+9
> Texture Shaded Display > Tracking > CTRL+Shift+A CMD+Shift+A
Bounding Boxes Only
Display > Element CTRL+Shift+0 (zero) CMD+Shift+0 (zero)
Style > Use Figure Display > Tracking > CTRL+Shift+X CMD+Shift+X
Style Fast Tracking
Display > Element CTRL+Shift+1 CMD+Shift+1 Display > Tracking > CTRL+Shift+C CMD+Shift+C
Style > Silhouette Full Tracking
Display > Element CTRL+Shift+2 CMD+Shift+2 Display > Show CTRL+B CMD+B
Style > Outline Background Picture
Display > Element CTRL+Shift+3 CMD+Shift+3 Display > Guides > CTRL+G CMD+G
Style > Wireframe Ground Plane
Display > Element CTRL+Shift+4 CMD+Shift+4 Display > Preview CTRL+ALT+O CMD+ALT+O
Style > Hidden Line Drawing > OpenGL
Hardware
Display > Element CTRL+Shift+5 CMD+Shift+5
Style > Lit Wireframe Display > Preview CTRL+ALT+S CMD+ALT+S
Drawing > SreeD
Display > Element CTRL+Shift+6 CMD+Shift+6
Software
Style > Flat Shaded
Render > Area CTRL+ALT+N CMD+ALT+N Window > Hierarchy CTRL+Shift+E CMD+Shift+E
Render Editor
Render > Antialias CTRL+ALT+R CMD+ALT+R Window > Joint CTRL+Shift+J CMD+Shift+J
Document Editor
Render > Render CTRL+Y CMD+Y Window > Walk CTRL+Shift+W CMD+Shift+W
Settings Designer
Render > Render CTRL+Shift+Y CMD+Shift+Y Window > Talk CTRL+Shift+K CMD+Shift+K
Dimensions Designer
Render > Materials CTRL+U CMD+U Window > Python CTRL+Shift+O CMD+Shift+O
Scripts
Animation > Make CTRL+J CMD+J Window > Editing CTRL+Shift+T CMD+Shift+T
Movie Tools
Selecting File > Save As saves your current Poser scene Cancel returns you to Poser, and clicking Revert proceeds
to load the last saved version of your current scene.
location. This feature is useful for creating different versions
of work, which allows you to return to any previous stage
if you decide you don’t like your progress beyond a given
Run Python Script
save point. For example, you could save myscene_1.PZ3,
Selecting File > Run Python Script opens a standard
then save new versions as myscene_2.PZ3, myscene_3.PZ3,
Open dialog, allowing you to browse for your desired
and so forth.
PoserPython script. Once you locate your script, select it
and click OK to execute it.
Compressed File Support
Page Setup
to save hard drive room. To enable compression support,
select Edit > General Preferences, select the Library tab, Selecting File > Page Setup opens a standard Print Setup
and check the Use File Compression box as described in dialog box allowing you to set up your printers. Please refer
“Miscellaneous Preferences” on page 43. to your operating system and/or printer documentation for
information on setting your print preferences.
Reverting Changes
Print
Selecting File > Revert allows you to undo your changes
Selecting File > Print sends your current scene to your
This is a great way to do your recent changes over, selected printer. A standard Print dialog box opens
however you will lose everything you’ve done since the allowing you to select your desired printer and general
last time you saved your scene. This is why we recommend printing properties. Poser documents always print using
that you save your scene often and, if you think you may the full page size. Please refer to your operating system
want to return to an earlier version, to save progressive documentation for information on selecting print options.
versions of your work using the Save As command. Clicking
Exit You can specify the maximum size of the Undo stack.
Please see “Setting Application Preferences” on page
Selecting File > Exit closes Poser. You are prompted 35 for more information.
to save any unsaved changes. You can also type
[COMMAND]/[CTRL]+[Q] to exit Poser. You can specify whether or not the Undo
feature will apply to camera changes. Open
This menu option is available for Windows only. For the Properties palette for the currently selected
Macintosh, the Quit command appears on the Poser camera, and check the “Remember changes for
Application menu. undo” checkbox in order to apply Undo to camera
changes. Alternately, if you do not wish camera
Undo changes to be included in the Undo feature, make
sure to uncheck this checkbox for each camera.
Selecting Edit > Undo reverses your most recent change This checkbox is active by default.
to the actual scene. You can also press [COMMAND]/
[CTRL]+[Z]. Undo applies only to alterations made within
the actual scene; it is not applicable to changes made to Redo
application settings, Library content, etc.
Poser supports multiple levels of Undo. Selecting Edit > Selecting Edit > Redo reiterates the most recently undone
Undo repeatedly allows you to step backwards through action, thus reverting the scene to its previous state. You
your most recent document changes, reversing each can also press [COMMAND]/[CTRL]+Shift+[Z]. To reverse a
change individually and reverting the scene to its previous Redo action, simply select Edit > Undo again.
state. Some operations within Poser will purge the Undo/
Redo cache; a warning dialog will appear asking you to Cut
will purge the Undo/Redo cache. Selecting Edit > Cut removes the selected element(s) and
places them in the system Clipboard for later pasting. You
can also press [COMMAND]/[CTRL]+[X]. You can do this for To copy and paste a shaped body part:
poses and other functions.
1. Manipulate the body part using any tool you desire.
2. Select the body part (source), then select Edit > Copy
Copy
or press [COMMAND]/[CTRL]+[C].
Selecting Edit > Copy copies selected elements to the
3. Click to select the body part you wish to copy
Clipboard. You can use this command to copy the
to (target) and select Edit > Paste (see following
position of one prop to another. You can also copy
subsection). This copies all settings from the source to
transformation and rotation channel information from the
the target, including deformers.
selected item and paste that information into another
Paste
Selecting Edit > Paste, or pressing [COMMAND]/[CTRL]+[V],
places the item stored in the Clipboard into your current
scene. If you are pasting a pose, select the element to
apply the copied pose to, then make your selection.
Restore • All: Selecting Edit > Restore > All restores all scene
elements to their default states. Use this option with
Need to restore a scene element to its default state?
care!
Selecting Edit > Restore opens a submenu allowing you
Memorize
While working, you might arrive at a convenient stopping
point. You know you like what you have so far and do not
want to revert all the way back to the Poser default state
should you need to restore one or more scene elements
(or even the entire scene) at a later time. No problem.
Select Edit > Memorize and the element(s) you wish to
memorize (the list is the same as for the Restore submenu,
above). Doing this essentially changes the default for your
selected item(s), which can be undesirable in some cases.
Redoing this operation saves the new default overwriting
the old. If you later select Edit > Restore, your element(s)
will be restored to the last memorized settings.
Library entries.
Chapter 5: The
Document Window
The Document window is your portal to the Poser
workspace where you view and can directly manipulate
your scene and the elements within it. The Document
window consists of two tabs: the Preview tab, which is
where you do the work to set up your Poser scene; and the
Render tab, which is where you can view the results of your
renders. The following topics discuss the Document window
controls and how to use them.
Preview Tab
Clicking on the Preview tab at the top left of the Document
window brings up the scene preview window, where you
display window. The Preview tab contains the following Components of the Document Window.
controls:
Title
The Title appears along the top of the Document window,
and displays the current Poser scene (such as My Scene.
PZ3).
Options Menu
Clicking on the arrow at the right side of the Title bar
opens the Document window’s Options menu. This menu
contains the following settings and shortcuts:
Render
Selecting Render from the Context menu renders your
results will appear in the Render tab of the Document Export Image
window.
Selecting Export Image opens a standard Save As dialog
that will allow you to save the scene as it appears in your
Render in Background
Choose the Render in Background command from the accomplished by selecting File > Export > Image..
Options menu to render your image or animation in the
background. This option allows you to continue working Upload Main Render To
while your project renders.
Choose Upload Main Render To > Facebook to upload the
Background renders are only available for currently selected render to your Facebook account. For
single frames (images). The Background further information on how to perform the upload, see
Render option will not be available for movies. We “Uploading to Facebook” on page 109.
recommend using the Render Queue (see “Network
Render Queue” on page 453) when rendering
movies. Reload Textures
Clicking on Reload Textures will reload into memory all
textures for the current scene preview display. This allows
Render in Queue you to easily update any changes you may have made in
other applications to the currently loaded textures.
Choose the Render in Queue command to send the
selected render process to the Queue Manager. Further
information on the Queue Manager can be found in Reload Textures
“Installing Queue Manager” on page 30 and “Render
in Queue” on page 417. Clicking on Reload Textures will reload into memory all
textures for the current scene preview display. This allows
you to easily update any changes you may have made in page 421 for more information on the Render Settings
other applications to the currently loaded textures. dialog options.
• Show Intersections: Checking the Show intersections • Choose Window > Document Window Size, which
option displays colliding polygons in red when objects opens the Preview Dimensions dialog. Enter your
in your scene collide with/penetrate each other but desired scene preview window height and width (in
does not prevent the collision. OK to resize
Once you have set collision preferences for your scene, the Document window.
you must then enable collision detection for each of
the objects for which you want to use this feature. Do • Click the Match Background button to match the
this by selecting your desired objects one at a time and Document window to the dimensions of an imported
checking the Collision Detection checkbox in that object’s background image or movie.
Properties palette. This feature only works between objects
• Click the Match Production Aspect button to set the
that have collision detection enabled. If you have one
scene preview window size to the currently selected
Production Frame aspect. This button is only active The Document window size is saved in the same manner as
when the Production Frame feature is enabled (see described in “Single/Multiple-View Panes” on page 98.
“Production Frame” on page 118).
Note that the above two options are OpenGL Hardware Acceleration
disabled (as shown below) when the
Poser offers OpenGL hardware accelerated rendering
Document window is docked. To undock the
as well as SreeD software rendering options for the scene
document window, click the Float Palette button in
preview display. Simply right-click (Windows) or Apple key-
the Preview Dimensions dialog.
click (Mac) within the preview window to select hardware
or software rendering for processing the scene previews.
In most cases, hardware rendered previews will be faster
than software rendered previews. Additionally, hardware
accelerated performance is independent of the preview
window size, whereas software rendering will yield a lower
frame rate with larger preview window sizes.
Recent and more powerful graphics cards with OpenGL
support will provide better results with the display of your
Poser scene, with better texture previews and faster
interaction and updating of the scene. Unfortunately,
due to the vast variety of graphics hardware available,
hardware acceleration may not be supported on every
system. In that case please use the SreeD software
rendering option. Poser should automatically detect
whether or not OpenGL hardware rendering is supported
Setting Document Window size. for your system, and if not, should default to SreeD
software rendering.
• The top line in the context menu displays the name of • Object Style: Equivalent to using the Display > Object
the selected item. Style command for the selected object. Choose the
desired display style from the submenu. See “Chapter
• Select: Expand the Select menu to select the part 6: The Display Controls and Menu” on page 112 for
that you right-click. A check mark appears beside the more information about the display styles available in
name of the body part when it is set as the current Poser.
selection.
• Duplicate Figure: Equivalent to using the Edit >
• Memorize and Restore: Equivalent to using the Edit > Duplicate command. See “Duplicate” on page 75.
Memorize and Edit > Restore commands as they apply
• : Equivalent to
“Memorize” on page 76 and “Restore” on page using the Figure > Set Figure Parent command. Allows
75.
parent. Choose Universe
• Lock: Equivalent to using the Figure > Lock Figure or See “Set Figure Parent” on page 244.
Object > Lock Object commands. Allows you to lock
or unlock the transformations of the selected actor or • : Equivalent to using the
Figure > Conform To command. Allows you to conform
beside the item. See “Lock Figure” on page 228 and
“Lock Object” on page 224. None “Adding
Conforming Clothing: Manual Conforming” on page
• Hide: Hides the actor that is right-clicked. 153.
• Show All: Equivalent to using the Figure > Show All • Use Inverse Kinematics: Equivalent to using the
Figure > Use Inverse Kinematics command. A check
mark appears beside the leg or hand when inverse
• Frame Object: Equivalent to using the Frame Selected
kinematics is on. See “Inverse Kinematics (IK)” on
camera control or the View > Frame Selected
page 187.
command. See “Frame Selected” on page 118.
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• Symmetry: Equivalent to using the Figure > Symmetry Full Figures Context Menu
command. Expand the menu and choose the desired
symmetry. See “Symmetry” on page 229.
• Figure Style: Equivalent to using the Display > Figure The options in the context menu are similar to those in the
Style command. Allows you to choose the display style Actor context menu described in the previous section.
“Chapter 6: The Display Controls
and Menu” on page 112 for more information about
the display styles available in Poser.
• Object Style: Equivalent to using the Display > Element • Symmetry: Equivalent to using the Figure > Symmetry
Style command for the selected element. Choose the command. Expand the menu and choose the desired
desired display style from the submenu. See “Chapter symmetry. See “Symmetry” on page 229.
6: The Display Controls and Menu” on page 112 for
more information about the display styles available in • Figure Style: Equivalent to using the Display > Figure
Poser. Style command. Allows you to choose the display style
“Chapter 6: The Display Controls
• Duplicate Figure: Equivalent to using the Edit > and Menu” on page 112 for more information about
Duplicate command. See “Duplicate” on page 75. the display styles available in Poser.
Props Context Menu • Select: Expand the Select menu to select the prop
that you right-click. A check mark appears beside
the name of the prop when it is set as the current
selection.
Props Context Menu. • Frame Object: Equivalent to using the Frame Selected
camera control or the View > Frame Selected
command. See “Frame Selected” on page 118.
• The top line in the context menu displays the name of
the selected item. • Object Style: Equivalent to using the Display > Element
Style command for the selected element. Choose the
desired display style from the submenu. See “Chapter
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6: The Display Controls and Menu” on page 112 for Lights Context Menu
more information about the display styles available in
Poser.
lights, see “Chapter 12: Lighting” on page 276.
• Duplicate: Equivalent to using the Edit > Duplicate
command. See “Duplicate” on page 75.
Choose Universe
“Changing a Parent” on page 245.
• The top line in the context menu displays the name of • Light Type: Allows you to choose the type of light. A
the selected light. check mark appears beside the currently selected
light type.
• Select: Expand the Select menu to select the light
that you right-click. A check mark appears beside the • Include in OpenGL Preview: Allows the effects of the
name of the light when it is set as the current selection. current light to display in the preview render in the
document window. A check mark appears beside the
• Memorize Lights and Restore Lights: Equivalent light if it is included.
to using the Edit > Memorize and Edit > Restore
commands as they apply to the lights. See “Memorize” • Point At: Equivalent to using the Object > Point At
on page 76 and “Restore” on page 75. command. See “Point At” on page 225.
• Duplicate: Equivalent to using the Edit > Duplicate • Change (lightname) Parent to: Equivalent to using
command. See “Duplicate” on page 75. the Object > Change Parent command. Allows
• Lock Light: Equivalent to using the Object > Lock parent. Choose Universe to remove the parent. See
Object command. Allows you to lock or unlock the “Changing a Parent” on page 245.
transformations of the selected light. The item is locked
when a check mark appears beside the item. See • Camera View: Equivalent to using the Display > Camera
“Lock Object” on page 224. View command. Select the desired camera view from
the context menu.
• Light On: Turns the light on or off. A check mark
appears beside the command when the light is on. • OpenGL: Equivalent to using the Display > Preview
Drawing > OpenGL Hardware command. See
• Casts Shadows: Turns shadows on or off for the “OpenGL Hardware Acceleration” on page 82.
selected light. Shadows are on when the option is
checked. • SreeD: Equivalent to using the Display > Preview
Drawing > SreeD Software command. See “OpenGL
Hardware Acceleration” on page 82.
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“Memorize” on page 76 and “Restore” on page • Toon Tones: Equivalent to using the Display > Cartoon
75. Tones command. Select the desired cartoon display
mode from the context menu. See “Cartoon Tones”
• Lock Camera: Equivalent to using the Object > Lock on page 127.
Object command. Allows you to lock or unlock the
transformations of the selected camera. The item is
locked when a check mark appears beside the item. Background Context Menu
See “Lock Object” on page 224.
• Memorize and Restore: Equivalent to using the Edit • Bend Body Parts: Equivalent to using the Display >
> Memorize and Edit > Restore commands. See Bend Body Parts command. Toggles bending on and
“Memorize” on page 76 and “Restore” on page “Bend Body Parts” on page 122.
75.
• Antialias Document: Equivalent to using the Render >
• Production Frame: Equivalent to using the Display > Antialias Document command. Smooths rough edges
Production Frame command. See “Production Frame” in the rendered image. See “Antialias Document” on
on page 118. page 418.
• Document Style: Equivalent to using the Display > • Motion Blur Document: Equivalent to using the Render
Document Style command. Allows you to choose the > Motion Blur Document command. Adds a motion
display style for the entire document. See “Chapter blur effect to the render. See “Motion Blur Document”
6: The Display Controls and Menu” on page 112 for on page 418.
more information about the display styles available in
Poser. • Camera View: Equivalent to using the Display > Camera
View command. Select the desired camera view from
• Deformers: Equivalent to using the Display > Deformers the context menu.
command. Allows you to show and hide the deformers
in the scene. See “Deformers” on page 120. • OpenGL: Equivalent to using the Display > Preview
Drawing > OpenGL Hardware command. See
• Ground Shadows: Equivalent to using the Display > “OpenGL Hardware Acceleration” on page 82.
Shadows command. Turns the ground shadow on and
off. See “Ground Shadows” on page 121. • SreeD: Equivalent to using the Display > Preview
Drawing > SreeD Software command. See “OpenGL
• Figure Circle: Equivalent to using the Display > Figure Hardware Acceleration” on page 82.
Circle
“Figure Circle” on page • Toon Tones: Equivalent to using the Display > Cartoon
122. Tones command. Select the desired cartoon display
mode from the context menu. See “Cartoon Tones” enabled. Then click and drag within the scene preview
on page 127. area to select the portion of the scene you wish to render.
The results will appear in the Render tab of the Document
Render
Area Render Settings
Render Engine Selection menu on the Render tab. Poser
will save the most recently rendered image in the Render
region of your scene to render, thereby allowing you to
tab, allowing you to toggle back and forth between the
more quickly view the results of changes to one part of
Preview and Render tabs, without losing your rendered
your scene, without having to re-render the entire scene
image.
each time. Area Renders appear in the Render tab
overlaid on the window’s existing image at the time the
Area Render was taken, so you can view the rendered Render
area in the context of your entire scene.
The Render icon at the top of the Preview or Render tab is
a shortcut to the Render command. Clicking this symbol
will render your entire Poser scene, using the render settings
Render Settings dialog, and the render
Render Engine Selection menu on
the Render tab. For more information on Poser’s render
settings, see “Part 4: Rendering” on page 415. The render
results will appear in the Render tab of the Document
window.
Area Render icon.
Mini Camera Controls • Move XY: Clicking and dragging the Move XY control
moves the currently selected camera along the X
The Mini Camera Controls located at the top right of the and/or Y axes.
Preview tab contain a subset of the total available Camera
Please refer to “Chapter 11: Cameras” on page 256 for
controls. From left to right, these are:
detailed information about the Camera controls.
• Frame Selected Object: Allows you to pick a body part
and then frame that body part in the camera view. To
frame another object, select another body part and
click the icon again.
• Orbit Selected Mode: Toggles the Orbit Selected Mini Camera Controls.
feature on and off. When on, the camera will be
centered on the selected body part while rotating. The
arrow turns blue when Orbit Selected mode is active.
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Tracking Mode
Tracking mode determines the type of preview Poser uses
to display an object when you reposition either that object
or a camera. The Tracking Mode pop-up menu in the lower
left corner of the Preview tab offers three tracking mode
options. From top to bottom, these are:
• Full: Displays scene elements in the currently selected Depth Cueing adds dimension to scene elements visible
Document window display style at all times, whether in the Document window. When Depth Cueing is enabled,
still or animated. This mode is suitable for users with elements farther away from the camera fade into the
distance. This provides a quick visual indication of the
tuning on previously blocked-out scenes. depth of your scene, which can be helpful if you are
viewing it using a single pane. To toggle depth cueing
on and off, click the Depth Cueing button. Depth Cueing
depends on the total depth of your scene. For example,
Shadows
Items in your scene can cast shadows on the ground
plane, which can help you orient them in 3D space.
Disabling shadows can help speed up scene redraw time.
The Shadows button appears in the lower left corner of the
Document window. Clicking the Shadows button allows
you to choose which shadows will be displayed in the
preview window as you build your scene:
Depth cueing and shadows do not affect • No Shadows: Turns shadow display off. This can help
your rendered output. improve performance on systems that have limited
hardware resources.
The Enable Hardware Shading option in the appearing within the Document window’s Preview tab.
Preview tab of the Render Settings dialog The four dots located along the lower-right corner of the
must be enabled for hardware shadows to display. Preview tab allow you to control the following colors,
respectively:
Silhouette, Outline, Wireframe, and Hidden Line display • Shadow: Change the Shadow color as described
modes (see “Chapter 6: The Display Controls and above. This color affects the preview shadow
Menu” on page 112). displayed in the Preview tab (if enabled).
Render Tab
Clicking on the Render tab at the top left of the Document
The color picker. window displays the main render window, where you can
see the rendered results of your Poser scene. The Render
• Background: Change the Background color as tab contains the following controls:
described above. This color affects the Poser
workspace background.
• Render to Exact Resolution: Clicking the Render to • Match Document Window: Clicking the Match
Exact Resolution radio button will generate the render Document Window button sets the Document window’s
current size in the Width and Height
The production frame is determined by the aspect ratio
resulting from the output width and height. You can set the
• Width: Enter the width in pixels for the render window
production frame to be visible in the Document window’s
in the Width
scene preview area, by selecting Display > Production
render and require more disk space.
Frame from the menu bar.
• Height: Enter the height in pixels for the render window
in the Height
Quick-Scale
render and require more disk space.
The Quick-Scale pop-up menu is along the top left of the
• Resolution: Enter the resolution in dot pixels per inch
Render tab. It offers quick access to three different render
(DPI) in the Resolution
scale options: Full Size, Half Size, and Quarter Size. Note
resolution images and is suitable for images you intend
that this feature is not intended to replace the Render
to distribute online. 300DPI is appropriate for most
Dimensions menu, but rather is a tool for facilitating quick
print functions, and 1200DPI is used when you need
render previews, as the smaller scale render sizes require
extreme detail. Higher resolution images require more
less time to calculate.
disk space and take longer to render.
Render Pan
To render the current image, click the Render icon along If the image you have rendered is larger than the render
the top of the Render tab. The results will display in the window size, you can pan the image by clicking and
main render window area, using the render settings dragging in the main render window. The Pan symbol
Render Settings dialog, and the render at the top right of the Render tab activates this feature.
Render Engine Selection menu (as Panning is useful as it allows you to shrink the Document
described above). window as needed, such as when entering the Material
room, and still have access to your entire rendered image.
Uploading to Facebook
If you have a Facebook account, you can upload your
renders to your account directly from within Poser. The
steps are as follows:
1. After you complete your render, do one of the
following:
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Uploading to Facebook from the Document Window options 3. A browser window opens and you are asked to log in
menu. to your Facebook account.
Uploader.
Chapter 6: The Display Clicking the arrow to the left of the title opens a pull-down
menu with the following options:
Display styles can be set for the entire document, for a single
Document Display Style controls. • To change the display style for the entire document,
choose Display > Document Style > (display option),
or choose Document Style from the Display controls
The Display Controls palette has adjustable
palette and click the display style icon you want to
width and height, and the controls auto-
• Flat Shaded
surface material colors while displaying the mesh
facets, as shown to the right.
• Cartoon
hand-drawn style, as shown to the right. See “Cartoon
Tones” on page 127 for more information about this
shading style. Poser offers improved Cartoon display
effects in conjunction with the OpenGL hardware
acceleration option (see “OpenGL Hardware
Acceleration” on page 82).
• Smooth Shaded
continuous surfaces with the material colors, as shown
to the right.
• Smooth Lined: combines the Flat Lined and Smooth You can also change display styles by selecting Display
Shaded by displaying the polygons as a black mesh > Document Style, Display > Figure Style, and Display >
over a smooth surface, as shown to the right. Element Style.
By default, Poser renders using the Texture Shaded mode.
While rendering high-resolution output using the currently
selected display styles and/or depth cueing, etc. is not
directly supported, you can achieve excellent results using
the rendering tips discussed in “Tips & Tricks” on page
427.
Camera View
Choose Display > Camera View to select one of the
cameras available in your scene. See “Chapter 11:
Cameras” on page 256 for more information about the
various camera views.
Camera Layout selected object or body part and you can rotate the
camera so that it is always in the center.
Choose Display > Camera Layout to select the number of
different views that you want to display in the document The Orbit Selected mode does not work with
window. See “Single/Multiple-View Panes” on page 98 cameras that are already set to orbit a
for more information about multiple views.
and Right Hand cameras).
Fly Around
This command puts the current camera in Flyaround Show Camera Names
mode. For more information, see “Flyaround View” on
This command shows or hides the display of camera
page 262.
names in the document window.
Figure Style
Selecting Display > Figure Style allows you to select a Depth Cued
the same as using the Display controls discussed earlier. Selecting Display > Depth Cued toggles depth cueing on
and off. Depth cueing makes objects fade as they get
further from the camera. A check mark appears when this
the same display style as the document, feature is active and vice versa. Please refer to “Depth
choose Display > Figure Style > Use Document Style Cueing” on page 100 for more information about depth
to change to change it to the same display mode cueing.
that is selected for Document Display Style.
Element Style
Selecting Display > Element Style allows you to select a
display style for your currently selected scene element (for
example, a body part or a prop). This is the same as using
the Display controls.
Deformers
As the name implies, deformers (morph targets,
•
in your scene (Display > Deformers > Show All).
Depth Cueing fades objects over distance. • Hide all deformers in your scene (Display > Deformers
> Hide All).
Selecting Display > Tracking allows you to set your desired A check mark appears next to the currently selected
tracking mode. Please refer to “Tracking Mode” on page deformer display mode. You can select hidden deformers
99 for more information about tracking modes. using the Current Actor pull-down menu. Hiding some or
all deformers can reduce clutter, particularly in complex
scenes.
Figure Circle
Selecting Display > Figure Circle toggles displaying a white
Guides
Clear Background Footage
Poser provides several guides to assist you when posing
Selecting Display > Clear Background Footage removes
imported animation footage from your scene. achieve a particular perspective more easily. To display
a guide, select Display > Guides and select the guide
you wish to display. A check mark appears next to visible
Use Background Shader Node guides. To hide a guide, select Display > Guides and select
the guide you wish to hide. Hidden guides have no check
There are two ways of specifying the background of a
marks next to them. The available guides are described in
scene – by loading an image in the BG Picture node, or by
the following sections.
attaching a shader tree to the Background root node:
If you want to use the BG Picture node as the background Ground Plane
of your rendered image, choose Render over >
Background picture in the Render Settings dialog, as The ground plane provides a basic reference of the
described in “FireFly Options Settings” on page 442. camera’s position relative to the Poser workspace. It also
Please refer to “Importing Background Pictures” on page helps show scene elements’ vertical positions relative to
845 for information on importing background pictures. one another. You can display the ground plane using the
same display style as the rest of your scene or you can give
• If you want to use the shader attached to the it its own display styles.
Background root node as the background of your
rendered image, choose Render over > Current BG
Hip-Shoulder Relationship
roughly seven “heads” tall, meaning that the average
head is 1/7th the height of a person. This guide can be
helpful when you are performing body shaping operations upper and lower body. It helps you see the side-to-side,
such as using morph targets. bend, and twist in the hip, abdomen, and chest. This is
Vanishing lines are an artistic technique for achieving The focus distance is the distance at which objects appear
realistic perspective. You can see this is real life by standing
at the corner of a long building and sighting along a each camera. The Focus Distance Guide shows you where
wall. You will see that the roof and the ground appear to the focus distance for the selected camera falls within
converge the farther away you look until they eventually the scene, to help you visualize the position of various
meet. This phenomenon is one of the things that give scene elements in relationship to the focal plane. For more
objects the appearance of depth in both real and virtual information on the focal plane and focus distance, see
life. “Camera Parameters” on page 267.
Preview Drawing
Selecting Preview Drawing allows you to specify whether
you wish to use OpenGL hardware rendering, or SreeD
software rendering, for your scene preview display. Please
see “OpenGL Hardware Acceleration” on page 82
for more information about hardware versus software
rendering.
Cartoon Tones
Selecting Cartoon Tones allows you to choose between
Displaying vanishing lines. the following options for your scene preview display: One,
Two, or Three cartoon shading tones, Three Tones Plus
Highlights, and Smooth Toned. These shading styles affect
Chapter 7: The Poser • Use the Up and Down arrow keys to move higher or
lower in your content tree.
Library • Use the Right and Left arrow keys to open and close
folders.
Poser’s hierarchical Library palette provides access to
• Click or select an item in the list to expand the display
and view a larger preview of the content item.
props, lights, cameras, etc. It has three tabs: the Library
tab that provides access to the Poser content categories,
the Search tab which allows you to search your content
Favorites tab where you
can gain easy access to your frequently used or favorite
content items. The Library tab contains ten categories,
discussed below. Each category is further divided into
subcategories. You can create and remove categories
and subcategories, and can add and remove content,
including your existing content libraries, to/from the Library
palette. See “Maintaining Your Library Palette” on page
171 for information on maintaining your Library palette.
Poser can also automatically install content purchased or
obtained using the Content room as described in “Chapter
8: The Content Room” on page 183.
7. Remove Library: A Remove Library (-) icon appears 11. Single check mark: Click the single check mark icon
to the right of the Add Library icon when you use the to replace the item that is currently selected in your
Show Library menu to select a Library that you added scene with the item that is highlighted in the library.
yourself through the Add Library command. See Functions of the single check mark button vary,
“Removing Libraries” on page 143 for details. depending on the Library category that is currently
selected. See “Loading and Managing Items using
8. Add Library: Click the Add Library (+) icon to open the the Library Icons” on page 144.
Browse for Folder dialog, which allows you to select
additional Library folders that you have stored on your 12. Double Check mark: Click the double-check mark icon
computer. to add the currently selected item to your scene. The
double check mark does not appear for every Library
Content that is created for Poser is typically category and the purpose varies depending on the
arranged in a folder named Runtime, with selected category. See “Loading and Managing
subfolders beneath that for geometry, textures, and Items using the Library Icons” on page 144.
library items. For more information about creating,
13. Add a Folder (+}: Click this button to create a new
installing and accessing additional library folders,
folder or subfolder beneath the currently selected
see “Accessing Different Content Libraries” on
library folder.
page 139
14. Save to Library (+): Click this button to add the item
9. Item List Panel: The currently selected item is that is currently selected in your scene into the library.
highlighted in blue. If the Item List Panel is not
displayed, the currently selected item displays as a 15. Delete from Library (-): Click this button to delete the
larger icon in the Tree view. library content item that is currently selected. Note
that this button completely removes the library item
10. Extended Details Panel from the Library, not from your scene.
item that is selected in the library. 16. Add to Favorites: Adds the item that is currently
highlighted in the library to the library’s Favorites tab.
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17. Display Options Widget: Click the Display Options • Additional library preferences appear in the Library
widget to expand or collapse the display options in the tab of the General Preferences dialog. See “Library
bottom of the library palette. Preferences” on page 39 for a discussion of the
which allows a better view of all of the content in a Changing the Library Appearance
selected folder. When Item List is open, a hierarchical tree
appears in the left side of the library. When you select A widget appears at the bottom of the Library palette, just
a folder in the tree, the folders and content within the
selected folder appear in a multi-column display that Click this widget to expand the Library palette to view the
display options described in the sections that follow:
below.
General Options • Tool Tip Delay (ms): Drag the slider left or right to adjust
the amount of time between hovering over a library
name and displaying its path tool tip. Time delay is
adjustable from 100 to 1000 ms.
• Always On Top: Check this option to keep the Library Display Options
window on top of all other open windows on the
screen. When unchecked, the Library window will be
allowed to move behind other windows when they
have focus.
Thumbnails and additional product details appear in the • Show Item Details: Shows or hides the File Name, Size,
Tree if you have selected to disable the Item List Panel.
The options in the Tree Options section control the size of currently selected library item.
preview and selected item thumbnails, details, and other
• Tree Indentation: Drag the slider left or right to
items in the Tree.
decrease or increase the amount of indentation for
items and folders that appear within and beneath
library folders.
List Options
panel. Settings in the List Options section control size of Details library options.
the thumbnail and the placement of text around the
thumbnail. • Show Image: Check this option to display an image of
the selected library item in the Extended Details panel.
Uncheck the option to remove the image display.
library folders. Then you can use the following process to Scene
(vendor or product folder)
make your additional folders appear in the Library palette.
Textures
Runtime folders have a structure similar to the following. (vendor or product folder)
Folders and content shown in italics are unique to the
content and are named by the creator of the content. Poser products do not always contain all of the above-
Runtime mentioned folders beneath the Runtime folder. For
Geometries
(vendor or product folder) example, if you are installing a piece of clothing, it might
Geometries, Props, and Textures folders but
Libraries
Camera not in the others.
(vendor or product folder)
As an example of creating a new Library on your hard
Character drive, assume the following:
(vendor or product folder)
Hand
(vendor or product folder) • You have an external hard drive D: that has lots of
room to store content. You decide you want to install
Light
(vendor or product folder) all of your content there.
3.
want to add (for our example, you would choose D:)
Adding a Library folder.
4. Navigate to the folder that stores the Runtime folder
and its subfolders (for our example, you would choose
• Now you want to install all of the content that relates Content, then Miki 4).
extract/install all of your Miki 4 clothing, hair, and other 5. Click OK to add the new Library
related content into the D:\Content\Miki 4 folder. The
D:\Content\Miki 4\
Runtime.
When adding existing Poser libraries to your If you want to remove the Library from your
Poser Library palette, you must preserve your hard drive completely, you will need to do
Runtime folder name and structure (<drive > this manually by deleting the folder and contents
:\<folder > \<subfolder > \Runtime\<folders >. from your hard drive. Exercise extreme caution
Navigate the Browse dialog to your desired Runtime when deleting library folders from your hard drive, as
folder. The added Library will appear using the they will be irretrievably lost.
name of the folder containing the Runtime folder.
To remove a library:
Poser allows you to create your own folders 1. Use the Show Library list to select a Library that you
to store your own poses, material settings previously added using the steps outlined in “Adding
and other creations, or so that you can organize Libraries” on page 140
library items to your liking. See “Creating Subfolders”
on page 171. Note that you will be unable to delete
libraries that were installed during the Poser
installation You can only remove libraries that you
Removing Libraries added yourself.
The Remove Library button appears when a library 2. Click the Remove Library button (minus sign) to
other than the Poser default libraries is selected. You remove the selected Library from the Library palette.
cannot delete the default Poser library. Deleting libraries The name of the library is removed from the Show
only severs the link between the Library folders and the Library list, and its contents no longer appear in the
Library palette. It does not remove any of the folders or Library.
content from your hard drive. This protects your data from
accidental deletion and allows you to reuse Libraries at
need (such as from removable drives).
Hands: Applies a hand pose to the currently Lights: Adds the lights in the library to those
already present in the scene.
hand or left hand.
Scene: Keeps the content that is currently in your
Props: Adds the currently selected prop to the scene, and adds the additional content from the
scene. selected library item.
Lights: Replaces the existing lights in the scene Add a Folder: Click the Add a Folder (+) button to
with the currently selected light set. create a folder beneath the currently selected
Library folder.
Cameras: Applies the camera settings to the
camera. • Add to Library: Clicking the Add to Library (+) button
Materials: Applies the single material to the adds the selected item to the Library palette.
currently selected single material in an object; or,
• Delete from Library: Clicking the Delete from Library
applies a Material Collection to all materials in the
(-) button removes the selected item from the Library
current object.
palette.
Scenes: Closes the current scene and replaces it
with the scene you are adding from the library. • Add to Favorites: Click to add the currently highlighted
library item to your Favorites list.
• Double check mark: The double check mark button
appears for the following categories and serves the
purposes listed below: Placing/Adding Items to the Poser
Workspace
Figures Category
scene. Typically used to add additional human In addition to using the library icons as discussed in the
previous section, you can also drag an item from the
Poses Category: Applies the currently selected library and drop it into your scene. As you drag an item
pose as a universal pose.
may help get you more familiar with how pieces of • You can also drill down through the Category menu to
content were designed to be used together, special select an item. First, click the Category icon to select
features of a piece of content or in depth details on the main category for your content. Then click the
how to use it. The P.I.C.K Content for example has a
ReadMe/CP Partners/MindVision-GDS
folder which has in depth details on how to use it to
its fullest potential from Hair > Poser Content > People > Alyson to list all of
the available hair objects in that folder.
• Click a Category icon to select a Content category.
Then drill down in the hierarchical list in the Library list to
select the item you want to add to your scene.
types and how they relate to using Poser. When you switch
between categories, the Library remembers which item
Category menus allow you to select a category folder. • The Library popup menu displays nested menus, but
you can also click on a folder or category to switch to
The Library palette categories are described in further it, and then highlight an item to load it.
detail below in “About Library Palette Categories” on
page 147. Please refer to “Loading and Managing Items
using the Library Icons” on page 144 for information on The Figures Category
working with Library palette content.
Figures are poseable content items that use an extension
of CR2 or CRZ. The Figures category houses your poseable
Figures, Poses, Faces, Hair, Hand poses, Props, Lights,
Cameras, Materials and Scene. Please refer to “Poser File work with, including various types of males and females,
Types” on page 919
Replacing Figures
and animals.
Keep attached props: Check this option if you have
Some models are available in high- and low- resolution
versions. Use high-resolution models for realism, and
own proportions.
Adding Conforming Clothing: Automatic
Conforming
Due to fundamental changes to Alyson 2 You can drag and drop conforming clothing onto a
Pants).
process is as follows:
1.
6.
The Conform To dialog allows you to select the character that
the dialog that appears. Click OK
will wear the clothing.
7.
clothing should automatically snap to the new
position.
Figure Poses
1.
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Poser Pro 2014 157
Reference Manual
include:
When you are not certain what a pose type is used for,
•
found in the Hair category, using an HR2 extension.
1.
The Hair library stores many different types of hair for your
characters.
While prop-based hair usually orients itself to the angle and The Hands Category
rotation of the head, you may need to reposition the hair
This Library
You can use the YTrans parameter dial to adjust the height of
the hair.
1.
pose.
them as Material Collections. However, Smith Micro Adding Materials to the Library Palette
Library palette.
To save single material to the Library palette:
1. Open the Material Room.
Adding Material Collections to the Library Palette 4. In the New Material Set dialog, select the Material
Collection radio button, and click the Select Materials
Poser also allows you to save some or all of the materials button to open the Select Materials dialog.
addition to saving single materials individually. Simply 5. Choose which materials you would like to include in
select the Material Collection option in the Add to Library your collection from the list presented in the Select
dialog, as described below, and choose which materials Materials dialog, and click OK. Select All and Select
None buttons are also provided to add or clear all
Material Collections provide the convenience of grouping materials in the selection set.
Adding Scenes from the Library imported scene, it will be replaced with the light
from the imported scene.
You can use the Scene category in the library to open a
scene, or to merge content from an existing scene into Saving Scenes to the Library
your current project. Follow these steps:
1. Open the Library and select the Scene category. and reuse projects that you have previously created, and
also makes it easier to share complete project settings with
2. Create or navigate to the folder that stores the scene
others.
you want to use.
To save a scene to the library, proceed as follows:
3. Choose one of the following:
1. Open the Library and select the Scene category.
Click the Load New Scene (single check mark)
2. Create or navigate to the folder that will store the new
button to replace the contents of the current
scene.
scene with the scene contents in the library. This is
the same as using the File > Open command. You 3. Click the Add to Library icon (+) at the bottom of the
will be prompted to save any unsaved changes Library palette.
in the existing project before its contents are
replaced. 4. In the New Set dialog, enter a name for the new
scene.
Click the Import Scene (double check mark)
button to add the contents of the scene in the 5. Click OK. A small thumbnail of the scene appears
Library to your current scene. This is the same as in the currently selected Scene library category/
choosing the File > Import > Poser Document/ subcategory.
