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  • Click Set Parent Click the "hip" of the target figure Click OK Tip: Ctrl + I is the "hot key" to open the Properties BoxCreate a cloth simulation
  • You can change these setting by clicking on "Simulation Settings..."
  • Click on Clothify. Select the object to Clothify Click the Clothify Button
  • Tip: You can speed up calculation by unchecking parts that won't effect the cloth simulation. For example you could uncheck all the upper torso, head and hands for a skirt simulation.
  • The more movement in your pose from zero, the more frames you need to give the cloth room to get the cloth into position.
  • Putting Clothes on a Character in Poser
  • Different Materials for a Character in Poser
  • Transcript

    • 1. Menu bar (1)Light controls (2)Camera controls (3)Room tabs (4)Editing tools (5)Document window (6)Display controls (7)Properties & Parameterspalettes (8)Library palette (9Memory dots (10)Animation controls (11)
    • 2. ( 1) The Menu B arconsi st s of a ser i es of pul l -downm enus used f or accessi ng Poserf unct i onal i t y.Som m e enus and/or subm enus dupl i cat eot her on-scr een i nt er f ace el em s. entThe M enu B appear s as f ol l ow and i s ar savai l abl e f r omever y Poser r oom :
    • 3. FILE that you’ll be usingvery often.New: Allows you to startwith a blank scene inwhich you can add 3DmodelsOpen: to open Poserscenes that you havealready savedSave As: save the PoserScene that you havecreated.Export: saving yourrendered images as a .jpgor .png file.recommendedimage as a .png file inorder to make use of atransparent background.
    • 4. A common process involving New, Open, SaveAs, and Export goes as follows:Step 1: Click New and create a scene using the3D modelsStep 2: Click Save As to save the scene that youjust created. This will allow you to open the samescene later on in the future.Step 3: Render your scene (Rendering will becovered).Step 4: Export your image as a .png file.
    • 5. Edit MenuUnder the edit menu there are twofunctions that you’ll use as a beginner.Undo: The undo feature allows you toundo any of the changes that youhave made when working withinPoser.The number of times that you canundo a change can be increased ordecreased.General Preferences : The GeneralPreferences is where you set up howyou want Poser to look on start upand how you would like some of thefeatures in Poser to operate. This is where you’ll find the generalsettings for Poser.
    • 6. The Figure Menu contains functions related to the 3Dfigures used in your scene. Here’s a quick look at the 2features you’ll need to know.Conform To: You’ll need to use this to attach clothing toany of the popular 3D character bases such as Aiko 3,Victoria 3, Michael 3, Aiko 4, Victoria 4, Michael 4,and Hiro 4.The way that many of the clothing, hair, shoes, andprops are able to stay on these characters is to use theConform To feature.Use Inverse Kinematics: This feature is used to helpwith posing the 3D models in realistic poses you’ll need to turn off the Inverse Kinematics by clickingUse Inverse Kinematics. When starting a new scene, you can delete yourfigure by clicking on the figure and then press thedelete button on your keyboard(Also under; Figure->Delete Figure). After deleting thefigure, you can set Poser to open with an empty sceneby going to the General Preferences (See Edit Menu)and then select the “Launched to Preferred State”option.
    • 7. LI G T C N O H O TR LS LI G T C N O H O TR LS (2)The Light controls •al l ow you t o adj ust l i ght i ng pr oper t i es. •addi ng and r em ngovi l i ght s, •and speci f yi ng l i ght col or s and ot her l i ght pr oper t i es
    • 8. 3.CAMERA COTROLSThe C er a cont r ol s al l ow you t o sel ect and ammove one or m e Poser cam as. or erTher e ar e t w t ypes of cam a cont r ol s: o er
    • 9. •Vi ew :C i cki ng one of t hese lcont r ol s act i vat es t heFace, Lef t H and, or R ght iHand cam a. er•Posi t i onused t o m ove or r ot at e t hecur r ent l y sel ect ed cam a. er
    • 10. The Camera Plane positioncontrols move the cameraalong the X, Y, and/or Zaxis, Camera control Trace Ball
    • 11. cur r ent l y sel ect edcam a w t hout changi ng er ii t s l ocat i on i n 3Dspace. To use t he C er a amcont r ol s si m y cl i ck pland dr ag your desi r ed
    • 12. Material FACE Hair Cloth Setup Content 4-R O TABS OMThe R oomt abs al l ow you t osw t ch f r om r oom t o r oom iw t hi n Poser . To ent er a i ,r oom si m y cl i ck i t s t ab. pl
    • 13. Editing Tools You can use the Editing tools in any combination to create a virtually infinite number of still or animated poses1 .Select your desired body part or prop by clicking that actor.2 .Select the desired Editing tool. You can only have one Editing tool selected at a time.3 .Click and drag to perform the selected tool’s function.
