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Menu bar (1)

Light controls (2)

Camera controls (3)

Room tabs (4)

Editing tools (5)

Document window (6)

Display controls (7)

Properties & Parameters
palettes (8)

Library palette (9

Memory dots (10)

Animation controls (11)
( 1) The Menu B ar
consi st s of a ser i es of pul l -down
m enus used f or accessi ng Poser
f unct i onal i t y.

Som m
    e enus and/or subm      enus dupl i cat e
ot her on-scr een i nt er f ace el em s.
                                     ent

The M enu B appear s as f ol l ow and i s
             ar                     s
avai l abl e f r omever y Poser r oom :
FILE that you’ll be using
very often.
New: Allows you to start
with a blank scene in
which you can add 3D
models
Open: to open Poser
scenes that you have
already saved
Save As: save the Poser
Scene that you have
created.
Export: saving your
rendered images as a .jpg
or .png file.recommended
image as a .png file in
order to make use of a
transparent background.
A common process involving New, Open, Save
As, and Export goes as follows:
Step 1: Click New and create a scene using the
3D models
Step 2: Click Save As to save the scene that you
just created. This will allow you to open the same
scene later on in the future.
Step 3: Render your scene (Rendering will be
covered).
Step 4: Export your image as a .png file.
Edit Menu
Under the edit menu there are two
functions that you’ll use as a beginner.
Undo: The undo feature allows you to
undo any of the changes that you
have made when working within
Poser.
The number of times that you can
undo a change can be increased or
decreased.
General Preferences : The General
Preferences is where you set up how
you want Poser to look on start up
and how you would like some of the
features in Poser to operate.
 This is where you’ll find the general
settings for Poser.
The Figure Menu contains functions related to the 3D
figures used in your scene. Here’s a quick look at the 2
features you’ll need to know.
Conform To: You’ll need to use this to attach clothing to
any 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, and
props are able to stay on these characters is to use the
Conform To feature.
Use Inverse Kinematics: This feature is used to help
with posing the 3D models in realistic poses
 you’ll need to turn off the Inverse Kinematics by clicking
Use Inverse Kinematics.
 When starting a new scene, you can delete your
figure by clicking on the figure and then press the
delete button on your keyboard
(Also under; Figure->Delete Figure). After deleting the
figure, you can set Poser to open with an empty scene
by going to the General Preferences (See Edit Menu)
and then select the “Launched to Preferred State”
option.
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
3.CAMERA COTROLS
The C er a cont r ol s al l ow you t o sel ect and
      am
move one or m e Poser cam as.
                or            er
Ther e ar e t w t ypes of cam a cont r ol s:
               o              er
•Vi ew :
C i cki ng one of t hese
 l
cont r ol s act i vat es t he
Face, Lef t H  and, or R ght
                          i
Hand cam a. er
•Posi t i on
used t o m   ove or r ot at e t he
cur r ent l y sel ect ed cam a.
                              er
The Camera Plane position
controls move the camera
along the X, Y, and/or Z
axis,
                      Camera
                      control


                      Trace Ball
cur r ent l y sel ect ed
cam a w t hout changi ng
     er     i
i t s l ocat i on i n 3D
space.
  To use t he C er a
                 am
cont r ol s si m y cl i ck
                 pl
and dr ag your desi r ed
Material   FACE   Hair   Cloth   Setup   Content




               4-R O TABS
                  OM
The R   oomt abs al l ow you t o
sw t ch f r om r oom t o r oom
    i
w t hi n Poser . To ent er a
  i
      ,
r oom si m y cl i ck i t s t ab.
           pl
Editing Tools




                       You can use the Editing tools in any
                       combination to create a virtually
                       infinite number of still or animated
                       poses
1 .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.
TRANSLATE/PULL tool
moves the selected figure/part/prop vertically
around or laterally around the Camera’s X and Y axes
depending on how you drag.

The translation may occur on the figure’s X, Y, and or Z
axes depending on the position of the camera relative
to the figure.

You can translate body parts or figures, and can also
adjust an item’s translation using the parameter dials,
TRANSLATE IN/OUT


The Translate In/Out tool moves the selected figure/part/prop along the
Camera’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 vice
versa.