Prop command. Everything from the imported
scene will be added; however if a light in the
existing scene is named the same as a light in the
Creating Subfolders
You can create new subfolders in the library to store your
content. Follow these steps:
1. Use the Show Library menu to select <All > libraries, or
the library to which you want to add the folder.
the bottom of the Library palette when you select the item
by clicking on its preview image once it has been added
to the Library. In addition, when you save content to the
Library, a basic set of metadata is saved along with the
object. This metadata appears in the Library’s Extended
Details panel when it is displayed. For more information
about the Extended Details panel and metadata, see
“Display Options” on page 136.
To add an item to the Library palette:
1. Select your desired category/subcategory.
“Body” actor.
poses.
collapse expanded branches by clicking the - sign next to This is an advanced feature that should only
an expanded branch. be undertaken by advanced Poser users
who are familiar with creating custom content.
To include an actor in your new Library palette entry,
Manually adding Library items could result in
check the box to the left of your desired actor. Clearing
an actor’s checkbox excludes it from the Library palette
items to be invisible and/or unusable. Smith Micro
entry. Excluding an actor that is a parent of one or more
Software cannot provide technical support for
actors excludes the children actors as well.
people who manually create content folders. If you
purchased content and are unable to get it to
Adding Items to the Library Palette appear in the Library or if it has other errors, please
(Manual Method) contact the content creator.
Paradise.
Single-click a thumbnail in the results. Details for Cart button to add the item to your shopping cart.
the selected item appear in the Extended Details Fore more information about the Content tab, see
area. If you want to purchase the item, you can “Chapter 8: The Content Room” on page 183.
click the Add to Cart link in the Extended Details
area to add the item to the shopping cart on the 8. You can perform additional content searches or add
selected site. other search results into your cart. After your shopping
session is complete you can proceed to checkout to
purchase your selections.
Favorites Tab
The Favorites tab allows you to quickly add your favorite
content to library folders that you create yourself.
To add an item to the Favorites tab:
1. Highlight the library item that you want to add to
favorites.
You can add a selected search result to your shopping cart. 3. From the menu, select an existing Favorites category,
or choose <<New Folder > > to create a new Favorites
7. Double-click a thumbnail in the results. The product folder. When the New Library Name dialog appears,
page opens in the Content tab within Poser Pro. If you enter a name for your new folder and click OK. The
want to purchase the item, you can click the Add to
Chapter 8: The
Content Room
Welcome to Content Paradise! Poser’s Content room
accesses Content Paradise, which is your gateway to
leading marketplaces that provide both free and for-
Content Paradise includes comprehensive online help, To change the folder to which content is installed,
which is accessible from anywhere in the interface by enter your desired path in the Install Path
clicking the Help links. Please be sure to read all of the the folder icon to browse to your desired location.
applicable Terms of Service, including the Privacy Policy. Please see “Chapter 7: The Poser Library” on page
Smith Micro Software reserves the right to alter these 130 for information about Libraries and the Library
policies at any time without prior notice. palette.
Copy Path
is copied, enter your desired path in the Copy Path
location.
General Posing Principles While posing, you can switch cameras to view your work
from many different angles and can even select up to four
A pose has two aspects: how the body parts move relative simultaneous camera views in the Document window (see
to the rest of the body (such as raising or lowering an arm, “Chapter 5: The Document Window” on page 77). It is
recommended that you select the Posing camera while
working, thus saving the Main and Auxiliary cameras for
position relative to the Poser workspace (such as walking
around a room). Poser’s Editing tools (“The Editing Tools”
on page 194
props by simply clicking and dragging. It doesn’t get any
The Pose Library
easier!
You can add poses you create to the Pose Library, as
When posing in Poser, you’re working in all three described in “Maintaining Your Library Palette” on page
171, or you can apply still or animated poses from the
placed on joints to keep poses realistic. Enabling limits “The
Poses Category” on page 155.
Enabling/Disabling IK
• Left Leg
• Right Leg
• Left Arm
• Right Arm
With IK enabled, the feet move to the position of their IK goals To toggle IK on or off for a limb, select Figure > Use Inverse
whenever possible. Kinematics > limb, where limb is one of the four limbs. A
checkbox next to a limb indicates that IK is active for that
The purpose of IK is to make it easier to pose or animate limb, and vice versa.
is on, you can translate the hip, and the legs bend to
accommodate the new hip position without changing
the positions of the feet. Arms behave similarly: Place a
the angle by which you rotated your shoulder, you can • The Rotate, Translate, and Twist tools may not
calculate your arm’s new position. behave as you might expect for some body parts.
For example, you cannot easily rotate or translate a
Limiting Motion The Use Limits option keeps body parts within preset range
limits.
Selecting Figure > Use Limits toggles parameter limits on
and off. Please refer to “Editing Parameter Dials” on page The Use Limits option keeps body parts from moving
214 for information about setting limits for parameter
with Poser have realistic limits that were set when the
realistic limits applied to them, meaning that you can’t,
for example, bend a knee backward. Limits are disabled have realistic joint limits. If you have questions about a
when this option is toggled off. particular piece of content, please contact the content’s
creator or the marketplace where you purchased the
Select Figure > Use Limits to toggle limits on and off. A or not IK is enabled. You can also use the parameter
check mark next to this option indicates that limits are dials on the Parameters palette to precisely move parts.
being enforced, and vice versa. Most poses are created using the Editing tools to get the
adjustments.
Posing Body Parts
Posing a Figure
Editing tools
as described in “The Editing Tools” on page 194. The
part will move based on the part selected, your currently
selected Editing tool, your camera angle, and whether
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change your camera view. This process also makes Click a body part with an editing tool to select it.
•
(such as hair, jewelry, articles that are parented to it,
and so on).
The Editing tools let you move body parts in many different
ways. A tool’s effect can vary depending on whether
or not Inverse Kinematics (IK) is enabled. Please refer to
“Inverse Kinematics (IK)” on page 187 for information
about IK. Editing tools can pose an individual body part or
As described in “Setting Up Your Workspace” on page Click and drag on the desired Editing tool and the
45, you can locate the Editing tools wherever you like
on your Poser screen and can display or hide the title. The has been selected.
When using an Editing up/down and left/right functions as a trackball and rotates
need to click and drag with the cursor positioned over the
affected item; you can click and drag anywhere in the You can also adjust an item’s rotation using the parameter
Document window. Also, be aware that your camera view dials, as discussed in “Parameters Palette” on page 209.
Twist Translate/Pull
The Twist The Translate/Pull
prop along the camera’s view (vertically... X and Y axes)
and dragging. Most of the body’s joints don’t allow much depending how you drag. The translation may occur on
twisting. For example, your forearm can twist almost 180
degrees while your wrist can hardly twist at all. The twist
axis of the head, neck, and torso is along the spine. For
the forearm, the axis lies along the arm’s length. Twisting translation using the parameter dials, as discussed in
“Parameters Palette” on page 209.
standing, it spins around. If lying down, it rolls over. You can
also adjust an item’s twist using the parameter dials, as
discussed in “Parameters Palette” on page 209.
Morphing Tool
The Morphing Tool opens the Morph Editor palette. The
Morphing Tool has two operational modes: Combine
and Create, which are accessed and controlled via the Morphing tool.
Morph Editor. The Combine mode allows you to sculpt any
Direct Manipulation
tool, then select your desired element:
Clicking and dragging one of the shaded boxes above
the selected element increase or decreases the element’s The Universal Manipulator tool makes posing easier.
X, Y, or Z scale. This is the same as adjusting the xScale,
yScale, and zScale parameters, respectively. You can also click and drag the colored circles to rotate
the selected element along its axes. Poser calculates the
rotation by using object coordinates for optimum control.
Dragging the red circle rotates about the element’s X
axis. The green circle rotates about the element’s Y axis,
and the blue circle rotates about the element’s Z axis. The
cursor changes to indicate which transformation will occur.
For example, move the cursor over the circles, the cursor
changes to a rotation icon, and so forth. Elements rotate
about their origins.
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Properties
The Properties palette contains the properties available for
The Properties palette allows you to set options for a selected
the currently selected scene element. Properties for lights,
item.
cameras, props, etc. are listed in their respective sections.
Figure Properties will bounce off the object. When unchecked, indirect
lighting calculations are skipped for the object.
Figures have the following properties:
• Visible in Camera: When checked, the object is visible
• Name: The Name in the camera and render. When unchecked, the
object does not render. Used in conjunction with Light
Emitter, described previously, to create light-casting
• Visible: Checking the Visible checkbox makes the objects.
not included in any render calculations, and do not • Displacement Bounds: The Displacement Bounds
appear in the rendered scene.
boundary. Please refer to “Chapter 19: Using The
You can animate visibility by clicking the FireFly Render Engine” on page 428 for more
Animation Toggle (key icon) next to the information about displacement bounds.
Visible checkbox. When animation is enabled, the
icon appears green. When disabled, it appears • When conforming: These options allow you to choose
clear. which properties will automatically apply to clothing
• Visible in Raytracing: Checking the Visible in Include Morphs: When this option is checked, the
Raytracing
morphs that are set in the character to which it is
conformed. Note, however, that the applicable
morphs must be included in the conforming article
raytracing. in order for this to occur. In other words, if the
character has a “Big Belly” morph that is set, the
• Light Emitter: When checked, allows the object to be conforming clothing must also have a “Big Belly”
included in indirect lighting calculations so that light morph in order for automatic morph conforming
to work properly.
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Include scales: When this option is checked, the check this option to have the conforming item
follow the animated origins. When enabled, Poser
any scaling changes that are set in the character will compute the deltas of the current origin to
to which it is conformed. In other words, if you
have scaled the thighs and shins of your character
to 90%, the thighs and shins of the conforming • Compute magnets in world space: Using World Space
is better for applying magnets across the seam of a
joint. Content created for Poser 10/Pro 2014 and later
The accuracy of auto-scaling when
conforming is dependent upon proper (which use local space calculation) will have this
option off to maintain backward compatibility.
appear to be working properly for third party-
content, check the documentation furnished with • Subdivision Levels: Allows you to subdivide the
the content, or contact the content developer. “Working with Subdivision
Surfaces” on page 835 for more information.
an as-needed basis.
raytracing.
• Light Emitter: When checked, allows the object to be 671 for more information about loading morph
included in indirect lighting calculations so that light targets.
will bounce off the object. When unchecked, indirect
lighting calculations are skipped for the object. • Set Parent: Click the Set Parent button to assign a
parent to the currently selected prop. In the case of
• Casts Shadows: Checking the Casts Shadows
checkbox forces the selected body part to cast a point actor of an IK chain. If the chain is turned on,
shadow, which will be visible in your scene. Clearing it allows you to set a parent for that endpoint actor
this box means the selected body part casts no (such as a foot), to a moving object, or to another
shadow. prop or constraint.
• Collision Detection: Checking the Collision Detection • Displacement Bounds: The Displacement Bounds
checkbox enables collision detection for the currently property determines the body part’s displacement
selected body part. boundary. Please refer to “Chapter 19: Using The
FireFly Render Engine” on page 428 for more
• Apply Collision Setting to Children: Clicking the information about displacement bounds.
Apply Collision Setting to Children button applies
the currently selected body part’s collision detection • Shading Rate: The Shading Rate allows you to specify
setting to that part’s children parts (if any). the desired shading rate for the currently selected
body part. Please refer to “Chapter 19: Using The
• Load Morph Target: Clicking the Load Morph Target FireFly Render Engine” on page 428 for more
button displays the Load Morph Target dialog, information about shading rates.
allowing you to load a custom morph target for the
selected body part (which is then editable using the • Smooth Polygons: Checking the Smooth Polygons
Morphing Tool as described in “Creating Morphs with checkbox causes Poser to smooth the body part’s
the Morphing Tool” on page 700). Please refer to polygons at render time to eliminate or reduce a
“Chapter 30: Modifying Figures & Props” on page
option can cause sharp corners to appear round.
If the affected body part has sharp edges that you • Subdivision Levels: Allows you to subdivide the
wish to preserve while applying polygon smoothing selected actor. See “Working with Subdivision
to other angles, you should specify those sharp edges Surfaces” on page 835 for more information.
using smoothing groups or the crease angle threshold,
as polygon smoothing will not override these settings.
See “Smoothing Geometry” on page 448 for more Parameters Palette
information on specifying hard versus smooth edges.
The Parameters palette contains all of the parameters for
• Crease Angle: The Crease Angle setting establishes the currently selected scene element:
a threshold up to which creases between adjoining
polygons will be smoothed. Polygons with crease
angles over this threshold will not be smoothed, and
will be rendered as hard edges. See “Smoothing
Geometry” on page 448 for more information
about using the Crease Angle setting to apply smooth
shading.
• Create New Group: Selecting Create New Group • Restore: Selecting Restore restores the most recently
creates a new subgroup under the currently selected memorized defaults. Please refer to “Restore” on
group. The Create New Group dialog appears page 75 for more information about restoring saved
prompting you for a name. Enter your desired name in defaults.
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• Delete Object: Selecting Delete Object deletes the • Double-clicking a group name allows you to rename
current object. that group.
• Show Hidden Parameters: Displays parameters that are • You can drag and drop groups to change their
normally hidden from view, allowing you to view and hierarchical relationship to each other. For example,
edit their parameters and properties. a group could become a subgroup under another
group, and vice versa.
Making changes to channels that are
normally hidden is recommended for • You can drag and drop parameter dials to different
advanced users only, as improper changes can locations within the same group or across groups and
numeric value and manually enter your desired value • Recalculate Dynamics: If you have a dynamic
using the text box that appears. object selected (strand-based hair or dynamic
cloth), selecting the Recalculate Dynamics option
To restore a parameter dial’s default (or last memorized)
recalculates the dynamics for that object. Please refer
setting, press and hold [OPT]/[ALT] while clicking the
to “Step Four: Setting Hair Dynamics” on page 593
desired parameter dial. To change a parameter dial’s
and to “Step 4: Cloth Dynamics Controls” on page
default value, set the dial to your desired value and
616 for information about strand-based hair and cloth
either select Edit > Memorize > element, as described in
dynamics, respectively.
“Memorize” on page 76, or use the Parameter Palette
menu as described in “Parameters Palette Options Menu”
• Split Morph: When enabled, selecting Split Morph
on page 211.
splits the currently selected morph into left and right
Each parameter dial has its own Parameter Dial menu (5), sides, allowing you to apply the selected morph target
which is accessible by clicking the arrow to the right of asymmetrically. You can use this, for example, to
your desired parameter dial. The Parameter Dial menu has
the following options: realism because no person’s head is perfectly
symmetrical.
• Reset: Selecting Reset resets the parameter dial to its
default or last-memorized value.
Master Parameter Indicator
• Settings: Selecting Settings opens the Edit Parameter
Dial dialog, described in the following topic. The Master Parameter indicator appears when the
designated parameter dial is used to drive settings of other
• Graph: Selecting Graph opens the Graph palette for parameter dials. Click the Parameter Dial menu arrow to
the selected element. Please refer to “Using Graphs” open the Dependent Parameter editing tool and the list of
on page 505 for more information about the Graph parameters controlled by that dial. For more information
palette. about master parameters, see “Using Dependent
Parameters” on page 726.
you are adjusting a scale parameter, the number will Scale Parameters
be a percentage with 100 being normal size.
Scale parameters are found in the Transform group of the
• Name: You can rename the parameter by entering a Parameters palette. Their functions are as follows:
new name in the Name
or stretch items. This is the same as using the Scale tool. • Bend: The Bend parameter dial rotates a body part
Normal scale is 100%. on its major axis. Most body parts bend forward and
back, except for the shoulder and hands, which bend
up and down.
Posing Parameters
• Side-to-Side: The Side-to-Side parameter dial rotates a
Posing parameters appear in the Transform group of
body part perpendicular to its major axis. The thigh has
the Parameters palette, and appear in yellow text. The
lots of side-to-side motion, while the knee has very little.
following parameters are available for posing: Note that
the options you see for each joint vary, depending on • Turn: The Turn parameter dial only appears for the feet
the rotation order of the joint: Each joint will have three in some characters, instead of the Twist parameter.
options, one each for X, Y, and Z rotation. This parameter turns the feet inward or outward.
Posing Parameters. The following parameter dials are available for entire
Posing Faces
axis as appropriate.
poseable faces.
The Face
center of rotation, allowing you to preview your face poses
up close.
Face Parameters
Face parameters normally operate in the range of 0 to 1,
with 0 being fully off and 1 being fully on. Negative values
Faces can be enhanced with Expression morphs.
(<0) produce inverted poses, and poses greater than
+/- 1 give exaggerated poses. For example, a negative
Frown parameter setting produces a slight smile. Face
parameters are morph targets that can be used in concert Faces & Phonemes
to create expressions.
A phoneme is a linguistic term for the positions of the
Please refer to “Chapter 30: Modifying tongue, lips, and teeth as they make sounds. Producing
Figures & Props” on page 671 for certain sounds requires the mouth and tongue to be in
information on morph targets and how they work certain positions. Stringing phonemes together is what
inside Poser. produces speech.
Poser allows you to create the appearance of phonemes
(called visemes when observed) to accurately simulate
parameters that allow you to create an endless variety of
speech, a useful feature when adding sound to your
faces and expressions. The list of face parameters varies by
scenes (such as a speech). You simulate speech by using
Posing Eyes
To pose eyes, select them using either the Editing tools
or the Current Actor pop-up menu and position them by
clicking and dragging, or by using the parameter dials.
Alyson and Ryan also have additional morph dials for the
eyes, which can vary the shape of the iris and pupil, or
which move the eyes up, down, right, or left.
Eye morphs size or position the Eyeball, Iris, Cornea, and Pupil.
Posing Hands • Thumb: The Thumb parameter dial moves the thumb.
Higher values move the thumb in towards the hand,
and vice versa.
The Left Hand and Right Hand cameras use the hand as
their centers of rotation, making it easier to create precise
hand poses. control over hand poses. These additional options,
Use the Editing tools to pose hands as you would any other enough control to pose your hands holding chopsticks or
body part. Please refer to “The Editing Tools” on page other eating utensils: These additional dials are found in
194 for information on using the Editing tools. You can the Hand Controls section in the Parameters palette when
you choose the hand actor for the Alyson, Ryan, Rex, and
Hands category in the Library palette, just as you would Roxie:
any other pose.
When you select the main portion of a hand (labeled Left • ThumbBend: Bends all sections of the thumb at the
Hand and Right Hand in the Item Select menu) on some same time.
• IndexBend
parameter dials in the Parameters palette. These dials are
same time.
as follows:
• MiddleBend
• Grasp: The Grasp parameter dial controls how tightly
the same time.
• RingBend
same time.
Posing Animals
You can pose animals using the same techniques
used to pose humans. Animals have their own set of IK
settings, bend zones, and limits. On the Horse model, for
example, moving the hip down toward the ground does
Editing
tools, parameter dials, menus, etc. all work the same with
animals as they do with humans. Technically speaking,
Pose dots cannot be transferred to different scenes. To Other Posing and Figure Aids
save pose settings and have them accessible in any Poser
The Object menu allows you to manipulate objects within
scene, you need to add pose sets to the Library palette.
your scene.
Lock Object
Selecting Object > Lock Object locks the currently selected
element (body part, prop, etc.). To lock your desired actor,
select it, then select Object > Lock Object. The currently
selected actor will be locked, meaning that it will not
move relative to its parent. For example, if the elbow is
Pose Dots. bent 45 degrees relative to the upper arm, it will hold that
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Point At
You can aim body parts, cameras, props, lights, etc. at
other scene elements using the Point At command. This
When selecting only a single item from the • Baby: 4 heads (each head is approximately 6 inches
Object Parent hierarchy window, you can tall)
simply double-click on that item to make your
selection and close the window. • Toddler: 5 heads (each head is approximately 6.5
inches tall)
To disable pointing for an element:
• Child: 6 heads (each head is approximately 7 inches
1. Select the element. tall)
2. Select Object > Point At. • Juvenile: 7 heads (each head is approximately 7.5
inches tall)
3. Select None in the dialog that appears and click OK.
• Adolescent: 7.5 heads (each head is approximately 9
inches tall)
Figure Height
• Ideal Adult: 8 heads (each head is approximately 9
inches tall)
by selecting Figure > Figure Height and selecting one of
the eight heights available. • Fashion Model: 8.5 heads (each head is approximately
9 inches tall)
will get the best results when using these options with • Heroic Model: 9 heads (each head is approximately 9
inches tall)
You can create interesting effects by applying different
very basic construction.
Figure heights are measured in “heads”, meaning the ratio
of the head height to the overall body height:
Genitalia
Some male and female nude models are anatomically affected by the Figure > Genitalia menu option.
correct. Selecting Figure > Genitalia toggles displaying
genitals on or off. and Ryan, contain genitalia that is set up as a
scene, and then choose Figure > Conform To conform The Auto Balance feature is a valuable tool for helping
Basic, Advanced, Shiny, and Ultimate create realistic poses. When enabled, Poser calculates
Materials >
subfolders.
Auto Balance adjusts body parts to maintain the original
weight distribution, resulting in more natural-looking poses
genitalia, relying instead on texture/bump/ without having to use several position adjustments. To
transparency maps to create the appearance of further affect the weight distribution and compensation
calculations, you can reposition the Center of Mass Control
modeled genitalia that is set up to take advantage Object
of this feature. To remove genitals on a female control object is adjustable along the X and Z axes in the
character that does not have modeled genitalia, ground plane. Moving the Center of Mass Control Object
you will need to modify the texture map. The Judy also adjusts the Center of Mass Indicator, which appears as
and Jessi models contain modeled genitalia, which
are controllable via this function. This Indicator shows the position above which the current
center of mass is located, as calculated from the body “Restore” on page 75. You may also want to select
part weights and the position of the Control Object. Figure > Use Limits while working with the Auto Balance
feature, to help maintain realistic body positioning.
Selecting Figure > Auto Balance toggles Auto Balance on
Lock Figure
Selecting Figure > Lock Figure
Drop to Floor
Start pose (left); Right to Left (center); Swap Right and Left
(right).
air, or you can lower it to the ground depending on your
needs. Selecting Figure > Drop to Floor brings the lowest Selecting Figure > Symmetry opens the Symmetry menu,
which contains the following options for your currently
“Ground
Plane” on page 124.
• Left to Right: Selecting Left to Right applies the
• Swap Right and Left: Selecting Swap Right and Left • Straighten Torso: Selecting Straighten Torso straightens
swaps the positions of the bones on the right and left the torso area (Hip, Abdomen, Chest).
When you select a Symmetry function, a dialog box
appears asking if you wish to copy the joint zone setup
• Left Arm to Right Arm: Selecting Left Arm to Right Arm
as well. Click Yes to apply the symmetry to the bone
positions the right arm bones in the same position as
structure, or No to avoid copying the joint setup.
the left arm.
Symmetry also copies element settings
• Right Arm to Left Arm: Selecting Right Arm to Left Arm
(morph targets, deformers, parameters, etc.)
positions the left arm bones in the same position as the
from one side to the other. For example, if you scale
right arm.
the Left Hand to 200% and apply Left to Right
• Swap Right and Left Arms: Selecting Swap Right and symmetry, the other hand will scale as well. Do not
Left Arms swaps the positions of the bones on the right use this command if you want to use asymmetrical
settings.
• Swap Right and Left Legs: Selecting Swap Right and [DEL].
Left Legs swaps the positions of the bones on the right
Delete attached
Hide Figure
Selecting Figure > Hide Figure hides the currently selected
Body
using the Select Element pull-down menu and clearing the
Visible checkbox in the Properties palette as described in
“Properties” on page 204.
Visible
checkbox in the Properties palette. If one or more body
parts are set to invisible, these will remain invisible when the
with Props body parts with props, making the prop actually part of
About Props
You can manipulate props just as you would any other
element, which is why you see the term body part/prop
used throughout this manual. You can change a prop’s
color, shape, deformation, material, and maps (if it has
Props add interest to your scene.
UV coordinates – refer to “About Maps & Templates” on
page 299). Props can even cast shadows.
You can select props from the Props category in the Hair Room” on page 584 for more information about
Library palette, the Content room, or import props in a strand-based hair and the Hair room.
variety of popular 3D formats. You can also create your
own props in your favorite 3D modeling application By default, strand-based hair requires
(provided that application exports to one or more formats
supported by Poser’s Import function). should be careful not to overload your system.
Please see the detailed information about the Hair
Props function like other scene elements, meaning you
room for more information.
can use the Editing tools and parameter dials and can
specify properties in the Properties palette. You can also
create groups using the Group Editor palette (see “The
Group Editor” on page 742). Prop-based Hair
Prop-based hair is a special kind of prop that automatically
Hair
a number of styles in the Library palette (see “The Hair
Poser’s Hair room (see “Chapter 26: The Hair Room” on Category” on page 161). Once assigned, hair moves
page 584) allows you to create real strand-based hair, or
with Poser are morphable, as are many third-party hair
discuss both forms of hair in this section. props. It is common to use Transparency Maps to improve
the look of prop-based hair.
Strand-Based Hair
Poser’s Hair room adds dynamic strand-based hair to your
scene elements for ultimate realism. You can create as
much or as little hair anywhere you like on any object in
your scene and can even use it to add fur, lichens, grass,
and many other effects. Please refer to “Chapter 26: The
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2. Select and add the Messy Hair model from the Hair >
Poser Content > People > James Hair category in the
Library palette.
Clothing
and is geometry-based. Poser’s Cloth room (see “Chapter 27: The Cloth Room”
on page 603) adds a whole new dimension to adding
Dynamic Clothing
Please refer to “Adding Dynamic Clothing” on page 604
scene.
Conforming Clothing
In addition to cloth objects, Poser includes libraries of
“Adding
Conforming Clothing: Automatic Conforming” on
page 151 and “Adding Conforming Clothing: Manual Clothing before conforming.
Conforming” on page 153 for more information on using
automatic and manual conforming methods to attach
There are several ways to bring props into Poser. Props can
be added to the document window from the Props library,
or you can also import props from other 3D applications.
Deleting Props
To delete a prop, select the prop you wish to delete and
either select Object > Delete Object or press [DEL].
4. The new prop is now listed in the Current Actor pull- parameters, remember that you are making these
down menu and can be moved, shaped, and edited adjustments based on the prop’s original origin location,
like any other prop. not its current position.
• Light Emitter: When checked, allows the object to be • Displacement Bounds: The Displacement Bounds
included in indirect lighting calculations so that light property determines the prop’s displacement
will bounce off the object. When unchecked, indirect boundary. Please refer to “Chapter 19: Using The
lighting calculations are skipped for the object. FireFly Render Engine” on page 428 for more
information about displacement bounds.
• Collision detection: Checking the Collision Detection
checkbox enables collision detection for the currently • Shading Rate: The Shading Rate allows you to specify
selected prop. Please refer to “Collisions” on page the desired shading rate for the currently selected
81 for more information about collision detection. prop. Lowering the shading rate improves your render
quality but consumes computer resources. Please refer
• Apply Collision Setting to Children: Clicking the to “Chapter 19: Using The FireFly Render Engine” on
Apply Collision Setting to Children button applies the page 428 for more information about shading rates.
currently selected prop’s collision detection setting to
that part’s children parts (if any). • Smooth Polygons: Checking the Smooth Polygons
checkbox causes Poser to smooth the prop’s polygons
• Load Morph Target: Clicking the Load Morph Target at render time to eliminate or reduce a “faceted”
button displays the Load Morph Target dialog, allowing
you to load a custom morph target for the selected cause sharp corners to appear round. If the affected
prop (which is then editable using the Morphing prop has sharp angles, you should experiment with
Tool). Please refer to “Chapter 30: Modifying Figures disabling this option for optimum results.
& Props” on page 671 for more information about
loading morph targets. • Crease Angle: The Crease Angle setting establishes
a threshold up to which creases between adjoining
• Set Parent: Clicking the Set Parent button allows you polygons will be smoothed. Polygons with crease
to make the prop a child of another element in your angles over this threshold will not be smoothed, and
scene. Please refer to “Changing a Parent” on page will be rendered as hard edges. See “Smoothing
245 for information on setting prop parents. Geometry” on page 448 for more information
about using the Crease Angle setting to apply smooth • Scale: The Scale parameter dial increases or decreases
shading. the size of the prop in all axes.
• Display Origin: Checking the Display Origin checkbox • XYZScale: The xScale, yScale, and zScale parameter
displays the prop’s origin. Please refer to “The Prop dials increase or decrease the size of the prop in the
Origin” on page 238 for more information about prop selected axis.
origins.
• XYZRotate: The xRotate, yRotate, and zRotate
• Animatable Origin: When checked, allows you to parameter dials rotate the prop around the selected
animate the prop origin as its actor is translated, axis.
rotated, or scaled. This allows you to optimally position
the prop origin if its shape changes drastically by • XYZTran: The xTran, yTran, and zTran parameter dials
scaling or morphing. move the prop along the selected axis.
Prop Parameters
Props have the following parameters:
Prop parameters.
1. Add or import the desired prop. Props turned into body parts retain their
2. Position and deform the prop as desired using the they had prior to being converted. Be sure to place
Editing tools, deformers, and/or parameter dials. Be props in their desired locations before turning them
sure that the prop’s position overlaps the body a little into body parts.
(in most cases) to avoid a “break” where the body
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Changing a Parent
You can attach props to body parts, body parts to each
When selecting only a single item from the
Object Parent hierarchy window, you can
body parts, etc. Setting a parent creates a hierarchical
simply double-click on that item to make your
relationship, as described in “Poser Figures Hierarchy”
selection and close the window.
on page 757. You can even control whether parented
props bend along with their parent body part. Some items
like sunglasses, etc. should not bend. However, other
items such as elbow pads on a roller blader should bend the Change Parent command on a body
with the parent. You should change parent props before part actor to parent it to something else (such as
sword in a warrior’s hand). Your parenting choices are virtually unlimited. For example,
penetrating its parent object, or vice versa. Please 5. If you want the prop to bend like its parent, check the
refer to “Collisions” on page 81 for more information Inherit bends of parent checkbox.
about the Collision Detection feature.
6. Click OK.
3. Select Object > Change Parent (or click the Set Parent
button in the Properties palette) to open the Object When selecting only a single item from the
Parent dialog. Object Parent hierarchy window, you can
simply double-click on that item to make your
selection and close the window.
Grouping Objects
A grouping object is a container that can act as a parent
to two or more objects. A grouping object allows you to
perform the same action to more than one object at a
time. For example, when several objects are assigned to
the same grouping object as a parent, you will be able
You choose the parent object in the Object Parent dialog. to move or rotate the grouping object to do the same to
all of its children; or you could turn off visibility for all of the
4. Select the desired parent object (the object to which children of the grouping object.
the currently selected object will be attached).
To demonstrate how grouping works:
There are several ways that you can attach children to the
Grouping object:
The Box and Ball move with the Grouping object. The bowl
and ground (not attached) stay put.
Using Grouping Objects with Figures football player, and then he catches it and runs with it.
If you create this type of scene in Poser, you can use a
When you create a grouping that includes a body part on
hand can be a target for the football. You animate the
pass of the football, and when the football gets close to
the catcher you can set the value of the Constraint object
•
Andy, or Alyson or Ryan), and then use the Object >
Create Grouping command, the grouping object will You can delete the Constraint channel and
appear in the scene. Next, you select one of the body the Constraint object will still appear in the
parts on the character (such as the right forearm) scene and act as a grouping object, as described
and right-click to choose in “Grouping Objects” on page 246.
parent to from the context menu that appears. The
grouping object becomes a parent of the entire Here is a simple example to illustrate how this works. Create
, and not just the selected body part. a simple scene that has three primitive props, such as a
box, a bowl, and a ball (or similar).
•
a grouping object as a parent to a table, chair, and With one of the props selected (the box in this example),
choose Object > Add Constraint. The Add Constraint dialog
hand as a parent to the grouping object, you can still appears and prompts you to select a constraint target.
have some freedom over the hand. You can then select the ball as the target.
The box moves to the same space as the ball when the
Constraint dial is set to 1.
Choose a Constraint target from the Add Constraint dialog.
A wireframe box appears at the origin of the ball (the
After you click OK, you will see that the box moves to the target), but may be hidden within the target object. This
same position held by the ball, so that they are now in the wireframe box is a container that will not render in your
same space. A Constraint dial appears in the Parameters scene, but it assists in animation. The Hierarchy Editor
Palette, and is set to 1. When you move this dial back will show this box as Constraint Grouping n (where n is a
toward the 0 value, you will see the box move back numerical value automatically assigned in Poser) and it will
toward its original position. appear as a child to the ball.
Now, to see how a constraint channel works, move the
Constraint parameter dial back toward 1, so that the
box moves closer to the ball. Then move the ball (not the
Constraint object) with the editing tools. You will notice
that the box follows the ball. The amount of movement
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between the two objects is determined by the value set by You can add more than one constraint object. For
the Constraint parameter dial.. example, you can select the box and assign the bowl
as a second constrain target. An additional Constraint
dial appears in the Parameters window (and also in the
Hierarchy window). When an object has two Constraint
targets, it works as follows:
Deleting Objects
Selecting Object > Delete Object deletes the currently
OK to
delete the prop, Cancel to abort.
Chapter 11: Cameras Document window layouts, they allow you to quickly
Posing
Main, Auxiliary, and Posing cameras as displayed in the The Face camera displayed in the Camera Controls.
Camera Controls.
yourself.
Orthographic Cameras
The Left, Right, Top, Bottom, Front, and Back cameras
are orthographic cameras, meaning that they product
orthographic projections. Orthographic projections makes
• Select Display > Camera View using the Menu Bar, then
selecting your desired camera in the Cameras pull-
down menu.
with precision:
pressing [OPT]/[ALT] and dragging the cursor around the Focal Length Control
workspace using the Document window.
The Focal Length control increases or decreases the
selected camera’s focal length. Clicking the control and
dragging right increases the focal length, while clicking
and dragging to the left reduces the focal length. You can
also adjust the camera’s Focal Length parameter in the
Parameters palette.
Roll Control
The Roll Camera control banks the camera to the left or
right, tilting your view of the Poser workspace. Click the
control and drag left or right to tilt the camera in the
The Rotation Trackball.
indicated direction.
Scale Control
The Scale Camera control works like a zoom lens. Click
the control and drag right to zoom towards the camera’s
• Animating: Check the Animating box to have the • Remember changes for Undo: Checking the Remember
selected camera’s movements recorded as keyframes changes for Undo
in your animation, or clear it to disable this feature. changes will be included in the Undo/Redo cache.
With this feature disabled, you can still move the Unchecking this checkbox means that the Undo
camera but its movements will not be recorded as feature will not apply to camera changes.
keyframes in your animation. Camera animation
allows camera movements to appear as part of
rendered movies, allowing for such techniques as
Camera Parameters
Like all parameter dials, clicking and dragging a dial to
“Chapter 22: Animating with Poser” on page 493 for
the right increases its value, and clicking and dragging to
more information on creating animations. To enable/
the left decreases its value. You can also click your desired
disable camera animation, open the Properties
palette.
you to directly type your desired value.
When a camera is animated, your view of your scene
changes over time, which can add realism and interest to
your animation. Watch a movie and notice how often the
camera moves. You can animate Poser cameras just like
any other 3D object using keyframes and tween frames.
Different cameras will animate differently, since they have
differing centers of motion.
Other Parameters
The Other Parameters section contains a variety of
parameters to control the behavior of the selected
camera. These parameters are as follows:
values of 1.0, 1.4, 2, 2.8, 4, 5.6, 8, 11, 16, 22, 32, etc.
Each change either doubles or halves the amount of
The Focus Distance control, with the car as the point of focus,
and its render.
Poser allows you to enable or disable Depth camera shutters, while extremely fast, require a small
of Field for individual renders. In order for time interval to travel between the closed and open
Depth positions. For example, setting a beginning time of 0.0
of Field option in the Render Settings dialog. Please and an ending time of 0.5 means the shutter would be
refer to “Chapter 19: Using The FireFly Render
Engine” on page 428 for details on how to do this
using the FireFly Renderer. The Shutter Open and Shutter Close settings
only result in a visible effect when 3D Motion
Blur is activated in the Render Settings dialog. As
If the results of your Depth of Field settings are the amount of time between Shutter Open and
too grainy in the blurred areas, try raising the Shutter Close increases, the motion blur effect
number of Pixel Samples. Doing so will result in a increases.
smoother effect, but increased render times.
When a camera is selected, you can use the parameter As mentioned above, camera scale functions like a zoom
dials on the Parameters palette to precisely adjust that lens. The Scale control zooms the camera equally in all
camera’s position. The Dolly, Posing, Face, and Hand three axes. Using the parameter dials, however, you can
cameras have the standard 3D Pitch, Yaw, and Roll scale in any amount using any combination of axes to
parameters, while the Main and Auxiliary cameras have create distorted effects. While this might give the same
xOrbit, yOrbit, and zOrbit parameters. These parameters
are measured in degrees. scaling cameras only affects the selected camera; items
in your scene are not affected. Decreasing scale values
XYZ Dolly zooms in along the selected axis, and vice versa.
The Dolly parameter dials move the selected camera • xScale: The xScale parameter changes the camera’s
along the desired axis without altering its orientation, just horizontal scale.
like a movie camera on a dolly cart, as shown below.
• yScale: The yScale parameter changes the camera’s
• DollyX: The DollyX parameter moves the camera vertical scale.
laterally. Increasing this value moves the camera to
the right. • zScale: The zScale parameter changes the camera’s
depth scale.
• DollyY: The DollyY parameter moves the camera
vertically. Increasing this value moves the camera up. • Scale: The Scale parameter dial changes the selected
camera’s scale equally along all three axes and
• DollyZ: the DollyZ parameter moves the camera in functions in the same manner as the Scale camera
and out. Increasing this value moves the camera in control. If you have already selected unequal scales
and out. using the individual axis controls, the Scale dial/control
preserves your previously selected ratios.
XYZ Orbit use the example of a small plane with its X, Y, and Z axes
labeled.
The Orbit parameters orbit the selected camera around
the indicated Poser workspace axis. It helps to think of the
selected axis as the center of a wheel with the camera
being at the edge. The camera maintains its distance from
the axis and remains pointing in the same direction relative
to its starting point. Setting positive degrees of rotation in
the Orbit parameter dials orbits the selected camera in a
counterclockwise direction around the selected axis, and
vice versa.
Pitch, Roll, Yaw • Roll: the Roll parameter rotates the selected camera
about its own Z axis (tip left/tip right). A positive
These parameters rotate the Dolly, Posing, Face, and number rolls the camera to the left (the scene appears
Hand cameras about their own axes. To illustrate this, let’s to rotate to the right), and vice versa.
• Yaw: The Yaw parameter rotates the selected camera Intermediate values cause the camera to lag behind the
about its own Y axis (rotate left/rotate right). A positive object it’s pointing at. This parameter allows you to create
number yaws the camera to the left (scene appears interesting effects when creating animations.
to yaw to the right), and vice versa.
Memorizing and Restoring Cameras camera sets saves all cameras; you cannot save one
camera. As with any other Library palette category, you
You can use the Edit > Memorize > Camera command to can add subcategories to the Cameras categories. Please
memorize the settings of the current camera. If you later refer to “Chapter 7: The Poser Library” on page 130 for
want to return to that camera, choose the Edit > Restore a description of the Library palette, and to “Maintaining
> Camera command to restore the settings back to the Your Library Palette” on page 171 for information on
camera that you memorized. adding items to it.
Camera Dots
Lights can also help you create effects. For example, you
Each light has customizable characteristics, such as
causing it to direct light back at the source. Please refer to rotation and revolution positions, color, and intensity
“Using the Group Editor” on page 743 or an explanation (brightness). You can turn lights on or off, adjust how the
of material groups and to “Part 3: Materials” on page 296 brightness diminishes as you reach the edge of a light’s
for information on creating material shaders for your scene range (the falloff), and specify whether or not a light casts
elements. a shadow. You can also animate lights to create effects
The Light controls appear as follows. Poser object, you can parent lights to scene elements
not supported for point lights; point light shadows must be palette (see “Light Properties” on page 285). Once
calculated using raytracing. in the Material room, you have the option of attaching
simply a light probe image map, or a shader tree of any
complexity, to the color channel of your Diffuse IBL.
Spotlights
Poser has the ability to apply the full
functionality of its procedural shading system
along a cone-shaped path to create a classic stage
to an image map used as an image based light.
See “Part 3: Materials” on page 296 for more
objects or for creating lighting effects. Spotlights can
information about the image node manipulations
increase rendering times.
available using the shading system in the Material
room.