    • 14. TRANSLATE/PULL toolmoves the selected figure/part/prop verticallyaround or laterally around the Camera’s X and Y axesdepending on how you drag.The translation may occur on the figure’s X, Y, and or Zaxes depending on the position of the camera relativeto the figure.You can translate body parts or figures, and can alsoadjust an item’s translation using the parameter dials,
    • 15. TRANSLATE IN/OUTThe Translate In/Out tool moves the selected figure/part/prop along theCamera’s Z axis (in and out).This translation may take place along the figure’s X, Y, and/or Z axes.Dragging down pulls the item towards you, and vice versa.Moving an item towards you makes that items seem larger, and viceversa.You can also adjust an item’s translation using the parameter dials
    • 16. SCALE The Scale tool allows you to scale the selected figure/part/prop along the camera’s X and Y axes. Dragging in towards the element reduces the scale, and dragging away from the element increases the scale. To scale in two dimensions XY, drag laterally. Dragging vertically scales in the third Z dimension. The axes affected depend on your currently selected camera position. You can also press and hold [SHIFT] while using this tool to scale evenly in all three dimensions.
    • 17. TAPERallows you to taper the selected figure/part/prop along theCamera’s X and Y axes. This only affects the end of theselected actor that is most distant from the centre of thebody.Dragging to the right increases the amount of taper, anddragging to the leftdecreases the taper, “flaring” the selected actor.You can also adjust an item’s taper using the parameterdials,
    • 18. Using chain breaks on different body parts can create interesting effects. For example, to prevent the chestCHAIN from moving, apply aBREAK chain break to it. You can then translate the hand freely without moving the chest The Colour tool allows you to select aCOLOR material group’s surface (diffuse) colour The Grouping tool opens the GroupGROUPING Editor palette
    • 19. The View Magnifier tool allows you to zoom in and out to and from your desired areas of VIEW the Document window without altering MAGNIFIER the position of your currently selected camera. This can be of great help when working with scenes.MORPHING The Morphing Tool opens the Morph Editor palette.TOOL has two operational modes: Combine and Create, The Combine mode allows you to sculpt any surface on your figure using morph targets. DIRECT allows you to directly adjust anMANIPULATION element’s Translate, Scale, and Rotation parameters
    • 20. To adjust an element, firstselect the DirectManipulation tool, thenselect your desiredelement: Clicking anddragging one of the shadedboxes above the selectedelement increase ordecreases the element’s X,Y, or Z scale. This isthe same as adjusting thexScale, yScale, andzScale parameters,respectively.
    • 21. DISPLAY CONTROLSThe Display controls allow you to selectyour desired preview mode for yourentire scene,a figure or prop, and/or specific elements ofyour currently selected figure/prop:
    • 22. PARAMETERS/PROPERTIES PALETTETo switch between theProperties and Parameterspalettes,simply click the desired tab atthe top of the palette.
    • 23. Properties/Parameters palette lets you quickly switchbetween a selected element’sproperties and parameterDialsParameters tab opens thesame object’s Parameterspalette.You can also access bothpalettes by selectingWindow>Parameter Dials
    • 24. . FIGURE PROPERTIES Figures have the following properties:  Name: The Name field displays the figure name. Enter a new name in this field if you desire. Visible: Checking the Visible checkbox makes the figure visible and vice versa. Visible in Retracing: if the figure is in front of a mirror. Clearing this checkbox makes the figure not appear in reflections. Collision detection: enables collision detection for the currently selected figure. Displacement Bounds: The Displacement Bounds property determines the figure’s displacement boundary.
    • 25. PARAMETERS PALETTEThe Parameters palette contains all ofan object’s parameters(transformation settings,Each object type hasspecialized parameters, For example,different figures have different morphtargets available
    • 27. TheDocumentwindowThe Documentwindow is yourviewport into thePoser workspacewhere you viewand pose yourfigure and interactdirectly with yourscene.