You can also adjust an item’s translation using the parameter dials
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.
TAPER

allows you to taper the selected figure/part/prop along the
Camera’s X and Y axes. This only affects the end of the
selected actor that is most distant from the centre of the
body.

Dragging to the right increases the amount of taper, and
dragging to the left
decreases the taper, “flaring” the selected actor.

You can also adjust an item’s taper using the parameter
dials,
Using chain breaks on different body parts
            can create interesting
            effects. For example, to prevent the chest
CHAIN       from moving, apply a
BREAK       chain break to it. You can then translate the
            hand freely without
            moving the chest



           The Colour tool allows you to select a
COLOR      material group’s surface (diffuse) colour




           The Grouping tool opens the Group
GROUPING   Editor palette
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 an
MANIPULATION   element’s Translate,
               Scale, and Rotation parameters
To adjust an element, first
select the 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 X,
Y, or Z scale. This is
the same as adjusting the
xScale, yScale, and
zScale parameters,
respectively.
DISPLAY CONTROLS
The Display controls allow you to select
your desired preview mode for your
entire scene,
a figure or prop, and/or specific elements of
your currently selected figure/prop:
PARAMETERS/
PROPERTIES PALETTE

To switch between the
Properties and Parameters
palettes,
simply click the desired tab at
the top of the palette.
Properties/Parameter
s palette
 lets you quickly switch
between a selected element’s
properties and parameter
Dials

Parameters tab opens the
same object’s Parameters
palette.

You can also access both
palettes by selecting
Window>Parameter Dials
.
    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.
PARAMETERS PALETTE
The Parameters palette contains all of
an object’s parameters
(transformation settings,

Each object type has
specialized parameters, For example,
different figures have different morph
targets available
DOCUMENT
 WINDOW
The
Document
window
The Document
window is your
viewport into the
Poser workspace
where you view
and pose your
figure and interact
directly with your
scene.
Each vi ew of t he D ocum  ent
w ndow i s t aken t hr ough a
 i
vi r t ual cam a, w ch m
              er    hi      eans
you can vi ew each scene f r om :
M t i pl e angl es, ei t her one at
 ul
a t i m or f r om up t o f our
        e
angl es at once.
You can position cameras to
view your scene from any angle
or distance and can resize the
Document window to suit your
needs.
The Display
Menu contains
3 popular
camera angles
that are often
used when
rendering an
image.
Main Camera : The Main
 Camera is the default setting
 that works well for large
 scenes

Face Camera: Use this camera
for rending portrait shots of your
character. It zooms in on the
face of the character that is
currently selected.


Posing Camera: This camera
helps to focus on the feel or
mood of the pose. If you are
having trouble with your images
not capturing the mood of the
pose then try using the posing
camera.
will only need to do 3
things.
1-Render the scene,

2-adjust the rendering
settings, and

3-adjust the size of
the rendering image
Render:
To create the image.
Render Settings:
change for creating draft and
final image renders.
Render Dimensions:
determines how large or how
small you want Poser to render
the image.
I n addi t i on, t he Docum w ndow
                             ent i
has num ous cont r ol s ar ound i t s
         er
edges t hat you use t o change t he
appear ance of scene el em s.   ent
You can al so sel ect obj ect s
w t hi n your scene by cl i cki ng
  i
t hem di r ect l y w t hi n t he
                    i
D ocum w ndow or by usi ng t he
       ent i
m enus on t he bot t om of t he w ndow
                                    i
Display Control
The D spl ay cont r ol s al l ow you
      i
t o sel ect your desi r ed pr evi ew
m f or your ent i r e scene,
  ode

a f i gur e or pr op, and/or
speci f i c el em s of your
                  ent
cur r ent l y sel ect ed
f i gur e/pr op:
The Cloth
 Room
Poser's Cloth room allows
you to create realistic cloth
that behaves like real fabric.

Want to add custom clothing
to figure?
Create a tablecloth?
By a flying carpet?
Poser makes it easy to create
stunning cloth effects.
And, you can even apply a Force
Field for realistic wind effects!