Diffuse Image Based Lights (IBL)
Diffuse Image Based Lighting (Diffuse IBL) takes a light
probe, which is ideally a 360 degree light distribution map
Selecting Lights
captured in a single map, and illuminates the scene using
You can select lights as follows:
that map. In Poser, only the diffuse component of the light
• Clicking one of the Lights in the Light Position
on complete light data for a given space, the lighting indicator.
results are very realistic. In order to get realistic shadows
when using an image based light, we recommend using • Using the Current Actor pop-up menu.
Ambient Occlusion (see “Light Properties” on page 285).
You must activate raytracing in the Render Settings dialog
in order to render Ambient Occlusion effects. Creating Lights
To attach a light probe to the image based light, press To create a light, click the Create Light icon in the Light
the Advanced Material Properties button on the Properties controls, or click on Create Light in the Light Options pop-
Adjusting Light Intensity approximate the realism of the lighting conditions in the
image map you have selected.
You can set a light’s intensity using the Brightness control
You can set a light’s intensity to a negative
like a dimmer switch. Click and drag the brightness
value, thereby creating a “non-light” that will
indicator to the left to dim the selected light, or to the right
actually darken the affected area(s) of your scene.
to brighten it.
You can use this feature to create interesting
You can also set the light’s intensity using the parameter effects.
dials in the Parameters palette.
Light Color
Light colors contribute to your scene’s overall appearance
and mood. Unlike paints, light colors multiply instead of
mixing and adding to one another. For example, a red
Then click and drag your selected light dot(s) to change different angle can help you visualize your light’s position.
their position and/or direction. Revolving these dots to You can switch Camera views and/or zoom to view light
different positions around the globe adjusts the lighting indicators from different angles. Additionally, you can
angle, as shown below. adjust a light’s position by clicking and dragging the light
indicator in the actual scene. The Light
any changes you make to the light indicator’s position.
Note that image based lights have no light indicators, as
they surround your entire scene.
Then viewed from oblique angles, the circle appears as Spotlight Indicators
an ellipse, helping show if the light is in front of or behind
A spotlight’s indicator appears as the outline of a spotlight
indicator. The indicator simply represents a larger globe in your Poser workspace depicting both the light’s position
encompassing the entire Poser workspace. You can click in 3D space and the direction the light is pointing, as
and drag a light indicator to reposition the selected light. shown in this image.
Spotlight Indicators.
Light Properties
Light Properties.
• On/Off: Checking the On box turns the light on, just Shadow Blur Radius: All shadows have a blurry
region around their edges. The Shadow Blur
light off. As a shortcut, you can also press OPT/ALT Radius
while clicking a light in the Light controls to toggle the region. By default, this dial is set to a low value.
selected light on or off. Raising the blur radius increases the soft shadow
edge effect.
• : Check the
appropriate radio button ( or Shadow Samples: The Shadow Samples parameter
Diffuse Image (IBL)) to make your selection. Spot, controls the smoothness of shadows. The default
value is equivalent to earlier Poser versions that
above.
render faster but may produce grainier shadows
• Shadows: Checking the Shadows checkbox enables with a random dither. Higher shadow samples
you to choose one of the following two options: reduce the graininess that can sometimes be seen
in soft raytraced shadows. As a general rule, the
Raytrace Shadows: Selecting Raytrace Shadows
larger your Shadow Blur Radius setting is, the more
enables raytracing of shadows. Traditionally,
you will need to increase the Shadow Samples to
raytracing results in clear, hard-edged shadows.
get a smooth result.
However, Poser offers a method for softening the
shadow edges, thus adding more realism to your Shadow Min Bias: The Shadow Min Bias parameter
raytraced shadows. You can control this effect
using the Shadow Blur Radius dial (see below). source to prevent self-shadowing of objects.
Depth Map Shadows: Selecting Depth Map • Preview Shadow Map Size: Sets the amount of detail in
Shadows enables depth-based shadow the shadows that are displayed by the preview render.
mapping. If you are using displacement maps, Default is 512. Higher values will make the shadow
we recommend you select this option rather than preview more detailed and accurate but will increase
raytracing, for greater accuracy. Enabling this usage of system resources.
option activates both the following dials:
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Strength: The Ambient Occlusion Strength dial Scene Ambient Occlusion options.
effects will darken the occluded surfaces within • Atmosphere Strength: The Atmosphere Strength
the scene.
Scene AO Options: The Scene Ambient Occlusion atmospheric (volumetric) effects. This attribute is used
Options button provides access to the global in conjunction with the Root Atmosphere node, which
set of Ambient Occlusion parameters. These is described in “Root Atmosphere Node” on page
parameters are described in the Ambient 351.
Occlusion node section under “Raytrace Nodes”
on page 379.
Light Parameters
Be sure to select the light you wish to work with before
using the parameter dials to avoid accidentally changing
settings for the wrong light. Once you’ve adjusted a
light the way you want it, you can use the Lock Object
command (see “Lock Object” on page 224) to prevent
accidental changes. Lights have the following parameters,
available in the Parameters palette:
Light Parameters.
Angle Start/End (Spotlight Only) depth, realism, and dramatic effects to your still or
animated scenes. To change the cast of a light’s shadow,
The Angle Start and Angle End values allow you to specify move the light.
how a spotlight’s light “falls off” as you approach the
Spotlights cast shadows based on the spotlight’s angular
edge of the cone of light projected by the spotlight. The
range, meaning that tighter spotlights produce cleaner
Angle Start
which the light will be at full intensity, and the Angle End
screen with all objects that cast shadows. Because of this,
• Map Size: The Map Size parameter dial sets the size • zRotate: The zRotate parameter rotates the selected
of the selected light’s shadow map in pixels (shadow light about the Z axis.
maps are square). Poser uses image maps to apply
shadows to objects in the scene, and applies these
shadows during rendering. Larger map sizes increase
Scale
the accuracy and detail of shadow maps, but at a
The Scale parameter dial allows you to scale a light’s
cost in memory and render time. For example, each
indicator. This does not affect the light itself.
1024x1024 map requires about 4MB of space, while a
2048x2048 map requires 16MB. You cannot animate
the shadow map’s size. Red, Green, Blue
The Red, Green, and Blue dials specify the amount of each
XYZ Rotation
A value of 1 means that the selected color is fully added,
Adjusting these dials adjusts the direction in which the light
and 0 means that color is not included at all. Using these
is pointing. For example, think of the sun’s path across the
sky throughout the day and how it appears farther north
lighting (Red, Green, Blue). Each of the three colors can
or south with the changing of seasons. When the xRotate
have 256 values ranging from 0 to 255. This gives us 256
and yRotate dials are set to 0 degrees, the light aims at the
red, 256 green, and 256 blue shades to work with, or 256^3
Poser workspace from the front. ZRotate
(16,777,216) total possible colors. Parameter dial values
when the xRotate and yRotate settings are not 0,0 or 180,
correspond to RGB values as follows:
You can save light sets to the Library, allowing you to reuse
Part 3: Materials
Casual). The Material room therefore displays the following different materials lists. Each object in a Poser scene has
selections: its own list of materials, which is different for each object.
These lists of materials behave like a multi/sub-object
material list/table.
pattern does it have? Now look at the objects around you. • The map may or may not resemble the 3D surface.
They all have different material properties. How can you
capture these properties in your 3D objects? One answer
is mapping. Each object in your Poser scene can have its
own maps, which are used for specifying various attributes.
Texture Map
All map types (bump, transparency, etc.) are 2D
representations of 3D objects, and texture maps are no
exception. Texture maps are the primary way of making
3D objects look real. Texture maps make skin on your
A texture template. following example shows a texture map for one of the
you can “color outside the lines” without ill effect, since
Bump Maps
A bump map is used to simulate roughness on a surface.
Bump maps are grayscale images where dark gray/black
A texture map.
Transparency Maps
A transparency map is like a bump map in that it is a
grayscale image. Transparency maps regulate the
amount of opacity in a given location. The darker the
color is, the greater the transparency, and vice versa.
Here’s a sample transparency map for eyelashes.
A bump map.
chapter)
transparency map above allows only those portions of the
texture map corresponding to the lighter areas to show
through. The combined effect is eyelashes that stick out
from the eyes. Where there are no eyelashes, you can
see the skin beneath them. This is a great example of how
combining maps can create very realistic effects.
Displacement Map
Displacement maps are very similar to bump maps but
with a key difference: Instead of simply shifting normals,
A transparency map.
displacement maps actually move (displace) an object’s
geometry. Thus, displacements provide more “real” depth
Look at the bump map, above. The lighter colored areas than bump maps. Displacement occurs at render time,
around the eyelashes indicate that they should have meaning that objects will look smooth until rendered.
can include all of the maps we’ve discussed above when Creating Texture Templates
building shaders. You can also create realistic materials
that don’t require any maps at all, or you can have other
nodes modifying any maps you decide to use. Thus,
shaders are a second method of creating materials that probably come with one or more ready-made texture
may or may not integrate maps. Please refer to “Chapter maps and one or more blank templates. If you need to
14: The Material Room” on page 314 for information create a new texture template, you’ll need to follow a
about Poser’s Material room. process that is roughly similar to the following:
1. Create your mesh object in your preferred 3D
modeling application.
Creating Character Textures
2. Export the mesh in a format supported by Poser (see
“Exporting 3D Objects” on page 851 for a list of
requires a solid grasp of the concepts explained in supported formats).
“Appendix C: 3D Basics” on page 928 and knowledge of
one or more 2D graphics tools such as Adobe Photoshop. 3. If your 3D modeling application supports exporting
The process of creating textures is very similar if not your mesh object with UV mapping data, be sure to
identical for many 3D applications. While it’s impossible to do this, as this will probably create your template for
cover the entire process in this manual, we can give you you. Please refer to your 3D modeling application
documentation for information.
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4. If your exported object does not have UV information, primary topic for this tutorial is texture maps, however the
you’ll need to use an application such as UV Mapper same principles apply to all types of image maps. Please
(http://www.uvmapper.com) to create the UV refer to “About Maps & Templates” on page 299 for
information and a blank template that can be used information about the various types of image maps.
for any sort of map (texture, bump, transparency,
Poser supports texture resolutions up to 8192 x
application to create texture templates, please refer 8192 pixels. For optimum performance in 3D
to that application’s documentation for information software and gaming engines, try to create your
on using that application. Also, should you require texture maps at standard resolutions that are a
technical support, please contact the application’s power of 2. Standard sizes are 512, 1024, 2048, 4096,
creator or vendor. Smith Micro cannot provide support and 8192.
for third-party applications.
Poser’s Material room can create complete
materials without needing any image maps.
Creating and Using Texture Maps To obtain precise results, however (such as a tattoo
pay special attention to the edges, which will be seams coloring book approach to making textures, and only
when the texture is rendered. requires a good graphics editing software package
such as Adobe Photoshop. Like a coloring book, items
not placed properly within the grid lines render askew,
and anything bleeding over the edge of the grid does
not appear at all when rendered. This is one time where
only use one map. Render the model with white lighting, no shadow,
and antialiasing enabled to test texture alignment.
As discussed above, creating maps is an
advanced process that can require one or Test various morph targets on the face to verify
more third-party tools. Smith Micro cannot provide that the texture remains in alignment.
support or additional information on creating
texture maps beyond the technical aspects that
directly involve Poser. The material presented in this
section is for informational purposes only.
•
completed side by copying and pasting into a new
• While testing, rotate the head to see the ear and side
of the neck; you will need to pay close attention to
these areas to ensure that there are no seams.
• Have the model hold their eyes wide open to show the
whites and roundness of the iris.
•
they will not align correctly. Size and rotate working
images or photos using separate layers.
• Photograph small areas, treating arms as 4-sided Creating and Using Bump,
objects; concentrate on elbow creases.
default, the Simple view of the Material Room is displayed Props (includes strand-based hair and dynamic cloth),
Lights, Figures, and Background.
get familiar with editing Materials before diving into the
Advanced settings of the Material Room. The Simple tab • Current Material List (5): The Current Materials list
is actually a less complex front-end for the Advanced tab, displays all of the material groups in the currently
and allows users to apply and modify materials by means
of a few basic controls. For more advanced users, the
Advanced assigning materials and allowing you to, for example,
properties using shaders and nodes.
method of handling materials is referred to as multi/
Poser’s Material room contains the following items at 1280
sub-object materials and is discussed in more detail in
x 960 resolution. Less items will appear at lower resolutions,
“Chapter 13: The Basics of Materials” on page 297.
and more options will appear at higher resolutions.
• Material Room Help (6): The (?) icon at the top right
• Eyedropper Tool (1): The Eyedropper tool appears with
of the Shader window opens the Material room Help
the Editing tools. Enabling it and clicking an object in
document. This HTML document contains information
your scene opens that object’s shader tree for editing
in the Shader window.
material attributes.
• Document Window (2): Please refer to “Chapter 5: The
• Options pop-up menu (7): The Options pop-up menu
Document Window” on page 77 for information
is available from the Advanced tab of the Shader
about the Document window.
window, allows you to add, cut, copy, paste, select,
and deselect nodes. For convenience, this can be also
• Light Controls (3): Please refer to “Chapter 12:
accessed by right-clicking within the Advanced tab.
Lighting” on page 276 for information about the
Light controls.
• Shader Window (8): The Shader window contains
• Object List (4): The Object List functions similarly to the
techniques. The Simple tab allows you to easily modify
Current Actor menu and has the following options:
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various attributes of your selected material, including Menu” on page 112 for more information about the
various display styles.
Transparency. The Advanced tab is where you build
shaders, which consist of a root node and as many • Pose, UI and Camera Dots (13): Allows you to store
connected nodes as you want. Nodes can modify
other nodes or the root node. Please refer to “Chapter settings for retrieval at any time until you close your
15: Working with Nodes” on page 334 and “Chapter Poser document. See “Memory Dots” on page 60.
16: Material Room Nodes” on page 345 for more
information about working with shaders and nodes.
Navigating the Shader Window
• Wacro Drawer (9): The Wacro Drawer allows you to
The question mark at the top right corner of the Shader
material setup tasks. For more information about the
This document provides information on creating and
Wacro Drawer, please refer to the description of the
connecting shader nodes, frequently used nodes, and
Advanced Shader View later in this chapter.
advanced material attributes.
• Parameters/Properties Palette (10): Please refer to “The
Parameters/Properties Palette” on page 204 for
information about the Parameters/Properties palette. Simple Shader View
• Animation Controls (11): Please refer to “Using the The Simple tab of the Shader window provides you
Animation Controls” on page 496 for information with easy to use controls for adjusting various material
about the Animation controls. attributes. Each of these attributes, and how they can be
Caution
Render Settings dialog. symbol to switch to the Advanced tab.
the texture map strength, as described above. In daylight matte effect, and lower values result in smaller, sharper
and under most room lights, highlights are white. To highlights for a shiny, more polished effect.
complement the lighting environment you’ve set, select a
color similar to your main light.
Ambient
Highlight settings.
Bump
A Bump map is a special image, wrapped around the
object, that works with the scene lighting to give the
appearance of 3D texture on an otherwise smooth object.
Bump maps can be used on individual objects or parts of
option
to create dramatic effects in your renderings. To make a
Normal and Gradient Bump Maps You can use Gamma Correction to adjust
A normal map is an image, wrapped around the object texture. For more information about assigning
that works with the scene lighting to give the appearance gamma correction to an image source, see
of 3D texture on an otherwise smooth object. Normal maps “Gamma Correction Per Texture” on page 460.
emulate any manner of textures, from wrinkles and pores Next, select the type of normal map from the Gradient_
in skin, to raised patterns in clothing or props, to cracks and Mode pull-down menu according to how the normal map
bumps in stone. was exported from the application it was created in.
Note that normal maps simply replace an object’s Select from the following options.
normals. Thus, if you apply a normal map to a sphere, the
• Normal Map (Tangent space): Tangent space normal
surface will seem rough while the edges remain smooth.
maps have a mostly blue appearance. The normals
Poser’s Material room contains a Displacement channel,
in a tangent space map are always considered “up”
which allows you to use displacement maps to actually
even if it is not true in world space.
alter the geometry of the surface. For example, applying
a displacement map to a sphere would make the edges • Normal Map (Object space): Object space normal
appear rough, as well as the surface. maps are rainbow-colored in appearance. The
To load a Normal Map, from the Material Room > normals are pointing in their actual directions.
Material Palette, Advanced tab, connect the Image Node
• Gradient Bump—Legacy option for Poser gradient
containing a normal map to the Gradient Bump channel
bump maps.
on the Poser Surface Node. The channel value controls
attribute.
The Shader window’s Advanced tab contains the following material setup tasks. See the “Wacros” section below
elements:
• Root Node (6): The root node for the currently selected
object or material group appears on the left side of
the Shader window.
Shaders
A shader is a combination of nodes working together to
within your Poser installation folder. Your Wacros will then Material Wacros.
appear in the pop-up menu. Please see “Part
8: PoserPython” on page 906 for more information about The following Wacros are included with your Poser
writing Python scripts for Poser. installation:
• Add Refraction: Before clicking the Add Refraction Refraction requires raytracing, so be sure to
Wacro button, select a material to which you want have raytracing selected when you render in
to add refraction. Refraction causes light to bend as order to see the refraction effect. We also
it passes from one transparent medium (material) to recommend setting the number of raytrace
another; the degree to which this occurs depends on bounces to at least two (or higher if you have
the material’s refractive index. Note that refraction
only affects transparent materials, so the material materials).
you select must be made transparent for refraction
to be visible. Click the Add Refraction button. If you
• Add Skin Subsurface Scattering: Clicking the Add
have selected a material that is opaque, a dialog will
Skin Subsurface Scattering Wacro button will apply
appear asking whether you wish to make the material
a Subsurface Skin node to the selected material. The
transparent and add refraction. Click Yes on this
node will be attached to the Alternate Diffuse input of
dialog to proceed. Poser will then add the following
the root material node, and the Alternate Diffuse color
nodes:
will be set to white.
A Refract raytrace node will be attached to the
input of the Refraction_Color attribute on the root • Set Up Shadow Catcher: Clicking the Set Up Shadow
Catcher button will enable the ShadowCatchOnly
refraction color when raytracing. See “Raytrace option on the Poser Surface node of the selected
Nodes” on page 379 for more information on the material. This Wacro will turn the selected material
Refract node’s attributes. into a shadow catcher, which means that it will
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become transparent except for areas that are If you clicked Yes on the initial dialog, a Glossy
shaded by another object, which will show only the specular node will be attached to the input on the
shadow. One example of how you might use this Alternate_Specular attribute of the root Material
node. See “Glossy” on page 362 for more
the stairs prop, and you wanted to hide the stairs in information on the Glossy node’s attributes.
of actual stairs. For more information about the • Create Atmosphere: In order to view the effects of
ShadowCatchOnly attribute, and shadow catchers, the Create Atmosphere Wacro, you need to have
see “Root Material (PoserSurface) Node” on page something in the background of your scene, such as a
345.
select Atmosphere from the Object menu at the top of
• Set Up Toon Render: The Set Up Toon Render Wacro the Shader window. Clicking the Create Atmosphere
button opens the Choose an Atmosphere dialog.
when rendered. Clicking the button opens a dialog Select the type of atmosphere you wish to create,
asking whether you want to have specular highlights from the following options: Fog, Smoke, SmokeyRoom,
on your toon surfaces. Click either No or Yes on this Depth_Cue. Then click OK. Poser will add the
dialog to proceed. Poser will then attach the following appropriate nodes to create the atmosphere you
nodes: have selected. If you wish to know more about any of
“Chapter 16: Material
A Toon diffuse node will be attached to the input
Room Nodes” on page 345. Render your scene to
on the Alternate_Diffuse attribute of the root
view the atmosphere effects.
Material node. See “Toon” on page 366 for more
information about the Toon node’s attributes. • Set Up Light Style: The Set Up Light Style Wacro
Two additional links will be created from the allows you to specify the style of light you wish to
output on the material’s Image_Map node, to the apply to a particular light. First, select the light you
inputs on the LightColor and DarkColor attributes
on the Toon node. the Shader window. Then click the Set Up Light Style
button. The Select a light style dialog will appear,
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asking you to select a light style from the following • IBL (Image Based Lighting): The IBL Wacro can only
options: diffuse only, specular only, white only. When act upon lights, so make sure you have selected a
you have made your selection, click OK. You will light from the Object menu at the top of the Shader
window, before using this Wacro. Clicking the IBL
button will open the Texture Manager, which asks you
Depending on the light style you selected, you will see to select a texture for the Image_Map node.
the following effects:
• Poser allows you to connect shader trees of any level
If you selected diffuse only, the Diffuse attribute of complexity to your Image Based Light; the IBL
on the root Light node will be set to white, and the Wacro, however, is set up to use a single light probe
Specular attribute will be set to black. image as an image map. Light probes are panoramic
If you selected specular only, the Specular images that can record light levels from a 360 degree
attribute on the root Light node will be set to white, perspective, and are typically created by taking a
and the Diffuse attribute will be set to black. high-dynamic range image of a mirrored sphere.
Once you have selected your light probe image in
If you selected white only, the Color, Diffuse and the Texture Manager, click OK. Poser will attach an
Specular attributes on the root Light node will all Image_Map node using your light probe to the input
be set to white. of the Color attribute on the root Light node. For more
information on the Image_Map node’s attributes, see
• Set Up Ambient Occlusion: Clicking the Set Up Ambient
“Image Map” on page 396. For information about
Occlusion button will create an Ambient_Occlusion
Image Based Lighting and light probes, see “Diffuse
raytrace node, the output of which is attached to
Image Based Lights (IBL)” on page 278.
the inputs of the Diffuse_Value and Specular_Value
attributes on the root Material node. See “Ambient To maximize your Image Based Lighting
Occlusion” on page 381 for more information on the effects, we recommend using Ambient
Ambient_Occlusion node’s attributes. Occlusion. See “Light Properties” on page 285 for
information on activating Ambient Occlusion for the
selected light.
About Nodes
A node is the basic building block used to construct simple
or complex procedural shaders (also called shaders). All
nodes have the following elements except where noted:
Elements of a node.
• Node Name (2): This is the name of the node. By • Preview (8): This displays a preview of the node’s
default, a number will appear when you have two or output.
more of the same node in your shader, for example
Clouds_2, Clouds_3, and so forth. You can double- If you are running OpenGL hardware
click the name of the node to enter a new name if acceleration, you may be able to view the
desired. results of your procedural shaders in the Document
window’s Preview tab, to give you a better sense of
• Show/Hide Values Button (3): Clicking the Values how your rendered scene will appear. For more
button toggles displaying the node values (6) on and information previewing procedural shaders, please
off. see “Preview Tab” on page 422.
The Options menu, which varies depending on how it was between the cut nodes and others. This preserves any
accessed, has the following options: links that exist between the copied nodes.
overrides existing connections in affected material node output typically appears in the upper-left corner of
groups but does not delete any nodes. the node palette.
Selecting Nodes
To select a node, simply click any blank area within the
desired node. To select multiple nodes, press and hold
Shift while making your selections. Creating a new material node.
• To create an instance of the node that is currently the view will pop up the new node menu. Your new
selected in the Shader window, open the Options node will appear with its output already linked to your
menu in the upper right corner of the material room current node’s input. If you access the Options menu
and select New Node > Category > Subcategory > in any other manner (see above), the new node will
Node. Connect the new node as desired. not be linked.
Renaming Nodes
After you create a new node, you can double-click the
Double-click a node name to rename it (top); After renaming Attaching a new node to the root node.
(bottom).
De-Linking Nodes
• Clicking and dragging: Click the input you wish to
connect a new node to and drag. A node connection To break the link between two nodes, click the input you
will appear. When you release the mouse button, the want to unlink and select Disconnect in the Options menu.
Options menu will appear, allowing you to create a
new node whose output is pre-connected to your
selected input. Expanding/Collapsing Nodes
You can expand and collapse a node’s values and/or
preview separately, as described in the previous section.
Moving Nodes
You can move and arrange nodes to suit your particular
work style. A node’s position has no effect on the shader’s
function or appearance. To move a node or nodes:
1. Select the node(s) you want to move as described
above.
or move the parameter dial using the mouse. You can also
link one or more nodes to the desired value (see below),
which will make the appropriate adjustments.
Deleting Nodes
To delete a node, select the node you wish to delete and
either press [DEL] or select Node > Delete.
Chapter 16: Material top right of the Shader window, or by selecting Window >
Room Help if the help pages are not already displayed in
Root Nodes
As previously mentioned, all shaders include a root node,
• Translucence Color: The Translucence_Color attribute • Alternate Diffuse: The AlternateDiffuse attribute
is the color of light passing through the object. provides an alternate input for diffuse lighting. Use this
channel for strand-based hair and anytime you wish to
• Translucence Value: The Translucence_Value attribute use custom diffuse lighting.
• : Checking the
• : The checkbox multiplies the total color through the
amount of diffuse lighting hitting each point on the
• Gradient Mode:
ShadowCatchOnly
Gradient Bump: Choose this option to use with a
grayscale bump map image.
Normal Map (Tangent space): Tangent space for the shadow laying on it, so the only things in your
normal maps have a mostly blue appearance.
The normals in a tangent space map are always
considered “up” even if it is not true in world • ToonID: By default, selecting the Toon Outline option
space. causes an outline to appear around each separate
In such a case, you can adjust the Toon ID assignment Root Background Node
on the root node of the material, to reduce the
number of outlines drawn. Assigning the same ID to The root Background node contains all of the attributes
multiple materials means that the render engine will required to create a complete shader for your scene’s
not draw separating outlines between those materials. background and has the following attributes:
Shadow only, respectively for Custom Output 1, 2, and • Diffuse Color: The Diffuse_Color attribute is the surface
3. For more information, see “Rendering Layered PSD color that is multiplied through any light striking the
Files” on page 460. object.
You must have a hair object selected in • Specular Color: The Specular_Color
order to see its root node. the color of the object’s highlight.
• Angle Expo: The AngleExpo attribute controls how the probe image. The default value of 3 for this attribute
light fades towards the edge of the light cone (falloff). is intended for use with Low Dynamic Range (LDR)
images. For High Dynamic Range (HDR) images, the
• Diffuse: The Diffuse attribute allows you to create lights best IBL Contrast setting would be 1.
that use only a diffuse component to light the scene.
You must have a light selected in order to
• Specular: The Specular attribute allows you to create see its root node.
lights that use only a specular component to light the
scene. You can create specular only lights by setting
the color in the specular channel to black. You can
also create a negative light source (a light source that
Root Atmosphere Node
darkens or negates certain colors in the areas of the The Root Atmosphere node contains all of the attributes
scene lit by this light) by setting the Specular value to required to create realistic atmospheric effects such as
zero (i.e., black) and setting the light’s Intensity to -1. fog, haze, etc. in your scenes.
Then the Color and Diffuse channels can be adjusted
to reduce certain aspects of light.
• DepthCue_On: Checking the DepthCue_On checkbox with the color of the lights in your scene. To use the
enables depth cueing, which varies all surface lights’ colors for the volume, set this color to white.
material colors from their original lit colors to the
• Volume_Density: The Volume_Density attribute controls
effect similar to enabling the Depth Cueing option the strength of the volumetric effect. This effect
in the Document window as described in “Depth is multiplied by each light’s Atmosphere Strength
Cueing” on page 100. attribute. If this attribute is set to 1.0, the selected light
will cast atmospheric effects equal to this attribute and
• Volume_On: Checking the Volume_On checkbox so forth. Please refer to “Light Properties” on page
enables volumetric effects. You can enable depth 285.
cueing and/or volumetric effects individually.
• Volume_StepSize: The Volume_StepSize attribute
• DepthCue_Color: The DepthCue_Color attribute
taken through the volume. Lowering this value
cueing. increases the quality and requires increased render
time.
• DepthCue_StartDist: The DepthCue_StartDist attribute
• Volume_Noise: The Volume_Noise attribute adds
which the depth cueing effect begins. This distance is a random factor added to the sample that can
not necessarily displayed in Poser distance units. help balance out the effect of larger step sizes (see
previous attribute).
• DepthCue_EndDist: The DepthCue_EndDist attribute
You can connect nodes to the color and density attributes
for more complex effects.
which the depth cueing effect ends. This distance is
not necessarily displayed in Poser distance units.
Math Nodes
Blender
The Blender node blends two colors using a value attribute
Without volumetric rendering (no fog) on left; With volumetric as an alpha mask. It has the following attributes:
rendering (with fog) on right.
Fresnel Blend
The Fresnel Blend node has the following attributes:
• Outer Color: The Outer Color • Color: The Color attribute provides an input for another
of surfaces facing away from the camera. Clicking it node, whose output will be processed according to
opens the standard Color Picker. the Component attribute setting.
• Attenuation: The Attenuation • Point: The Point attribute provides an input for a point
power curve used for transitioning between the inner node whose output will be processed according to
and outer colors. the Component attribute setting.
Bias: Selecting Bias adjusts the bias of Value 1 by • Value 1: The Value_1
Value 2. value in the math equation.
Gain: Selecting Gain adjusts the gain of Value 1 by • Value 2: The Value_2
Value 2. value in the math equation.
• Blue: This attribute allows you to specify the third value: The Color Ramp node takes four colors and creates a
Blue (RGB) or Value (HSV) or Lightness (HSL). spline color map (gradient) with them. You can feed
grayscale output from other nodes (turbulence, wood,
• Color Mode: This attribute allows you to specify the etc.) into this node to create interesting still or animated
color mode that applies to the Red, Green, and Blue effects using the grayscale values as lookups into the
HSV Node.
Color Ramp node. • Color: Allows you to specify the color source that you
want to adjust.
• Color 1 through Color 4: The Color_1 through Color_4 • Hue: This attribute allows you to adjust the Hue of the
attributes allow you to input colors for the color spline. Color input. A setting of 1 represents no adjustment.
Clicking them opens the standard Color Picker. Increase or decrease the setting to offset the original
hue.
• Input: The Input attribute is the grayscale value to
lookup into the color spline. This is where you should • Saturation: This attribute allows you to adjust the
plug in your grayscale images. Saturation of the Color input. A setting of 1 represents
no adjustment. Increase or decrease the setting to
offset the original saturation.
HSV
• Value: This attribute allows you to adjust the Value
The HSV node allows you to adjust the Hue, Saturation,
of the Color input. A setting of 1 represents no
and/or Value of the Color input.
adjustment. Increase or decrease the setting to offset
the original value.
Specular Nodes
Specular nodes provide different models for calculating
highlights on objects.
• Inverse
gamma value in reverse. For example, if Gamma
value is set to 2.2, checking the Inverse option will result
in a Gamma setting of 1/2.2 (or .4545).
• Specular Color: The Specular_Color is the color of any • Normals_Forward: Checking the Normals_Forward
highlight that appears on the object surface. Highlights
lend the illusion of shininess. For example, a piece of the camera (or towards the ray in case of raytracing).
wood displays no highlight, while a piece of polished Use this option to avoid shading artifacts on double-
metal has one or more distinct highlights. This color is sided polygons.
generally the same as that of the direct lighting falling
Phong
on the affected surface but does not have to be.
The Phong
• Specular Value: The Specular_Value is the amount
It has the following attributes:
Glossy
The Glossy
highlights. It has the following attributes:
Phong node.
Blinn node.
ks Microfacet
• Specular Color:: The Specular_Color is the color of any The settings are as follows:
highlight that appears on the object surface. Highlights
lend the illusion of shininess. For example, a piece of
wood displays no highlight, while a piece of polished
metal has one or more distinct highlights. This color is
generally the same as that of the direct lighting falling
on the affected surface but does not have to be.
ks-Microfacet node.
• Specular Value: The Specular_Value is the amount
• Roughness: The Roughness
higher value will create larger, more distinct highlights of highlights. Lower values create smaller, sharper
and vice versa. highlights. Higher values create larger, more diffused
highlights.
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Clay
Diffuse node.
Toon
Special Nodes
Skin
The Skin node allows you to create realistic skin. It has the
Toon node. following attributes:
• Sheen Color: The SheenColor attribute is the color that give the skin more luminescence and sheen. This node
of any highlight that appears on the object surface. has the following settings:
Highlights lend the illusion of shininess. For example, a
piece of wood displays no highlight, while a piece of
polished metal has one or more distinct highlights. This
color is generally the same as that of the direct lighting
falling on the affected surface but does not have to
be.
Plug the output of the image map into the Color input of the back side). During the second pass, it calculates the
the new node. Then, plug the output of the new node into scattering.
the Alternate Diffuse input of the PoserSurface root node.
Finally, set the Diffuse Value setting in the root node to 0, so
subsurface scattering is added on a character.
that Poser only uses the ALT Diffuse setting.
Subsurface scattering only works on objects
that are in direct view of the camera.
(right).
pre-pass to calculate light all over the surface (including
• Tip Color: The Tip_Color attribute selects the color The Scatter node offers another way to render scattering
for the tip of the hair. Clicking this attribute opens a effects in various objects, including skin. A number of
standard Color Picker. presets that use real-world material properties are included
in this node.
• Specular Color:: The Specular_Color attribute selects
The Scatter node offers the following settings:
the hair’s highlight color. Clicking this attribute opens a
standard Color Picker.
Scatter node.
• Scale: Each of the Scatter materials are based on input of the PoserSurface node. Set the Diffuse Value in the
physical measurements. The Scale setting decreases
or increases the physical scale to adjust appropriately
You will notice when you render the Scatter node that the
for your geometry in the event that it is smaller or larger
object takes on the color of the selected material. The
than it would be in real life.
color of the real-world materials is built in to the preset. In
other words, if you choose the Apple material there will be
• MaxError: This setting is a quality-speed trade-off.
a green tone to the Scatter effect. If you choose Skin1 or
When set to a low value, you will get higher precision
Skin2, the object will have natural skin tones, and so on.
in the subsurface scattering, but rendering will be more
Examples of Apple and Skin 1 are shown in the following
slow. When set to a higher value, you will get better
rendering speeds, but less precision in the subsurface
scattering.
Because colors are built into the Scatter presets, you will
need to take that into account when you use skin textures
that have built-in color (as most do.) There is a way that
you can work around this.
Select the base color for Value 2 from the image texture map.
• Connect the output from the Image Map node into the
Value1 connector of the Color Math node. You can
display the texture preview in the Color Math node to
view the result. You should see a preview with the base
Now when you render your head, you will see the
scattering effects and skin tone from the Scatter node
combined with the additional detail that was in the texture
you used.
Skin 1 Preset with added color from the Image Map and Color
Math nodes.
The FastScatter node offers an easy application of To use the raytracing nodes, you must have raytracing
subsurface scattering (SSS) effects. The results of the enabled in the Render Settings dialog, as described in
FastScatter calculation approximate true Subsurface “Chapter 18: The Render Settings Dialog” on page 421.
Scattering.
The
raytracing. It has the following attributes:
computing resources.
• Softness: The Softness attribute controls the • Background: The Background attribute selects the
background color to be used for raytracing. Clicking
this attribute opens a standard Color Picker.
• RayBias: The RayBias attribute helps to prevent false
shadows and other artifacts that may occur as a result • Index of Refraction: The Index of Refraction attribute
of using raytracing techniques in conjunction with controls how much light bends when passing through
displacement maps. RayBias offsets the starting point the object.
of the rays above the geometry of the surface, so as
to avoid the displacement geometry in the raytracing • Quality: The Quality attribute controls how many rays
calculation. Be aware that if your RayBias setting is too are spawned by hitting a surface. Increasing this value
high, your shadows will migrate in the scene.
computing resources.
Refract
• Softness: The Softness attribute controls how sharp or
The Refract smooth refracted light appears after passing through
raytracing. It has the following attributes: an object.
Gather node.
Variable Nodes
These are the value nodes included with Poser. Unless
N
The N
the following attributes:
Visualizes direction of surface normal.
P U Texture Coordinate
The P The U node returns the S coordinate in texture space of
attributes:
attributes.
V Texture Coordinate
The V node returns the T coordinate in texture space of
P Node. attributes.
Frame Number Dv
The Frame Number node returns the current frame number. The dV
parameters as pertains to the current pixel’s location in T
space. The ‘d’ indicates a derivative of the ‘V’ parameter.
dPdv dNdu
The dPdv node represents a varying point surface shader The dNdu node represents the derivative of the surface
variable. It is a vector perpendicular to the surface normal
rate of change of the surface normal along ‘U’.
attributes.
3D Texture Nodes
dPdu These are the color nodes included with the Material room.
The dPdu node represents a varying point surface shader node is listed from top to bottom.
variable. It is a vector perpendicular to the surface normal
Fractal Sum
attributes.
The Fractal Sum node is a fractal function that returns
values between –1 and 1. It has the following attributes:
dNdv
The dNdv node represents the derivative of the surface
Cellular
The Cellular node is used to create mosaic or cubic tiles. It
has the following attributes:
Noise node.
• Max: The Max attribute controls the maximum amount • Color1: The Color1
of noise.
• Intensity1: The Intensity1 attribute determines the
degree of dominance between the cells and the
cusps.
Granite
The Granite node is a 3D simulation of speckled granite
Marble node.
textures. It has the following attributes:
Wave 2D node.
Image Map
Wave 3D node. The Image Map node allows you to specify an image to
value that is unique to the selected texture. Click OK • V Scale: The V_Scale attribute sets the V scale factor
to implement your changes or Cancel to abort. to apply to the texture map when using UV or VU
mapping. When using a projection map method (see
VU: The VU option is identical to UV mapping, Tile: The texture map will be tiled to ensure total
except that the image map is rotated 90 degrees. coverage. Tiling is controlled using the Mirror U
and Mirror V attributes, below.
XY: The XY option works like a slide projector in
that the “screen” being projected onto is the XY • Background: The Background
plane whose size and position are determined background color. Clicking this attribute opens a
using the U_Scale, V_Scale, U_Offset, and V_Offset standard Color Picker. Global_Coordinates button
parameters. Any surface not oriented with the forces projected maps to use global instead of local
selected viewing plane will distort the texture at coordinates.
render time.
• Mirror U: Enabling the Mirror_U option can help hide
XZ: Same as above but uses the XZ plane.
the seams between texture cells when tiling textures.
ZY: Same as above but uses the ZY plane.
• Mirror V: Enabling the Mirror_V option can help hide
• Image Mapped: The Image_Mapped pull-down menu the seams between texture cells when tiling textures.
offers the following choices:
• Texture Strength: The Texture_Strength attribute
None: The background color will be used for all
areas of the object not covered by the texture
map. • Filtering: The Filtering attribute allows you to select
Alpha: The background color will be used for all
areas of the object not covered by the texture image map. These options are: None--no texture
map. The background color will also be blended Fast Quality--high-
with the texture map based on the alpha channel Crisp--provides more aliasing
of the texture map. for increased crispness.
Brick node.
projection map method (see below), this is one of two
• Brick Color: The Brick_Color corner of the projection “screen” in grid units.
color. Clicking it opens the standard Color Picker.
• V Offset: The V_Offset
• Mortar Color: The Mortar_Color
mortar color. Clicking it opens the standard Color projection map method (see below), this is one of two
Picker.
corner of the projection “screen” in grid units.
Tile
Rectangle: Selecting Rectangular will make the tiles
The Tile node is a 2D texture that simulates tile patterns. It rectangular.
has the following attributes:
Ellipsoid: Selecting Ellipsoid will make the tiles
elliptical.
• Tile 2
Clicking it opens the standard Color Picker.
Movie
The Movie node allows you to add animations to materials. Movie node.
Supported formats are AVI, MPG, and WMV. This node has
the following attributes: • Video Source: The Video_Source
path containing the selected animation.
• V_Scale: The V_Scale plane whose size and position are determined
animation in the V direction. using the U_Scale, V_Scale, U_Offset, and V_Offset
parameters. Any surface not oriented with the
• U Offset: The U_Offset selected viewing plane will distort the texture at
render time.
projection map method (see below), this is one of two
XZ: Same as above but uses the XZ plane.
corner of the projection “screen” in grid units. ZY: Same as above but uses the ZY plane.
When creating connections to the external inputs and Next, we’ll connect one input each from the Turbulence
outputs, you’ll use the same steps as you would in the main and Noise nodes into the External Input connector in the
compound node. What you have now is a very basic
a Turbulence node has been attached to the External compound node that has two eternal outputs, and two
Outputs, and a second external output (Noise) is in the external inputs.
process of being added.
Click the Eye icon in the upper right corner of the External
Outputs node to expand the preview. When you highlight
the name of one of the external outputs, the preview will
update to display the results that will be output through the
compound node.
left corner of the Compound Node view (at the left of the
breadcrumb trail) to return to the main Advanced Material
Room view. Your compound node will now display the
external inputs and outputs that you created in the
Compound Node editor window.