    • 28. Each vi ew of t he D ocum entw ndow i s t aken t hr ough a ivi r t ual cam a, w ch m er hi eansyou can vi ew each scene f r om :M t i pl e angl es, ei t her one at ula t i m or f r om up t o f our eangl es at once.
    • 29. You can position cameras toview your scene from any angleor distance and can resize theDocument window to suit yourneeds.
    • 30. The DisplayMenu contains3 popularcamera anglesthat are oftenused whenrendering animage.
    • 31. Main Camera : The Main Camera is the default setting that works well for large scenesFace Camera: Use this camerafor rending portrait shots of yourcharacter. It zooms in on theface of the character that iscurrently selected.Posing Camera: This camerahelps to focus on the feel ormood of the pose. If you arehaving trouble with your imagesnot capturing the mood of thepose then try using the posingcamera.
    • 32. will only need to do 3things.1-Render the scene,2-adjust the renderingsettings, and3-adjust the size ofthe rendering image
    • 33. Render:To create the image.Render Settings:change for creating draft andfinal image renders.Render Dimensions:determines how large or howsmall you want Poser to renderthe image.
    • 34. I n addi t i on, t he Docum w ndow ent ihas num ous cont r ol s ar ound i t s eredges t hat you use t o change t heappear ance of scene el em s. entYou can al so sel ect obj ect sw t hi n your scene by cl i cki ng it hem di r ect l y w t hi n t he iD ocum w ndow or by usi ng t he ent im enus on t he bot t om of t he w ndow i
    • 35. Display Control
    • 36. The D spl ay cont r ol s al l ow you it o sel ect your desi r ed pr evi ewm f or your ent i r e scene, odea f i gur e or pr op, and/orspeci f i c el em s of your entcur r ent l y sel ect edf i gur e/pr op:
    • 37. The Cloth Room
    • 38. Posers Cloth room allowsyou to create realistic cloththat behaves like real fabric.Want to add custom clothingto figure?Create a tablecloth?By a flying carpet?
    • 39. Poser makes it easy to createstunning cloth effects.And, you can even apply a ForceField for realistic wind effects!The Cloth room appears as follows:the Cloth room contains thefollowing UI elements:
    • 40. Cloth Simulations (1):The Cloth Simulationarea allows you to create,delete, and set up cloth simulators.
    • 41. Cloth (2):to convert objects to andfrom dynamic clothobjects and to set upcollision detection for yourcloth.
    • 42. Cloth Groups (3):The Cloth Groups area iswhere you set updynamic,choreographed,constrained, anddecorated cloth groups.
    • 43. Dynamics Controls (4): The DynamicsControls group sets up dynamic parameters.
    • 44. Load the Actors
    • 45. Load the Actors1. Start a blank scene in Poser2. Load your figure dont pose it yet.3. Load the Dynamic Cloth Object.4. Make sure the object is parented to the Hip of the figure.5. Select the cloth object6. Press [Ctrl] + I to open the object properties .
    • 46. Load the Dynamic Cloth Object.
    • 47. Make sure the object is parented to the Hipof the figure.
    • 48. Select the clothobjectPress [Ctrl] + I toopen the objectproperties .
    • 49. 1.Load your desired figure and be sure to disable Inverse the Joint Editor the Zero Figure button.4.If not loaded yet, load or import your desired cloth object
    • 50. 1. ensure it fits the figure without obvious intersections.2. If importing a static prop, convert it into dynamic cloth3. Select the cloth, then open its Properties palette and click the Set Parent button (or select Object>Set Parent)4. The Choose Parent window appears.
    • 51. 7. Switch to the Cloth Room8. Click "New Simulation"
    • 52. 7. Switch to the Cloth Room
    • 53. Check the number offrames is the sameas your animationSet the collisionoptionsThe vertex to polygon
    • 54. 8.New Simula tion"
    • 55. 8.Check the number of frames is the same as your animation OK
    • 56. 12.The Cloth self collision is useful for draping clothes that will hit together.13.It prevents the cloth from passing through its self.14.Set the number of drape frames.15.See the documentation that came with your item.)16.Click OK
    • 57. CollisionSettings
    • 58. •Click "Collide Against"•Click "Add/Remove"•Put an "X" in the box infront of your figure•Check the "Start Drapefrom Zero Pose" box. Click"OK"
    • 59. Click “CollideAgainst
    • 60. The current collision object should belisted as None, so press theAdd/Removebutton...OK
    • 61. •Put an "X" inthe box infront of yourfigure•OK
    • 62. Now you canpose your figure .