The Cloth room appears as follows:
the Cloth room contains the
following UI elements:
Cloth Simulations (1):
The Cloth Simulation
area allows you to create,
delete, and set
  up cloth simulators.
Cloth (2):
to convert objects to and
from dynamic cloth
objects and to set up
collision detection for your
cloth.
Cloth Groups (3):

The Cloth Groups area is
where you set up
dynamic,choreographed,
constrained, and
decorated cloth groups.
Dynamics Controls (4):
  The Dynamics
Controls group sets
   up dynamic
   parameters.
Load the Actors
Load the Actors
1. Start a blank scene in Poser
2. Load your figure don't 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 object
6. Press [Ctrl] + I to open the object
   properties .
Load the Dynamic Cloth Object.
Make sure the object is parented to the Hip
of the figure.
Select the cloth
object
Press [Ctrl] + I to
open the object
properties .
1.Load your desired figure and
 be sure to disable Inverse
 Kinematics
2.open the Joint Editor palette
3.click the Zero Figure button.
4.If not loaded yet, load or
 import your desired cloth
 object
1. ensure it fits the figure without
   obvious intersections.
2. If importing a static prop,
   convert it into dynamic cloth
3. 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.
7. Switch to the Cloth Room
8. Click "New Simulation"
7. Switch
   to the
   Cloth
   Room
Check the number of
frames is the same
as your animation
Set the collision
options
The vertex to polygon
8.New
  Simula
  tion"
8.Check the
   number of
   frames is
   the same
   as your
   animation

    OK
12.The Cloth self collision is
  useful for draping clothes
  that will hit together.
13.It prevents the cloth from
  passing through it's self.
14.Set the number of drape
  frames.
15.See the documentation
  that came with your item.)
16.Click OK
Collision
Settings
•Click "Collide Against"
•Click "Add/Remove"
•Put an "X" in the box in
front of your figure
•Check the "Start Drape
from Zero Pose" box. Click
"OK"
Click “
Collide
Against
The current collision
 object should be
listed
 as None,
 so press the
Add/Remove

button...OK
•Put an "X" in
the box in
front of your
figure




•OK
Now you can
pose your figure
       .
Set the animation
slider at least 10-20
frames in.
This will give the
cloth simulator some
frames to get the
cloth into the pose
If you are just doing a
still image you will use
the slider to pick the
best frame when the
calculation is done and
render that frame.
Leave everything at the default settings, and

click on "Calculate Simulation".

it may take a while. It depends on the power of
your computer.
Before you hit calculate make sure of these things
•        The figure is completely zeroed at frame 1 or set to the cloth's starting
pose.
o        Check the hip translation.
o        Check the body translation
•        The cloth prop was parented to the figure hip at frame 1
o        You can check in the Hierarch Editor to see if the prop is parented.
•        The Simulation Settings > Simulation Range frames are set to the
same length as your animation



The cloth room "thinks" at 30 frames per second. Keep in mind what
real cloth would do as it moves at the speed your pose moves.
This one point will help you get great results.
Sketch Designer renders scenes as
sketch-like drawings using black-and
white or colored brush strokes that
you can tailor to your liking.
Simulate pen, pencil, pastel,
charcoal, and even water colours and
paintings without ever having to set
foot inside an art school!
The Sketch Designer
     Renderer
From Sketch To Posing-
        Creating
  a Simple Figure using
    Shade and Poser
Workspace Bar


 Control Bar

Browser



Figure Window


Tool Box




Aggregate window

Tool Parameter
   window
Tool>Create>
Sketch muddling>
Basic setting
Create
2D
The first step in making a figure is to
create its basic mesh.
To begin, launch Shade and,
from the Tools menu, choose
Tool>Create>Sketch muddling>
Modelling
Select
all
lines
Setting the Plane on Which an Object Is Created
Changing 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 Plane
Controller
Plan    Perspective
               View




                          Side
Elevation                 view
View
For use version of Shade 10,
and some careful work.
It begins with a mesh generated in
Shade's tool and covers the
workflow and major issues involved
in using Poser's Grouping Tool,, as
shown below.
Setup Room and Joint Editor to set up a
figure with joints and bone structure.
draw the
outline of a
cactus
Use the Undo
option as
needed; when
the saguaro
looks right,
we click OK to
bring it into
Shade-
select
the
polygon
mesh in
Shade's
Browser
, as
shown,
and
1. We'll name the OBJ file and
   choose where to save it,
2. then click Save, and the Export
   Options dialog appears-
choose
File>Export>
OBJ,
 Export
Options
dialog;
Poser Now
. Once the file has been
saved, we can quit out of
Shade and launch Poser
In Poser, we
delete any
figure(s) that
may already be
in our scene,
and choose
Import> OBJ
from the File
menu as
shown-
navigate to the
file we just saved
and click Open.
Using the default
settings brings in
a human-sized
cactus.
use the Paint
Bucket tool to
give it some
color-
proceed to tackle the complex part of the tutorial- setting our prop
up with a working joint structure.
Before we do that, though, we come up against