5.
Part 4: Rendering
Area Render
Selecting Render > Area Render enables the Area Render
Rendering in a background process.
Render in Queue
This command sends rendering jobs to the Queue
Manager. For more information, see “Sending Jobs to the
Queue Manager” on page 453 for further information.
Antialias Document You can specify whether or not to apply antialiasing during
renders when specifying render settings. Please refer to
Selecting Render > Antialias Document smooths rough “Chapter 18: The Render Settings Dialog” on page 421
edges in your Document window view for preview for more information about specifying render settings.
purposes. Antialiasing is a process of oversampling image
data to smooth object edges and avoid a jagged
appearance along them. The following images show a Motion Blur Document
test render both without (left) and with (right) antialiasing
As you probably know, fast-moving objects appear
enabled.
blurry. The blur is caused by the fact that our eyes cannot
“refresh” quickly enough to see that the object is no longer
in its previous location. The 2D Motion Blur feature lets you
give your animations the illusion of motion, adding a whole
new dynamic and level of realism to your renderings.
Please see “Chapter 19: Using The FireFly Render Engine”
on page 428 for information about using the 3D Motion
Blur feature. You can also blur a single frame for test
purposes by selecting Render > MotionBlur Document.
Render Dimensions
Selecting Render > Render Dimensions brings up the
Render Dimensions dialog, which contains settings that
allow you to specify the dimensions of your render tab. See
“Render Dimensions” on page 80 for more information
on the Render Dimensions dialog settings.
Materials
Selecting Render > Materials opens the Material room.
Please refer to “Chapter 14: The Material Room” on page
314 for information about the Material room.
Reuse Shadow Maps previous render and reuse them, thereby saving time with
each subsequent render.
If you do not make changes to lights or object positions
between renders, there is no need to recalculate the
shadow maps for your scene, as they will not have Clear Shadow Maps
changed. Selecting Render > Reuse Shadow Maps allows
Selecting Render > Clear Shadow Maps will cause Poser to
you to save the shadow map computations from your
recalculate the shadow maps for your scene during the
previous render and reuse them, thereby saving time with
next render. Use this option if you have made changes to
each subsequent render.
lights or object positions, as such changes will affect the
shadows in your scene.
Clear Shadow Maps
Selecting Render > Clear Shadow Maps will cause Poser to
recalculate the shadow maps for your scene during the
next render. Use this option if you have made changes to
lights or object positions, as such changes will affect the
shadows in your scene.
Chapter 18: The Note that the Render Settings and Movie Settings dialogs
appear as tabs within a single dialog, thereby making it
To open the Render Settings dialog, select Render > Render Engines
Render Settings. This window appears as follows.
Poser allows you to render still and animated scenes using
three separate render engines. You can select which
tool you wish to use by clicking on the relevant tab in the
Render Settings dialog. The available Poser renderers are:
Sketch Tab
The Sketch Tab provides thumbnail previews of ten
standard Sketch preset styles. Simply click on the
appropriate thumbnail to select the desired preset,
and then click the Render Now button to render your
image using those preset values. Alternately, you can
use the Sketch Preset pop-up menu to select from a list
of standard presets and any custom presets you may
have saved using the Sketch Designer. To easily access
The Sketch Renderer.
the Sketch Designer
creating new presets, simply click on the Sketch Designer
button. Please see “Chapter 20: The Sketch Designer”
on page 486 more information about using the Sketch Preview Tab
Designer render engine, please see .
This tab allows you to customize the Scene Preview display
in the Document window, using the following settings: The
settings in this tab apply to the document preview, and
the use of Preview for actual output.
The settings are discussed in the following sections. Display Engine Settings
Select the appropriate radio button to use Poser’s built-in
SreeD software rendering, or OpenGL hardware rendering,
for image previews. These settings apply to the document
preview, and the use of Preview for actual output. Please
refer to “OpenGL Hardware Acceleration” on page
82 for more information about the OpenGL hardware
rendering option for Poser.
Procedural shader preview is available for The crisper your shadows are (that is, the
scenes using up to eight light sources. larger your shadow map sizes are), and the
more your light shines on a surface, the lower your
hardware shadow Depth Bias setting should be.
• Enable Hardware Shading: You can enable procedural
shader previews by clicking the checkbox. This feature
is enabled (checked) by default. The performance of the procedural shader preview
feature will be dependent upon your system’s hardware.
When Hardware Shading is enabled, the Complex scenes with a large number of shaders may
slow preview performance; if you are working with a large
due to complexities of depth map shadows, AO, number of shaders, you may wish to disable this feature.
and normal mapping. When Hardware Shading is
turned off, you can preview up to eight lights.
The procedural shader preview feature does • Toon Edge Line Width: The Toon Edge Line Width
not support bump or displacement maps. option allows you to specify the width of the Toon
Additionally, certain nodes are not supported, such Outline display option, as enabled via the FireFly
as some raytracing effects, and some of the render settings.
Variable nodes.
• Remove Backfacing Polys: Polygons facing away from
the camera will not be rendered when this option is
• Enable Hardware AO: When checked, Ambient checked.
Occlusion is displayed according to the capabilities in
the graphics hardware. • Check the Antialias rendered image option to smooth
out rough “stairstep” edges that might appear in
• AO Strength: Controls the extent at which the space diagonal or curved-shaped areas of high contrast.
ambient occlusion effect is applied.
Click the OK button to apply your settings.
Movie Settings
You can access the Movie Settings window by toggling
the Movie Settings tab next to the Render Settings tab.
Please refer to “Chapter 24: Rendering Animations” on
page 559 for more information on movie settings.
The Raytrace Preview window functions just like any will render your scene using the optimal balance
between quality and speed. Small Web animations
appears only in the room in which you initially opened it. might need lower quality rendering while a piece of
For example, if you turn the Raytrace Preview window on
in the Pose Room, but then switch to the Material Room,
you will not see the Raytrace Preview window unless you • Still and animated renders use the currently selected
choose the Window > Raytrace Preview command in the camera. Be sure to select the proper camera before
Material Room. When you return back to the Pose Room, rendering, particularly if camera motion is part of your
animation.
The Raytrace Preview rendering levels are in • By default, Poser renders using the Texture Shaded
the Render Settings “Progressive Mode”, a display style.
truncated set of parameters that you can use to
• Use the draft and production rendering options to
speed up rendering by reducing the number of rays
save time while working and produce highly realistic
or use of displacement maps. Several manual
results.
settings will be disabled when using progressive
mode. Uncheck this option if you need more
of strand-based hair and dynamic cloth where you do
not need dynamic effects. This will conserve computing
resources.
FireFly Render Engine on the Internet for using Photoshop CS2 or later to
create HDRI images. Some of them appear at
http://www.photoshopgurus.com or http://www.
This chapter describes the FireFly technology features and photoshopcafe.com, for example.
render settings:
You can use LDR images with Image Based
The FireFly renderer includes a wealth of powerful features,
Lighting (IBL). LDR light probes are relatively easy
all of which help to create beautiful, realistic renders in little
to create, using a mirrored ball to capture the
light information in a given environment. However,
described in the following section. The following features
the amount of information captured is much less
enhance FireFly’s performance and results:
than with an HDR image, and therefore the quality
• High Dynamic Range (HDR) Image Support for IBL: of the light probe is lower. For more information
Poser supports both High Dynamic Range (HDR) and about Image Based Lighting and light probes, see
Low Dynamic Range “Diffuse Image Based Lights (IBL)” on page 278.
• Texture Filtering
appearance of surfaces rendered using 2D image Without Texture Filtering (top); With Texture Filtering (bottom).
maps, giving you better quality images, and avoiding
aliasing and other artifacts. Tiled texture loading
• Tiled Texture Loading
individual textures on the Image Map node in the the textures within the scene, and then selectively
Material room (see “Image Map” on page 396 for accesses them during render time. Poser also creates
more information). a cache in memory that contains the most recently
used texture tiles. Tiled texture loading makes use
cache size to offset the amount of disk access within a single process on the CPU. This means that
required for tiled texture loading, as this feature may both the application and the render engine share
use a lot of hard disk space (potentially more than the maximum memory allotment given to a single
1 GB). For information about increasing the memory process. Rendering in a separate process means
cache size, see “Render Preferences” on page 41. that the render engine alone has access to that
same maximum memory allotment, which can
• Multi-threaded Rendering: The Multi-threaded
Rendering feature takes advantage of the increased complex scenes, depending upon the memory
processing power of the multi-processor or multi-core
computer systems that are now available. Using rendering in a separate process provides greater
stability due to the compartmentalization of tasks, as
number of separate threads simultaneously, which well as allowing your system to manage memory more
results in reduced render times for most renders. The
General does require more resource overhead for setting up
Preferences dialog (see “Render Preferences” on the render. Therefore, if you are running primarily area
page 41 for more information). renders or simple small renders, we recommend that
you do not use this feature as the setup overhead will
We recommend rendering your scene with
as many threads (CPU cores) as your system
complex renders, rendering in a separate process will
possesses. This is the default preference after
Auto Settings.
Manual Settings
• Raytracing: This option is set automatically in Auto • Raytrace Bounces: This option is set automatically
Settings. Checking the Raytracing box enables in Auto Settings. When raytracing is enabled, the
raytracing, and vice versa. Enabling raytracing greatly Raytrace bounces
enhances renderings, especially for curved surfaces, “bounces” or recursions the renderer will use when
raytracing. You should select the number of raytrace
greatly increases rendering times. Raytracing projects
rays from the camera through every pixel visible in refractive surfaces that will interact in your scene.
the render window, also called the View pane. Each Higher numbers can add realism if the scene requires
pixel is then set to the color value returned by the complex raytracing calculations. However, as higher
ray projected through it, based on the ray’s point numbers require longer render times, in a simple
of intersection with an object in the scene. If the ray scenario increasing the number of raytrace bounces
fails to intersect any objects, the pixel will be set to will just waste computation time.
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When using Indirect Lighting with transparent processing times but less accuracy. A higher setting
surfaces, set the Raytrace Bounces setting to equals higher quality: FireFly will run more new
at least 2 for proper IDL calculations. calculations, resulting in longer processing times but
increased accuracy (see “Indirect Light” on page
438).
rates determine how many pixels are sampled when your renders but increases render time. You can set this
calculating antialiasing for a single pixel. For example, value on a per-object basis using the desired object’s
a setting of 3 creates a 3-pixel by 3-pixel grid with the Properties palette. Setting this value in the Render
pixel being sampled in the center. At render time, Settings dialog applies it to the entire scene, and
the renderer would examine the 3x3 area when overrides all per-object settings that are lower than this
determining the color and other values to assign to the global value. If an object has a higher shading rate,
pixel currently being rendered. Expanding this number Poser will use the object’s shading rate when rendering
that object.
times. 3x3 is considered a good default.
time, the renderer will render one such bucket area is possible for displacement deformations to exceed
at once. Increasing the bucket size increases the area the render bucket boundaries. In other words, even
being rendered at once but requires greater system though the actual geometry of a given object may be
resources. Use caution when enlarging the bucket entirely contained within the current render bucket,
beyond its default size, and monitor your system the object still may cross into adjacent buckets
resources. Note that Poser will automatically detect through the displacement of its surface. If a particular
displacement exceeds the boundaries of the currently
rendered bucket at any point, you will see a hole
bucket size and subdivide the buckets into smaller or patch crack at the affected location. To avoid
sizes. Smaller sized buckets require less RAM, but will this problem, the render engine takes into account
take longer to render. a volume exceeding the actual geometry when
determining whether or not an object is contained
• Minimum Displacement Bounds: This feature is enabled
only when Use Displacement Maps is checked the displacement bounds. Smaller bounds result in
in the Rendering Options window. The Minimum fewer objects within the current bucket and therefore
Displacement Bounds value is measured in Poser units faster rendering, but increase the risk of geometry
General Preferences dialog), and cracks along the bucket boundaries. Larger bounds
determines the amount of displacement the render will prevent cracks but will increase render time. The
engine anticipates. Displacement mapping is a above diagram illustrates this concept. In this case,
rendering technique that adds realistic bumps and the top of the pyramid exceeds the bucket bounds
indentations to surfaces. This is normally preferable to and will therefore be cut off, leaving a patch crack.
modeling deformations directly, since you can alter Poser will automatically determine the displacement
the displacement map (template used for calculating
displacement) rather than editing the object. the materials. If the shader tree is particularly complex,
Further, adding such detail directly to an object Poser might not be able to compute an appropriate
could exponentially increase its polygon count and value. In such a case, you should specify a higher
therefore greatly affect render time. When setting the value in the Minimum Displacement Bounds
Minimum Displacement Bounds, keep in mind that it
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settings.
Due to the number of interpolations and locations previously calculated and the distance to other
calculations required for this feature, the nearby objects.
practical use of indirect light in animation will be
dependent on the number of elements in your
scene and the quality settings set in your renderer.
• Low values result in shorter render times, with more • Watch the Pre-pass: During the IDL pre-pass, you’ll see
interpolation. red dots appear in the areas where indirect light is
calculated. The Irradiance Caching setting controls
High values achieve more precise results at the
how sparse or dense the calculations are. If the dots
expense of increased render times.
are too sparse, set the Irradiance Caching slightly
Indirect Light Quality: Indirect Light Quality higher and render again. Conversely, if the dots are
determines the number of rays used to calculate too dense you can reduce the Irradiance Cache
the indirect light. Higher values mean higher setting.
quality at the expense of longer render times.
• Smearing: If you see smearing in your scene, it
The renderer will perform one pass as it samples the light
probably means there is not enough detail being
rays. The pre-pass displays red dots in the places where
picked up in the indirect light. Increase the irradiance
indirect light is calculated explicitly. Following the pre-
cache setting to reduce the smearing.
light in night scenes, or light through windows or from for objectionable ambient glow, keep IDL enabled
lamps in interior scenes). but turn all lights off. Then render your scene. If you see
light being cast from undesired places, you’ll need to
• Shadows: For more realistic shadows, use Ray Traced adjust the ambience of the offending materials in the
shadows. For your main light, start with a Blur Radius of
around 10, Shadow Samples of around 40, and falloff materials, turn your lights back on and re-render.
set to constant. Also use a Shadow Min Bias setting
that is appropriate for your display units setting. For • Animation Considerations: When rendering out an
example, if your display units are in inches (as set in the animation while using IDL, make sure that multi-
Interface tab of the General Preferences dialog), set threaded rendering is not being used (set Number
the Shadow Min Bias to .1 inch. Adjust these settings as of Threads to 1 in the Render tab of the General
appropriate for your scene Preferences dialog). If you leave the setting at 2
or higher, your renders will come out jittery, as the
• Normals: Indirect light is always calculated in the shadows and lighting will not line up from frame to
direction of the normals. You will want to check the frame.
Normals Forward option (usually checked by default)
in the Poser Surface root material node. This option is To create a transparent object with an
discussed in “Root Material (PoserSurface) Node” on interesting glow, change the Transparency,
page 345. Transparency Edge, and Transparency Falloff
settings to .8 and mix with higher Ambient values
• Watch for Ambient glow: There are times when you and IDL features.
desire ambient glow from materials that are designed
to be self-illuminating (LED’s, computer screens, candle
light, an illuminated ceiling, and so on). There may be
other times when content uses colors or values in the
Ambient channel that cast undesirable light when IDL
is enabled. This is particularly noticeable in skin textures
a description of displacement maps, and “Chapter blurry. The amount of blur is directly related to the
14: The Material Room” on page 314 for information length of time that the camera’s shutter remains open
about the Material room (maps are added to nodes while taking the shot. In a similar manner, Poser’s
that are part of shaders). Motion Blur feature lets you give your animations
the illusion of motion, adding a whole new dynamic
and level of realism to your renderings. Checking the
3D motion blur checkbox enables motion blurring
for your scene when rendering. When this option
is enabled, adjusting the shutter open and close
times affects the amount of blurring. Please refer
to “Camera Parameters” on page 267 for more
information about the Shutter Open and Shutter Close
parameters.
Box: A Box
within a sampling region with a diameter equal to
Toon Outline.
Sinc: A Sinc
calculation to assign weight to samples within
Gaussian: A Gaussian
decreasing amount of weight to all samples within
wave effect is similar to ripples radiating from the
center point, where samples will be given weight
maximum reduction in weight occurring farthest
according to their relative positions with regards to
from the center of the sampling region.
the “crests” and “troughs” of the ripples.
approach white. The brighter it gets, the less click OK to store them. Render settings are saved when
sensitive gets. you save your scene. Clicking Cancel closes the Render
Settings dialog without storing your changes.
• Smoothing groups
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Crease Angle
Crease angle represents the angle between the normals
of adjoining polygons. The Crease Angle property
establishes a threshold up to which smooth shading will
be applied. In other words, if the crease angle threshold
is set to 70, smooth shading will be applied to all polygon
creases with angles smaller than 70 degrees. Polygon
creases with angles greater than 70 degrees will not be
smoothed.
You can specify the Crease Angle threshold in the
Properties
or object. By default, Crease Angle is set to 80 degrees for
all actors.
You can set crease angles for an element in the Properties
dialog.
Smoothing Groups
Global scene crease angles can be set in the General
Preferences dialog. You can use the Group Editor palette to establish
The following images provide examples of a sphere which smooth shading should be applied. This approach is
with crease angles set at 10 degrees and 80 degrees, useful in that it allows you to customize smooth shading at
respectively. the polygon level, and gives you the ability to have hard
edges intermixed with smooth creases. Smoothing group
settings will override the crease angle setting for those
Smooth Polygons Note that the render time polygon smoothing will not
In the render settings, smooth polygons activates polygon or smoothing groups. Thus, you can specify hard edges
subdivision to smooth hard edges at render time. If your
image contains visible rough edges because your polygon render time polygon smoothing to all other edges.
mesh is sparse, then the render time polygon smoothing
can render those edges smooth. See “FireFly Options
smoothing effect. On the left is a sphere with a crease
Settings” on page 442 for more information about
angle set to 80 degrees, with no polygon smoothing.
applying this option.
On the right is the same sphere with polygon smoothing
enabled.
Network Render Queue Using the Render Queue for a Single-Frame job
Rendering large and complex scenes (jobs) can take To send a single-frame job to the Render Queue, from the
a long time to process and monopolize your computer Main Menu, select Render > Render In Queue. The current
system. The Queue Manager distributes jobs between one frame with the current FireFly Render Engine settings will
or several nodes in a Network Render Queue. When you
use the Queue Manager for remote tasks, the Network format from the pull-down menu, and specify the output
Render Queue will distribute jobs based on the systems location. Click Save. This will submit the job to the Queue
that are available. You can send single-frame or multiple- Manager and add the job to the job list. Sending a job
frame jobs to the Queue Manager. to the Queue launches the Queue Manager if it is not
already running.
Sending Jobs to the Queue Manager When you send a single frame render to the
Once the Queue Manager is running on your system and/ appended by the frame number that you are
or on another network node, you can send jobs to render rendering. For example, if your project is on frame 30
in the Queue. Poser Pro will launch the Queue Manager if when you render a still image, the image that is
it is not already running on your system. However, in order rendered in the Queue will be named
process a job in the Network Render Queue, the Queue
Manager must be running on the remote system(s). will be overwritten.
Manager and add the job to the job list. Sending a job Using the Queue Manager
to the Queue launches the Queue Manager if it is not
already running. The Queue Manager has three sections: The Queue Menu,
the Job List and the Selected Job Panel.
Queue Menu
• Frame: Indicates the frame that is currently being • Go To Folder: Find the output location of your job
rendered. anytime by highlighting the job and clicking on the Go
To Folder. This will bring you to the output location.
• Start: Derived from the movie settings dialog (see
“Movie Settings” on page 426). • Order: Once a job is sent to the Queue Manager the
job will appear on the job list. You can change the
• End: Derived from the movie settings dialog (see order of the jobs by selecting <<Lower or Raise > > .
“Movie Settings” on page 426)
• Actions: Select a job from the Job List to change its
• Increment: Derived from the movie settings dialog (see status using the following actions:
“Movie Settings” on page 426).)
Cancel: Click Cancel to abort a job (Running,
• Host: Indicates the node this job came from. Waiting or Suspended).
The Selected Job panel. • All network cables are plugged in and the network is
functioning properly.
• Output Path: Displays the output location of a selected
job.
• Remote systems in the Network Render Queue are up Hardware Requirements for 64-bit
and the Queue Manager application is installed and
running.
Render Engine
• Mac OS X 10.7
64-Bit Render Engine
• Mac OS X 10.8
Poser Pro ships with 2 versions of its FireFly render engine: A
32-bit and a 64-bit version. Traditionally computers utilize • Windows XP x64
a 32-bit Operating System, which can only address a
• Windows Vista 64
limited amount of memory. However, there is an increasing
amount of computers that are equipped with a 64-bit • Windows 7 64
Operating System. If your computer has a 64-bit Operating
System, Poser Pro will use its 64-bit FireFly Render Engine to • Windows 8 64
access as much memory as possible.
Poser Pro will automatically select the appropriate Render
To utilize the 64-bit FireFly Render Engine, you must select Engine for your system. If you are using a 32-bit system and
Render in Background (Mac OSX, Windows) or launch the
64-bit version of Poser Pro (Windows only). If you are using a 64-bit system and render in FireFly, it will
use the 64-bit Render Engine. This allows the Render Engine
to access more memory thereby better utilizing available
memory.
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Gamma Correction and Linear To enable Gamma Correction, choose Render > Render
Settings, select the FireFly Tab and then check the
Rendering Gamma Correction Box from the Options Panel. The
default gamma value is 2.2 for most image formats. You
have the option to specify a custom gamma value in the
the gamma that has been applied to textures, and the
gamma that will be applied to exported images. This Gamma Correction Box is enabled.
allows you to perform linear rendering for improved
luminance accuracy.
When you create a new scene, the default setting for
Linear Rendering is 2.2. You must use the FireFly Render
Engine to set the gamma value. When you are opening a
document from a previous version of Poser, you will need
to enable the gamma correction if you want to perform
linear rendering.
a Gamma value of 1.0, ignoring whatever gamma value Set the Gamma Correction value in the Render Options
window.
Gamma Correction Per Texture Most all applications read and write
displacement maps linearly, even if the
Poser Pro’s Gamma correction on the Texture Manager format used might specify a different gamma value.
allows you to specify gamma values per texture, giving When you display a displacement map, it might
you the ability to exclude certain textures from scene-wide look slightly different from the effect it will end up
having on the geometry, therefore we recommend
with displacement or normal maps. that you adjust the Gamma Value to 1.0 for
Displacement Mapping, as well as for Normal Maps.
Also use 1.0 for Transparency, or whenever a
grayscale map is used to drive an effect.
Background layer in Photoshop. • Toon ID: The toon ID of the frontmost surface, where
each ID gets its own RGB color. Toon ID layers are
Photoshop.
Photoshop.
The render will export the nodes that are plugged into
these inputs on the Poser Surface Node. If nothing is
attached to the Poser surface node on these inputs, the there are no materials with connections to Custom_
output to PSD is as follows: output_2, checking this option will create a layer that
contains Specular only.
• Custom1: If your scene contains any materials that
have connections to the Custom_output_1 connector
on the PoserSurface Node, they can be rendered
to a Photoshop layer when you check this option. If
there are no materials with connections to Custom_
output_1, checking this option will create a layer that
contains Diffuse only.
After rendering the desired layers, you can bring the saved
Saving and Loading Presets
blend styles in the Layers palette to composite the layers
together to create interesting effects. Although FireFly settings are not saved with your Poser
scene, you can save and load FireFly Presets (including
both Auto and Manual Quality settings, as well as FireFly
Options settings). Simply click on the appropriate Preset
button along the bottom of the FireFly tab for the function
you wish to perform. The Load Preset and Delete Preset
buttons will display pop-up menus listing the presets that
shipped with your copy of Poser, as well as any additional
presets you may have saved. Note that if you make
changes to a loaded preset, your changes will not be
saved unless you use the Save Preset button to record
them. The Save Preset button will allow you to save the • Crease angles, as set in an actor’s Properties palette
current FireFly render settings with a name of your own or globally in the Document tab of the General
choosing. The Restore Defaults button will restore all FireFly Preferences dialog.
render settings to their default locations.
• Smoothing groups
Smoothing Groups
You can use the Group Editor palette to establish
Select the Grouping tool from the Editing Tools palette, Assign Smoothing IDs in the Group Editor.
which will bring up the Group Editor palette. You can
Once you have your groups established, simply click on Smooth Polygons
the Assign Smoothing ID button to designate the currently
selected group as a smoothing group. At render time, In the render settings, smooth polygons activates polygon
polygon creases between all adjoining polygons within the subdivision to smooth hard edges at render time. If your
same smoothing group will be smoothed. Polygon creases image contains visible rough edges because your polygon
between adjoining polygons in different smoothing groups mesh is sparse, then the render time polygon smoothing
will not be smoothed, and will therefore be rendered can render those edges smooth. See “FireFly Options
as hard edges. Thus you should take care as to which Settings” on page 442 for more information about
applying this option.
Spheres shown without (left) and with (right) polygon will be prompted to locate the Poser Pro application using
smoothing. the standard File Chooser. Navigate to where the Poser
Pro application is installed, select Poser Pro and click OK.
Manager and add the job to the job list. Sending a job
to the Queue launches the Queue Manager if it is not
already running.
Using the Queue Manager • Send Jobs to Network: Enabling or disabling Queue
> Send Jobs to Network,
The Queue Manager has three sections: The Queue Menu, Queue Manager will distribute jobs to other systems.
the Job List and the Selected Job Panel.
• Accept Jobs from Network: Enabling or disabling
Queue Menu Queue > Accept Jobs from Network,
or not the Queue Manager will process tasks from
other systems. Local jobs will always have priority.
distributed for processing.
• Show Log Panel: Enabling Show Log Panel lets you see
a detailed log of the jobs being processed. The Log
can be useful for troubleshooting and tracking how
other machines are being utilized.
Job List
• Status:
Done: The job is processed and is shown on the job • Output Path: Displays the output location of a selected
list for reference. job.
• Go To Folder: Find the output location of your job • Remote systems in the Network Render Queue are up
anytime by highlighting the job and clicking on the Go and the Queue Manager application is installed and
To Folder. This will bring you to the output location. running.
• Actions: Select a job from the Job List to change its • If you are unable to resolve a network communication
status using the following actions: issue, contact your Network Administrator.
Most all applications read and write the auxiliary render data options that you want to include
displacement maps linearly, even if the
format used might specify a different gamma value.
When you display a displacement map, it might image in Photoshop you will see the full render as the
look slightly different from the effect it will end up Background layer. Each additional data option that you
having on the geometry, therefore we recommend checked will appear on its own individual Photoshop layer.
that you adjust the Gamma Value to 1.0 for
The Render Options section of the Render Settings window
Displacement Mapping, as well as for Normal Maps.
includes an Auxiliary Render Data drop down menu that
Also use 1.0 for Transparency, or whenever a
allows you to select from the following options:
grayscale map is used to drive an effect.
texture.
Photoshop.
• Toon ID: The toon ID of the frontmost surface, where ZDepth layer in Photoshop.
each ID gets its own RGB color. Toon ID layers are
Photoshop.
Photoshop.
After rendering the desired layers, you can bring the saved
Custom 2 layer in Photoshop showing custom adjustments to
the two characters in the scene.
blend styles in the Layers palette to composite the layers
together to create interesting effects.
• Custom3: If your scene contains any materials that
have connections to the Custom_output_3 connector
on the PoserSurface Node, they can be rendered
to a Photoshop layer when you check this option. If
there are no materials with connections to Custom_
output_3, checking this option will create a layer that
contains Shadow only as shown below.
Chapter 20: The Sketch You can save Sketch Designer renders and reload them
later for further work. The Sketch Designer also lets you
Sketch Elements
The Sketch Designer recognizes three distinct divisions
within your scene:
your scene.
Presets Checkboxes
You can use the Presets pop-up window above the The Sketch Designer has three checkboxes:
preview tab to select one of the available preset sketch
styles. You can also use the sliders and other options to • Over Black: Checking the Over Black checkbox
renders your scene over a black background with
white strokes. When disabled, the background is white
The Presets pop-up also allows you to create and remove
with black strokes.
sketch presets. To create a preset, adjust the sketch style
to your desired settings, then select Presets > Create • Auto Density: Checking the Auto Density checkbox
Preset. Enter a name for your preset and click OK. Your causes stroke density to reach an automatic density
new preset will appear in the Presets menu. based on the current scene, ignoring the Density slider
The Presets pop-up also allows you to create and remove setting (see below). When disabled, the density is
sketch presets. To create a preset, adjust the sketch style calculated based on the Density slider setting.
to your desired settings, then select Presets > Create
• Colored Strokes: Checking the Colored Strokes
Preset. Enter a name for your preset and click OK. Your
checkbox causes sketches to be rendered in color.
new preset will appear in the Presets menu.
When disabled, sketches are rendered in black and
To delete a preset, select the preset you wish to delete white.
using the Presets menu, then select Presets > Delete
Preset.
Brushes
The Delete Preset option allows you to
remove the sketch presets included with The Sketch Designer
Poser. Once deleted, you must reinstall Poser to available using the Brushes pull-down menu. For
restore your factory default sketch presets. maximum effect, try using these brushes with both the Min
Width and Max Width sliders set to higher values.
• Density: The Density slider controls the density of lines • Stroke Tail: The Stroke Tail slider determines the
in the sketch. amount of taper at the stroke’s tail.
• Line Random: The Line Random slider controls line • BG Direction: The BG Direction
randomizations. Higher settings result in more randomly direction of the background strokes.
shaped lines.
• Auto Spacing: The Auto Spacing slider controls the
• Color Random: The Color Random slider controls color amount of space between strokes if the Auto Density
randomizations. Higher settings result in more random option is enabled.
colorization.
• Color Blend: The Color Blend slider determines how
• Opacity: The Opacity slider determines the clarity of much color in the Document window will be blended
lines. Lower values create more transparent strokes. into the sketch.
Part 5: Animating
remains jerky after editing keyframes and all other efforts dialog appears, allowing you to browse to your desired
at smoothing it out, selecting Animation > Quaternion
Interpolation can possibly help. This option should be
toggled on as a last resort.
Skip Frames
Selecting Animation > Skip Frames toggles skipping frames
on and off. This option can help speed playback.
Mute Sound
Selecting Animation > Mute Sound toggles sound muting
during animation playback. A check mark appears when
muting is enabled, and vice versa.
Clear Sound
Selecting Animation > Clear Sound deletes the sound
previously imported into your Poser scene.
Chapter 22: Animating but hard to master. Start with short simple movies and work
up as your skills improve. The results may surprise you!
with Poser
Animation Overview
At its simplest, the animation process is as follows:
your scenes. You can use your work in multimedia projects,
on the Web, and in videos by exporting rendered results to 1. Decide how many frames you want in your animation.
Windows AVI, Macintosh QuickTime, or Flash movie format. One way to do this is to decide how long your
AVI movies are rendered in 32-bit color, which by default animation will be in seconds, then multiply that by
includes an alpha channel (mask) for each frame. This the your desired number of frames per second (frame
can aid in compositing the animation with other movie rate).
footage. QuickTime movies can also contain an Alpha
2. Create a starting pose.
channel if set to render at millions of colors.
Once rendered, exported animations can be opened and 3. Select your next keyframe.
edited in post-production tools such as Adobe Premiere
and Adobe After Effects, where you can edit sequences 4. Create a new pose.
and add special effects. While you can create long
5. Repeat Steps 3 and 4 until your animation is complete.
animations, we recommend creating a series of shorter
animations and piecing your scenes together using an Poser uses a technique called keyframe animation to
editing application. Real movies follow this guideline as simulate motion based on a series of still poses. You set up
well: Each time a camera angle changes, you’re seeing a a series of poses at different points in time. These are the
new take of a scene or a different scene altogether. This
includes cases such as conversations, where the camera is keyframes to create the illusion of motion. This keeps you
switching back and forth between the participants. Poser
includes many powerful tools designed to help you create create a motion, such as is done in stop-frame animation,
stunningly realistic animations. Animation is easy to learn
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where each frame is individually positioned (many etc. Please refer to “About Props” on page 232 for
“Claymation” movies use stop-frame animation). more information about props.
What can you animate using Poser? Just about everything! • Deformers: You can animate magnets, waves, morph
Here are some examples: targets, and parameters. Please refer to “Using
Deformers” on page 672 for more information about
• Figures (humans, animals, clothing, etc.): If you can
deformers.
imagine a motion, you can create it using Poser!
Please refer to “Chapter 9: Posing Figures” on page • Force Fields: You can animate Force Fields to create
186 realistic wind effects for strand-based hair and
and to “Posing Animals” on page 223 for some dynamic cloth. Please refer to “Wind Force Fields” on
information about posing animals. page 690
• Hands: Gestures and small motions add incredible • Materials: You can animate material shaders as
realism to videos. Many amateur animators ignore described in “Part 3: Materials” on page 296.
hands when animating, which subtly detracts from
your scene’s realism. Please refer to “Posing Hands” on • Walk Paths
page 221 for information about posing hands. walk along, as described in “Creating a Walk Path” on
page 526.
• Faces: Animating faces can add emotion and power
to your scene and can also mimic speech. Please refer • Background: You can animate the background using
to “Posing Faces” on page 217 for more information the Material room. Please refer to “Part 3: Materials”
about posing faces. on page 296 for more information about the Material
room.
• Props: You can animate props by moving them about
the Poser workspace, parenting them to other actors,
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• Movie nodes: You can play movies on any object using • Animation controls: The simple, single channel
movie nodes in the Material room. Animation controls allow you to create quick click-
and-drag animations as well as preview your work.
By default, your animation moves over the Document
Access the Animation controls by clicking the handle
window’s background. You can have still or animated
at the bottom of your Poser workspace. See “Using
backgrounds in your scenes. Please refer to “Importing
the Animation Controls” on page 496 for more
Background Pictures” on page 845 and to “Importing
information.
Movies” on page 844 for more information about
backgrounds in Poser scenes.
If not displayed, choose Window > Animation
Controls to show the Animation Controls.
Inverse Kinematics
used them.
You can use IK or not in your animations, however it is a
Animation Tools • Graph: Each actor in your scene has a Graph for each
of its possible motions, allowing you to exercise minute
control over your animations. Access the Graph for any
parameter by using the desired parameter dial’s menu
you wish in your animation. Entering a larger number 3. Raise the arm using the Editing tools.
lengthens your animation and vice versa. Shortening
animations will cut the excess frames from the end. For 4. Move the scrubber to a later point in time/frame
example, if you reduce an animation from 120 to 90 number.
Camera animation must be enabled for the • First Frame: Clicking the First Frame button moves to
currently selected camera In order to
automatically record keyframes. If animation is
disabled, you can add keyframes manually (see • End Frame: Clicking the End Frame button moves to
following subsection). the last frame in your animation.
Keyframe Controls
In most cases, Poser’s automatic animation engine records
keyframes as you create animations. Sometimes, however,
you’ll want to manually add keyframes, such as when
camera animation is disabled. It is important for you to
track the status of camera animation, as you could create The Keyframe Controls.
a series of keyframes without realizing that the animation is
off. As mentioned above, if camera animation is disabled,
you must manually add keyframes in order to record them. • Previous Keyframe: The Previous Keyframe button
returns to the previous keyframe.
necessitate recording additional keyframes. For example,
• Next Keyframe: The Next Keyframe button advances to
the next keyframe.
20, with Poser calculating its position for the tween frames.
• Edit Keyframes: Clicking the Edit Keyframes button
Frame 15.
opens the Animation Palette, discussed next.
The Keyframe controls allow you to quickly and easily add,
preview, and remove keyframes within your animation. • Add Key Frames: Clicking the Add Key Frames button
From left to right, the Keyframe controls are: adds a keyframe at the current frame number. For
example, if you have existing keyframes at Frames
15 and 30, you could drag the Scrubber to Frame 22
and insert a keyframe by clicking the Add Key Frames
button. You can also insert a keyframe by moving to
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any frame in your animation and making a change described above. To close the palette, either select
in your scene. This change will automatically be Window > Animation Palette again, or click the small box in
recorded as a new keyframe. the upper left corner.
The upper section of the Animation palette contains
• Remove Key Frames: Clicking the Remove Key Frames
several controls that appear on all three tabs. These are as
button removes the currently selected keyframe. For
follows:
example, if your character’s arm is over his head in
Frame 1, down at Frame 15 and out to the side in
Frame 30 and you remove the keyframe in Frame Common Controls
Several controls and options are common to all of the
side. To delete a keyframe, use the Next Keyframe tabs in the Animation Palette. These options are discussed
or Previous Keyframe buttons to locate your desired below.
keyframe, then click the Remove Keyframe button.
Current Layer
narrower, or toward the right to make the grid wider. second. To change the scene frame rate, you can either
click the current frame rate and enter your desired number
in the text box that appears or click the arrow to the left of
the current frame rate and make your selection from the You can also set the output frame rate using
Frame Rate pull-down menu. Choices are 12, 15, 18, 24, 25, the Movie Settings window ( “Chapter 24:
30, 50, and 60 frames per second. Some common frame Rendering Animations” on page 559). This setting is
rate settings are: independent from your scene frame rate, as
Animation palette (see above).
• NTSC: 30 Additionally, you can generate a quick preview
render by specifying the Every N-th Frame setting in
• PAL: 25
the Movie Settings window. Again, this setting is for
output purposes only, and is independent of your
• Film: 24
scene frame rate.
• Flash: 12 (recommended) or 15
Frame
Play Controls
Play Range
Animation Palette Options Menu • Loop Interpolation: Selecting the Loop Interpolation
option toggles loop interpolation on and off. Please
Clicking the Options arrow at the top right of the refer to “Loop Interpolation” on page 491 for more
Animation Palette opens the Animation palette Options information.
menu, which contains the following options:
• Quaternion Interpolation: Selecting the Quaternion
Interpolation option toggles quaternion interpolation
on and off. Please refer to “Quaternion Interpolation”
on page 491 for more information.
Keyframes View previously created using the Animation controls, for the
The Keyframes view is where you edit the keyframes in your currently selected animation layer. Please refer to “Layers
animation. It shows the layout of the keyframes and allows Tab” on page 516 for more information about animation
you to set and move between them. You can also play layers. If you wish to see the keyframes contained within a
animations directly from this palette. The Keyframes tab different animation layer, select the name of the new layer
appears as follows: from the Current Layer pop-up menu. In addition to the
controls described above, the Keyframes tab contains the
following elements:
Keyframe Controls
The Keyframe controls are almost identical to their
counterparts in the Animation controls. The main
difference is that the keyframe controls in the Keyframes
palette feature a button that allows you to open the
Graph palette.
Keyframe Controls.
side. To delete a keyframe, use the Next Keyframe
or Previous Keyframe buttons to locate your desired
• Previous Keyframe: The Previous Keyframe button
keyframe, then click the Remove Keyframe button.
returns to the previous keyframe.
• Skip Frames: Check this radio button to skip frames
• Next Keyframe: The Next Keyframe button advances to
during playback. This helps conserve system resources
the next keyframe.
while previewing your animation before you render it.
• Show Graph Display: Clicking the Show Graph Display
button opens the Graph, discussed in “Using Graphs”
Using Graphs
on page 505.
When you double-click a keyframe, the Graph palette for
• Add Key Frames: Clicking the Add Key Frames button
that keyframe appears. An element’s Graph palette allows
adds a keyframe at the current frame number. For
you to perform precise edits on keyframes and modify the
example, if you have existing keyframes at Frames
interpolation methods used in your animation. The Graph
15 and 30, you could drag the Scrubber to Frame 22
palette contains the following functions:
and insert a keyframe by clicking the Add Key Frames
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can also add keyframes by clicking the point on the line • To move keyframes, select the keyframe(s) you want
where you want to insert the keyframe. to move, and drag forward or backward in the
timeline to a new location.
The Current Frame indicator is a visual reminder of the
frame you’re currently working on. To select a keyframe,
• To add a keyframe, drag the Current Frame indicator
click the Next Keyframe or Previous Keyframe button,
to your desired location and click the Add Key Frames
as appropriate, click a keyframe indicator, or drag the
button.
Current Frame indicator to the frame you wish to edit. Click
and drag a rectangle to select a range of frames. • To delete a keyframe, move the Current Frame
indicator to the desired keyframe and click the Delete
Key Frames button.