    • 63. Set the animationslider at least 10-20frames in.
    • 64. This will give thecloth simulator someframes to get thecloth into the pose
    • 65. If you are just doing astill image you will usethe slider to pick thebest frame when thecalculation is done andrender that frame.
    • 66. Leave everything at the default settings, andclick on "Calculate Simulation".it may take a while. It depends on the power ofyour computer.
    • 67. Before you hit calculate make sure of these things• The figure is completely zeroed at frame 1 or set to the cloths startingpose.o Check the hip translation.o Check the body translation• The cloth prop was parented to the figure hip at frame 1o You can check in the Hierarch Editor to see if the prop is parented.• The Simulation Settings > Simulation Range frames are set to thesame length as your animationThe cloth room "thinks" at 30 frames per second. Keep in mind whatreal cloth would do as it moves at the speed your pose moves.This one point will help you get great results.
    • 68. Sketch Designer renders scenes assketch-like drawings using black-andwhite or colored brush strokes thatyou can tailor to your liking.Simulate pen, pencil, pastel,charcoal, and even water colours andpaintings without ever having to setfoot inside an art school!
    • 69. The Sketch Designer Renderer
    • 70. From Sketch To Posing- Creating a Simple Figure using Shade and Poser
    • 71. Workspace Bar Control BarBrowserFigure WindowTool BoxAggregate windowTool Parameter window
    • 72. Tool>Create>Sketch muddling>Basic setting
    • 73. Create2D
    • 74. The first step in making a figure is tocreate its basic mesh.To begin, launch Shade and,from the Tools menu, chooseTool>Create>Sketch muddling>Modelling
    • 75. Selectalllines
    • 76. Setting the Plane on Which an Object Is CreatedChanging the Viewport and Selecting a View From the View Type menu of the Figure Window, you can change the Viewport and select the plane on which the object is to be created.Selecting a Face in Work PlaneController
    • 77. Plan Perspective View SideElevation viewView
    • 78. For use version of Shade 10,and some careful work.It begins with a mesh generated inShades tool and covers theworkflow and major issues involvedin using Posers Grouping Tool,, asshown below.
    • 79. Setup Room and Joint Editor to set up afigure with joints and bone structure.
    • 80. draw theoutline of acactus
    • 81. Use the Undooption asneeded; whenthe saguarolooks right,we click OK tobring it intoShade-
    • 82. selectthepolygonmesh inShadesBrowser, asshown,and
    • 83. 1. Well name the OBJ file and choose where to save it,2. then click Save, and the Export Options dialog appears-
    • 84. chooseFile>Export>OBJ, ExportOptionsdialog;
    • 85. Poser Now. Once the file has beensaved, we can quit out ofShade and launch Poser
    • 86. In Poser, wedelete anyfigure(s) thatmay already bein our scene,and chooseImport> OBJfrom the Filemenu asshown-
    • 87. navigate to thefile we just savedand click Open.Using the defaultsettings brings ina human-sizedcactus.use the PaintBucket tool togive it somecolor-
    • 88. proceed to tackle the complex part of the tutorial- setting our propup with a working joint structure.Before we do that, though, we come up againstthe first really technical aspect offigure creation-grouping
    • 89. create a virtual bone structure, with joints between the bones and with each bone controlling a group of the polygons that make up the figure. Each bone controls a group which is named identically to that bone- so the first step once we have our figures mesh in Poser is toset up the right groups.
    • 90. select the Grouping Tool.
    • 91. theres already at least one polygon group set up on thecactus- the entire cactus is red, indicating that all itspolygons belong to a group.Clicking the Delete Group buttonshould remove that group and free up thosepolygons- we can do it more than once if there areadditional groups on the cactus.
    • 92. Grouping Tool. Once we have deleted any existing groups, the cactus should be a dark charcoal grey, indicating that none of its polygons are selected by any group.