the first really 'technical' aspect of


figure creation-
grouping
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 figure's mesh in
  Poser is to



set up the right groups.
select the Grouping Tool.
there's already at least one polygon group set up on the
cactus- the entire cactus is red, indicating that all its
polygons belong to a group.
Clicking the Delete Group button
should remove that group and free up those
polygons-
 we can do it more than once if there are
additional groups on the cactus.
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.
.
switch over to
Wireframe
display mode, so
we can see
'through' the
cactus.
Click the
Wireframe icon
in the Document
Display Style
tool, down at the
We'll start by creating a group for the base
of the cactus-
                 call it 'Base'.

 Select Polygons tool
a plus symbol should be yellow.)

Click the New Group button,
Now just click and drag
over the polygons you
want to add to the group-
you'll see them turn red
as they're selected.

 if extra polygons get
selected by mistake, you
can switch to the
Deselect Polygons tool
(with the minus sign) to
remove them from the
group.
Once the Base group
is set up, we can
create a new group
for the base of each
arm of the cactus,
and another for the
tip of each arm as
shown
clicking the
         Show
Non-grouped
Faces checkbox
reveals any polygons we
might have missed,




while clicking the Show
Multigrouped Faces
box
shows any polygons that
accidentally wound up
in more than one group.
Poser's joints
depend on having
only two groups- a
parent and a child-
touching in any
place;

if three groups come
together the mesh
will 'tear' when the
figure bends, like
this-
The final result should be a
cactus in which each polygon
belongs to just one group, and
in which the groups are set up
more or less like this-
So we avoid this by carefully
setting up our groups to make
sure each polygon's edge or
corner is shared by at most two
groups.
Remember to make sure that
every polygon belongs to
exactly one group!
the next-to-last step.
1. Click the Setup tab to take the cactus prop into the
    Setup Room,
where it'll be turned into a fully pose able figure.
The main tool to use in the Setup Room is the
1. 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.
Edit the name in the
Name field first

then in the Internal name
field; use the Grouping
tool if you need to, to
check and make sure the
names match.
Set up>prop
Create The Bones For The Figure
the bones in place and named to match the
grouping,
click the Pose tab to exit the Setup Room.
If a warning pops up that not all
polygons are grouped to a bone,
we'll need to
make sure the bones are
properly named, and
 check that grouping one more
time to ensure that didn't miss
anything.
In the Pose Room, we
can see how our joints
work by using the
Rotate and Twist tools
on the body parts of
new figure.
if done right nothing
should tear but some
limbs may not bend
the way we expect.
If the figure gets too
contorted, use the
Restore>Fig
ure option in
the Edit
menu to
reset the
pose.
The way to fix bad joint
behavior is to use
Poser's Joint Editor.
each joint can
bend on the
X, Y or Z axis;
typically the
joint will
primarily bend
on two of these
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.
once joint order has
been set is to use
Spherical Falloff
Zones
As shown in the image below, all polygons
contained within the green inner Mat Sphere,
also known as the inclusion zone, will be fully
affected by the joint's bending- they'll make up
the 'limb'; polygons outside of the
outerMatSphere, also known as the exclusion
zone, won't be affected at all by the joint bends;
polygons between the zones will be warped
and bulged by the joint's bending.
To adjust the spherical falloff zones,
check the 'Use Spherical Falloff
Zones' box in the Joint Editor for the
given joint,
 then select either the
innerMatSphere or the
outerMatSphere in the Parameters
Palette; use the dials to adjust its
size and position as shown. In our
example, the lower arm joint twists
along the X (side-to-side) axis, and
bends most on the Z (front-to-back)
axis.
edit the various Top joints first, then proceed to the Base
parts, 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-rotate
parameters and
use the Edit Parameter Dial dialog to give them more
intuitive names like Twist, Bend, Front-Back, Side-Side, etc.
 You can set maximum and minimum value limits here as
well,
 Use Limits to keep the joints acting reasonably.
go back to the Pose Room and
use the editing tools to test out
our figure-
 open the appropriate Library
folder in the Figures category
and add our figure to the
Library for use in other scenes,
 by clicking the Add to Library
button, with the plus symbol
on it.
Poser presentation1