Spline Interpolation.
for blending different interpolation styles. For example, the Stop button. Click the button again to toggle its
a bouncing ball moves in a smooth arc until it hits the functionality off.
Breaking interpolation.
Selecting elements to change.
Skip Frames
Elements List/Timeline
Clicking the Skip Frames radio button enabling this
option drops frames when previewing your animation, The Elements List displays a list of all elements in your
speeding up playback. Click the button again to toggle its scene. The Timeline Area displays your animation frames
functionality off. and all of the keyframes stored for each body part/
prop/material/etc. Keyframes appear in red, with tween
(interpolated) frames appearing in different colors
Loop according to their interpolation type (see “Selecting
Interpolation Types” on page 506). You can expand
Clicking the Loop radio button causes your animation
and collapse element listings by clicking the triangles
to repeat itself continuously when playing until you click
next to elements in the list. Each element can be further
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Adding & Removing Keyframes 2. Select the frame or point in time where you wish to
remove the keyframe.
Poser-created interpolation (tween) frame. You can add 3. Click the Delete Keyframes button.
keyframes for the entire scene or the selected element
by checking either the This Element or All Elements radio
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perfect step. Although Poser does not limit how you copy
and paste keyframes, you should avoid mixing data
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4. Click OK
Layers Tab
Animation layers, also known as non-linear animation,
provide you with the ability to separate different parts of
The Resample Keys dialog. an animation into independent pieces, which can be
individually edited, moved, or even hidden, with respect to
• Modify: Check the appropriate radio button to sample the entire animation. At render time, the various layers are
keyframes for the Current Element (prop, body part, composited together into a single animation, according
etc.), Current Figure Everything Layers tab on the Animation
(entire scene). palette contains the controls that allow you to create,
Base Layer
layer will exist; this is known as the Base layer. The Base
layer is always present, and if you wish, you can create
your entire animation just in this single layer. The frame
count of the Base layer is equivalent to the length of the
entire animation. The Start frame of the Base layer is always
Frame 1, and the End frame is the last frame in the entire
animation. Thus, changing the End frame of the Base layer
changes the length of your animation, which will affect
any other layers whose End frames coincide with the End
frame of the Base layer.
• New: Click the New button to create a new animation of the layers as well as where each layer is placed in the
layer. timeline of the entire animation. The Layer controls are as
follows:
• Delete: Click the Delete button to delete the currently
selected animation layer. This feature is disabled when
the Base layer is selected.
• Include in Playback: Check or uncheck this option to Blend out frames settings allow to you specify over
include or exclude the selected clip when you preview how many frames the linear blend will occur. The
your animation. Blend In/Out frame count is indicated on the layer
segment display as an additional shaded segment
• Start/End Frame: The Start frame and End frame attached to either the beginning or end of the layer
controls allow you to specify the Start and End frames segment.
for the selected layer. While the Base layer always
equals the length of the entire animation, other layers
can be of any length up to the entire animation layer is a gradual movement, then the Blend
length, and can start and end at any point within the feature may not be effective, particularly if the
duration of the animation. You can change the Start Blend In/Out frame counts are set too low.
and End frames by clicking on the frame number
• Blend In/Out Frames: The Blend In/Out feature allows actor will replace any actions on the same
you to gradually blend an animation layer into, or parameter, on all layers below the selected layer.
out of, the full animation. This feature could be used, For example, let’s suppose that Layer1 is below
for example, to create the effect of wind gradually Layer2 in the animation layer hierarchy. Let’s also
picking up or fading away. The Blend in frames and suppose that in Layer1 James’ chest is twisted
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Setting Animation Set Attributes other. In reality, however, it is an incredibly complex motion
involving a variety of muscles in the legs, torso, arms–
The Attributes button is for use with Python scripts. You can practically the entire body. Thus, creating an accurate
add any arbitrarily named attribute with an associated walk simulation entails a great deal of precision posing.
value. Using Python scripts, you can use these attributes Poser’s Walk Designer allows you to bypass most of this and
any way you wish. For example, you could create a create a realistic walk using just a few simple steps.
The Walk Designer has two sections. The upper set of workspace’s foreground, background, and
controls creates the walk’s larger motions, while the shadow colors, as well as tracking mode.
lower set lets you set up the walk’s secondary motions. To
preview a walk, click the Walk button at any time while
using the Walk Designer Figure Types
and the button will change to Stop.
This step is optional, however it can address potential
issues such as irregular or jerky motions in generated walks.
Views Load button in the Walk
Designer and use the standard Open dialog to locate your
As you can see in the previous graphic, the Walk Designer
“Appendix B:
includes a real-time preview of the walk being created. As
Poser File Structure” on page 918 for more information
• Path: If your scene has more than one walk path, you
can use the Path pull-down menu to specify the walk
path to use.
along the walk path. One Step Ahead keeps the head
aligned with the body and produces the most head
movements. End of Path
looking at the end of the walk path no matter where
it leads. Next Sharp Turn aligns the head to the turns in
the walk path, the head only moving when the path
curves.
about the Poser workspace. Create the path, design the Shaping Curves
end, stopping at the end.
and drag control points to shape your path any way you
To create a walk path, Select Figure > Create Walk Path.
like.
A default path appears in the Poser workspace. We
recommend shifting to the Top camera and zooming out
to get the best view of your scene and walk path, but you
can work using any camera you like. The following image
shows a default walk path.
Sound If you selected the LipSync Audio option, the Talk Designer
Poser allows you to import sounds, which play when refer to “Syncing Sound & Motion” on page 530 for
your animation plays. This is a great way for you to add information on working with imported sounds.
soundtracks, speech, etc. to your animations. To import
a sound clip, select File > Import > Sound and use the
based on the current frame rate selected.
standard Open dialog that appears to locate your desired
calls for more than one sound, edit your desired sounds Editing Sound
together in an audio editing application and create a
Sound duration appears in the Sound Range bar at the
bottom of the Animation Palette. You can clip imported
sounds by shortening the sound bar. However, if sound
Importing Sound playback begins at any frame other than 1, the beginning
of the sound will be clipped.
Selecting either File > Import > LipSync Audio or File >
Import > Sound allows you to import WAV, MP3, and other
audio format sound clips that you can use as a soundtrack
for your animation. Imported speech or sounds are added
to the beginning of your animation and play every time
you play your animation. Upon selecting this option, a
standard Open dialog appears, allowing you to select the
The sound range is displayed at the bottom of the Animation A sound appears as a waveform in the Graph palette.
Palette.
To specify start and end frames for the sound, drag arrows
on either side of the sound bar.
Using the Talk Designer
Poser’s Talk Designer automates the task of animating
Syncing Sound & Motion facial features for speech. The Talk Designer synchronizes
morph targets, Emotional Tweak controls, and powerful
The Graph palette displays a graphic representation of the eye and head motion modelling algorithms with your
changes in sound occur. You can use this information to expressions for speech.
position keyframes in your animation. Simulate speech by
The Talk Designer Talk Designer
matching peaks in the waveform with changes in mouth
palette. Choose Window > Talk Designer to open the
position, as shown above. To display waveforms in the
palette.
Graph palette, open it as described in “Using Graphs” on
page 505 and click the Toggle Sound Display button to Select File > Import > Lip Sync Audio
toggle waveform display on and off. as described above. At the end of the import process, the
Select Window > Talk Designer to open the Talk Designer • Language: If you add supplemental text, use the
palette at any time. Language pull-down menu to specify the language
used. In order to select another option from the
Language menu, you must have text entered in the
Supplemental Text
will have the option to select English, French, German,
The Talk Designer palette settings are described in the
or Japanese.
Talk
Designer to your satisfaction, click the Apply button at the
•
bottom of the palette to generate a lipsync animation
information about which phonemes (speech sounds)
Input Files
• Supplemental text: For better accuracy, we that was created with a different morph target setup,
recommend that you include the text of the spoken
words in the Supplemental text
alternative language. You can click the “...” button to folder that accompanies your Poser installation. Doing
browse to a text document, or click on the “+” button Talk
to open a text box and enter the text directly. Designer palette. Alternately, you can click the “...”
button to browse to the location of the viseme map
can use the Enunciation slider to raise or lower the • Create head motion: People naturally move their
degree of reaction, to counteract or supplement heads during speech, which means that adding head
the automatic viseme adjustment. Move the slider motion to your animation can yield more realistic
to the right to increase enunciation, or to the left to results. Check the Create head motion checkbox
decrease. to have Poser add head motion to your lipsync
animation for you.
Head Motions
Emotional Tweaks
• Eye Blink Rate: The Talk Designer can add intermittent
The Talk Designer includes six Emotional Tweaks, which
eye blinks that have been modeled on studies of
are morph targets that can be used in conjunction with
actual human blink rates, in order to animate blinks
speech. These morph targets are based upon facial
realistically in relation to the animation of speech. The
expressions associated with the following emotions:
Eye Blink Rate slider allows you to specify an average
blink rate, measured in blinks per minute (BPM). To • Anger
change the average blink rate, simply click and drag
the slider, or click on the numerical value in the text • Disgust
box and enter a number directly. The default value
is 12.5 BPM. A setting of zero (0 BPM) disables the • Fear
automatic blink feature, which means that with this
• Joy
setting you must animate all eye blinks manually.
• Sadness
• Create eye motion: When people speak, their eyes
generally look in different directions with relation to • Surprise
their subject matter and surroundings. Adding eye
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during the lipsync animation. Feel free to mix and match other keyframe (see “Editing Keyframes on the Timeline”
the Emotional Tweaks on page 512).
needs. To adjust the values, you can either move the
sliders to the right or left, or you can click on the numerical
value to the right of the slider and enter a number directly.
data. Choose the Scripts > Utility >
dropFigToFloorAllFrames command for a useful
Importing BVH Motion Capture
Files all keyframes.
Selecting File > Import > BVH Motion allows you to import
Advanced Animation Techniques
Import dialog appears, allowing you to select your desired
This section is where we stop talking about technical
details for a moment and focus on a few artistic
considerations. Editing animations is pretty easy work in
consult the developer’s readme or documentation.
and of itself. Getting your animation to look just the way
Developers such as Biovision or House of Moves will provide
you want it and adding realism are the hard parts. A jerky
arms are aligned in the X or Z axis during import. The align
motion can become realistic if you keep a few simple
axis is determined at the time of recording. Choose the
techniques in mind.
Keyframes and Timing Now that the major motions are roughed in, let’s add
some detail. For example, add the hip swings, shoulder
How should you space keyframes? Begin by considering tilts, etc. The subtle details may not be overly noticeable,
time and frame rate. Space keyframes so that the motion but your viewers will pick up their presence or absence
looks natural at the selected frame rate. For example, if though they may not be able to tell you what’s wrong
you have a motion that requires 4/5 of a second, you’ll with your animation if these elements are not present.
need 24 frames at 30fps, 20 frames at 24fps, 9 frames at Poser’s Animation palette and graph (described in the
12fps, etc. The basic formula is frame rate (in frames per
second) times motion duration in seconds = number of transitions don’t occur in all movements. For example,
frames required. when a bat strikes a fast-moving baseball, there is an
immediate change in direction. This is an animation where
linear interpolation might be better suited. You can adjust
Creating Realistic Motion splines in the Graph palette, or change interpolation
types to create motions. You can adjust splines or change
Now that you’ve gotten the number of frames required for
interpolation types in the Graph palette.
a motion down, what’s next? Break down the motion into
component parts. For example, look at a baseball player By working this way, you can create any kind of action
and can make that animation look as realistic as possible.
moving. Upon closer inspection, however, you see that the
entire body is in motion. Some movements, like the arms
and legs, are more pronounced that others. So, begin with
Animatable Origins
The Animatable Origin option appears in the Properties
adjustments. Using our baseball player example, you could
palette when a prop is selected, or when a body part on a
start with two keyframes: One at the beginning of the
swing, the other at the end.
Previewing this animation with only two keyframes would
probably give you a pretty good result, however the
details are where your animations will shine.
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dialed in and the arm is raised up, the arm rotates through When using animatable origins, you will get
the shoulder.
After you convert your body parts into weight maps, use
the Properties palette to set the Animatable Origin option
on for each origin you need to change. You’ll also want
to make sure that the Display Origin option is checked so
that you can see and position the origin. When viewed
in Outline display mode, you can easily see which origin
points need to be adjusted when the morph is dialed in.
When the upper arm on the morphed character is rotated,
its joint .center is no longer appropriate for the morphed body
shape.
Original joint centers as they appear in relation to the The Dependent Parameters editor will track positions of the
morph. Origin X, Y, and Z dials after “Start Teaching” is pressed.
The Dependency Editor, discussed in “Using Dependent
Parameters” on page 726, allows you to link the morph After you adjust the X, Y, and Z origin of the current joint,
with the new positions of the joint centers. For example, click Stop Teaching. Select the next joint you want to edit,
after the “Alien Andy” morph is dialed in, you would and Start Teaching again.
open the Dependent Parameters editor and click Start
Teaching to record the new positions of the joint centers DO NOT use Figure > Symmetry to copy the
that you want to change. Any changes you make to the new joint positions to the other side of the
joint positions are changed in the Dependent Parameters body. Doing so will copy the positions of all joints
into the Dependent Parameters editor.
Continue as such until all of your joints are adjusted. They Long/Complex Animations
will all be recorded in the Dependent Parameters editor.
After you have them all set up, click Stop Teaching again. If you are trying to make a long movie or one that
After all of your joints are positioned you will see the incorporates changing cameras, you should create small
morphed character pose much more naturally, and the clips and edit them together in a video editing application
way it is supposed to. such as Adobe Premiere.
Creating a Simulation
The Physics Simulation palette allows you to create one
or more physics simulations in your Poser project. Each
the effects of those settings in real time. Check the Live Keyframes that are added to the Animation
Simulation option to preview how your simulation settings Palette after calculating a simulation will be
and weight painting affect the physics objects in your removed when you click the Clear Simulation
scene. The live previews are especially helpful while button.
you paint constraint maps that control how the objects
respond to gravity, motion, and collision with other objects.
Use the Animation > Recalculate Dynamics >
Live simulations do not add keyframes to the All Physics menu command to calculate all
Animation Palette. of the physics simulations in your current project.
Calculating Simulations
Click the Calculate Simulation button to calculate your
simulation frame by frame for the currently selected
simulation. Keyframes will be added to the Animation
palette for each object in the current simulation.
• Choreographed
animated objects in your scene that the dynamic
objects will collide with. See “Physics Object Types.”
on page 544.
The Select Objects dialog allows you to assign the objects in
• Rigid Dynamic is used for hard-bodied objects that your scene to one of three types of objects.
will have physics applied to them. These objects will
maintain their shape when they interact with other When you assign physics objects in your scene, keep in
objects in the scene. See “Rigid Dynamic Objects” on mind that you don’t have to assign every object in your
page 545. scene as a physics object. For example, if your scene is
composed of many walls and furnishings inside a room, the
• Soft Dynamic is used for soft-bodied objects that will only objects that you need to assign to the current physics
have physics applied to them. The shape of these simulation are those that will directly come into contact
objects are affected by collision with other objects in
the scene. See “Soft Dynamic Objects” on page 545.
Choreographed Objects
Choreographed objects are those which either remain
stationary or are animated manually with keyframes. When
assigning choreographed objects, you only need to assign
the objects that you expect the other physics objects to
collide with.
balls, and a cloth plane. Only two objects in the scene are
assigned as choreographed objects: the ground, and the
large box in the center. These two items will not move, and
the other objects in the scene will collide against them.
scene.
duplicated object will automatically be added to the • Apply Velocity from First Frame: If an object is
animated up to the starting frame of a physics
object to the Library with its physics properties, and then simulation, check this option to set the initial velocity of
add it from the Library to the current simulation. the object to be the same when the simulation starts.
For example, if you want a bowling ball to move at a
certain speed and direction, move the frame before
you want the physics to take over. Advance to the
and direction that you want the ball to move. This will
set the base velocity which will be taken into account
when the simulation is calculated.
objects they collide with. Penetration can occur if the • Rotational Damping: (Hard Body objects only). Similar
margin is set too low. to linear damping, except that this setting controls
the amount of energy that is lost during each iteration
The Collision Margin setting is related to your when an object is rotating or spinning.
preferred units. which are set in the Interface
tab of the General Preferences dialog, described in • Mass: (Hard and Soft Body objects only). A relative
“Interface Preferences” on page 36. For measurement that affects how objects of a higher
example, if you have your preferred units set to mass interact with objects of a lower mass. Items with
Millimeters, the value 5.0000 will represent 5 a lower mass setting will accelerate more after a
millimeters. collision than items of a larger mass. Stronger forces will
be needed to move objects that have a higher mass.
When objects with a higher mass interact with objects
• Friction: Lower friction amounts cause objects to move
of a lower mass, the objects of lower mass will move
more easily over other objects. A value of 1 will make
more easily. Using the example of a bowling ball and
the object very sticky, and a value of 0 will make the
pins, the mass of the bowling ball (example: 16 units)
object more slippery.
should be set higher than that of the pins (example: 2
• Bounce: Low values make the object less bouncy; units) in order for the pins to react appropriately when
higher values make the object more bouncy. When the ball strikes them.
bounce is set to 0, the object will not bounce. A value
• Internal Pressure
the internal pressure of the object. Objects that have a
• Linear Damping: (Hard and Soft Body objects only). greater internal pressure will collapse upon themselves
The amount of energy that is lost during each iteration less than objects that have a smaller amount of
when an object moves linearly (such as from side to internal pressure.
side). Without damping, the object will appear to
• Linear Stiffness: (Soft Body objects only). Lower the
vibrate in the scene. A value of 1 will absorb shock. A
linear stiffness to make the object more stretchy;
value of zero will remove damping from the object.
increase the value to make it more stiff.
Simulation Settings
Click the Settings button in the upper section of the
simulation.
• Self Constraint
to physics calculations. Each object can have only
one self-constraint. After you add a self-constraint, all
vertices are initially set to fully dynamic. Use the vertex
painting tools to constrain the vertices that you paint.
animated constraint:
Soft bodied objects may drift away from the • Limited Object Constraint: Constrains one rigid object
handle during simulation. Adding a second to another so that they move together, and also allows
Object Constraint between the same two objects you to limit rotation or translation in the X, Y, and/or Z
may improve performance. direction. The Limited Object Constraint can only be
applied to a Rigid Body object. Again, you have two
When you click the Live Simulation or Calculate rigid boxes, named Box 1, and Box 2. You want them
Simulation button you should see your objects to connect together at a certain point, but you want
moving together. For example, you can drag Box to limit the rotation of Box 2 to the Z axis:
1 around, and Box 2 will automatically follow it. Select Box 2, and click the New button in the
Constraint tab to create a Limited Object
Constraint for this object.
The lower section allows you to set the limits for the
X, Y, or Z translations and rotations. In this example,
we want to allow rotation only on the Z axis. The
X and Y axis rotations are set to 0 minimum and
Move Box 1 and Box 2 will follow it. maximum.
Paintbrush tool.
• Where no color appears, the object will be 100% Cloth plane with self constrained vertices fully (left) and
affected by the dynamics in the physics calculations. partially (right) across the top.
•
The Dynamics Weights palette contains the following
will be affected by dynamics the most; brighter colors
sections and settings:
appears beneath the option. 3. Select the constraint that you want to delete from the
list of available constraints (which appears just above
the paintbrush).
Deleting a Simulation
the simulation that you want to delete from the list in the
Simulation Palette. Then click the Delete button in the
upper section of the Physics Simulation palette.
AVI DV format will produce a 720 x 480 pixel Media Player for Windows Vista does not support
your project render settings are not set to the same party media player that runs under Windows Vista
and has WMV support.
2D Motion Blur: This option provides realistic 2D 5. Specify your desired export Resolution Scale. The
motion blurring effects to images and animations Quick-Scale pop-up menu offers quick access to four
rendered with the FireFly or Preview render different render scale options: Full Size, Half Size,
engines. Use the Blur Amount value to customize Quarter Size, and Preview Size.
the results of this effect.
4. Click the button in the lower left corner of the Movie Note that the Resolution Scale feature is not
Settings tab to open the Render Dimensions dialog. intended to replace the Frame Size value,
Enter the desired dimensions for your movie. but rather is a tool for facilitating quick render
previews, as the smaller scale render sizes require
less time to calculate.
15-frame movie beginning 35 frames into the total takes half the time as rendering every frame, and
animation. so on. Specify your desired “N” value in the box.
Increment: Click the appropriate Increment radio 7. Click the Make Movie button to open the Save Movie
button to specify how many frames to render in dialog box, which allows you to browse for your
your movie output. Your choices are as follows: desired folder, then click the Save button to save
your new animation to the selected folder. Animation
All Frames: Clicking the All Frames button will renders can take some time depending on your
scene, animation settings, and computer, so please
by the movie’s frame rate. be patient.
Flash Options
Clicking the Flash Options button opens the Flash Settings
dialog. You have the following options when exporting
Adobe Flash movies:
• Line Width: Enter the desired line width (in pixels) in the
Line Width box.
or Custom quantization of colors. In either case, your For optimal results when exporting to Flash
format, use the scene preview Cartoon
display style when preparing your scene.
• Auto Quantization: Check the appropriate radio
button to select if you want the quantization to occur
across All Frames or at a .
: If you selected ,
enter the frame number where the quantization
should occur in the
Part 6:
Customizing
Content
Room
• Other G2 Figures: JamesG2, Jessi G2, Kelvin G2, Koji G2
• Apollo Maximus
Adding realistic custom faces and creating a personalized • Miki, Miki 2, Miki 3, and Miki 4
head can be an extremely complex undertaking, but
Poser’s powerful Face • Poser 6 Figures: James and Jessi
one of your friends, or anyone! With a few steps, you can • Poser 5 Figures: Don and Judy
The Face Room is shown below, with all palettes and
sculpting morphs, or import facial photographs to match options docked. If you need to show the Face Room
the face in the images. windows, choose Window > Room Tools > Face, and select
Face Preview, Photo Lineup, Texture Preview, Face Texture
By default, an HTML Help window opens
Tool, Face Shaping Tool as desired. These windows are
when you enter the face room. This window
described in the sections that follow.
contains additional tips and tricks for obtaining
optimal results. If you do not see this window, please
select Window > Room Help.
The Face room creates heads for use with the following
• Face Texture Tool (2): The Face Texture Tool area lets
you apply a multitude of ethnic and other settings to
modify the current head texture map.
texture. This will erase all of your prior Face room work. • Using the Texture Variation area to create custom
Use this option with care. texture maps quickly and easily.
• Texture Preview window (6): The Texture Preview • Using the Random Face feature.
window lets you see your head texture map as you
The Face room allows you to do any or all of these things
edit it and also allows you to load and save textures for
when creating heads. We’ll discuss the other functionality
further work.
in the subsequent sections. For now, let’s walk through
using images to create a custom head.
• Action buttons (7): The Action buttons are where you
If you want to reset the Face room to its
spawn morph targets, or import head texture maps.
default state, click the Reset Face room
button. This erases all loaded images, deletes
• Face Shaping Tool palette (8): The Face Shaping Tool
geometry changes, and loses any texture
window is where you control the Face Shaping tool,
which is the equivalent of the Morphing Tool (see
with care!
“Creating Morphs with the Morphing Tool” on page
700) for the Face room. You can modify heads by
using the parameter dials and/or the tool in this room.
Each of these areas is discussed below in this chapter. Using Images to Create Heads
As mentioned above, there are several methods for Creating custom 3D heads from existing images/
creating custom heads. photographs (digital or scanned) requires the following
steps:
• Using two images to shape the geometry and create
a texture map. 1. Load the images.
• Using the Face Shaping tool to sculpt the head as you 2. Align the images (if needed).
desire.
3. Align the geometry to the images.
4.
Step 1: Images
Creating a personalized head that matches a real person • Front image: The front image should be a straight-on
involves using two pictures to create a texture map. Let’s front view with the subject directly facing the camera
load some images and build a personalized head! and with the camera level with the subject’s face. The
picture should be close enough to capture plenty of
Please follow these simple guidelines for optimum results: detail. Lighting should also be adjusted to capture the
most detail. Overly bright lighting will give the image a
washed-out appearance, while overly dark lighting will
not show off enough detail. The person’s mouth should
be closed and the overall facial expression should be
neutral for best results.
face. The remaining guidelines for the front image your own photo, click its location as shown in the example
apply to the side image as well. Ideally, the front and face.
side views should be taken from the same distance.
For the front image, you’ll be asked to locate the outside
The above images are great examples of ideal images.
You can use less than ideal or even mismatched images, shown below.
however you may get some unpredictable results. Each
image has its own alignment tools that can help position
it optimally (see next step). Of course, you can always
experiment and have fun if you want to!
The Face room supports most common image formats.
The side image uses the subject’s right side. If adjustments of the geometry’s location relative to the
your side image is of the subject’s left side, image.
you can click the Flip icon to reverse the image.
To do this, each of the two images in the Photo Lineup
area has the following tools:
Once loaded, the images appear in the workspace and
the 3D head and texture map appear. • Load: Clicking the Load icon opens a standard OS
dialog allowing you to browse for and select your
desired front image. Once you load an image, you’ll
be prompted to locate various facial features. This
described above.
Loading the images and locating the requested areas • Pan: Clicking and dragging the Pan tool moves
allows Poser to do a good job of approximating the the image in the same direction as your mouse
location and shape of the head geometry. You may, movement. This is particularly useful if you need to
however, wish to go in and perform some manual zoom in to a particular area. You can individually pan
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the front and side images up, down, left, or right. The To rotate about the X axis (side view), click and
front image will pan in the X and Y axes (side-side and drag the mouse horizontally without pressing any
up-down) and the side image will pan in the Y and Z keys.
axes (up-down and front-back). This tool simply shifts
your point of view; it does not affect the images or the • Scale Geometry: Clicking and dragging the Scale
geometry. Geometry tool scales the geometry to align it to the
image. This feature is useful if your loaded image(s) are
• Rotate Geometry: Improper rotation may cause larger or smaller than the geometry outline. You can
unsatisfactory photo lineup results. Ideally, the pan up, down, left, and/or right. This tool scales the
head should not be rotated relative to the camera. geometry without altering the image or your point of
However, many photos show the head slightly rotated view.
about the X axis (up and down), the Y axis (looking left
to right), or the Z axis (tilting left to right). The Face room • Pan Geometry: Clicking and dragging the Pan
automatically detects and compensates for some Geometry tool and dragging the mouse pans the
rotation (about the Z axis in the front view and about geometry. This feature is useful if your loaded image(s)
the X axis in the side view), but you may still need to are not perfectly aligned with the geometry. The front
perform additional manual adjustments for best results. image will pan in the X and Y axes (side-side and up-
down) and the side image will pan in the Y and Z axes
To rotate about the X axis (front view), click and (up-down and front-back). This tool pans the geometry
drag the mouse horizontally while pressing Shift. without altering the image or your point of view.
To rotate about the Y axis (front view), click and Poser does a good job at calculating how to shape the
drag the mouse horizontally while pressing Opt/ head based on the images, however you’ll probably need
ALT.
To rotate about the Z axis (front view), click and superimposed on the images with red lines showing the
drag the mouse horizontally without pressing any facial features and green control points. In this case,
keys. the head is a bit off-center as can be seen by both the
Step 3: Cyber Face Lifts If you make a mistake while moving the control points, you
can press [COMMAND]/[CTRL]+[Z] or select Edit > Undo to
Looking at your loaded images, you will see the red undo your most recent change.
outlines of a head superimposed on the images. Each
major facial feature (eyes, nose, mouth, chin, etc.) has Please refer to the Face room HTML Help
one or more control points, which appear as green dots. window for additional tips & tricks. By default,
All you need to do is move the control points until they this window appears when you enter the face
match the underlying image. Do this by placing the mouse room. If it does not appear, select Window > Room
pointer over the control point you wish to move. The cursor Help to open the window.
will change, at which point you can drag the selected
control point up, down, left, or right. For example, you’d Here’s an example after adjustments.
move the middle nose point until it’s just under the bridge
of the nose and the two side points until they’re at the
corners of the nostrils, and so on. As you move the control
points, you’ll see the head beginning to conform more
• Create new textures from scratch by modifying the less/more African, less/more European, less/more
default texture. Southeast Asian, less/more East Indian, Younger/Older,
and Male/Female.
• Modify textures created by loading images as
discussed above. • To modify your texture or the default texture, simply
adjust the dials. Your work will appear in real time in
• Edit loaded texture maps (see below). both the Face Sculpting and Texture Preview windows.
Be sure to load/create your texture before Textures created in the Face room are scaled
using the Texture Variation area, as doing so to 512x512 pixels. If you used higher resolution
afterward will lose your changes. for photo matching and want to keep the higher
resolution, choose Yes in the dialog that appears
The Texture Variation area uses parameter dials that after pressing Apply to Figure. To use larger texture
function similarly to the dials in the Parameters palette, maps, you can also import a custom texture, then
whose functionality is described in “Parameters Palette” modify it.
on page 209. You can use the Parameter Dial menu to
access dial settings, reset a dial, or open the selected
dial’s Graph (discussed in “Using Graphs” on page 505).
You cannot, however, memorize Texture Variation dials. The Face Shaping Tool
The available Texture Variation dials are:
The Face Shaping Tool allows you to visually sculpt your
• Facial Color: The Facial Color dials modify the color custom head by selecting and moving vertices. The Face
of several facial regions and include Beard dark/light, room contains a wide array of custom vertex editing
Eye sockets light/dark, Eyebrows lower light/dark, and parameters for the Poser head that allow you to create
Eyebrows upper light/dark. virtually any face imaginable. By default, the Face Shaping
Tool is active whenever your cursor is within the Face
• Ethnicity/Age & Gender: The Ethnicity/Age/Gender dials Sculpting window. Just as with the Morphing tool (see
generate ethnic, age, and gender traits and include “Creating Morphs with the Morphing Tool” on page 700),
you can use any combination of clicking and dragging 1. Click the portion of the face you wish to adjust and
morph targets and/or adjusting Face Shaping parameter drag the mouse. This selects the vertex nearest the
dials in the Face Shaping Tool palette. spot where you clicked and moves it in the direction
you drag the mouse. You can use the Mini Camera
controls in the upper right corner of the Face Sculpting
window to position the head exactly where you
want it at any time before, during, or after sculpting.
Vertices are moved relative to your viewing angle.
For example, if you are looking at the face head-on,
clicking and dragging will move the morph up, down,
left, and right. If you are looking at the top of the
head, dragging will move vertices left, right, forward,
and backward.
the tool, and clearing it means the tool will not affect
To use the Face Shaping Tool: 3. Once you have a portion of the head the way you
want it, you can click the Pin button to freeze the
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selected vertex from further manipulation. Pinned This is different than creating facial
vertices may move as you keep adjusting other expressions since you are actually modifying
portions of the body part, however they will retain their head geometry instead of simply applying morphs
current settings. to create a facial expression.
You can use the [COMMAND]/[CTRL]+[Z] command to When sculpting a head, you can use the Face Shaping
Face Tool, the dials in the Face Shaping Tool palette, or any
Shaping Tool. Or, if you want to reset all morph targets to combination you wish. The available Face Shaping Tool
their default values (0), you can click the Clear Morphs parameter dials are:
button. Also, if you want to clear all pins, simply click the
Clear Pin Points button. Both buttons are located in the • Facial Morphs: The Facial Morphs dial groups includes
Face Shaping Tool palette along with other functionality the following sub-groups and dials.
(see below).
Brow Ridge: The Brow Ridge dials are High/Low,
Inner Up/Down, Outer Up/Down, and Forward Axis
The Face Shaping Tool Palette Twist.
The Face Shaping Tool adjusts the parameters available Cheekbones: The Cheekbones dials are High/Low,
in the Face Shaping Tool palette, which uses parameter Shallow/Pronounced, Thin/Wide, and Protrusion
dials that function similarly to the dials in the Parameters Asymmetry.
palette. You can use the Parameter Dial menu to access Cheeks: The Cheeks dials are Concave/Convex,
dial settings, reset a dial, or open the selected dial’s Graph and Round/Gaunt.
(discussed in “Using Graphs” on page 505) You cannot,
however, memorize Face Shaping Tool dials. Chin: The Chin dials are Forward/Back,
Pronounced/Recessed, Retracted/Jutting, Shallow/
Deep, Small/Large, Short/Tall, Thin/Wide, Chin Axis
Twist, Forward Axis Shift, and Transverse Shift.
Eyes: The Eyes dials are Up/Down, Small/Large, Tilt Nose Bridge: The Nose Bridge dials are Shallow/
Inward/Outward, Together/Apart, Height Disparity, Deep, Short/Long, and Transverse Shift.
and Transverse Shift.
Nose Sellion: The Nose Sellion dials are Up/Down,
Face: The Face dials are: Brow/Nose/Chin Ratio, Shallow/Deep, Thin/Wide, and Transverse Shift.
Forehead/Sellion/Nose Ratio, Light/Heavy, Round/
Nose Region: The Nose Region dials are Concave/
Gaunt, Thin/Wide, Coronal Bend, Coronal Shear,
Convex and Frontal Axes Twist.
and Vertical Axis Twist.
Temples: The Temples dial is Thin/Wide.
Forehead: The Forehead dials are: Small/Large,
Short/Tall, Tilt Forward/Back, and Forward Axis Ears: The Ears dials are Up/Down, Back/Front,
Twist. Short/Long, Thin/Wide, Vertical Shear, and Forward
Axis Shear.
Jaw: The Jaw dials are Retracted/Jutting:, Wide/
Thin, Jaw-Neck Slope High/Low, and Concave/ • Ethnicity, Age, and Gender: The Ethnicity/Age/Gender
Convex. dials generate ethnic, age, and gender traits and
Mouth: The Mouth dials are Drawn/Pursed, Happy/ include less/more African, less/more European, less/
Sad, High/Low, Protruding/Retracted, Tilt Up/Down, more Southeast Asian, less/more East Indian, Younger/
Underbite/Overbite, Mouth-Chin Distance Short/ Older, and Male/Female.
Long, Corners Transverse Shift, and Twist and
• Standard Figures > Poser 5: The Standard Figures >
Shift.
Poser 5 dials generate the appearance of one or
Lips: The Lips dials are , Large/ Don,
Small, and Puckered/Retracted. Judy, Will, and Penny.
Nose: The Nose dials are Coronal Shear, Transverse To create/modify your head, simply adjust the dials or use
Shift, Up/Down, Flat/Pointed, Short/Long, Tilt Up/ the tool directly on the head. Your work will appear in real
Down, Tip Transverse Shift, Transverse Shift, and time in the Face Shaping Tool window.
Vertical Axis Twist.
The Face room loads a default Face Room texture beginning of this chapter.
you will see in the Texture Preview window. The Texture • Apply Shape Only: Clicking the Apply Shape Only
Preview window shows real-time previews of your head’s dial applies the head shape to the currently selected
texture beginning with the default and through any
changes you make by loading images and/or customizing
textures. You can also load and save textures to your hard • Apply Texture Only: Clicking the Apply Texture Only
drive for later use. To load a texture, click the Load Texture dial applies the head texture to the currently selected
icon on the left side of the Texture Preview window, which
opens a Load Head Texture window that allows you to
• Spawn Morph Target: Clicking the Spawn Morph Target
loaded textures. button allows you to save the head as a morph target.
Please refer to “Spawning Morph Targets” on page
To save the texture being displayed in the Texture Preview 721 for more information about spawning morph
window, click the Save Texture icon on the right side of targets.
the Texture Preview window, which opens a standard
Save As dialog (see “Saving a Scene” on page 71 for • Import Figure Head Texture: Clicking the Import Figure
information about the Save As dialog). Head Texture button imports the currently selected
Saving Faces
To save faces from the Face
containing the applied head. You can also spawn morph
targets.
The number of palettes and options that you • Hair Growth Groups Controls (1): The Hair Growth
see in each room depends upon your screen Groups controls allow you to create, edit, and delete
resolution. At higher resolutions, the default work hair growth groups.
spaces display more palettes, while at lower
resolutions you see fewer palettes: • Growth Controls (2): The Growth Controls allow you to
specify how hair grows on growth groups.
To do this:
1. Select the object you wish to grow hair on.
You can create as many growth groups as you like, such Step Two: Growing Hair
as head hair, moustaches, beards, chest, back, etc.
Once you’ve created a hair growth group, the next step is
to grow the guide hairs.
Negative values push the hair forward and away from You can use the Hair Edit tool at any time after growing
the scalp. hair, although we recommend that you complete the
previous step. Please see the following subsection for
• Pull Down: Just as most hair is pulled back, it can hang information on using the Hair Edit tool.
down thanks to styling, gravity, or both factors. The Pull
Down parameter determines the extent to which this You can toggle the Show Populated function
occurs. Increasing this value pulls the hair down and on and off while you work to check your
results as you go.
values create anti-gravity hair.
The hair styling parameters are as follows:
• Once you’ve completed this step, your hair will be in
place and will have its rough shape.
FireFly render.
this number will typically be less than the Root Width hair but increases the system resources needed to
parameter, below. render/redraw your scene.
• Root Width: The Root Width parameter controls the • Style Hairs: Clicking the Style Hairs button selects the
hairs’ widths (diameters) at their roots. Hair usually Hair Select tool and opens the Hair Style Tool palette
thins somewhat as it progresses from root to tip, so (see below).
this number will typically be larger than the Tip Width
parameter, above.
Using the Hair Edit Tool/Palette
• Clumpiness: The Clumpiness parameter determines
The Hair Select tool is only available in the Hair room. It
the hairs’ tendency to form dreadlock-like bunches.
allows you to directly edit guide hairs and create a nearly
• Kink Strength: The Kink Strength parameter is the
measure of how wavy/curly hair is. Increasing this access it by either selecting it in the Editing tools or by
value increase the hairs’ waviness, and vice versa. clicking the Hair Select button as described above. The
Hair Style Tool palette appears as follows:
• Kink Scale: The Kink Scale parameter determines the
size of hair waves/curls. Increasing this value increase
the hairs’ waviness, and vice versa.
• Add Hairs to Selection (1): Select the Select Hairs tool, selected, try switching cameras or using the
then click and drag a rectangle around the guide
hairs you wish to select for further styling. Unselected
guide hairs are not affected by the Hair Edit tools.
Selected hairs are all affected equally. Selecting more
Hair growth is based on the parent object’s The hair’s affected axes will vary depending on the
polygon count. If you wish to add detailed camera’s position relative to that item. Dragging in
hair groups to a low-poly prop or to a portion of a towards the root reduces the scale, and dragging
away from the root increases the scale. Dragging
of the area you wish to grow hair on, subdivide that laterally scales hair in two dimensions, and dragging
prop in your favorite 3d modeling application, then vertically scales hair in the third dimension. The axes
re-import the prop and apply it where needed. This affected depend on your currently selected camera
is the same idea as skullcaps except that you are position. You can also press and hold Shift while using
not limited to heads. this tool to scale the selected hair(s) evenly in all three
dimensions.
• Translate Hairs (2): The Translate Hairs tool moves the • Remove Hairs from Selection (5): Select the Deselect
selected hair vertically around or laterally around the Hairs tool, or simply hold down the [CTRL] key, then
camera’s X and Y axes depending how you drag. The click and drag a rectangle around the guide hairs you
translation may occur on the hair’s X, Y, and or Z-axes wish to deselect from further styling. The Hair Edit tools
depending on the position of the camera relative to do not affect unselected guide hairs.
the hair.
• Translate In/Out (6): The Translate Hairs In-Out tool
• Curl Hairs (3): The Curl Hairs tool bends a guide hair. moves the selected hair(s) along the Camera’s Z axis
Hair rotation works in three dimensions, allowing you (in and out). This translation may take place along the
to make a lot of progress very quickly. Dragging hair’s X, Y, and/or Z axes. Dragging down pulls the hair
perpendicular to the hair rotates it up and down towards you, and vice versa.
(relative to your point of view). Dragging parallel to the
hair rotates it in and out, again relative to your point • Twist (7): The Twist Hairs tool rotates selected hair(s)
of view. along their own axis.
• Scale Hairs (4): The Scale Hairs tool allows you to scale In addition to the editing tools, the palette has the
the selected hair along the camera’s X and Y axes. following controls:
• Bend Resistance: The Bend Resistance parameter outlined in the previous sections in this chapter. Then you
controls the hair’s resistance to bending or folding choose the Bullet Physics solver from the Dynamics Controls
upon itself. section in the Hair Room.
Dynamics Controls.