    • 93. .switch over toWireframedisplay mode, sowe can seethrough thecactus.Click theWireframe iconin the DocumentDisplay Styletool, down at the
    • 94. Well start by creating a group for the baseof the cactus- call it Base. Select Polygons toola plus symbol should be yellow.)Click the New Group button,
    • 95. Now just click and dragover the polygons youwant to add to the group-youll see them turn redas theyre selected. if extra polygons getselected by mistake, youcan switch to theDeselect Polygons tool(with the minus sign) toremove them from thegroup.
    • 96. Once the Base groupis set up, we cancreate a new groupfor the base of eacharm of the cactus,and another for thetip of each arm asshown
    • 97. clicking the ShowNon-groupedFaces checkboxreveals any polygons wemight have missed,while clicking the ShowMultigrouped Facesboxshows any polygons thataccidentally wound upin more than one group.
    • 98. Posers jointsdepend on havingonly two groups- aparent and a child-touching in anyplace;if three groups cometogether the meshwill tear when thefigure bends, likethis-
    • 99. The final result should be acactus in which each polygonbelongs to just one group, andin which the groups are set upmore or less like this-
    • 100. So we avoid this by carefullysetting up our groups to makesure each polygons edge orcorner is shared by at most twogroups.Remember to make sure thatevery polygon belongs toexactly one group!
    • 101. the next-to-last step.1. Click the Setup tab to take the cactus prop into the Setup Room,where itll be turned into a fully pose able figure.The main tool to use in the Setup Room is the1. Bone Creation Tool-2. this tool lets you set up bones.3. The trick when creating bones is to ensure that each bone is named exactly the same as the group to which it applies-4. this tells Poser that this bone controls that group.
    • 102. Edit the name in theName field firstthen in the Internal namefield; use the Groupingtool if you need to, tocheck and make sure thenames match.
    • 103. Set up>prop
    • 104. Create The Bones For The Figure
    • 105. the bones in place and named to match thegrouping,click the Pose tab to exit the Setup Room.
    • 106. If a warning pops up that not allpolygons are grouped to a bone,well need tomake sure the bones areproperly named, and check that grouping one moretime to ensure that didnt missanything.
    • 107. In the Pose Room, wecan see how our jointswork by using theRotate and Twist toolson the body parts ofnew figure.
    • 108. if done right nothingshould tear but somelimbs may not bendthe way we expect.If the figure gets toocontorted, use theRestore>Figure option inthe Editmenu toreset thepose.
    • 109. The way to fix bad jointbehavior is to usePosers Joint Editor.
    • 110. each joint canbend on theX, Y or Z axis;typically thejoint willprimarily bendon two of these
    • 111. 1. the Joint Order for each joint should be set such that the axis of least rotation,2. the joint would twist, should be listed first in the joint order;3. the joint bends most greatly, should be listed last.
    • 112. once joint order hasbeen set is to useSpherical FalloffZones
    • 113. As shown in the image below, all polygonscontained within the green inner Mat Sphere,also known as the inclusion zone, will be fullyaffected by the joints bending- theyll make upthe limb; polygons outside of theouterMatSphere, also known as the exclusionzone, wont be affected at all by the joint bends;polygons between the zones will be warpedand bulged by the joints bending.
    • 114. To adjust the spherical falloff zones,check the Use Spherical FalloffZones box in the Joint Editor for thegiven joint, then select either theinnerMatSphere or theouterMatSphere in the ParametersPalette; use the dials to adjust itssize and position as shown. In ourexample, the lower arm joint twistsalong the X (side-to-side) axis, andbends most on the Z (front-to-back)axis.
    • 115. edit the various Top joints first, then proceed to the Baseparts, saving the main Base part for last.use the Parameters palette to apply a name to our figure(choose the Body, and enter the name in the Properties tab),and to name the dials and set limits for the joints.Double-click the dials for the x-rotate, y-rotate and z-rotateparameters anduse the Edit Parameter Dial dialog to give them moreintuitive names like Twist, Bend, Front-Back, Side-Side, etc. You can set maximum and minimum value limits here aswell, Use Limits to keep the joints acting reasonably.
    • 116. go back to the Pose Room anduse the editing tools to test outour figure- open the appropriate Libraryfolder in the Figures categoryand add our figure to theLibrary for use in other scenes, by clicking the Add to Librarybutton, with the plus symbolon it.