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Poser presentation1

  • 1. Menu bar (1) Light controls (2) Camera controls (3) Room tabs (4) Editing tools (5) Document window (6) Display controls (7) Properties & Parameters palettes (8) Library palette (9 Memory dots (10) Animation controls (11)
  • 2. ( 1) The Menu B ar consi st s of a ser i es of pul l -down m enus used f or accessi ng Poser f unct i onal i t y. Som m e enus and/or subm enus dupl i cat e ot her on-scr een i nt er f ace el em s. ent The M enu B appear s as f ol l ow and i s ar s avai l abl e f r omever y Poser r oom :
  • 3. FILE that you’ll be using very often. New: Allows you to start with a blank scene in which you can add 3D models Open: to open Poser scenes that you have already saved Save As: save the Poser Scene that you have created. Export: saving your rendered images as a .jpg or .png file.recommended image as a .png file in order to make use of a transparent background.
  • 4. A common process involving New, Open, Save As, and Export goes as follows: Step 1: Click New and create a scene using the 3D models Step 2: Click Save As to save the scene that you just created. This will allow you to open the same scene later on in the future. Step 3: Render your scene (Rendering will be covered). Step 4: Export your image as a .png file.
  • 5. Edit Menu Under the edit menu there are two functions that you’ll use as a beginner. Undo: The undo feature allows you to undo any of the changes that you have made when working within Poser. The number of times that you can undo a change can be increased or decreased. General Preferences : The General Preferences is where you set up how you want Poser to look on start up and how you would like some of the features in Poser to operate. This is where you’ll find the general settings for Poser.
  • 6. The Figure Menu contains functions related to the 3D figures used in your scene. Here’s a quick look at the 2 features you’ll need to know. Conform To: You’ll need to use this to attach clothing to any 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, and props are able to stay on these characters is to use the Conform To feature. Use Inverse Kinematics: This feature is used to help with posing the 3D models in realistic poses you’ll need to turn off the Inverse Kinematics by clicking Use Inverse Kinematics. When starting a new scene, you can delete your figure by clicking on the figure and then press the delete button on your keyboard (Also under; Figure->Delete Figure). After deleting the figure, you can set Poser to open with an empty scene by 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 COTROLS The C er a cont r ol s al l ow you t o sel ect and am move one or m e Poser cam as. or er Ther 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 l cont r ol s act i vat es t he Face, Lef t H and, or R ght i Hand cam a. er •Posi t i on used t o m ove or r ot at e t he cur r ent l y sel ect ed cam a. er
  • 10. The Camera Plane position controls move the camera along the X, Y, and/or Z axis, Camera control Trace Ball
  • 11. cur r ent l y sel ect ed cam a w t hout changi ng er i i t s l ocat i on i n 3D space. To use t he C er a am cont r ol s si m y cl i ck pl and dr ag your desi r ed
  • 12. Material FACE Hair Cloth Setup Content 4-R O TABS OM The R oomt abs al l ow you t o sw t ch f r om r oom t o r oom i w 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 poses 1 .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 tool moves the selected figure/part/prop vertically around or laterally around the Camera’s X and Y axes depending on how you drag. The translation may occur on the figure’s X, Y, and or Z axes depending on the position of the camera relative to the figure. You can translate body parts or figures, and can also adjust an item’s translation using the parameter dials,
  • 15. TRANSLATE IN/OUT The Translate In/Out tool moves the selected figure/part/prop along the Camera’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 vice versa. 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. TAPER allows you to taper the selected figure/part/prop along the Camera’s X and Y axes. This only affects the end of the selected actor that is most distant from the centre of the body. Dragging to the right increases the amount of taper, and dragging to the left decreases the taper, “flaring” the selected actor. You can also adjust an item’s taper using the parameter dials,
  • 18. Using chain breaks on different body parts can create interesting effects. For example, to prevent the chest CHAIN from moving, apply a BREAK chain break to it. You can then translate the hand freely without moving the chest The Colour tool allows you to select a COLOR material group’s surface (diffuse) colour The Grouping tool opens the Group GROUPING 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 an MANIPULATION element’s Translate, Scale, and Rotation parameters