• Tip Stiffness: The Tip Stiffness parameter determines
how stiff the hair is at its tip (the end of the strand).
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• Stiffness Falloff: The Root Stiffness Falloff parameter the Current Actor menu under the Props category. Strand-
controls how quickly the hair’s root stiffness decreases based hair has the following properties and parameters:
from root to tip.
Hair Properties
Hair Properties & Parameters
• Name: The Name
To access a hair object’s parameters and properties, you
• Visible: Checking the Visible checkbox makes the FireFly Render Engine” on page 428 for more
hair object visible and vice versa. Invisible objects are information about displacement bounds.
not included in any render calculations, and do not
appear in the rendered scene. See “Figure Properties” • Recalculate Dynamics: The Recalculate Dynamics
on page 205 for information on animating the Visible option recalculates the dynamics for the current hair
property. object.
• Visible in Raytracing: Checking the Visible in • Shading Rate: The Shading Rate allows you to specify
Raytracing checkbox makes the hair object visible in the desired shading rate for the currently selected hair
object. Please refer to “Chapter 19: Using The FireFly
Render Engine” on page 428 for more information
about shading rates.
Hair Shader.
Adding Strand-Based Hair to the skullcaps are available in the Hair category under their
Library Palette scene, create and style hair, then save the skullcap
with your new hair style back to the Library palette for
Strand-based prop hair differs from geometry-based prop
hair because it needs underlying geometry in order to would prop-based hair. This is the preferred method for
“grow.” Strand-based hair grows in strands, much like real saving strand-based hair.
hair, rather than being made from textured polygons like
geometry-based hair. You can’t add strand-based hair to Skullcaps are also useful because they have
a higher polygon count than the underlying
a result, you can’t save strand-based hair to the Library head, giving you more detailed control over hair
palette unless it is growing from underlying geometry.
There are three ways to save strand-based hair for later prop, subdivide them in your favorite 3D modeling
use: application, then apply them anywhere you like to
obtain more detailed results.
•
merge function later, as explained in “Importing Poser To save strand-based hair to the Library palette:
Documents or Props” on page 846).
1. Open the Hair category in the Library palette. Locate
• Saving a prop/body part with a hair object on it. In or create a folder in which to save your new hair.
this case, simply add the prop with the hair to your
2. Click to select the hair that you want to save.
scene. For example, you could use the Group Editor
to select polygons on a character’s head and create 3. Click the Add to Library button. A message informs you
a skullcap prop, grow hair on that prop, and save the that you will need to save the hair group along with its
hair and prop to the Library palette. parent prop. Click OK to continue.
• The Library palette includes skullcaps designed to 4. Click Select Subset in the Set Name dialog. When
you select your hair groups, make sure that you also
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choose the prop that the hair groups are attached to.
For example, if you grew the hair groups directly on
• Cloth Simulations (1): The Cloth Simulation area allows For example, you can use dynamic cloth to create the
you to create, delete, and set up cloth simulators. following types of items in your Poser scene:
• Cloth (2): The Cloth area allows you to convert objects • A tablecloth that drapes over a table
to and from dynamic cloth objects and to set up
collision detection for your cloth. • A slip cover over furniture
As mentioned in “The Figures Category” on page 148, wrinkles. Additionally, it is very easy to create clothing
props for use as dynamic clothing. Dynamic cloth retains
cloth consists of props with dynamic and other behaviors its dynamics when saved to the Library palette, but you
applied to simulate cloth. Poser supports both types of will need to create a new simulation whenever you add
cloth. saved cloth objects. To add dynamic cloth to your current
Creating the Simulation simulators are numbered in the order they are
created, e.g. Sim_1, Sim_2, etc.
To create a simulator, click the New Simulation button
in the Cloth Simulation area of the screen to open the • Simulation Range: You can either set the simulator to
Simulator Settings dialog. run throughout your entire animation or pick a set of
frames during which the simulator is active by entering
your desired frame numbers in the Start Frame and
End Frame
of frames that a simulator is active requires greater
amounts of system resources. During the frames prior
to the start of a simulation, the cloth object will remain
in its starting state. After the simulation ends, the
cloth object will remain in its ending state for the rest
of your animation. Additionally, the Steps per frame
parameter dial controls the number of calculation
steps per frame in order to smooth the cloth simulation.
Increasing this value improves the simulation results but
requires additional computing resources.
object vertices and cloth polygons, which helps meaning that the settled cloth drape is at frame 1
eliminate tears or holes that may occur when an before the simulation begins.
object collides with the cloth. Enabling this option
slows the simulation.
click OK to accept your choices and create the simulator
Object Polygon against cloth polygon: or Cancel to exit without creating the simulator.
Checking the Object Polygon against cloth The Cloth Simulation area has two other buttons:
polygon checkbox performs additional collision
calculations using object polygons and cloth • Delete Simulation: Simulation results are cached in
polygons, which helps eliminate tears or holes that
may occur when an object collides with the cloth. automatically loads to save time and resources.
Enabling this option slows the simulation. Clicking the Delete Simulation button deletes the
cache contents.
Cloth self-collision: Checking the Cloth self
collision checkbox allows a cloth to detect its
• Simulation Settings: Clicking the Simulation Settings
own polygons during simulation, preventing (for
button reopens the Simulation Settings window,
allowing you to alter your cloth simulator settings.
itself. Enabling this option slows the simulation.
Think of a cloth simulator as an envelope
• Cloth Draping: The Cloth Draping options are:
supplying basic behavioral properties. You
Drape Frame: The Drape Frame value allows you to can have multiple cloth objects in each simulation
set the number of frames per object to settle the and/or multiple simulations in each Poser scene.
cloth. Each cloth object, however, can only belong to
one simulation at a time. Increasing the number of
Calculate Drape: Clicking the Calculate Drape
simulations in a scene can add complexity and
button calculates the cloth object’s draping
interest, but also requires increased computing
behavior and caches the simulation. When
resources.
calculating the simulation, cached drape settlings
are added before beginning cloth simulations,
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The arrow at the top right of the Cloth Simulation area which displays a list of objects eligible to be turned into
displays the currently selected simulator. Clicking this arrow dynamic cloth. Use the Object to clothify pull-down menu
opens a pull-down menu allowing you to select any of the to select your desired object, and click the Clothify button
to make the cloth object, or Cancel to abort.
Cloth Objects settings. You can also create static props and morph targets from
cloth objects as described in “Creating Props and Morph
Targets” on page 620.
Clothifying Objects
Specifying Collision Objects The Cloth Collision Objects window has the following
options:
basic parameters and created dynamic cloth, the next • Add/Remove Collision Objects: Clicking the Add/
Remove button opens the Select Objects window,
objects that will use collision detection (collision objects) which displays a hierarchical list of all the objects in
with the cloth. Each collision object will behave in
all scene objects are selected (selected objects
contacting the cloth. Non collision objects will not use are checked). Add and remove collision objects by
collision detection with the cloth object. To set up collision checking/clearing the checkboxes next to each
objects, click the Collide Against button to open the Cloth object listing in the window, then click the OK button
Collision Objects window. to accept your choices or Cancel to abort. Added
objects appear in the Current Collision Object pull-
down menu in the Cloth Collision Objects window. You
can set collision options for each collision object by
selecting it using the pull-down menu and specifying
the desired settings.
Select the object to clothify in the Select Objects dialog. • Static Friction: The Static Friction parameter sets
• Dynamic Friction: The Dynamic Friction parameter clothing into dynamic cloth objects and drape
when the object is in motion. Moving a piece of cloth default pose. This is useful when applying dynamic
across a surface causes friction. Silk moving over a
steel surface has low resistance, while cotton moving
Ignore Head Collisions: Checking the Ignore head
over skin or coarse sandpaper over rough wood has
collisions checkbox causes the collision detection
high resistance. You can use the Collision Friction
checkbox (see below) to use the collision object’s
head. This is useful for cloth that will not normally
value or the simulation’s value.
touch the head, such as shirts, pants, etc.
• Figure Collision Options: The Figure Collision Options Ignore Hand Collisions: Checking the Ignore hand
allow you to specify how the current cloth object will collisions checkbox causes the collision detection
hands.
Add Group button to open a pop-up list of existing groups. • Dynamic: By default, cloth objects are created with
[P] are polygon groups. one dynamic group (_default_) comprising the entire
Selecting polygon groups includes all vertices of the object. Dynamic cloth groups are simulated using
affected polygons. the Dynamics Controls (see following step), which
determine how the cloth moves, folds or drapes as it
responds to gravity, wind force and how an underlying
or to create a skirt’s belt that follows the waist’s treat these areas as boundaries, resulting in
movements. If you do not place these vertices in a increased movement of these areas compared to
constrained group, gravity can cause the cloth to fall neighboring regions of the cloth.
until the skirt hits the body or the ground. Constraining
Welding accessories to the cloth mesh often
the belt vertices keeps the belt at the waist and
creates a complex mesh where one edge is
reduces simulation time. If the belt contains complex
shared by more than two polygons.
geometry, the simulation will slow down.
The two types of decoration groups are:
• Decorations: Each cloth object can have two
Soft: Objects in the soft decorated group move
decorations groups (one “soft” and one “rigid”.
These groups are automatically created with empty
contents when you clothify an object. The decoration
groups animate, moving as underlying cloth moves Rigid: Objects in the rigid decorated group move
while staying over the underlying body. Good
candidates for decoration vertices include tiny or thin Good examples of rigid decoration objects are
polygons such as pockets, belt loops, buttons, a knot buttons or the knot in a tie.
in a tie, etc. These are usually items sitting on another
If you want the current cloth object to consist of a single
cloth group and have only passive movement, either
dynamic group, you’re done. Continue on to Step 4
following underlying body movement or other parts of
(below) to set your dynamics. If, however, you want to
the cloth. Because of their small size and/or irregularity,
create multiple groups, you can do so using the following
these can cause issues if not placed into this group.
buttons:
The decorations group favors accessories that are
geometrically separated from the cloth mesh object. • New Dynamic Group: Clicking the New Dynamic Group
There are two reasons for this: button opens the New Dynamic Vertex Group Name
If the decorations group shares vertices with box. Enter your desired name for the new dynamic
the cloth mesh, the decorations vertices will group and click OK to proceed or Cancel to abort. By
not be simulated. This causes the simulator to default, your entire cloth object consists of a dynamic
group called _default_. Any vertices that are not part you to add or remove vertices from the currently
of other dynamic, constrained, choreographed, or selected group. Please refer to “The Group Editor” on
decorated groups when you’re done creating/editing page 742 for information on using the Group Editor
groups will remain in the _default_ group. palette.
• Edit Rigid Decorative Group: Clicking the Edit Rigid Step 4: Cloth Dynamics Controls
Decorative Group button opens the Group Editor
palette, which allows you to add or remove vertices Once you’ve created and edited cloth groups, the
from the currently selected rigid decoration group (_
rigidDecorated_). Please refer to “The Group Editor” on dynamic groups in the currently selected cloth object.
page 742 for information on using the Group Editor Dynamic properties control how the dynamic groups will
palette. move and behave when the dynamics are calculated.
The Cloth Dynamics Controls have the following buttons:
Keep the following in mind when working with cloth
groups:
Dynamics Controls.
have a very low amount of static friction while denim The label at the top right of the Cloth Dynamics Controls
over wood will have a high amount. area displays the currently selected cloth object. To
change the object, use the pull-down menu in the Cloth
• Dynamic Friction: The Dynamic Friction parameter sets area (Step 2).
• Air Damping: The Air Damping • Dynamic cloth objects have the same properties as
cloth’s air resistance that occurs whenever the cloth props. Please refer to “Prop Properties” on page 238
is moving through the air. Tightly woven cloth has a for information about prop properties.
higher resistance than loosely woven fabric. Set this
• Dynamic cloth has the same parameters as strand-
parameter with care as excessive values could cause
based hair objects. Please refer to “Hair Parameters”
the cloth to behave unpredictably.
on page 598 for information about hair object
• Collision Friction: Checking the Collision Friction parameters.
checkbox ignores the cloth object’s Static Friction
and Dynamic Friction parameters, instead using those
same parameters belonging to the collision objects Creating Props and Morph
themselves. Clearing this checkbox applies the cloth Targets
dynamic settings.
You can convert cloth objects into static props or morph
• Reset: Clicking the Reset button resets all cloth targets for use in scenes where a cloth-like look is desired
dynamics controls. without the need for a dynamic cloth object. For example,
you could create a tablecloth using dynamic cloth and
a table prop then convert the dynamic cloth object simulation. In this case, reapplying the transformations
into a static prop for use in future scenes. If you did this,
you would only need to include table legs where visible appearance to the static prop.
To create a morph target, follow steps 1 & 2 above, then
giving you full realism while reducing your scene’s polygon
spawn a morph target as you would for any other prop/
count.
body part as described in “Spawning Morph Targets” on
As another example, you could drape a sheet over a page 721. You can then apply the morph target to a
prop.
draped sheet to a static prop and use the Setup room to
turn it into a poseable ghost. Morph targets created in this manner work in
exactly the same manner as other morph
To create a prop from your dynamic clothing object:
targets, meaning that all dynamic motion is lost.
1. Clothify an object as described above.
2. Use the Animation controls to move to your desired any other scene object. Exported cloth objects become
frame (the cloth shape changes with each frame as static mesh objects in your chosen export format. To do
the simulation plays). this, follow steps 1 & 2 above, then export the object as
described in “Exporting Files” on page 850.
3. Use the Grouping tool to spawn a new prop. Please
refer to “The Group Editor” on page 742 for
information on using the Grouping tool and the Group
Editor palette.
Adding Dynamic Cloth to the
Library Palette
Creating a prop in this method preserves the shape of the
original cloth object at the time you created the prop but Adding dynamic cloth to the Library palette is a special
removes all transformation (position, rotation, and scale). case that merits its own topic. To add dynamic cloth:
For example, if you stretch a square into a rectangle, the 1.
new prop will appear as a square deformed by the cloth sure to disable Inverse Kinematics (see “Inverse
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The Fitting Room is designed to address the needs of those handle. The following are some issues that are currently
known:
clothing that you like, and you use the Fitting Room to • Clothing that is modeled in sections, with unwelded
seams, can become split apart at the seams when
Along the way, the Fitting Room allows you to convert tightened. The Soft Features method cannot resolve
this, as it s a result of smoothing. The smoothing
conforming clothing), including adding groups, skeleton, algorithm moves vertices as they relate to their
and character morphs. neighbors, and if a seam is not welded it moves the
sides away from each other. To reduce the separation,
use the Paint tools to subtract the smoothing down to
,
zero on both sides of the seam.
Tighten, Smooth, Soft Features, and Rigid Features) to
control what areas of the clothing should move more • Clothing that has layered parts, such as a skirt and
or less than others: The calculations for each of these an overskirt, or two or more layers of overlapping
methods are done automatically in Poser, but you can use geometry, can intersect and cause collisions.
paintbrush tools to determine the strength at which each
• Setting all vertices to the Rigid Features method
(examples: body armor, jewelry, jeweled Egyptian
collars, etc.) can result in unexpected translations of
the geometry.
set all Tighten method vertices to zero and paint in only Preparing Your Scene
the areas that you need to tighten further. Then export
Before you enter the Fitting Room, you need to load the
the setup.
scene. The following image shows Miki 4, and a shirt from
• Many skirts have the lower portion grouped entirely as the Ryan 2 clothing library.
a hip, and use body handles for posing. To group the
lower portion as a hip, pay attention to the body parts
that you select in the Transfer Figure dialog when you
both objects are converted to Poser unimeshes. What this in the Fitting Room.
means is that any translation, rotation, or scaling will work
on the entire object, rather than on individual body parts. • If the arms are straight in one case, but bent at the
elbow in another (such as shown in the following
Because of this, you’ll need to consider how the default
poses of characters differ, and whether or not you will
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Default arm positions for Miki 4 (top) and Victoria 4 (bottom). Rotation adjustments of Victoria 4 shirt before (top) and after
(bottom).
In cases where the default pose is different, it helps to
adjust the rotations on the clothing before entering the After you make your adjustments, you may still have
Fitting Room. For example, if the arms are bent differently pokethrough on the clothing in other areas. However, the
controls in the Fitting Room will take care of this when you
and rotation dials on the right arm to get the sleeve to
match as closely as possible, and then use the Figure >
Symmetry commands to apply the settings to the other
side.
section.
Miki 4.
1. With the character and clothing loaded into your
scene, click the Fitting tab to switch to the Fitting
If you don’t need to change any rotations on Room.
individual body parts, you can enter the
2. Click the New button at the top of the Fitting Sessions
Fitting Room without doing so. You will be allowed
palette.
to adjust the overall scale and position of the
clothing in the Fitting Room.
• Method menu:
methods that move the clothing in different ways to
Select the Object (clothing item) and Goal (character).
singularly, or in combination with each other, to
4. Click OK. The clothing and character will appear in the
Fitting Room as Poser unimeshes.
• Enable Method: Enables or disables the currently
Tighten
default. If you immediately press the Fit button in the • Exclude Goal Group: Check this option to select a
upper section of the Fitting Room, you’ll be able to get an group that you want to exclude from the Tighten
idea of which areas need to be worked on further. method. This will create a new group in the clothing
called _clothing name_exclude, where _clothing
name_ is the name of the clothing item that is assigned
Tighten options.
method:
Reverse directions
will pull clothing vertices away from the character
Smooth options.
Soft Features
features are pockets, collars, seam lines, hem lines, folds, • Auto-Generate Weight Map: Use the Auto-Generate
wrinkles, and so on. Weight Map controls as follows to adjust the Soft
Features map
When you switch to the Soft Features method, you’ll see
vertices that are variously colored. Poser takes a “best Threshold: Poser initially generates a Soft Features
guess” at the areas where the Soft Features method will be map based on the default threshold setting of 20.
applied by analyzing charges in the polygonal density and Increase the threshold to add more vertices to the
changes in the surface normals. Soft Features vertex map.
Auto-generating a Soft Features vertex map. Additional Soft Features strength added to the shirt collar.
while you have your Display set to Smooth Switching to Smooth Shaded Lined display mode to see
Shaded Lined. It also helps if you reset the Fitting polygons and vertices more clearly.
Simulation so that you can paint the rigid features
while the clothing item is in its default shape and
size. This allows you to more easily determine which
vertices you need to paint. Painting Vertex Weights
When you click the Paintbrush icon in the Fitting Room, it
opens the Vertex Weights palette shown in the following
• Weight
small brush designed to paint single vertices to other • Radius: Controls the size of the brush. Move the slider
brushes that have varying degrees of softness around
their edges. In addition, the following additional in the Radius text box.
settings appear here:
You can increase or decrease the radius of
the brush by .0005 each time you press the
Up or Down arrow key. Press the Shift key while using
the Up or Down arrow key to increase/decrease by
.005.
• Reset
the clothing. This returns the clothing back to its default
shape and position.
• Iterations
are as follows:
• Zero Figure
Please note that gloves are not supported by Selecting the Figures to Convert From
Wardrobe Wizard.
and To
Use the Convert From
Selecting the Target Library
Use the Save Result to This Library selector to choose the
Use the Convert To
Target Folder into which you wish the converted clothing
to be saved. For example if you wish the clothing to be
saved to the Poser library you would select your Poser
library installation folder
If you want to save your converted clothing to a remote visible in the Convert to and Convert from lists.
Poser library you would select the folder above that These are the “out of the box” versions of those
library’s Runtime folder.
Choosing the Clothing Type • Pants, Pant Suites, Shirts, Etc:- Choose this category
for Pants, Jackets, or any clothing above the hips. Most
Select the type of clothing that best describes the clothing
being converted.
• Tight Skirts: Use this option for any skirt that tends to Choosing Additional Converting
closely follow the line of the legs. You may want to use
Options
The Options section of the Wardrobe Wizard window
contains several other options that you can check or
• Short Hair: Choose this option for hair that does not
uncheck for clothing conversion. These options are as
extend past the neck.
follows:
For long hair use Pants, Pant Suites, Shirts,
Etc.
pose.
• Keep Existing Morphs: Wardrobe Wizard has the have been saved to the library at that point. However
ability to retain any Full Body Morphs contained in the
existing clothing. By selecting this check box you will WW_Looseness morph in the clothing’s BODY will give
subsequently be presented with a pop up list of all the better results and be more controllable. FixPokeThru
available existing morphs and be able to select the
ones that you wish to keep. designed to work with clothing intersecting clothing.
• As Prop: Delivers the converted clothing as a Poser things as which morphs to keep etc. The progress will be
displayed in the Poser Python output window.
use this if you wish to use the converted clothing as
dynamic clothing in the Poser Cloth room.
Finding Your Converted Clothing
• Add Material Dials: Provides the option to allow
Wardrobe Wizard to create a set of full body morphs Upon completion open Poser and navigate to the
Analyzing Full Body Morphs. Select the full body morphs that you want to analyze.
2. A dialog opens, and prompts you to select the morphs Scroll through the list and check the options that
that you want to include in your clothing. you want to add into your clothing.
The following morphs are built into the clothing Wardrobe Wizard Utilities
automatically by Wardrobe Wizard:
Clicking the Utilities button in the main Wardrobe Wizard
• Smooth: This will provide a dial in the clothing’s BODY script palette brings access to a number of utilities
to enable small wrinkles to be ironed out. subdivided by function. These utilities are not key to
converting clothing but are included as additional features
• Smooth More: Similar to WW Smooth but applies to the
that may prove useful.
edges of the clothing.
The various utilities that are available appear in the menu
• shown below. These utilities are described in the sections
that follow.
poking through turn the WW Looseness dial a little. It
is suggested that you initially try this rather than the
“Pokethru” option.
• Under Breast Smooth: Sometimes required to provide Other Wardrobe Wizard Utilities.
• IK Off
Inverse Kinematics off.
• IK On
Inverse Kinematics on. IK is applied to hands and feet
with this option.
• Zero Figure
to set all joint rotations to zero, and scales to 100%.
Figure Utilities Menu 2 The script is found in your Poser installation folder as
Runtime \Python \poserScripts \PhilC \Wardrobe Wizard
P10 \Scale.py.
• Remove Magnets
that you click.
Morphs Utilities
Figure Utilities (part 2).
Morph Utilities Menu 1
• Copy Scaling: Copies scaling parameters into the Clicking the Utilities > Morph buttons brings up these
clipboard. buttons.
steps are: • Zero All Morphs: Sets all morph dial values to zero.
possible that the joint parameters will not work well. Its
purpose is to:
• Set All Morphs: Sets all the morphs present in the Texture Utilities
the default program that your system uses for editing Prop Utilities
bitmaps (such as Photoshop or another image editor).
it is applied to all
• Remove All Textures: Removes textures from the item • Figure to Multiple Props
that you click. you click into multiple props, and saves them to the
Runtime \Python \poserScripts \PhilC \Wardrobe
• Back: Goes back to the previous menu. Wizard P10 \temp folder.
• Import Multiple Props: Allows you to import multiple • Intensity: Provides several different options for
props (for example, the individual props saved with the increasing or decreasing the Red, Green, Blue, or all
Figure to Multiple Props script mentioned above. channels of a light.
• Back: Goes back to the previous menu. • Swap: Flips the orientation of the lights so that right
lights are moved to the left side, and left lights are
moved to the right side of the scene.
Lights Utilities
• Shadows Off: Turns shadows off on all lights.
Shape Utilities
Clicking on the Utilities > Shape buttons brings up the
Shape buttons. They allow you to change the shape of
the geometry. Once you have the shape you like save the
Now for those who really want to “get into it”, here is an The ‘value’ of the adjustment is the relative weight to give
explanation of how these buttons work and how they can it.
be customized. The list of formulas is in the data folder
Example:
under ‘formulas.txt.’ Each line is a single formula consisting pear xz .1 0 1 2 3 3 3 3 3 3 3 3 3 3 3 3
of the name, the direction to apply the adjustment in, the
This says:
adjustment amount, and a set of numbers that control
how the formula is applied. • Move in the xz direction only, which doesn’t affect the
That set of numbers is most similar to a ‘convolution kernel.’ length. .1 is the amount to move.
• 0 0 1 Top two thirds gets no adjustment, bottom third • The second number is a one - that means the next
gets all the adjustment. section gets 1/3 of the adjustment.
The ‘number’ of numbers on the line control how many • The second number is a two - that means the next
sections to divide the actor into. Two numbers divides the section down gets 2/3 of the adjustment.
actor into 2 parts top to bottom, 3 numbers divides it into 3
parts, 10 numbers divides it into 10 parts, etc. • The following numbers are all 3’s - that means the
remainder of the actor gets 100% of the adjustment.
•
Pear, Hilo, Puff1, and Puff2. Choose More to proceed
• Shift Backward: Shifts selected geometry backward. • Delete All Magnets: Deletes all magnets in the scene.
• Back: Goes back to the previous menu. • Hide Actor Magnets: Hides all magnets on the currently
selected actor.
More Utilities
designed to work with clothing intersecting clothing
Footwear
Shoes
Additional Wardrobe Wizard utilities. Original footwear correctly aligns to and covers the
formats:-
Relative Path
Converting other types of shoes.
Absolute Path
C:\Documents and Settings:Administrator:My Documents:My
to be.
Q: The conversion went well, but there is one small section
that needs some extra adjustment. Using the Wardrobe
area.
A:
is a very useful tool that will allow you to smooth, push or
pull small areas as required. Suggest setting the Magnitude
Part 7: Content
Creation Tools
Chapter 30: Modifying shaping. Here are some tips, tricks, and important things to
•
alter shapes.
• You can save your work to the Library palette. does require extra computing resources, which can
affect performance depending on your computer’s
•
For example, enlarging the abdomen can create a
beer belly. Widening the head broadens the face.
Using Deformers
pose where you can clearly see the results of each of
your actions.
Magnets
• If your computer can support it, we recommend
Magnets distort objects by stretching them. You can
enabling Full Tracking mode (see “Tracking Mode” on
use the Rotate, Twist, Translate, and Scale tools on
page 99) so you can view your work in real time. This
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Parts of a magnet.
• Magnet Base
Creating Magnet Deformers of the area to be deformed. Moving the Magnet Base
moves the Magnet Object as well.
To create a magnet, select the object you wish to deform
then select Object > Create Magnet. This creates three
Magnet objects, which together comprise the deformer.
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Magnet parameters.
• XYZRotate: The xRotate, yRotate, and zRotate • Visible: The Visible checkbox toggles visibility on
parameter dials rotate the Magnet Object around the and off. Checking the box makes the object visible,
selected axis. and vice versa. Invisible objects are not included in
any render calculations, and do not appear in the
• XYZTran: The xTran, yTran, and zTran parameter dials rendered scene. See “Figure Properties” on page
move the Magnet Object along the selected axis. 205 for information on animating the Visible property.
Magnet Base Properties • Display Origin: The Display Origin checkbox displays
the Magnet Base’s axes. This is useful because
Magnet Bases have the following properties:
translations, rotations, etc. occur based on the Magnet
Base’s axes, not the Poser workspace’s. See the
“Chapter 31: Figure and Prop Editors” on page 742
for a discussion about local vs. global coordinates.
more body parts, props, etc. Please see “The Group Magnet Zone Falloff Graph
Editor” on page 742 for information on using the
Grouping tool. A group is selected when a checkbox Selecting Edit Falloff Graph in the Magnet Zone Properties
appears next to the group listing. palette opens the Magnet Zone Falloff window.
The left side of this graph depicts the center of the Magnet
• Set Parent: Clicking the Set Parent button allows you to
Zone, and the right side is its edge. By default, a smooth
make the Magnet Zone a child of another element in
your scene. Please refer to “Poser Figures Hierarchy” on
gradually tapers off towards the edges of its zone. By
page 757 for a description of hierarchical relationships
adjusting this curve, you can alter the falloff properties.
and to “Changing a Parent” on page 245 for
information on setting parents.
Locking Magnets
magnet works. In this example, a magnet has been added
You can lock magnets to prevent accidental changes. to Rex’s right shoulder to control the shape of the shoulder
Please refer to “Lock Object” on page 224. when it is rotated upward.
Adding Weight Maps to Magnets Choose the magnet base and move it into position.
Select the right collar, and choose Object > Create Magnet.
Scale and move the magnet base into position beneath the
breast.
Scale the magnet zone up and move it into position.
Next, select the magnet zone and check the Use Weight
Map option in the Properties palette. Then click the
Paintbrush icon to open the weight painting palette.
Initially, all of the vertices on the right collar and the chest
will display in green, indicating that the weight map values
are all at full strength.
Use the Subtract brush to paint out the areas that you
the affected area with great precision. It is helpful to view Paint and smooth the weight map to affect the areas that you
want the magnet to affect.
the vertices. Also be sure to move the magnet across the
range of motion that you want the magnet to affect. In
other words, if you want the magnet to raise the breast,
The breast adjusted with the weight-mapped magnet. Create a magnet for the left collar, scaling and positioning
them the same as the right collar (except X translation settings
Now select the left collar, and create a new magnet. are positive).
Position and scale the magnet base and magnet zone
using the same values as the right breast (except for the X Select the new magnet and add the Chest as an element
translations, which should be negative values on the right to deform, just as you did for the right collar magnet.
breast and positive values on the left breast).
one you created). In the Properties palette, click the
Paintbrush icon to open the Vertex Weights palette. Click
Select the second magnet zone from the Properties tab menu.
For the magnet, add (one at a time) the Right Hand, Right
With the magnet selected, switch to the Properties palette.
Shoulder, Right Collar, and Chest as elements to deform.
Click the Add Element to Deform button for each body
part that you want the magnet to affect. Repeat this step
to assign the Right Hand, Right Shoulder, Right Collar, and
zone, and move it into position over the right hand. Then
Chest.
go to frame 30 (or the last frame in your animation), and
move the magnet zone over the shoulder.
animation.
shadow.
Prop Origin” on page 238 for more information about • Load Morph Target: Clicking the Load Morph Target
button displays the Load Morph Target dialog, allowing
you to load a custom morph target for the selected
• Light Emitter: When checked, allows the object to be Morphing
included in indirect lighting calculations so that light Tool. Please refer to “Creating Morphs with the
will bounce off the object. When unchecked, indirect Morphing Tool” on page 700 for more information
lighting calculations are skipped for the object. This about loading morph targets.
allows you to create objects such as illuminated light
domes, which can have high ambient values that • Set Parent: Clicking the Set Parent button allows you to
will cast light, but that can also be turned off and not
rendered. scene. Please refer to “Poser Figures Hierarchy” on page
757 for a description of hierarchical relationships and
• Visible in Camera: When checked, the object is visible to “Changing a Parent” on page 245 for information
in the camera and render. When unchecked, the
object does not render. Used in conjunction with Light
Emitter, described previously, to create light-casting • Displacement Bounds: The Displacement Bounds
objects.
boundary. Please refer to “Chapter 19: Using The
• Collision detection: Checking the Collision Detection FireFly Render Engine” on page 428 for more
checkbox enables collision detection for the currently information about displacement bounds.
“Collisions” on
page 81 for more information about collision • Shading Rate: The Shading Rate allows you to specify
detection. the desired shading rate for the currently selected
“Chapter 19: Using The
• Apply Collision Setting to Children: Clicking the FireFly Render Engine” on page 428 for more
Apply Collision Setting to Children button applies information about shading rates.
the Parameters palette: • XYZScale: The xScale, yScale, and zScale parameter
selected axis.
Wave Deformers objects, which together comprise the deformer. The two
parts are:
Wave deformers distort objects by creating wave paths.
You can use the Rotate, Twist, Translate, and Scale tools
on wave deformers. Please see “The Editing Tools” on
page 194 for information on using the Editing tools. Here’s
an example of a sphere deformed by a wave.
• Wave Object
the actual wave.
A wave deformer applied to a forearm.
• Wave Zone
deformed. You can move and shape the Wave Zone
Creating Wave Deformers to suit your needs.
• Add element to deform: Clicking the Add element to Wave Zone properties.
deform button opens a hierarchy list, allowing you to
select added elements to be deformed by the wave.
This only works if the selected element(s) are within the • Name: The Name
Wave Zone.
see “The Group Editor” on page 742 for information • Wave Zone Falloff Graph: Clicking the Edit Falloff
on using the Grouping tool. A group is selected when a Graph button in the Wave Zone Properties opens
checkbox appears next to the group listing. the Wave Zone Falloff window, which appears and
functions in the same manner as the Magnet Falloff
• Set Parent: Checking the Set Parent button allows you Graph depicted in “Magnet Zone Falloff Graph” on
to set a parent object for the Wave Zone. Please refer page 678.
to “Changing a Parent” on page 245 for information
about parenting objects.
• Use Weight Map: Check this option to use a weight Wave Zone falloff graph.
map to control the amount that the vertices are
affected. Click the Paintbrush icon to open the Vertex Wave Deformer Parameters
Weights palette so that you can edit the wave zone
weight map. Vertices in the weight map are initially Wave deformers can use the following parameter dials in
set to 100% strength. The controls in the Vertex Weights the Parameters palette:
palette are described in “Painting Vertex Weights” on
page 638.
animating waves.
• Triangular: The Triangular • XYZTran: The xTran, yTran, and zTran parameter dials
the shape of the wave pattern. Increasing this value move the Wave Object along the selected axis.
creates triangle-shaped waves.
• XYZRotate: The xRotate, yRotate, and zRotate This procedure deforms on the grouped sections of body
parameter dials rotate the Wave Object around the parts/props.
selected axis.
Creating Morphs with the You can create your own morph targets using Poser
and/or another application. This manual primarily covers
Morphing Tool creating morph targets in Poser, but we will discuss using
third-party applications in general terms. Within Poser,
Morph targets are custom parameters added to body you use a combination of deformers and existing morph
parts or props that allow you to reshape the affected channels (such as the Surprised parameter) to create
part(s). Poser includes some built-in morph targets with the morph targets. Each morph target gets its own Parameter
dial whenever the affected element(s) are selected and
allow you to easily resize and reshape items and are fully the morph target is loaded. For example, if you create
animatable. a morph called Bulging Bicep for the upper arm, you’ll
see the Bulging Bicep parameter dial in the Parameters
palette when you’ve loaded the morph target and
selected the upper arm.
Clicking on the Morphing Tool in the Editing Tools display
opens the Morph Editor palette. The Morphing Tool has
two operational modes: Combine and Create, which
are covered in the sections that follow. Click on the
Faces reshaped with the Morphing Tool. appropriate tab in the Morph Editor to switch between
these two modes.
While morph targets appear as parameter dials in the You can create your own morph targets using Poser
Parameters palette, they are actually custom geometry and/or another application. This manual primarily covers
containing the deformation, which you then apply using creating morph targets in Poser, but we will discuss using
parameter dials. Does this seem confusing? It’s actually third-party applications in general terms. Within Poser,
pretty simple once you get the hang of it. Let’s explore this you use a combination of deformers and existing morph
functionality a little further. channels (such as the Surprised parameter) to create
morph targets. Each morph target gets its own Parameter
dial whenever the affected element(s) are selected and
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• Lock All: Clicking the Lock All button locks all morph that are affected by the morph brush.
targets, which disables morph-based shape changes.
In addition to creating morph targets for individual
actors, Poser also allows you to create Full-Body
Morphs (FBMs). For more information about Full-Body
morphs. In that case, you could use this option then
Morphs, see “Creating Full-Body Morphs” on page 722.
unlock only those morphs you want to adjust.
If you do not assign a name or choose an 4. After you name your new morph or select an existing
existing morph before you begin painting, morph, the name of the morph will appear at the top
any changes that you make will be assigned the of the Create tab. Set the value of the morph to 1 to
generic morph name of Custom Morph. You will begin editing.
need to use the Save a Copy As button at the
bottom of the Morphing Tool to save the morph
under a new name.
with the Morph tool. The brush shape used no falloff (the
last brush option) and was set to a large size. The third
image shows the object after changing the Morph brush
to Smooth, and then passed through the rough areas in
the center.
Surface: When in Surface remaining brush styles all affect a region of the mesh.
you make to the mesh will be made along the These regional brush styles have varying degrees of
direction of the surface normal. This is the default
mode, as you are likely to want to sculpt in relation impacted region to differing degrees, as determined
to the surface normal direction for most purposes. by the falloff. For example, the second brush style
from the left has a large falloff region, which means
Screen: Screen mode allows you to deform the
that while vertices at the center of the region will be
mesh in any direction you wish. This option is useful
for situations when you may wish to sculpt the
will decrease gradually over most of the other vertices
mesh in a transverse or vertical direction. Please
within the impact region. The falloff area decreases
with the next two brush styles, and the right-most brush
Screen mode is determined by the current view of
style has zero falloff, so that all vertices within the
region are impacted equally.
you wish to deform the mesh towards the camera,
the side.
10. By default, the Morphing Tool allows you to morph The Group option allows you to specify which
across multiple body parts. If you want to make Morphing Tool will affect.
changes to a single body part, check the Group When you enable the Group option, the Group
pop-up menu will display a list of all polygon
group from the popup menu. groups that exist for the currently selected actor.
You can select a group from this list to limit the
effect of the Morphing Tool to polygons contained
in that group. You can also create a group for
Group Editor (see
“Chapter 30: Modifying Figures & Props” on page
671 for more information about the Group Editor).
11. Enable or disable the following options to suit your 12. Morphing Tool to
requirements: Create tab, click and drag
directly on the current actor to deform the mesh.
Average normals: Maintains more detail of the
underlying surface when Relative to Surface 13.
is selected. It averages the normals of all the the Save Copy As button to propagate your work to a
effected vertices, instead of moving each new morph target.
affected vertex along its own normal.
14. The Create tab also contains the following Display
Accumulate: When Accumulate is enabled options:
(checked), your change will continue to
accumulate so long as you continue a single
click-and-drag movement. This option allows
you to make a greater degree of change with a
single motion, but with less precision. When the
Accumulate option is disabled (unchecked), each
Display Brush: The Display Brush option displays a Work With Current Morphs: When enabled, the
visual preview of the region you will be impacting Work With Current Morphs option allows you to
with your deformation. This preview uses different visualize the current adjusted state of all other
colors to indicate the degree to which each area morph targets while you deform the mesh. This
of the impact region will be affected by your option is useful for creating a morph target that
acts on top of another morph target.
area most strongly affected, yellow indicates that
an area is less strongly affected, and green areas This setting is useful for understanding how
are the least affected within the impact region. your new morph target will interact with other
The Display Brush option is enabled by default. existing morph targets.
If you have elected to work on a single group
When disabled, the Work With Current Morphs
only when it is over the group that is selected for option allows you to temporarily hide the effects
editing. of all other morph targets while working within the
Create tab. Using this option allows you to work
on the mesh geometry in its neutral state, without
losing the settings of your other morph targets. If
you leave the Create tab, those morph targets will
direction you selected from the menu. button has been pushed, the channel will still exist but
the morph data is removed.
The Zero Morph button only applies to the part, and also adds a parameter dial to the Body that
effects of your new morph target; all other drives all of the individual body part channels.
morph target states will remain unchanged. Be sure
The Custom Morph target is cumulative, in
the Zero Morph button if you do not wish to lose
your changes. made on top of the previous state of the morph
target. Therefore, if you do not save your changes
to a separate morph target using the Save a Copy
• Save a Copy As: Whenever you enter the Create tab, As button, they will become incorporated into any
placed into a “Custom Morph” morph target unless recovering that previous state.
you follow steps 2 and 3 to create a new morph
name or select an existing morph. The Save a Copy
As button will allow you to save the current state
of the Custom Morph target to a new, separate Copying Morphs Between Figures
morph target. You can use Save a Copy As to save
The Figure > Copy Morphs From and Object > Copy Morphs
From commands allow you to copy morphs between
for future use.
with items that are sparser in density (such as clothing)
• Full Body Morphs created using the Save a Copy As
and the Custom Morph functions are traditional Delta face to face morph transfer).
Add morphs with values that change linearly with the To copy all morphs from a character to the clothing:
a master parameter value. You can edit them using
the dependent parameters editor, as mentioned in 1. Load the character and the clothing into your scene.
“Using Dependent Parameters” on page 726. The
2. Click to select the clothing that will receive the
Save a Copy As morph saves a channel to each body
morphs.
tools do not take existing grouping into account and work 3. Create a new morph and assign a name to it.
on the entire object geometry.
4.
Adjust Brush Radius and Magnitude to increase or
basic steps:
decrease the areas and amount of effect.
1. Load the character and the clothing that you want
Tighten Fit
1. Translate and scale the clothing as needed to position
Tighten Fit makes the clothing tighter in the areas that
you paint, moving it closer toward the shape of the Goal
2. Choose the Tighten Fit or Loosen Fit tool. Either of
• Goal
the clothing to.
2. Click Load Morph Target to open the Load Morph In order for morph targets to work properly, they must
Target dialog. have the same vertex order as the geometry mesh to
behave unexpectedly, you may wish to check the Attempt the Properties palette. Selecting Object > Spawn Morph
Vertex Order Correction checkbox when loading them. Target creates a morph target from deformed objects
This checkbox is located on the Load Morph Target dialog, (body parts, props) in your scene. You will be asked
which can be accessed by selecting Object > Load Morph to name your new morph target, and a dial with your
Target, or clicking the Load Morph Target button on the Parameters
Properties palette.
vertex order are not possible with automatic correction.
Shape an element using any combination of deformers
you like to get the results you want. Shaping multiple
Combining Morphs in Poser elements on a body part includes all changes in the shape
in the morph target.
Poser provides a number of different ways that you can 1. Select the body part/prop’s properties in the
combine body morphs to create unique characters. For Properties palette, then select Spawn Morph Target. A
example, you can use the Object > Spawn Morph Target dialog appears asking you to name your new target.
command to create a parameter dial for body parts and
Figure 2. Enter your desired name and click OK. A parameter
> Create Full Body Morph command allows you to create dial appears in the Parameters palette with the name
a single master dial in the Body to drive morphs in several of your new morph target. At this point, you can
different body parts. Additionally, you can use Dependent delete all deformers used to create the morph.
Parameters to create master parameter dials that, in turn,
create more realistic interactions between body parts and
rotations.
translations.
3. Figure > Create Full In order for the Load Full Body Morph
Body Morph. Enter a name for your new morph in the
Set Name dialog that appears.
Polygon Groups options are checked as shown in the 2. Choose Figure > Load Full Body Morph. The Load
Morph Target dialog appears.
When creating your morph in your third-party application, Loading a Morph Target.
make sure that you do not add or remove vertices or
otherwise change the geometry in any way. You can 3.
export your geometry from your modeling application, exported from your modeling application.
you must also make sure that the grouping information is
maintained. 4.
is the name that will be assigned to the parameter
dials in the Body and individual body actors in the
steps:
Parameters window.
1.
and select it to make it active. 5. Choose OK to complete the process. You should see
morph dials in the body and under each individual
body part.
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6. Test the morph by adjusting the dial in the Body choose Delete (if the BODY actor is selected) or Delete
section of the Parameters palette. Morph (if a body part actor is selected).
•
repeat the process. This time, check the Attempt Vertex
Order Correction option in the Load Morph Target Click the arrow to the right of the morph you want to delete,
dialog. This might resolve the problem. then choose Delete (or Delete Morph) from the menu.
To open the Dependent Parameters window, choose Edit • Type: There are two types of Master Parameter dials:
Dependencies for the parameter you want to edit.
Keyed: This master parameter type is the only type
of dial that you can create in the Dependent
The Dependent Parameters window displays the following
Parameter palette. You can create linear links or
settings and options:
curved links that have varying driven values at any
value of the master parameter.
• Master Parameter: Lists the name of the Master
Parameter dial that will control the dependent Delta Add: If you see this type listed, it means that
parameters. the relationship between the master parameter
dial and its dependent parameters were created When you look at the Bend parameter in Alyson’s
externally (most often by content developers that left forearm, you’ll notice that there are a number of
deformers linked to the parameter dial.
the Parameters palette, or in the Dependent Parameters • Click on the graph display between two value keys
window. and drag up or down to add a third value key.
1. Select the actor that will serve as the master 5. In the Dependent Parameters palette, set the
parameter. In this case, we want to add a new Master Parameter dial to 1.000. This is the value we will use as
Parameter to Poser’s default Light 2. the “Bright” setting for the Master 1 Parameter dial.
2. Click the Parameters Palette Options menu, and 6. Now you adjust the brightness on all three lights in your
choose Create New Master Parameter. scene. It doesn’t matter which order you complete
them in, but since we have Light 2 selected already
be named Master 1.
how you can use the dependent parameters feature to selected parameter appears in the Parameters palette.
enhance the Pregnant full body morph. For example, when you select the rButtock: Pregnant
entry in the Dependent Parameters list, the settings for the
Create a new Poser scene and add Alyson to your scene.
rButtock body part appear in the Parameters palette.
Select her Body, and expand the FBM morph section.
Scroll down, if necessary, until you see the Pregnant morph. As mentioned earlier in “Using Dependent Parameters”
Click the Master Parameter icon to open the Dependent on page 726, there are two numerical values listed to the
Parameter editor. right of each morph dial:
• Breast Droop: 1
• Breasts Natural: 1
• Nipples: .248
The Pregnant morph is set on several body parts. Click Start
Teaching to further enhance the shape.
settings that are inherited by the links that you created with
the master parameter.
Set the value of the Master Parameter dial to zero before you
close the window.
Now, go back to the Pregnant full body morph in the When you adjust the Pregnant morph dial, the dependent
Parameters window. Adjust the value up and down to parameters adjust with it.
see how the new morph responds to the changes in the
dial settings. Your new Pregnant morph should respond
exactly as it did in the Dependent Parameters window. the left, and the new improved version on the right. As you
Notice how you also see the values of the PearFigure and can see, the enhancements have made the morph look
Rubenesque dials change when you adjust the Pregnant more natural.
when the natural value dial for the Pear Figure morph is
increased to .8. The driven value, which was previously set
to .163 by the Pregnant morph, increases by your .8 setting
accordingly.
meaning you can use them the next time you load that
Library palette, please refer It is the responsibility of the user to comply
to “Adding Items to the Library” on page 172. with the Smith Micro Software, Inc. End User
License Agreement, as well as any third party
format (.PMD), which contains only the morph targets for License Agreements, before distributing Poser
content. PMD morph data can be redistributed as
long as they include morph delta information, and
not geometry information.
This storage method also requires less disk space, as all
Distribution of PMD morph data found in
for morph target data. If you change the morph targets third-party content is subject to usage
restrictions as outlined by the third-party content
developers.
Chapter 31: Figure and • Creating material groups in the Material room. Please
refer to “Chapter 14: The Material Room” on page
understand how the grouping tool works before • Creating props. You can also create new props and
editing critical content. It’s wise to practice on a deform and morph selected portions of an element.
For example, you could use the Group Editor to select
polygons around a character’s eyes, nose, and
forehead, and use those selected polygons to create
It helps to use Smooth Lined preview mode
a mask prop. See “Creating/Editing Groups” on page
when using the Group Editor as polygons and
750 for information on how to select polygons in the
vertices are clearly displayed.
Group Editor.
The Group Editor is useful for various tasks within Poser such
as:
The top section of the group editor includes controls to • New Group button (4): Clicking the New Group button
navigate through, create, and delete groups from your creates a new group with the currently selected
current object. polygons.
• Delete Group button (5): Clicking the Delete Group • Deselect mode button (8): Click the Deselect button to
button deletes the currently selected group. enable polygon deselection, and then click within the
current object to remove polygons from the current
group.
Adding, Removing, and Modifying
Polygons
The Selection section of the Group Editor contains three
menus that allow you to add or remove polygons to the
currently selected group.
Draw: Allows you to add or remove from the • Add menu (9): Expand the Add menu to add polygons
currently selected group by drawing over the to the currently selected group, using one of four
polygons that you want to include or exclude different modes:
Material: Allows you to add polygons by material become selected, and selected polygons
name. become unselected.
Mirror: Allows you to mirror selected polygons Grow: Expands the selection by one polygon
along the X, Y, or Z axis to the opposite side of the around all its edges. You can also use the plus sign
model. on your keyboard [ + ] to grow the selection.
• Remove menu (10): Expand the Remove menu to Shrink: Reduces the selection by one polygon
remove polygons from the currently selected group, around all its edges. You can also use the minus
using one of four different modes: sign on your keyboard [ - ] to shrink the selection.
All: Removes all polygons in the currently selected Grow (Edge Loop): After selecting two or more
group. polygons in a loop, click the Grow button or use
the right parenthesis shortcut [ ) ] to expand the
Group: Allows you to remove polygons by group selection by one along both ends of the same
name. loop.
Material: Allows you to remove polygons by Shrink (Edge Loop): Click the Shrink button or
material name. use the left parenthesis shortcut [ ( ] to shrink the
Mirror: Allows you to mirror deselected polygons selection by one along both ends of the same
along the X, Y, or Z axis to the opposite side of the loop.
model. Mirror: Mirrors the selection on one side of the
model to the other side, along the X, Y, or Z axis.
• Modify menu (11): Expand the Modify menu to add or
remove from the selection using one of the following
methods:
Showing and Hiding Faces and Objects not belong to a group. If you leave the Setup room
with one or more polygons that are not attached to
a bone, they will be maintained on a prop attached
Display options in the Group Editor. may, however, be necessary for rendering and
The Auto Group Command The Auto Group feature is designed for one-time use when
When you are creating groups for a newly imported wish; however, it completely regroups every polygon in the
geometry (Setup room), you can save time and effort
by clicking the Auto Group button near the bottom of pre-existing group assignments that match bone names. If
the Group Editor palette. This option is particularly useful you must use the Auto Group feature again after creating
Setup
room. If you choose to use the Auto Group feature, be
The Auto Group feature causes Poser to take a “best
sure to do so after creating, positioning, and naming the
guess” when grouping polygons and bones. You may
bone structure! This is because the Auto Group feature
places polygons into groups based on their location in
groups by manually selecting polygons and moving them
3D space relative to the available bones. This can cause
to different groups. Do this by selecting the target group
very unpredictable and disorganized results if the bone
and then selecting the polygon(s) you wish to move to the
structure has not been properly created, positioned, and
target group.
named.
The Grouping tool automatically removes
If you use the Auto Group feature before you
polygons from other named groups
have created, positioned, and named the
bone structure, it can result in unpredictable groups
selected target group in order to avoid having
that will then require extensive time-consuming
polygons assigned to more than one group at a
repair. The correct bone structure used by the
time. Group Editor palette commands do not share
“Poser Figures
this functionality.
Hierarchy” on page 757
similar hierarchies, but may have less control in
mouth, hand, and feet parts.
The Weld Group feature can be useful if, for example, 2. Select the neck group.
you need to make alterations to your groups after you
3. Click the Weld Group button.
leave the Setup room or if you import a prop with groups
that you want to change. In the Setup room, once your
The Weld Group function alters and
pieces corresponding to the groups you created. If combines the vertices on either side of the
you reassign polygons to different groups, the original break so as to create a smooth bridge across the
gap. A good way to think of this is to imagine
broken or disconnected at the point where the old group
boundaries lie. surfaces, but does minutely alter the surface
topography where the crack used to be. The Weld
The best way to illustrate this is by using an example. Say Group function works this way as well, modifying the
geometry slightly in order to eliminate the break. This
head and neck. After leaving the Setup room, Poser should be unnoticeable in most cases.
breaks the single geometry into pieces whose edges
correspond to the group boundaries you created. This
which polygons are unassigned and correct the problems new group in order to ensure that no polygons belong to
before leaving the Setup room. more than one group at a time.
To select polygons that are currently out of view, you can
The Group Editor palette commands do not
use the Wireframe display style, the camera trackball to
share this functionality.
While you are selecting polygons, it is possible that you will Poser, however it will provide you with the background
select some polygons that have previously been assigned information you need in order to understand groups in
to a different group, either by accident or by design. If general.
this happens, the Grouping tool will remove the subject
polygons from their previous group and assign them to the
(available in the Figures
Chapter 31: Figure and Prop Editors
752 PoserPro 2014
Reference Manual
• One body part may use more than one material. For
example, each eyeball may have separate materials
for the eyeball, iris, and pupil.
• In addition to the above, a polygon may be part of a Since body parts and materials are the most obvious forms
hair group and/or a cloth group. of grouping, let’s use them to illustrate grouping as a whole
since the same concepts apply to hair and cloth groups as
well. The graphic displays the material assignments for the
above-displayed body parts.
You can see that the head, neck, and portions of the
chest use the skin material. The chest and collars use the
shirt material. The eyes use eyeball, pupil, and iris materials.
Chapter 31: Figure and Prop Editors
754 PoserPro 2014
Reference Manual
• Poser groups polygons by body part, material, hair, Eyeballs (left and EyeballLeft, IrisLeft, PupilLeft,
right) CorneaLeft, EyeballRight, IrisRight,
and cloth, and these groups are independent of each PupilRight, CorneaRight
other.
Neck Body
Hair Groups
and IK relationships.
Cloth groups are used in dynamic clothing, which moves
realistically when animated. A Poser document’s hierarchy contains:
cameras.
Chapter 31: Figure and Prop Editors
Poser Pro 2014 757
Reference Manual
• Hierarchical connections (parent/child relationships) in bold italics) which control the top and bottom teeth,
between scene objects. several levels for the tongue, and an extra joint for each
lMid1
rRing2
lMid2
rRing3
lMid3 rPinky0
lRing0 rPinky1
lRing1
rPinky2
lRing2
rPinky3
lRing3 lButtock
lPinky0 lThigh
lPinky1 lShin
lFoot
lPinky2 lToe
lBigToe1
lPinky3 lBigToe2
rCollar lIndexToe1
rBreast lIndexToe2
rShldr lMidToe1
rForeArm lMidToe2
rHand lRingToe1
rThumb1 lRingToe2
rThumb2 lPinkyToe1
lPinkyToe2
rThumb3 rButtock
rIndex0 rThigh
rIndex1 rShin
rFoot
rIndex2 rToe
rBigToe1
rIndex3 rBigToe2
rMid0 rIndexToe1
rMid1 rIndexToe2
rMidToe1
rMid2 rMidToe2
rRingToe1
rMid3 rRingToe2
rRing0 rPinkyToe1
rRing1 rPinkyToe2
Using the Hierarchy Editor The Hierarchy Editor palette allows you to:
To display the Hierarchy Editor palette, select Window > • Select scene elements. Selecting an element in
Hierarchy Editor. the Hierarchy Editor palette selects that item in the
Document window, Current Actor pull-down, and
Graph palette.
•
and earlier) of dragging objects into the scene and
arranging them in a hierarchical order, after which the
Create New Figure button was pressed. This method
The Hierarchy Editor. has since been replaced with the Poser Setup Room,
discussed in “Chapter 32: The Setup Room” on page • Show Props: Checking the Show Props checkbox
765. displays all props in the current Poser document.
• Expand or contract the hierarchy list to view parents • Show Deformers: Checking the Show Deformers
and children or parents only. checkbox displays all magnets, waves, morph targets,
(scene).
Filtering the Display
• Show Lights: Checking the Show Lights checkbox
Hierarchy Editor palette
displays all lights in the current Poser document.
by selecting your desired display options at the top of the
palette. Checking a box enables the selected option, and • Show Groupings: Checking the Show Groupings
clearing it disables that option. The options are as follows: checkbox displays all of the constraint grouping
and object grouping objects in the current Poser
• Show Figures: Checking the Show Figures checkbox
document, along with objects that are children of
them.
• Show Cameras: Checking the Show Cameras
checkbox displays all cameras in the current Poser Working with Hierarchy Branches
document.
You can perform the following basic actions using the
• Show Parameters: Checking the Show Parameters hierarchy listing:
checkbox displays all object parameters in the current
Poser document. • To expand a hierarchy branch, click the right-pointing
arrow next to the branch you wish to expand.
• Show All Parameters: Checking the Show All
Parameters checkbox displays all parameters in the • To collapse a hierarchy branch, click the downward-
current Poser document. pointing arrow next to the branch you wish to collapse.
2.
To reorder a child at the same hierarchical level: Applying the Standard Hierarchy
1. Click the child object and drag to its new location.
A white line appears just below the target location,
indicating where the object will be placed once the Hierarchy Editor to automatically apply the Poser
dropped.
relationships. Poser can apply the Standard Hierarchy to
2. Drop the object. “Chapter 31: Figure and Prop
Editors” on page 742 for more information about groups 1. Scroll to the bottom of the hierarchy list using the scroll
and hierarchies and how to edit them. bar and click the IK Chains entry to enable the Create
IK Chain button.
1. Choose Window > Hierarchy Editor. 2. Enter a name for the chain you are creating in the
dialog box that pops up and click OK. A blank IK chain
2. Select the Universe. appears in the list.
3. Click the Apply Standard Hierarchy button. 3. Plan each element in the IK chain from root to goal.
For example, the IK chain for the right arm has the right
hand as the goal.
4. From the hierarchy list, click and drag body part listings
onto the new blank IK chain. They will be added to the
IK chain in the order you drag them from root to goal.
Proceed to add parts to the chain in the order of root
to goal.
The Apply Standard Hierarchy button.
Creating IK Chains
To create an IK chain:
Using IK
Figure > Use Inverse
Kinematics and select the chain you wish to enable. You
will see the chains you created as well as the standard
Poser chains (if you added chains to a standard Poser
Creating an IK chain.
modeling application.
completely graphical environment.
are creating or modifying. You can also double-click In order to be rigged, you need to create
your geometry properly and assign each
body to a unique Material Group; otherwise the
geometry won’t be treated as a separate body
detail.
• Figure resolution
Bones appear as light gray pyramids with the
bases pointing towards their parents and the
(resolution) it will have. For example, the Andy
tips pointing towards the children. Selected bones
allows you to bend the shoulder, elbow, and wrist, but
appear red.
Ryan
About Creating a Bone System The following sections discuss selecting a bone system for
your geometry and using the Bone tool.
There are two basic scenarios for creating or editing a
bone system: Selecting the Proper Structure
•
loaded when you enter the Setup room, the current
resembles your current object as closely as possible. For
be loaded, and the separate body parts will be example, the simple geometry shown below does not
combined into a single object for easier manipulation require a high-resolution bone structure, since it does not
while in the Setup room.
The Bone tool lets you create bones, either within a bone
structure or from scratch. To create a bone, click at the
point where you want the bone to begin (base) and drag
created bone (or any bone in the skeleton) and add new
child bones by single-clicking the bone you wish to use as
a parent and then clicking and dragging to create a new
bone as described above.. The graphic shows a new bone
inserted between the hip (parent) and thigh (child).
Bones can be selected as follows:
When positioning bones using the mouse, The Symmetry functions involving arms, legs,
you should use one of the orthographic and the torso only work when the bones in
cameras (Left, Right, Top, Bottom, Front, Back) to those regions have been named and grouped so
ensure that you are only positioning them in one as to belong to the selected areas of the geometry.
plane at a time. Alternatively, you can use the If you have loaded an existing bone structure for
Document window’s multiple pane view to position use with your current geometry, the bones will
the bones in 3D space. already be named for you.
through its paces. You can use multiple view panes and Step 10: Setting & Memorizing Favored
the Camera
to ensure that it is performing as expected. If you need
IK Angles
to make any adjustments, you can always return to the Poser’s inverse kinematics works based on the current
Setup rotations of a body part. Proper IK angles must be preset
Your once-static geometry prop is now a moveable Poser
joint rotation values help the IK logic know which way to
bend some of the joints and will affect how the IK works
Step 8: Assigning IK Chains
angles is therefore important.
Before memorizing the default positions for all of the body
you need to create at least one inverse kinematics chain parts, you should bend the parts used in IK chains so that
using the Hierarchy Editor, as discussed in “The Hierarchy they favor their natural bending directions. For example, a
Editor” on page 756. standing person’s thighs bend slightly forward and out from
vertical, and her or his shins bend slightly back and in.
You created the parent/child hierarchies in
These positions can be tested by lowering the hip joint in
bone structure. The Hierarchy Editor will perform all the Y (up/down) direction while IK is turned on for the legs.
While doing this, the knees should bend smoothly, and not
buckle or swing widely to either side.
Then, to test the arms, enable IK on the arms and move
Step 9: Inverse Kinematics the chest side to side (X trans). The arms and shoulders
should bend naturally. If they do not, add small amounts of
rotation into the joint to correct the unnatural bending.
to add IK chains as discussed in “Creating IK Chains” on
With IK off, return the hip to zero and the chest to zero.
page 763.
Preserve the rotations on the limbs. Make sure that they
are symmetric from one side to the other. Then memorize Poser allows you to set limits for each joint to mimic these
natural limits and help prevent you from creating unnatural
poses. Additionally, you can create limits on the amount
To set favored IK angles:
that a body part can be scaled and tapered, and you
1. Disable the affected IK chain(s). may have other options available depending on the body
part in question.
2. Position each body part in the chain by slightly
bending it in the direction it would bend under IK by a It’s good practice to set limits per parameter
few degrees.
use or ignore your limits using the Figure pull-down
3. Save the angles by memorizing the body parts or the
menu by toggling the Use Limits command on or
Edit > Memorize > Element or
off.
Edit > Memorize > Figure, respectively.
4. Enable the affected IK chain(s). To set limits for a body part, simply select the desired body
part, then double-click any of the parameter dials in the
Please refer to “Inverse Kinematics (IK)” on page 187 Parameters palette to open an Edit Parameter dialog
for more information about Poser’s Inverse Kinematics box, where you can set limits for the selected parameter.
features. Please refer to “Editing Parameter Dials” on page 214 for
information on setting parameter limits.
and do anything you need to do in order to consider the an item, select it in the Library palette and click the Delete
project complete. from Library icon (-) at the bottom of the palette.
your own.
and Skinning that allows you to use traditional falloff zones, weight
maps, or a combination of both. You get the best of both
worlds!
• Capsule-shaped falloff zones that work similarly to A joint shown in the Joint Editor.
Using the Joint Editor the Setup room, the Joint Editor allows you to adjust the
currently selected bone.
•
needs.
• Verts: Shows or hides the display of colored dots that • Falloff Zones: There are three types of falloff zones:
give you a visual indication of how the vertices and Spherical Zone, Capsule Zone, and Weight Map. Each
polygons will be affected when you adjust the joint of these will be described in “Creating and Using
settings. Falloff Zones” on page 795.
Shaded: Enables shaded display mode for sphere • Joint Angles setting: This section displays or edits the
inclusion and exclusion angles, which determines
or capsules are shaded green, and outer mat which vertices and polygons are included or excluded
spheres or capsules are shaded red. in the current transform. Further information can be
found in “Setting Joint Angles” on page 804.
values other than zero. Click this button to return all How Joints are Displayed
of the joint rotations back to their zero values, which
When the Joint Editor is opened, there are several
indicators that appear when a body part is selected.
These indicators help you control how the joint works
Deformer Indicators
Center
The Center attribute sets the center of rotation for the
selected bone. It is available for all bones, body parts, and
props.
Hold your arm out with the palm up, bend it at the
elbow, and notice that the center of the rotation is about
Center attribute and settings.
halfway between your inner and outer elbow. Notice
how your skin contracts above the center of rotation
and expands beneath it. Imagine if the center of rotation The following options are available when adjusting the
was in a different location and how that would affect Center joint parameter:
the appearance of your arm as you bend it. Move some
• Center Point
other joints and imagine the changes that might occur if
XYZ position of the joint (center of the body part). 0,0,0
you shifted those centers. The Center attribute controls this
is located in the center of the bone structure on the
aspect of joint motion.
• Orientation
rotation of the joint and its axis. Click and drag the
• Align: Clicking the Align button aligns the joint with its
underlying body part or group, and will automatically
End Points
Twist
If a joint has a single child joint, the endpoint will always be
the origin of the child. If there are multiple children (as in The Twist attribute changes the location of the twist
a hand) the endpoint can be set manually. This feature is deformer for the selected bone.
used for some of the interaction tools, such as the Rotate
tool for orientation from the origin. If there is no child joint There is no Twist attribute for the hip bone or
(as with the head, typically) the endpoint is also editable. its equivalent, since the hip is the parent for
The red handle represents the starting point of the twist The Twist parameter has the following settings and options:
transformation area, and the green handle represents the
• Display Options: See “Parts of the Joint Editor” on
end. Dragging these handles increases or decreases the
page 782.
Twist area.
• Falloff Zones: See “Creating and Using Falloff Zones”
on page 795.
You can make twist areas larger than the • The Bend attribute controls the angles of the Bend
selected bone, which can make a twisting
motion appear more natural. In many cases, the
bone’s parent should be included in the twist zone.
and how the skin and muscles bulge as you move. The
Bend attribute lets you control how this occurs in your
You can use the Editing tools to adjust the
Twist parameter. This parameter exists in three
• The Side-Side, Front-Back, and Up-Down attributes
see the joint from any angle. You may, however, control the angles of their respective transformers and
use the orthographic cameras (Top, Bottom, Left, are suited for omnidirectional joints such as your wrists,
Right, Front, Back) to constrain movement to two shoulders, hips, ankles, etc. The various parameters are
axes, possibly avoiding much confusion. shown in the following table.
Up-Down L & R Collar, L & R Shoulder • Falloff Zones: See “Creating and Using Falloff Zones”
on page 795.
• Joint Angles
or excluded from the Bend parameter. You can
either use the Inclusion and Exclusion handles to
adjust these values visually, or enter values in the Joint
You can use the Editing tools to adjust the The High End/Start and Low Start/End
Bend, Side-Side, Front-Back, and Up-Down blending area. For example, when scaling the head, you
parameters. These parameters exist in three may also want to scale the top of the neck to achieve a
see the joint from any angle. You may, however, (high or low) is relevant. The unused parameter pair gets
automatically set to some unrealistic number (such as
use the orthographic cameras (Top, Bottom, Left, 99,000 or 100,000), thus indicating that it is not relevant to
Right, Front, Back) to constrain movement to two the area you’re working on. Do not edit these out-of-limit
axes, possibly avoiding much confusion. settings.
Each blending zone’s end is represented in red, with its
• Bulge Settings: See “Editing Bulge Settings” on page beginning in green. Effects can be either uniform or can
805. use spherical falloff zones, discussed below.
Scaling
Each body part has parameters allowing you to scale the
parent and child body parts. These settings are similar to
the Twist parameters and follow the Twist axis of the child
or parent body part. For example, Ryan’s Right Collar body
part has scaling controls for the chest (parent) along the Y
axis and the Right Shoulder (child) along the X axis.
Scaling attributes.
• Click the red sphere to edit the unaffected area. The zRotate values to change the rotation along the y, x,
Parameters/Properties palette displays its properties as or z axis (respectively).
the outerMatSphere, and you can make adjustments
to its size, position and rotation. • Scale: Use the Scale setting to uniformly adjust the
scale along the x, y, and z axes. To change an axis as
needed to create an ellipse, adjust the xScale, yScale,
or zScale setting appropriately.
The following properties can be edited for the inner and green and red capsules work similarly to the spherical
outer MatSpheres of a spherical falloff zone: falloff zones mentioned in the previous section. The green
• Right Cap: Sets the length of the cap at the right end
of the capsule. Increases or decreases the distance
from the Right Length.
3. In the Falloff Zones section, click the + (plus) sign to Blending Multiple Falloff Zones
create a new falloff zone. Choose one of the following
options: In addition to offering three types of falloff zones, you can
also use more than one falloff zone for a joint. The Joint
Add Sphere Zone: Choose this option to create a Editor provides a drop-down menu that lists the falloff
spherical falloff zone. zones that have been created for each joint. You can
add one or more spherical, capsule, or weight map falloff
Add Capsule Zone: Choose this option to create a
zones to any joint.
capsule-shaped falloff zone.
For an example of using multiple falloff zones, open the
Library and select the Figure category. From the People
folder, add Alyson or Ryan (version 1) into your scene. In
the Joint Editor, select the Side-Side property of the right
or left Buttock. Click the Down arrow to display the list of
zones for the currently selected joint. When you expand
the list of falloff zones, you’ll see several as shown below.
2. Expand the Falloff Zones selection menu, and select 1. Select the joint that you want to examine, and rotate
the falloff zone that you want to delete. the joint as necessary to determine the effects of the
falloff zones.
3. Click the Delete button in the Falloff Zones area of the
Joint Editor and choose Delete Current Zone from the 2. Expand the Falloff Zones selection menu, and select
menu that appears. the desired falloff zone.
previous example of bending your arm at the elbow, The above graphic shows the exclusion angle above the
your entire arm below your elbow moves. The inclusion knee, the inclusion angle below, and the blend area in
angle appears as two green lines that form an angle. the vicinity of the joint itself. To edit inclusion and exclusion
In the Joint Editor, the Dynamic B and Dynamic C angles:
angles determine the inclusion angle.
1. Move the cursor to an end point of the inclusion or
exclusion angles until the cursor changes to a target
•
symbol.
not affected by moving the current joint. Notice that
your upper arm does not move if you simply bend your
2. Drag the angle. It is recommended that you use Full
elbow. The exclusion angle appears as two red lines
Tracking mode to view the effects of your changes as
that form an angle. In the Joint Editor, the Static A and
you drag. You can also enter your desired values in the
Static D values determine the exclusion angle.
text boxes.
Applying bulges.
If you change joint order, you will probably good way to visualize the correct rotation
need to readjust the joint zones on the
currently selected bone. the front of the Poser workspace. For each possible
motion of a given joint imagine a line running
Each joint consists of three separate joint primitives, one through the center of the joint. For example, the shin
twist and two joints. You determine the joint rotation order twists along a line running straight up and down and
as follows: rotates along a line running from left to right. The
vertical line corresponds to the Y axis, and the left-
• to-right line corresponds to the X axis. It is now easy
order. to determine the proper joint order of YZX based on
this visualization and the requirements outlined
• Because of ordered rotation problems, it is then best to
above.
place the rotation axis through which the joint is most
likely to move last in the order.
You can also use curve bends instead of the normal twist/
• The remaining rotation axis is placed in the middle. joint/ joint bends. When you set up a joint using curves, the
joint will have one twist and one curve primitive. The curve If a joint’s falloff cones or spherical/capsule
primitive will automatically bend the body part as if that
part were part of a curved chain of objects. This feature is is not a part of the current actor or its parent, you
very handy for body parts such as tails or antennae. should set that part as an affected actor before you
use Merge Zones to Weight Map to convert the falloff
regions to a new weight map. This will apply
Adding Affected Actors appropriate weighting to all of the affected vertices
By default, a falloff zone only affects the body part that it involved.
is directly associated with. You can add additional body
parts or objects in your scene with the Affected Actors
button that appears at the upper right corner of the Joint When you modify an existing weight map,
Editor. For example, affected actors can be very useful and you add one or more actors for the
when applied to a character that has wings that would current joint to affect via Affected Actors, any new
affect the shoulder, but also the chest and the abdomen. vertices added to the weight map must be
weighted manually.
Affected actors allow bends to occur beyond the range
of the current body part. For example, if you have the
To add additional parts, click the Affected Actors button
character’s right shoulder selected, you could click the
to open the Select Objects dialog. Check any additional
Affected Actors button and add the right forearm to the
body parts or objects that you want to be affected by the
parts that are affected by the currently selected zones or
falloff zone.
weight map.
forearm are not affected. This is because they are not yet shown below. Make sure that the zones are adjusted in all
included in the falloff zone for the shoulder. The hand and camera views.
The falloff zones for the right shoulder are then adjusted
to encompass all of the vertices in the right forearm, as
Copying and Saving Joint Settings When you choose to merge existing falloff
zones into a Weight Map, existing falloff
zones will remain, but will be ineffective unless or
other, use symmetry as described in “Symmetry” on page until the blending mode of the weight map is
229 changed from Replace to Add or Multiply.
to rig only one side and then duplicate the zone settings to
the opposite side. If you are going to be rigging a character from scratch,
•
painting. See “Painting Weights” on page 815.
zones, you can collapse them down into a Weight Map for
the selected joint. When you click the Add button, you will There are two options for creating weight maps.
see two options for Weight Maps:
Falloff zones are processed in the order in In the Joint Editor, click the Add button, and choose
which they appear in the Falloff Zones list. Merge Zones to Weight Map. The weight map will be set to
Therefore, if you have a Spherical falloff zone at the Replace, which will make the spherical and capsule falloff
top, a Capsule Zone second, and a Weight Map zones ineffective.
third, the Capsule zone will override the effect of the
Spherical zone. Then the Weight Map, if set to
Replace, will combine the effect of both the
Spherical and Capsule weight maps, making the
to work with existing falloff zones by setting Merging existing zones into a weight map.
the blend mode to Add or Replace. However, there
is no advantage to doing so. Falloff zones that have
been collapsed down into weight maps work Deleting Weight Maps
equally as well as the falloff zones that were initially
used to create them. If you don’t like the way that the joint is bending after
you create a weight map, you can go back and delete
the weight maps if you have to. For example, you might
If the previous falloff zones utilized bulge learn that in some views the center point of the joint is not
settings, they will still be active and you will set correctly, or the inclusion and exclusion angles aren’t
still be able to adjust them in the Joint Editor. working as well as they should and you need to make an
adjustment.
Painting Weights
After you collapse your weight maps down, you can start
to paint. Click the Paint palette icon in the Joint Editor to
display the painting controls. As you paint, the changes
8. As you are painting, use the Parameter dial to test 11. Click the Paintbrush icon to turn weight painting off.
various positions of the joint to make sure that the You will return to the normal Joint Editor palette.
weight painting produces desirable results. Continue to
which is scaled to 65%. You’ll notice that the thigh is Joint seams can bunch together when a body part is scaled
bunching in the locations where it joins the hip and the along a single axis.
shin.
The Scale Zones button in the joint editor allows you to set
scaling zones that improves performance when characters thigh has been scaled along the Y axis. When you open
and conforming clothing are scaled. You can then the Joint Editor, you’ll see the normal center and rotation
add weight maps to the blending areas to smooth the parameters (Twist, Side-Side, and Bend). But you’ll also
transitions when a body part is scaled. notice scaling zones for the adjacent body parts ... one
named rShin_ScaleY and another named hip_scaleY. The
adjacent body part plus an underscore. These are the joint want to assign, making sure that the adjacent actors (the
parameters that relate to the Scale Zones feature. hip and shin) are included.
After you scale the part, open the menu in the Joint Editor previously been weight mapped). If a weight map does
not exist, you’ll need to create one for the scale zone.
Simply use the menu in the Falloff Zones area of the Editor
selected. This is the scaling zone, as it was named for that to choose Add Weight Map. Then make sure that the mode
particular joint. of the new weight map is set to Replace.
create scale zone maps for the hip and the shin. Of
you have a chest selected, you’ll need to create
scale zone maps for the right and left collar, and for
waist or abdomen (depending on the group name
that is adjacent to the chest).
When you select the scale zone, you may see No Zones
in the Falloff Zones area (which will be the case when you
With the appropriate scale zone weight map selected, As you smooth out the current body part, you might notice
you can begin to use the Weight Painting tools to smooth that there are areas near the adjacent body part that you
out the scale zone. The process is similar to that mentioned can’t get as smooth as you like. This is probably because
in “Painting Weights” on page 815. it falls in an area that is affected by both body parts. For
example, as you work toward the top of the thigh, you
might see that you can’t smooth it out all the way. In that
case, you’ll want to check the smoothing zones in the hip,
and make sure that you have the correct smoothing zone
selected (rThigh_ScaleY). Add a Replace weight map to
it if necessary, and then use the weight painting tools to
smooth out that area.
Adjacent body parts may also affect a scale zone. Here, the • There may be times when you need to pull one vertice
scale zone for the hip also affects the right thigh and should be at a time. For this, set the radius of the brush very small.
smoothed.
• There are times that the area between an inclusion
and an exclusion angle is very narrow when a joint is
To summarize:
• Scale zones should be checked for each body part in into that area with the weight painting tool to smooth
it out. The trick is to widen the distance between the
inclusion and exclusion angle so that the body part
• To determine the scale zones that you need to adjust, “plateaus.” Then you can use the Weight Painting tool
click to select a body part, and then look for joints that to shape the body part appropriately.
•
part (the left collar i
• Go to the menu at the upper left corner of the Joint the character, and use that information to generate similar
Editor again, and select the smoothing zone for the weight maps for the clothing geometry.
Chest.
The steps to do this are fairly simple:
• Click the Fix Mismatched Scale Zones button at the 1. Choose File > Import > Wavefront OBJ. Select the
bottom of the Joint Editor palette to correct the clothing object that you want to rig. This object can be
smoothing zone between the left collar and the chest. pre-grouped in your modeling application, or it can be
ungrouped.
Transferring Zones and Weight 2. The Import Options dialog appears. In most cases,
Review each group that has been created and edit polygons
Delete groups that have all polygons assigned to them.
assigned to them if necessary.
After applying the skeleton and joints to your • Choose Figure > Skinning Method > Poser Traditional if
joints in your clothing to make sure that falloff zones traditional model of breaking the mesh into individual
are adjusted for proper bending of the clothing. If body parts.
you see polygons that do not bend properly, or
• Choose Figure > Skinning Method > Poser Unimesh
is posed, it is likely that you will need to adjust joint if you want your model to be used with subdivision
parameters such as falloff zones or inclusion/ surfaces (see “Working with Subdivision Surfaces”
exclusion angles. The more the shape of the on page 835). Poser Unimeshes can still be posed
clothing deviates from the default body shape (for manually or with preset poses that are saved to the
9.
before saving the clothing to your library, choose
Figure > Zero Figure to zero all joint rotations. Also use
the Edit > Memorize > Figure command to memorize
the conforming clothing. You may also want to assign
a new name for the object in the Properties palette.
Skinning Methods
The Figure > Skinning Method commands determine how
Poser treats a character mesh in regards to grouping:
Alyson converted to Simple Bones Single Skin. To explain how subdivision works, let’s start with a picture
of three polygons: one with 3 sides, one with 4 sides, and
one with 5 sides. With no subdivision, you see the polygons
• Choose Figure > Skinning Method > Regenerate Simple exactly how they have been created.
Bone Weights if you want to start over with a new
simple bones single skin mesh.
3, 4, and 5-sided polygons with no subdivision. 3, 4, and 5-sided polygons with subdivision setting of 1.
When you set the subdivision level to 1, subdivision smooths If you increase the level of subdivision one more time (to
the model and gives the appearance as though it is made a setting of 2), another vertex is placed in the center of
of more polygons. What basically happens is that a vertex each polygon that was created at level 1. Because a level
is placed in the center of each polygon, and then that 1 subdivision created all four-sided polygons, what this will
vertex connects at the center of each of the edges in the result in is that your model will appear to have four times
original polygon: Notice the following in the image that the number of polygons as the preceding level.
appears below:
• Your original 3-sided polygon now looks like it has 12
• The 3-sided polygon now looks like three four-sided polygons.
polygons.
• Your original 4-sided polygon now looks like it has 16
• The 4-sided polygon now looks like four four-sided polygons.
polygons.
• Your original 5-sided polygon now looks like it has 20
• polygons.
polygons.
You’ll also notice that at a subdivision level of two, the number of polygons. Your 3, 4, and 5-sided polygons now
outer edges of the polygon appear much smoother and look like 48, 60, and 80 polygons (respectively), but the
rounder. This is most noticeable in the four-sided polygon. appearance hasn’t changed much along the outer edge.
Where it originally appeared as a rectangular shape, it is
now more like a circle.
3, 4, and 5-sided polygons with subdivision setting of 2. What this means, is at some point it won’t make a lot
where you want creases, sharp transitions, and folds to Adjust the Preview Preview setting
appear, otherwise the subdivision will smooth those details is increased higher than the Render setting, the
away. Render setting will automatically increase to match
the Preview setting.
Subdividing Figures in Poser 5. After you reach the desired Render subdivision level,
you can reduce the Preview setting as needed to
improve performance while composing your scene.
1.
Modeling Considerations
When using subdivision surfaces, your model must be
clean. There is a lot of content in the Poser world that was
not modeled with subdivision surfaces in mind, and you
won’t always get the results you expect. For example, you
might see polygons that appear to stretch away as shown
visible where one body part is subdivided to different level Thus, each edge along the middle of the T shares three
than an adjacent body part. connecting polygons.
Chapter 34: Using your Poser animations. For example, you could have a
scene with two Poser characters sitting on a train with an
Poser with Other imported movie showing the scenery rolling past as if the
train was in motion.
see “Chapter 12: Lighting” on page 276 for information Importing 3D Objects
about lights in Poser.