  • 20. To adjust an element, first select the 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 X, Y, or Z scale. This is the same as adjusting the xScale, yScale, and zScale parameters, respectively.
  • 21. DISPLAY CONTROLS The Display controls allow you to select your desired preview mode for your entire scene, a figure or prop, and/or specific elements of your currently selected figure/prop:
  • 22. PARAMETERS/ PROPERTIES PALETTE To switch between the Properties and Parameters palettes, simply click the desired tab at the top of the palette.
  • 23. Properties/Parameter s palette  lets you quickly switch between a selected element’s properties and parameter Dials Parameters tab opens the same object’s Parameters palette. You can also access both palettes by selecting Window>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 PALETTE The Parameters palette contains all of an object’s parameters (transformation settings, Each object type has specialized parameters, For example, different figures have different morph targets available
  • 27. The Document window The Document window is your viewport into the Poser workspace where you view and pose your figure and interact directly with your scene.
  • 28. Each vi ew of t he D ocum ent w ndow i s t aken t hr ough a i vi r t ual cam a, w ch m er hi eans you can vi ew each scene f r om : M t i pl e angl es, ei t her one at ul a t i m or f r om up t o f our e angl es at once.
  • 29. You can position cameras to view your scene from any angle or distance and can resize the Document window to suit your needs.
  • 30. The Display Menu contains 3 popular camera angles that are often used when rendering an image.
  • 31. Main Camera : The Main Camera is the default setting that works well for large scenes Face Camera: Use this camera for rending portrait shots of your character. It zooms in on the face of the character that is currently selected. Posing Camera: This camera helps to focus on the feel or mood of the pose. If you are having trouble with your images not capturing the mood of the pose then try using the posing camera.
  • 32. will only need to do 3 things. 1-Render the scene, 2-adjust the rendering settings, and 3-adjust the size of the rendering image
  • 33. Render: To create the image. Render Settings: change for creating draft and final image renders. Render Dimensions: determines how large or how small you want Poser to render the image.
  • 34. I n addi t i on, t he Docum w ndow ent i has num ous cont r ol s ar ound i t s er edges t hat you use t o change t he appear ance of scene el em s. ent You can al so sel ect obj ect s w t hi n your scene by cl i cki ng i t hem di r ect l y w t hi n t he i D ocum w ndow or by usi ng t he ent i m enus on t he bot t om of t he w ndow i
  • 36. The D spl ay cont r ol s al l ow you i t o sel ect your desi r ed pr evi ew m f or your ent i r e scene, ode a f i gur e or pr op, and/or speci f i c el em s of your ent cur r ent l y sel ect ed f i gur e/pr op:
  • 37.
  • 38.
  • 40. Poser's Cloth room allows you to create realistic cloth that behaves like real fabric. Want to add custom clothing to figure? Create a tablecloth? By a flying carpet?
  • 41. Poser makes it easy to create stunning cloth effects. And, you can even apply a Force Field for realistic wind effects! The Cloth room appears as follows: the Cloth room contains the following UI elements:
  • 42. Cloth Simulations (1): The Cloth Simulation area allows you to create, delete, and set up cloth simulators.
  • 43.
  • 44.
  • 45. Cloth (2): to convert objects to and from dynamic cloth objects and to set up collision detection for your cloth.
  • 46. Cloth Groups (3): The Cloth Groups area is where you set up dynamic,choreographed, constrained, and decorated cloth groups.
  • 47. Dynamics Controls (4): The Dynamics Controls group sets up dynamic parameters.
  • 49. Load the Actors 1. Start a blank scene in Poser 2. Load your figure don't 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 object 6. Press [Ctrl] + I to open the object properties .
  • 50. Load the Dynamic Cloth Object.
  • 51. Make sure the object is parented to the Hip of the figure.
  • 52. Select the cloth object Press [Ctrl] + I to open the object properties .
  • 53. 1.Load your desired figure and be sure to disable Inverse Kinematics 2.open the Joint Editor palette 3.click the Zero Figure button. 4.If not loaded yet, load or import your desired cloth object
  • 54. 1. ensure it fits the figure without obvious intersections. 2. If importing a static prop, convert it into dynamic cloth 3. 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.
  • 55.
  • 56. 7. Switch to the Cloth Room 8. Click "New Simulation"
  • 57. 7. Switch to the Cloth Room
  • 58. Check the number of frames is the same as your animation Set the collision options The vertex to polygon
  • 59. 8.New Simula tion"
  • 60. 8.Check the number of frames is the same as your animation OK
  • 61. 12.The Cloth self collision is useful for draping clothes that will hit together. 13.It prevents the cloth from passing through it's self. 14.Set the number of drape frames. 15.See the documentation that came with your item.) 16.Click OK
  • 62.
  • 63.
  • 65. •Click "Collide Against" •Click "Add/Remove" •Put an "X" in the box in front of your figure •Check the "Start Drape from Zero Pose" box. Click "OK"
  • 67. The current collision object should be listed as None, so press the Add/Remove button...OK
  • 68. •Put an "X" in the box in front of your figure •OK
  • 69.
  • 70. Now you can pose your figure .
  • 71. Set the animation slider at least 10-20 frames in.
  • 72. This will give the cloth simulator some frames to get the cloth into the pose
  • 73. If you are just doing a still image you will use the slider to pick the best frame when the calculation is done and render that frame.
  • 74.
  • 75. Leave everything at the default settings, and click on "Calculate Simulation". it may take a while. It depends on the power of your computer.
  • 76. Before you hit calculate make sure of these things • The figure is completely zeroed at frame 1 or set to the cloth's starting pose. o Check the hip translation. o Check the body translation • The cloth prop was parented to the figure hip at frame 1 o You can check in the Hierarch Editor to see if the prop is parented. • The Simulation Settings > Simulation Range frames are set to the same length as your animation The cloth room "thinks" at 30 frames per second. Keep in mind what real cloth would do as it moves at the speed your pose moves. This one point will help you get great results.
  • 77.
  • 78.
  • 79. Sketch Designer renders scenes as sketch-like drawings using black-and white or colored brush strokes that you can tailor to your liking. Simulate pen, pencil, pastel, charcoal, and even water colours and paintings without ever having to set foot inside an art school!
  • 80.
  • 81.
  • 82.
  • 83.
  • 84.
  • 85.
  • 86.
  • 87.
  • 89.
  • 90.
  • 91.
  • 92.
  • 93. From Sketch To Posing- Creating a Simple Figure using Shade and Poser
  • 94. Workspace Bar Control Bar Browser Figure Window Tool Box Aggregate window Tool Parameter window
  • 95.
  • 96.
  • 97.
  • 99.
  • 101. The first step in making a figure is to create its basic mesh. To begin, launch Shade and, from the Tools menu, choose Tool>Create>Sketch muddling> Modelling
  • 102.
  • 104. Setting the Plane on Which an Object Is Created Changing 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 Plane Controller
  • 105. Plan Perspective View Side Elevation view View
  • 106. For use version of Shade 10, and some careful work. It begins with a mesh generated in Shade's tool and covers the workflow and major issues involved in using Poser's Grouping Tool,, as shown below.
  • 107. Setup Room and Joint Editor to set up a figure with joints and bone structure.
  • 108. draw the outline of a cactus
  • 109. Use the Undo option as needed; when the saguaro looks right, we click OK to bring it into Shade-
  • 111.
  • 112. 1. We'll name the OBJ file and choose where to save it, 2. then click Save, and the Export Options dialog appears-
  • 114. Poser Now . Once the file has been saved, we can quit out of Shade and launch Poser
  • 115. In Poser, we delete any figure(s) that may already be in our scene, and choose Import> OBJ from the File menu as shown-
  • 116. navigate to the file we just saved and click Open. Using the default settings brings in a human-sized cactus. use the Paint Bucket tool to give it some color-
  • 117. proceed to tackle the complex part of the tutorial- setting our prop up with a working joint structure. Before we do that, though, we come up against the first really 'technical' aspect of figure creation- grouping
  • 118. 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 figure's mesh in Poser is to set up the right groups.
  • 120. there's already at least one polygon group set up on the cactus- the entire cactus is red, indicating that all its polygons belong to a group. Clicking the Delete Group button should remove that group and free up those polygons- we can do it more than once if there are additional groups on the cactus.
  • 121. 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.
  • 122. . switch over to Wireframe display mode, so we can see 'through' the cactus. Click the Wireframe icon in the Document Display Style tool, down at the