Poser allows you to import geometries in the following
formats:
Importing Poser Documents or Props
• 3D Studio Max (File > Import > 3D Studio)
Selecting File > Import > Poser Document/Prop loads either
an entire Poser scene or a Poser prop into your scene. • DXF (File > Import > DXF)
This can be useful for inserting props that are not part of
your Library palette’s Props category. Imported scenes/ • Wavefront OBJ (File > Import > Wavefront OBJ)
props become part of your current scene complete
with animations, morphs, poses, etc. This option opens a • (File > Import > LightWave...)
standard dialog box allowing you to browse for the desired
• COLLADA
Files of type pull-down menu to select one of
Most 3D modeling applications support exporting to at
least one of the above formats. Some formats, such as
• : This option Wavefront OBJ, allow you to save geometries as either
imports Poser 3.0 and later scenes, both uncompressed polygons or NURBS surfaces. Poser will only accept
and compressed. geometries saved as polygons.
• : This option imports Poser will import smoothing groups in Wavefront OBJ
parts.
Use the following procedure to import geometries into
Poser:
1. Begin the process by creating a polygonal mesh
object in your favorite 3D modeling application. Once
File > Import > format, where format is the format you
wish to import (such as OBJ). A Standard Open dialog
and path.
the geometry at 50% of the height of a standard Flip V Texture Coordinates: The Flip V Texture
Coordinates option reverses the geometry’s V
maintain the correct proportions relative to the texture coordinates.
selected height. When importing DXF geometries,
Poser considers one DXF unit as being equal to the
options, click the OK button.
3.
Offset: Entering numeric values in one or more
of the Offset
selected position within the Poser workspace.
or groups, speed of your computer, etc. A progress
Weld identical vertices: When enabled, the Weld indicator tracks the import process. When the process
identical vertices option unites identical vertices is complete, the imported geometry appears in your
within the geometry. Poser Document window.
Make polygon normals consistent: If the geometry
Make
polygon normals consistent checkbox makes
the polygon normals consistent with the vertex
normals.
Exporting Files
In addition to supporting a wide range of import formats,
Poser supports many formats for export, allowing you
to use your Poser output with your favorite 2D and 3D
applications.
Exporting Images
To export an image, select File > Export > Image. A
standard Save As dialog appears, allowing you to specify
An object after it is imported into your scene. If you want Poser to write an alpha channel
to preserve transparency in your exported
image, you should export to either the PNG, TIFF, or
Imported geometries are treated as static props. You
PSD formats. An alpha channel causes the
can add props to the Library palette as described in
foreground to be transparent wherever it is empty,
“Maintaining Your Library Palette” on page 171 and/
in order to allow the background to show through.
This feature is essential for compositing in image
either the graphical Setup room (see “Chapter 27: The
editing applications.
Cloth Room” on page 603 for instructions on using the
Setup room) or the legacy text-based method (refer to
“Appendix D: Creating and Converting Hierarchy Files” Exporting an image saves a snapshot of your current
on page 942). scene as seen in the active tab of your Document window.
Therefore, if you are in the Preview tab of the Document
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Poser Pro 2014 851
Reference Manual
Exporting BVH Motion Files 1. Select File > Export > format.
Exporting Flash (SWF) Files optimized for HDRI output, from the Main Menu, select
Render > Render Settings > Movie Settings, select Image
Flash is a popular 2D format most commonly used for Files from the Format pull-down menu.
COLLADA Import/Export • Import Lights: With this option enabled, Poser Pro will
Poser Pro offers data exchange with the industry-standard scene. For more information about lights, see “Chapter
12: Lighting” on page 276.
Poser content to applications such as Softimage XSI or
NVIDIA FX Composer without having to rely on hosting • Import Cameras: With this option enabled, Poser Pro will
plug-ins.
scene. For more information about cameras, see
Importing COLLADA Files “Chapter 11: Cameras” on page 256.
Export Standard Units vs. Custom Units: Select Bake all Morphs:
one of the standard Poser units. If none of the morphs can be large and resource consuming.
standard units meet your needs, then you can Bake Morphs allows the export of morph targets
so you get the essence of the morphs without the
Invert Transparency Map: Choose this option Sparse Array KHR Extension: Check this option
to output a “negative” transparency map. For to enable the writing of morph targets in a more
example, in Poser black areas indicate transparent compact representation. This results in smaller
areas and white areas indicate opaque areas in
the transparency map. An inverted transparency software that supports this extension.
map would be the opposite (black is opaque and
Load Preset: Click the Load Preset button to
white is transparent).
•
Users\Public\Pixologic\GoZApps\Poser.
•
ers:Shared:Pixologic:GoZApps:Poser
object to ZBrush from one Poser project, and then • Material: When you choose this option, the polygon
send it back to another Poser project. order of the object that is exported to ZBrush will
be grouped by Material. This will allow you to show
or hide polygons in ZBrush based on their material
Exporting Objects to ZBrush assignments. For example, if you export a head, you
will be able to hide the face texture while you work on
When you use the GoZ plugin as a bridge between Poser
morphs or textures for the parts inside the head (teeth,
and ZBrush, you are presented with a couple of choices
tongue, etc).
in how you want the polygon grouping to work. These
options are to assist in making it easier to show and hide
• Body Part: When you choose this option, the polygon
polygons in ZBrush while you are editing your object. ZBrush
order of the object that is exported to ZBrush will be
allows you to show or hide polygon groups by pressing
grouped by body part. This will allow you to show
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860 PoserPro 2014
Reference Manual
then return it back to Poser using the GoZ plugin for ZBrush, GoZ options dialog.
a full body morph dial will automatically be created for
you when the morph is sent back to Poser. In addition, 3. In the Polygon Grouping section, you have two
corresponding dials will only appear on the body parts choices for how you can group polygons when you
that were directly affected by the morph (in other words, export them to ZBrush. The method that you choose
there will be no need to delete redundant morph dials determines how you will be able to show and hide
from unaffected body parts). parts within ZBrush (either by material, or by body
part) and are primarily for ease of editing in that
To create a full body morph using GoZ:
application. For more information, see “Exporting
1. Objects to ZBrush” on page 859.
Select the clothing item that you want to morph from the
Subtool palette.
To return the morphed items back to Poser, select the item 3. Choose Object > Export Object to GoZ. A dialog
you want to return from the Subtool palette, and press the displays some options for the export.
GoZ button. The item will update in Poser and you will be
prompted to enter a name for the new morph.
Return back to ZBrush and select the next item from the
Subtool palette. Again, press the GoZ button to import that
item back into Poser and assign the morph name.
6. After your morph is complete, click the GoZ button Creating Joint-Controlled Morphs with GoZ
in the Tool palette (in the upper right section of your
appears when an arm is raised, then pose the arm in 5. In the Polygon Grouping section, you have two
the raised position. choices for how you can group polygons when you
export them to ZBrush. The method that you choose
3. Do one of the following: determines how you will be able to show and hide
parts within ZBrush (either by material, or by body
If your joint controlled morph will span more than
part) and are primarily for ease of editing in that
one body part, choose Figure > Export Figure
application. For more information, see “Exporting
Mesh to GoZ
Objects to ZBrush” on page 859.
If your joint controlled morph will affect only one
body part, choose Object > Export Object Mesh to 6. Click Yes to continue. Your body part will open in
GoZ. ZBrush as a subtool. Drag the tool onto the scene and
create your morph as you normally do.
A dialog displays some options for the export.
7. Use the tools in ZBrush to create a morph that improves
the appearance of the rotation; or, to add muscle
make sure you dial your morph in the BODY actor, and
not in each individual body part.
10. Use the Dependent Parameters editor to link the 3. The Standard brush will be selected by default. Press
rotation of the arm to the dial setting on the morph. the CTRL/CMD key while you paint a mask on the
For example, if you created a morph that creates a head to specify where the hair will be grown.
bulge in the shoulder when the forearm is bent, use
the Dependent Parameters Editor to activate the
morph when the forearm is bent to the angle that you
created the morph at, and when the forearm is in its
default position (bent to zero degrees), set your new
morph to zero. When you create your dependencies,
In ZBrush, mask the polygons where you want the hair to grow.
7. After the hair is styled to your liking, make sure that you
have the Fibermesh subtool selected, as shown in the
hair.
After the hair appears in your scene, you can select the
hair and open the Material Room to change the hair
colors. Note that you will not be able to restyle the hair in
the Hair Room.
Importing or exporting translates data from one format to Installing PoserFusion for 3ds Max
another. PoserFusion plug-ins serve as a liaison between
The installer automatically installs the 3ds Max plug-in,
which will be available to you as soon as you launch 3ds
application. This allows you to take advantage of Poser Max.
with the host applications’ powerful modeling, rendering, Loading A Poser File
Creating Instances
are two ways to do this: A Poser scene imported into 3ds Max.
1. Click, drag, then release the left mouse button. Large
Working with Poser Files in 3ds Max
before releasing the mouse button.
within 3ds Max:
2. Use the Keyboard Entry rollout to specify a position and
scale, and then click the Create button. •
3ds Max creates a Poser Universe dummy object • Keyboard Entry: Please refer to “Creating Instances”
on page 873.
parent object for all Poser Scene objects.
The Create panel also contains the following additional
The Create and Modify panels will display different rollouts:
rollouts depending on the type of Poser object
selected: The Scene Options Rollout
: Scene File, Scene Options, Info Scene Options gives you the following options:
all times).
Frame Ranges
The Scene File rollout.
An out of range condition exists when the 3ds Max
animation has frames occurring before the Poser
The Scene File animation’s start frame and/or ends after the Poser
associated with:
End Frame=Start Frame+(Num Frames – 1)
• Reload File: Clicking the Reload File… button refreshes For example, if Start Frame=10 and Num Frames=15, then
End Frame=24.
the Poser Scene instance. This function reloads the
If frame out of range radio buttons allow you to specify
how to handle out-of-range situations.
Offsetting Frames
• Start Frame: Enter the number of the frame in the Poser Remapping Frames
Start Frame You are not limited to simply specifying frame offsets. By
enabling Frame Remapping, you have full control over
• Number of Frames: Enter the number of frames in the the sense of time that the Poser scene experiences for
shortening, extending, accelerating and decelerating the
the Number of Frames Poser animation. This provides extended control over an
arrows. existing keyframed animation in Poser Pro, without having
For example, you have a 100-frame 3ds Max animation to go back and adjust it in Poser Pro.
and wish to open a 30-frame Poser animation. You could
specify the Poser animation will begin at frame 45 of the
3ds Max frame. You could also specify that you wish to
start the Poser animation from the 10th frame of the Poser
it down, run it backward, or even skip randomly through 1. Go to the Plug-ins pull-down menu and select Poser
the animation. Object.
To remap frames, move to the desired 3ds Max frame
using the time slider or other 3ds Max tool, turn on the
Animate function, and enter a valid Poser animation frame
number in the Remap to Frame
down arrows.
Once you have remapped frames, you can use 3ds Max’s
Track View window to obtain full control over how the map
will behave. Click the Open Track View icon to open the
Track View window. Then expand the Object node under
the Poser Scene object. Select Remap to Frame and use
the standard 3ds Max keyframing techniques to remap the
Poser scene’s sense of time.
4.
and poses.
dialog and click Open. • Full: An object that is set to Full Tracking displays its
full geometry and materials even during playback
• Reload File: Clicking the Reload File button reloads the or frame scrubbing. This mode provides the most
accurate display, but can also be slower.
Display Tracking
Frame Remapping Attributes backwards, you would animate this parameter from a
higher number frame, to a lower number frame.
You are not limited to simply specifying frame offsets. By
enabling Frame Remapping, you have full control over Hair Attributes
playback of your Poser animation within CINEMA 4D.
PoserFusion has the ability to preview and render strand-
based Poser hair in CINEMA 4D.
Hair attributes.
• Enable: Check the Enable box to enable frame
remapping. Enabling this option disables frame
offsets and out-of-range options. Once remapping • For speed purposes, only the guide hairs are visible by
is enabled, you can modify the playback of the default. In order to view and render a full hair
Poser animation by animating the Remap to Frame simulation, turn on the Populate hair option.
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• Hair root scale: This is the scale of the hair geometry Import Options
at the root of the hair (close to the scalp). This can be
raised if the hair looks too sparse close to the scalp. PoserFusion includes a number of options for hosting your
Try to make this value as small as possible for quickest
rendering results. the Main Menu, select File Menu > Import Options. Select
the Import Options that are appropriate and click Apply.
• Hair tip scale: This is the scale of the hair geometry at
Below is a description of the options available.
the end of the hair. This can be raised if the hair looks
too sparse at the tips. Try to make this value as small as Animation Controls
possible for quickest rendering results.
You can play back and view Poser animations from
inside Maya when you use PoserFusion. One animation
PoserFusion for Maya
File > Import. In the File This animation curve animates the frame attribute on the
Dialog, select mpzFile node.
Shelf Buttons .
Animation
Animation checkbox.
Poser Range
that will playback in Maya. You can use the actual frame
Range. There are a few options for choosing the Animation animation curves in the graph editor.
Range in Maya.
• None:
• From Poser: Uses the animation range from the Poser Maya Range.
curves.
Repeat options.
Texture Options
using this option, any changes in color or texture maps textures, therefore disable the option if you experience
assigned to the Poser shaders will update the next time trouble.
Bounding Box, and Full Geometry. remain the same. The only difference is that you’ll now be
referencing the new poses/animation from the updated
Playback buttons.
Bounding Box.
Bounding Box (Playback).
Use this button to make the full geometry display for all
Poser characters.
Full Geometry.
Exporting a camera pose.
into LightWave. 1. In LightWave Layout, choose File > Load > Load Scene.
The Bounding Box Threshold and Dynamic 1. In the Load Scene dialog box, select All Files in the
Update settings can affect what you see Files of Type pull-down menu. Then locate and open
during playback. If you see a bounding box with no
box when scrubbing the frame handle or doing a 2. PoserFusion prompts you to choose some options for
keyframe playback. your geometry:
depending on whether you are opening the given Poser Leave mesh as general polygons: This is the default
selection, which is recommended for most cases.
You can now use LightWave’s tools to view any animations Subsequent imports are numbered in sequential order.
contained within the hosted Poser scene, and you can
“Working with Poser
Figures and Props in LightWave” on page 896. time, you do not need to select All Files and load the Poser
Hierarchies
with the name <PoserFilename > .LWO. This folder contains the null objects created will be named <PoserScene > (1)
through <PoserScene > (n), with n being the number of
Object properties.
prop selected.
Creating a new object.
associated with.
objects in LightWave.
Scene options.
• Scale
slider to specify the desired scale for all of the objects
• Clicking the About… button opens a window • Loop: Selecting the Loop box causes the Poser
displaying more information about PoserFusion. animation to repeat as many times as necessary to
Animating Poser Objects in LightWave include a partial animation cycle. For example, if the
Poser animation is 30 frames long and the LightWave
You can control how any animation of your Poser objects
animation is 45, the Poser animation will loop 1.5 times
relates to your current LightWave animation by using the
to take up all 45 frames.
Scene Options rollout in either the Create or Modify panel.
• Freeze: Selecting the Freeze box causes the Poser
Frame Ranges
animation to not play before its starting frame and/or
An out of range condition exists when the LightWave after its ending frame.
animation has frames occurring before the Poser
• Hide: Selecting the Hide box causes the Poser
animation’s start frame and/or ends after the Poser
animation to be invisible before its starting frame and/
or after its ending frame.
End Frame=Start Frame+(Num Frames – 1)
For example, if Start Frame=10 and Num Frames=15, then Offsetting Frames
End Frame=24.
You can insert your Poser animation at any desired point in
The If frame out of range boxes allow you to specify how to
the LightWave animation using the Frame Offset function
handle out-of-range situations.
in the Scene Options tab.
Frame ranges.
slider.
For example, say you have a 100-frame LightWave
animation and wish to open a 30-frame Poser animation.
You could specify the Poser animation will begin at frame
45 of the LightWave animation. You could also specify that
you wish to start the Poser animation from the 10th frame
• Poser Source Frames: You are not limited to simply Poser Materials in LightWave
running your entire Poser animation within LightWave.
This section discusses using Poser materials within
Start Frame: Enter the number of the frame in
LightWave.
slider.
In LightWave, click the Surface Editor button on the left LightWave supports the use of UV mapping.
side of the LightWave window, or press F5. You can do this
You can view and modify any texture map by opening
with any tab selected.
LightWave’s Texture Editor window as described in your
LightWave documentation. Poser’s Texture, Bump,
Material Hierarchies
Map to Poser UVs. This is true for all Poser texture maps 6. Select a Surface name (such as Head, shown in the
2. Launch LightWave.
3. File
> Load > Load Scene and choosing All Files from the
Files of Type
created in Step 1.
Part 8:
PoserPython
released as free software in 1991 after extensive testing. It their building blocks and parameters. As you can see,
is an extremely powerful and easy-to-learn language that
runs on virtually all platforms and that can be extensively
Chapter 36: Basic for the code to compile. Additions, edits, and deletions
become fast and simple.
Basic Python Structure set of data, the method is what the object does, and any
arguments describe how the method is performed.
Python is an object-oriented language. An object is a car may contain either data or a reference or link to data.
virtual entity combining structured data and the methods Please refer to one of the many Python resources (such
in which the data can be manipulated. A method is a as those listed in “Other Important Resources” on page
procedure for manipulating data, and an argument 10) for an in-depth discussion of mutable vs. immutable
types. The data can be virtually anything including letters,
effective analogy is that of basic grammar: An object
can be equated with a noun, a method with a verb, and
an argument with an adjective or adverb. For example, and faster to write Python scripts.
consider the following:
car = Factory.Produce(vehicleXL)
In this case, the variable car is the result of the object Sample Python Script
factory being acted upon by the method produce as
This section provides a brief example of how a Python
model). To put it in lay terms, the car’s existence and script might look. For this example, let’s say that you have
everything about the car depends on the factory being
forearm already selected. The forearm is called an actor.
Consider how the value of the variable car can differ An actor is any element of a Poser scene (body part, prop,
based on the following examples: etc.) and this manual uses the two terms interchangeably.
car = Mechanic.Repair(car, transmission) Let’s say you want to set the x scale to 88 percent.
car = Junkyard.Salvage(vehicleXL) scene = Poser.Scene()
car = CarThief.Steal() actor = Scene.CurrentActor()
parm = actor.ParameterByCode(Poser.ParmCodeXSCALE)
parm.SetValue(88)
by the Mechanic’s Repair method, and returned as a
Let’s look at the above script in detail.
working car. The last example contains no argument. In this
case, the car thief may not take external input to decide The script begins by obtaining a variable called scene,
which is a reference to the current Poser scene. That scene
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contains numerous actors. Recall that the left forearm is folder test.txt
already selected, so all the script needs to do is request To work around this issue, you should use a double
backslash (\\) to signify folders. The above example would
Next, the variable parm consists of a reference to the left then become:
C:\\folder\\test.txt
XSCALE. A parameter code (ParmCode) designates an
easy to remember word to signify the desired parameter. path.
Lastly, the value of the parameter to which parm refers
Alternatively, you can use Macintosh format, which uses
is reset to 88, which will cause the left forearm to shrink to
colons to signify folders as follows:
88% of its normal size along the X-axis.
:folder:test.txt
Poser, this menu will list all of the PoserPython scripts that
were included with your Poser installation. You have Python Scripts palette.
the option of placing additional Python scripts into the
:Runtime:Python:PoserScripts: ScriptsMenu directory
Clicking some of the buttons will display a
within your Poser installation; all scripts placed into this
submenu of buttons within the Python Scripts
folder will be accessible within Poser from the Scripts menu.
palette. This is just one example of how Python
scripts can be used to customize Poser. You can
The Python Scripts Palette write scripts that will open button menus and
submenus. If you are curious, you can open one of
Launch the Python Scripts palette within Poser by the existing submenu scripts to see how this is done.
selecting Window > Python Scripts.
Assigning Buttons Within the Console script to it. Do this by pressing and holding [OPT]/[ALT]
while clicking the button you wish to unassign. If you wish
Unassigned buttons do not have a label. An ellipsis (...) to assign the newly freed up button to a different script, do
appears in unassigned buttons to mark their availability. so as outlined above.
To assign a script to a button, simply press the mouse on
Appendices
Appendix A: Technical forums where artists come together. Please see “Third-
Party Forums” on page 10 for links to a few online
Support forums.
Still don’t see your question answered? Please contact
Technical Support by clicking the link to http://support.
We’ve worked hard to ensure that Poser’s powerful smithmicro.com and completing our online support form.
features are both easy to use and available to users
running a wide variety of computers. However, there form as completely as possible and include as much
may be times when you need technical support. Smith information as possible. This will help us resolve your issue
Micro Software is pleased to offer free technical support faster. Once the form is complete, a Technical Support
to registered users of our products. To receive technical representative will contact you directly as soon as possible.
support, please visit our Web site at http://my.smithmicro. Support requests are answered via e-mail in the order they
com/support and browse through our extensive product are received. Online support is free to all registered Poser
FAQs. users. Poser users are strongly encouraged to register at
Please use the following checklist before contacting http://store.smithmicro.com/productregistration.aspx
Technical Support: after installing the application.
Telephone support is also free to registered users. Before
• Poser Reference Manual: This Reference Manual
using telephone support, please check the resources
answers most Poser questions. Before contacting
listed above. Phone support is intended to solve critical
Technical Support, please read the pertinent section(s)
technical issues. We are unable to answer project-based
of this manual thoroughly.
questions. Our Technical Support phone number is listed on
• FAQ: Please visit the product FAQs at the above-listed our website at http://smithmicro.com/contact. Telephone
URL.
call during other hours, or if a representative is not able to
• Third-party forums: If your question is more artistic than answer your call immediately, you will be asked to leave
technical, check out some of the great online Poser a message, and we will return your call as soon as possible
(generally within two business days). When calling, please Smith Micro Software reserves the right to
be in front of your computer with Poser running. alter our technical support policies at any
time without advance notice.
In order to receive support, we require the following
information:
• Your name
• E-mail address
•
video card, etc.)
manual (with the exception of OBJ and non-native Poser This appendix provides some guidance with regard to
formats) follows the same general format and uses one or valid values and error handling, however it is impossible to
• Light
control props, lights, and cameras, while the most complex
including type, position, color, and other attributes.
(CR2 and PZ3) describe Poser characters and scenes,
respectively.
• Hair
• Hands MC6/MCZ.
required to articulate hands into the desired positions
• External Binary Morph Targets: Poser saves morph
• Pose
File Hierarchy
• Character
required for a Poser character including reference For purely conceptual purposes, it is useful to think of
geometry, Joint Editor palette morph targets,
extension CR2.
• Camera, Light • :
• Character
• PZ3 (Poser scene): any (user-selected location)
• Pose
• CM2 (Camera): libraries\camera\Camera Sets
their correct locations. File placement is most critical • HR2 (Hair): libraries\hair\(category)
Morph Targets
Tabs
parameter 1
parameter n
sections (Channels) contains position, size, texture, morph {
section B
command 1
values and adds entries as needed. parameter 1
parameter n
As described above, brackets denote the beginning and command 2
parameter 1
parameter n
while a right bracket ends a section: }
{begins }
} ends
dependent parameter will appear as a morph target dependent parameter will be affected:
parameter dial named “bump3”.
targetGeom bump3 • If Custom_Morph equals 0.5, the value of bump3 will
{ increase by 0.
name bump3
initValue 0
hidden 0 • Once Custom_Morph reaches 0.75, the value of
forceLimits 1
bump3 will increase by 1.
min -100000
max 100000
trackingScale 0.02 • By the time Custom_Morph equals 1, the value of
keys
{
bump3 will increase by 0 again.
A two-dimensional object.
About 3D Space
Pick any one of the three dimensions and call it A. Now
pick either of the remaining two dimensions and call it B. In
the graphic, the arrows represent the two dimensions and
• Zero dimension: A point is an example of a zero-
the rectangle represents a two-dimensional object. You
will immediately notice that all two-dimensional objects
no length, height, or width.
• First dimension: A one-dimensional object is a single dimensional objects are called planes.
line. It has length but no height or depth.
• Third dimension: Three-dimensional objects use all
• Second dimension: A two-dimensional object has any three of the dimensions (length, height, and depth).
two of the following three dimensions: As you can see from the graphic, the cube is a three-
dimensional object. It has length, height, and depth. That’s
Length
pretty simple, right? Here’s the hard part: You create 3D
Height data using two-dimensional tools. Your computer screen
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is a two-dimensional object and your mouse can move The short answer is that all 3D applications, Poser
in two dimensions; it can report left-right and front-back included, create a “virtual” 3D space. Look at the above
motion but cannot report how far above or below the graphic again. We can view and manipulate the cube
desk it is. Furthermore, your output will always be two- in three dimensions by separating them into separate
dimensional. Look at the above graphic: It does not have workspaces called views. One view will displays the A
depth. It does, however, represent three dimensions using and B dimensions, the second will displays the A and
a simple optical illusion called perspective C dimensions, and the third will displays the B and C
as the tendency of objects to appear progressively smaller dimensions. You can also have a fourth view that displays
the farther away they are until they disappear on the all three dimensions. This graphic shows how the four views
horizon at a location called the vanishing point. You can might look in a 3D application such as Poser.
see this by standing at the corner of a long building and
noticing how the roof line appears to get closer to the
ground the farther away you look. Given these limitations,
you ask, how can one create 3D information?
Let’s look at the same graphic again, only this time let’s
substitute a simple boat for the cube to better illustrate
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using the AB as the Left view. Someone else could just as are beneath 0 with positive numbers above 0. This stands
to reason, since negative numbers are literally less than
see the chaos that could ensue. To prevent this, both 2D 0. When dealing with coordinate systems, we assume
and 3D objects conform to a standard system of axes
called the Cartesian coordinate system. The term Cartesian dimension’s center or origin.
is used in honor of the French mathematician and
The Cartesian coordinate system goes one step further
philosopher Rene Descartes (1596–1650), who was one of
examples, we deliberately used the arbitrary letters A,
B, and C to illustrate the concept of axes and avoided
Cartesian Coordinates using the actual letters because we wanted to familiarize
you with the general idea of axes and dimensions before
Before getting too far into Cartesian coordinates, let’s focusing on how they are actually used. In the Cartesian
pause for a quick math review: If you arranged all of the coordinate system, the axes correspond to dimensions as
follows:
a line, the number 0 would be in the center of that line.
Negative numbers would be on the left side of 0 with –1 • X: Width
being the closest to 0, and positive numbers would be on
• Y: Height
the right side of 0 with +1 being the closest to 0.
• Z: Depth
Let’s combine the origin with the Cartesian axes as follows.
As you can see, the Cartesian coordinate system uses
three axes to represent each of the three dimensions: X,
Y and Z. The positive X axis points to the right, the positive
Y axis points up, and the positive Z axis points towards the
front of the scene. The center of the 3D space is a single
Negative numbers being on the left (or front) works for point, which is the midpoint (origin) of the three axes.
horizontal lines or axes. For vertical lines, negative numbers
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left, then headlight will now be 21.2 inches to the left of to the motorcycle, meaning (for example) that her or his
center and 21.2 inches off the ground. head is still 30 inches behind and 32 inches above the
headlight. Thus, while the motorcycle’s world coordinates
have changed, its object (or local) coordinates have
new location by multiplying the original remained the same.
location by the sin and cosine of the angle. In this
case, sin(45) = cos(45) =.707, and.707*30=
approximately 21.2.
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we move the object +7 along the X axis and +3 along Let’s take another look at the box we used in an earlier
example.
As you can see, the box’s center is the same as the origin
local coordinates, that is, relative to the object’s center.
You can move each one of the points, delete the existing
object’s local coordinate system (object space) or relative
box and draw a new one in its new location, or simply
to the global coordinate system (world space or global
translate the box. For example, setting a Translate value of
coordinates) shared by all objects.
Scale
An object’s scale value refers to its size in relation to itself
and is measured in percent. In this case, a value of 1
corresponds to 100%. Take the example of a circle. As with
all other Poser objects, it is initially created with a scale
Three axes of rotation. that is twice as long on the Y axis as it is wide. To stretch it
Vertices
A point is a zero-dimensional (0D) object in 3D space. It
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Polygons
Polygons are multiple-sided surfaces that use vertices to
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Normals Camera
A surface normal is a line (vector) that points perpendicular The Camera is a default object. This means that it always
to (away from) the surface it originates from. Since exists and cannot be deleted. However, the camera is an
models have more than one surface, knowing which object like any other and can be moved and animated.
way the normals are facing can help you understand Additionally, you can apply many different settings to the
how a particular function will affect a model. This is camera including its position, angle, perspective, and focal
important when rendering a model or for calculating other length. These are standard photography terms. Object
operations such as a collision (determining if two objects animation rules apply to the camera.
are residing in the same 3D space). If a model’s normals
are inverted, certain routines may behave erratically or
your model may render incorrectly. Poser allows you to Lights
control the direction of the normals and automatically
A light source is a special kind of primitive. When Poser
performs these calculations for you.
launches, it places three default lights in your scene. You
can add, edit and remove lights in your scene and can
also control and animate many settings such as color,
intensity, position, shaders (gels), etc.
Hierarchy
Poser objects are often grouped in a hierarchy in order to
facilitate manipulation. The original object is known as a
parent, and each object linked to it is known as a child.
The graphic shows an example of a simple hierarchy. In
this example, the trunk is the parent. The branch is a child
Surface normals.
of the trunk, the twig is a child of the branch, and the leaf
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is a child of the twig. Selecting and moving the trunk will Animation
also move the branch, twig, and leaf. Moving the branch
does not affect the trunk but moves the twig and leaf, Poser lets you animate virtually everything in your scene
and moving the twig moves the leaf without affecting the including objects, lights, materials (which can have
branch or trunk. Selecting the leaf only moves the leaf. a shader tree containing one or more nodes), and
the camera. Each scene item has different settings
(parameters) that can also be animated. For example,
you can animate an object’s scale, rotation, translation,
and shape, or a light’s color, position, and intensity (Poser
calculates shadows). You can animate any component of
an object’s material. Plus, you can animate the camera’s
position and rotation. Creating animations involves making
changes to these parameters over time and assigning
these changes to keyframes.
An example of hierarchy.
Keyframing
Animations are made up of individual images known as
Let’s try another example: Bend your arm at the shoulder. frames. An animation is created when a series of frames
Notice that your shoulder rotation moves your upper that vary slightly from one frame to the next are displayed
one after another over time.
upper arm is a child of your shoulder and so forth. Now try
Keyframing is the core of computer animation and
involves the following general process: First, a starting
not move.
frame is created on a timeline and all parameters for
each object in a scene are assigned to that frame. Next,
an ending frame is created later on the timeline and all
changes to any parameters are assigned to this frame.
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Appendix D: Creating full hierarchy for a horse -- including curve channels for the
The indenting of the lines is not processed but is helpful Poser uses the following XY and Z axis orientations:
visually to denote the hierarchy levels.
since that is the axis along which the leg would twist.
2.
created.
4.
5.
format).
QuickTime
wmv
mov
Uncompressed
Various
WMA9 <none>
<none>
Support 32-bit
Media
Foundation
m4v H.264 AAC 480 x 320 Writing Your Own Presets
Media m4v H.264 AAC 960 x 640 Some third-party video editing and playing software installs
Foundation
codecs that are not furnished with Windows. Poser does
Media m4v H.264 AAC 1136 x 640 not prompt you to choose a third-party codec when you
Foundation
choose AVI as an output format.
Media m4v H.264 AAC 1024 x 768
Foundation In Windows systems, the default presets for AVI export are
located in the Runtime\plugins\P2_MPDirectShow\avi.xml
Media m4v H.264 AAC 1280 x
Foundation 1024
• extensions
preset. the following:
<?xml version=”1.0” encoding=”utf-8”?>
<Presets>
• showUI: Displays the UI available for the codec. <MediaPreset name=”AVI (LAGS)” extensions=”avi” showUI=”true”>
<video codec=”Lagarith Lossless Codec” framerate=”30”/>
<audio codec=”pcm” samplerate=”44100” channels=”2”/>
• video element: Describes the parameters that will </MediaPreset>
<MediaPreset name=”AVI (MS Video1)” extensions=”avi”>
apply to the output video. It has the following optional <video codec=”MSVC” framerate=”30”/>
attributes. <audio codec=”pcm” samplerate=”44100” channels=”2”/>
</MediaPreset>
<MediaPreset name=”AVI (XVID)” extensions=”avi”>
codec: The name of the video codec that will be <video codec=”XVID” framerate=”30”/>
<audio codec=”pcm” samplerate=”44100” channels=”2”/>
used to compress the video </MediaPreset>
</Presets>
framerate: The number of frames per second, of
the video you will create.
channels
(1 for mono, 2 for stereo)
To create your own media presets, you will need to use Additional presets added in the Movie Settings dialog.
Index
Posing 223 Resample Key Frames 491,
Posing heads 224 515
Animatable origin 209, 241, 536 Retime Animation 491, 514
Animation 940 Shortcuts 70
Frame Rate 501 Skip Frames 492
Overview 493 Animation Palette 62, 495, 500
Symbols
Retiming 491 Layers tab 516
3D Motion Blur 444 Saving 540 Options menu 503
3D Mouse 38 Skipping frames 492 Animation Sets 520
3D Objects Tools 495 Applying to Figures 522
Exporting 851 Animation Controls 62, 65, 495, Creating 520
Importing 846 496 Setting attributes 522
3D Space 928 Animation Layers 501 Antialias Document 418
Adding poses with 159 Area Render 96, 416
A Base layer 517 Atmosphere 331
Controls 518 Attenuation 289
Acquire from Auto 433 Creating 517 Auto Balance 227
329 Deleting 517 Auto Grouping 749
Add Refraction 330 Poses with 604 Automatic conforming 151
Add Subsurface Scattering 330 Previewing 517
559
Affected actors 783, 808 Animation Menu Commands
All Elements 511 Clear Sound 492 B
Loop Interpolation 491
Ambient 320
Make Movie 491, 559 Backfacing polygons 443
Ambient Occlusion 332
Mute Sound 492 Background
and Lights 288
Play Movie File 492 Pasting onto 123
Animals Quaternion Interpolation 492 Background color 103, 442
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Changing 98, 261 Center of Mass 227 Collision offset 610, 612
Creating 265 Chain Break Tool 200 Collision options 606
Dolly 259 Constrained cloth groups 613
Face 258 With replaced geometry 244 Constrained group 615
Flyaround 262 Clothing 234 Creating morphs with 620
Focal Length control 264 Conforming 235 Creating props with 620
Left Hand 259 Conforming vs Dynamic 604 Delete dynamic group 615
Locking 274 Dynamic 235 Delete simulation 607
Main 257 Cloth Room Displaying tools 66
Mini Camera Controls 97 Air damping 620 Draping from zero pose 611
Orthographic 260 Calculate simulation 617 Dynamic cloth groups 613,
Pointing 274 Choreographed cloth groups 615
Posing 257 613, 615 Dynamic friction 611, 620
Positioning 262 Clear simulation 617 Figure collision options 611
Right Hand 259 Cloth controls 608 Fold resistance 619
Roll control 264 Cloth decorations 614 Ignoring feet collisions 611
Rotation trackball 263 Cloth density 619 Ignoring hand collisions 611
Saving camera sets 275 Cloth draping 607 Ignoring head collisions 611
Scale control 264 Cloth dynamics controls 616 New dynamic group 614
Transforms 272 Cloth groups 612 Play simulation 617
Camera views Clothifying objects 608 Reset 620
and posing 186 Cloth parameters 620 Rigid decorative cloth groups
Cartesian Coordinates 931 Cloth self-friction 619 616
Cartoon 116 Cloth simulators 605 Shear resistance 619
Cartoon Tones 127 Collision depth 610, 612 Simulation name 606
Collision friction 620 Simulation range 606
Cartoon With Line 116
Collision objects 609 Simulation settings 607
Cast shadows 208
Soft Decorative cloth groups
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Camera View 117, 256, 261 Display origin 209 Edit Menu Commands
Clear Background Footage Display Units 38 Copy 74
124 Documentation 6 Copy Picture 75
Clear Background Picture 123 Document Style 112, 119 Cut 73
Deformers 120 Document Title 78 General Preferences 35, 72,
Depth Cued 119 449, 468
Document Window 56, 77
Document Style 117, 119 Memorize 76, 213, 779, 780
Options Menu 78
Element Style 117, 119 Paste 74, 514
Preview tab 77
Figure Circle 122 Redo 73
Size 81
Figure Style 117, 119 Restore 75, 76
Document Window Size 66
Fly Around 118 Shortcuts 66
Foreground Color 122 Double-click Behavior 39 Undo 73, 198, 575, 709
Frame Selected 118 Downloading content 184 Elements List 511
Ground Shadows 121 Download Manager 21, 176 Element Style 113, 119
Guides 124 Drop to Floor 229 Embedded library 41
Orbit Selected Mode 118 Duplicate 75 Enable hardware AO 425
Paste onto Background 123 Dynamic Clothing 235 Enable hardware shading 424
Production Frame 105, 118, Adding from library 604
Enable Hardware Shadows 424
561 Saving to Library Palette 620
Shortcuts 67 Endpoints
605
Show Background Footage Matching 206
Dynamics
124 End User License Agreement 12
Recalculating 213, 491
Show Background Picture 123 Exit 73
Show Camera Names 118, E Exporting 850
256 3D Objects 851
Tracking 120 Editing Tools 55, 64, 194 BVH Motion Files 851
Use Background Shader Node Using 192 Flash Files 852
124 Images 79, 850
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Rendering Options 562 Rendering 78, 96, 107 Sketch Style Render 417, 489
Area Render 96, 106 Render Over 442
R Auto settings 432 Render Queue 453, 471
Background rendering 79 Multi-frame job 454, 472
Raytrace bounces 434 Comparing renders 107 Single frame job 453, 472
Raytrace Preview 426 Dimensions 80, 104 Renders
Raytracing 434 442 Displaying recent 63, 438
Visibility 205 in background 416 Render Settings 419
Recent Renders In separate process 430 Display Engine 423
Palette 108 Manual settings 433 Movies 426
Uploading to Facebook 109 New window 107 Preview Tab 422
Redo 73 Panning 107 Procedural Shader Preview
321, 329 Preview dimensions 80 424
303 Quality settings 431 Sketch Tab 422
Selecting render engine 106 Style Options 426
310
Separate Process 42 Tips and Tricks 427
Refraction 330 Settings 80
Registering Poser 32 Transparency Display 425
Render Menu Commands Render Tab 103
Reloading Textures 79, 419 Area Render 416
Remove Detached Nodes 333 Restoring Items 75
Materials 419
Render 416 Reuse Shadow Maps 420
MotionBlur Document 418
Render cache 43 Reload Textures 419 Reverting Changes 72
Render Dimensions 419 Render 416 Room Help 63
Rendered Image Cache 42 Render Dimensions 419, 420 Room Tabs 55
Render Engine Render in Queue 417 Rotate Tool 196
64-bit 458, 476 Render Settings 419, 421 Rotation 935
Render Engines 421 Reuse Shadow Maps 420 Rotation orders 762, 777
Shortcuts 69
970 Poser Pro 2014
Reference Manual
Chain Break 200 Twist Tool 197 Walk Designer 63, 496, 522
Color 201 Applying walks 524
Direct Manipulation 202 U Blend and Tweak Styles 524
Grouping 201 Creating walks 523
Morphing 202 Undo 73 Figure Types 523
Rotate 196 Undo/Redo Loading walks 524
Scale 198 Setting number of 36 Saving walks 524
Taper 199 Universal Parameters 215 Views 523
Translate In/Out 198 Universal Poses 40, 157 Walk Paths
Translate/Pull 197 Updating Poser 32 Adding control points 528
Twist 197 Uploading to Facebook 79 Creating 526
201 Use custom gamma 360 Removing control points 528
Tool Tip Delay 136 Shaping curves 527
Toon outline 444 V Wardrobe Wizard 645
Toon Render 331 Analyzing full body morphs
Tracking 120 Vanishing Lines 127 645, 652
Tracking Mode 99 Vanishing point 929 Choosing original clothing 647
Transformation 935 Vertices 937 Clothing Types 649
201 Convert 645
Translate In/Out Tool 198
Convert From 648
Translate/Pull Tool 197 Visible 207
Converting options 650
Translation 187, 935 Visible in camera 205, 207, 239
Convert To 648
Transparency 324 Visible in raytracing 207 Figure Utilities 656
Transparency Maps 302, 310 Finding converted clothing
Tree list 137 W 652
Turn 216 Footwear 666
Wacro Drawer 316
Twist 216 Lights Utilities 662
Wacros 328
973 Poser Pro 2014
Reference Manual
871
Importing hair from 867
Morphing multiple items 862
Setting Poser path 857