  • 123. We'll start by creating a group for the base of the cactus- call it 'Base'. Select Polygons tool a plus symbol should be yellow.) Click the New Group button,
  • 124. Now just click and drag over the polygons you want to add to the group- you'll see them turn red as they're selected. if extra polygons get selected by mistake, you can switch to the Deselect Polygons tool (with the minus sign) to remove them from the group.
  • 125. Once the Base group is set up, we can create a new group for the base of each arm of the cactus, and another for the tip of each arm as shown
  • 126. clicking the Show Non-grouped Faces checkbox reveals any polygons we might have missed, while clicking the Show Multigrouped Faces box shows any polygons that accidentally wound up in more than one group.
  • 127. Poser's joints depend on having only two groups- a parent and a child- touching in any place; if three groups come together the mesh will 'tear' when the figure bends, like this-
  • 128. The final result should be a cactus in which each polygon belongs to just one group, and in which the groups are set up more or less like this-
  • 129. So we avoid this by carefully setting up our groups to make sure each polygon's edge or corner is shared by at most two groups. Remember to make sure that every polygon belongs to exactly one group!
  • 130. the next-to-last step. 1. Click the Setup tab to take the cactus prop into the Setup Room, where it'll be turned into a fully pose able figure. The main tool to use in the Setup Room is the 1. 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.
  • 131. Edit the name in the Name field first then in the Internal name field; use the Grouping tool if you need to, to check and make sure the names match.
  • 133. Create The Bones For The Figure
  • 134.
  • 135. the bones in place and named to match the grouping, click the Pose tab to exit the Setup Room.
  • 136. If a warning pops up that not all polygons are grouped to a bone, we'll need to make sure the bones are properly named, and check that grouping one more time to ensure that didn't miss anything.
  • 137. In the Pose Room, we can see how our joints work by using the Rotate and Twist tools on the body parts of new figure.
  • 138. if done right nothing should tear but some limbs may not bend the way we expect. If the figure gets too contorted, use the Restore>Fig ure option in the Edit menu to reset the pose.
  • 139. The way to fix bad joint behavior is to use Poser's Joint Editor.
  • 140. each joint can bend on the X, Y or Z axis; typically the joint will primarily bend on two of these
  • 141. 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.
  • 142. once joint order has been set is to use Spherical Falloff Zones
  • 143. As shown in the image below, all polygons contained within the green inner Mat Sphere, also known as the inclusion zone, will be fully affected by the joint's bending- they'll make up the 'limb'; polygons outside of the outerMatSphere, also known as the exclusion zone, won't be affected at all by the joint bends; polygons between the zones will be warped and bulged by the joint's bending.
  • 144. To adjust the spherical falloff zones, check the 'Use Spherical Falloff Zones' box in the Joint Editor for the given joint, then select either the innerMatSphere or the outerMatSphere in the Parameters Palette; use the dials to adjust its size and position as shown. In our example, the lower arm joint twists along the X (side-to-side) axis, and bends most on the Z (front-to-back) axis.
  • 145.
  • 146. edit the various Top joints first, then proceed to the Base parts, 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-rotate parameters and use the Edit Parameter Dial dialog to give them more intuitive names like Twist, Bend, Front-Back, Side-Side, etc. You can set maximum and minimum value limits here as well, Use Limits to keep the joints acting reasonably.
  • 147. go back to the Pose Room and use the editing tools to test out our figure- open the appropriate Library folder in the Figures category and add our figure to the Library for use in other scenes, by clicking the Add to Library button, with the plus symbol on it.

Editor's Notes

  1. 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
  2. You can change these setting by clicking on "Simulation Settings..."
  3. Click on Clothify. Select the object to Clothify Click the Clothify Button
  4. 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.
  5. The more movement in your pose from zero, the more frames you need to give the cloth room to get the cloth into position.
  6. Putting Clothes on a Character in Poser
  7. Different Materials for a Character in Poser