Poser presentation1

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Transcript of Poser presentation1

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 Bar consists of a series of pull-down menus used for accessing Poser functionality.

Some menus and/or submenus duplicate other on-screen interface elements.

The Menu Bar appears as follows and is available from every Poser room:

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 modelsStep 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 MenuUnder 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.

LIGHT CONTROLS

LIGHT CONTROLS

(2)The Light controls

•allow you to adjust lighting properties. •adding and removing lights, •and specifying light colors and other light properties

3.CAMERA COTROLS

The Camera controls allow you to select and move one or more Poser cameras. There are two types of camera controls:

•View:Clicking one of these controls activates the Face, Left Hand, or Right Hand camera. •Position used to move or rotate the currently selected camera.

The Camera Plane position controls move the camera along the X, Y, and/or Z axis,

Camera control

Trace Ball

Trackball rotates the currently selected camera without changing its location in 3D space. To use the Camera controls simply click and drag your desired control.

4-ROOM TABSThe Room tabs allow you to switch from room to room within Poser. To enter a room, simply click its tab.

Material FACE Hair Cloth Setup Content

Editing Tools

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.

You can use the Editing tools in any combination to create a virtually infinite number of still or animated poses

TRANSLATE/PULL toolmoves 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,

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

TRANSLATE IN/OUT

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 leftdecreases the taper, “flaring” the selected actor.

You can also adjust an item’s taper using the parameter dials,

CHAIN BREAK

Using chain breaks on different body parts can create interestingeffects. For example, to prevent the chest from moving, apply achain break to it. You can then translate the hand freely withoutmoving the chest

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

GROUPINGThe Grouping tool opens the Group Editor palette

VIEW MAGNIFIER

The View Magnifier tool allows you to zoom in and out to and from your desired areas ofthe Document window without altering the position of your currently selected camera.This can be of great help when working with scenes.

MORPHING TOOL

The Morphing Tool opens the Morph Editor palette.

has two operational modes: Combine and Create, The Combine mode allows you to sculpt any surface on your figure usingmorph targets.

DIRECT MANIPULATION

allows you to directly adjust an element’s Translate,Scale, and Rotation parameters

To adjust an element, first select the Direct

Manipulation tool, thenselect your desired element: Clicking and dragging one of the shaded boxes above the selectedelement increase or decreases the element’s X, Y, or Z scale. This isthe 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/Parameters 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 newname 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 collisiondetection for the currently selected figure.Displacement Bounds: The Displacement Bounds property determines the figure’s displacement boundary.

PARAMETERS PALETTEThe Parameters palette contains all of an object’s parameters (transformation settings,

Each object type hasspecialized 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 view of the Document window is taken through a virtual camera, which means you can view each scene from:

Multiple angles, either one at a time or from up to four

angles 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.

In addition, the Document window has numerous controls around its edges that you use to change the appearance of scene elements. You can also select objects within your scene by clicking them directly within the Document window or by using the menus on the bottom of the window

Display Control

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:

2 Tutorial - Pose Room.flv

Creating a Character in Poser.flv

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 Actors1. 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 palette3.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 Room8. Click "New Simulation"

7. Switch to the Cloth Room

Check the number of frames is the same as your animation Set the collision optionsThe vertex to polygon

8.New Simulation"

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.

How to Use Poser Putting Clothes on a Character in Poser.flv

color select.avi

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!

علي ضغط اذا

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 2 D

The first step in making a figure is to create its basic mesh. To begin, launch Shade and, from the Tools menu, chooseTool>Create>Sketch muddling>Modelling

Select all lines

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 Plane Controller

منظورPlanالسطحي

Elevation Viewالراس ي

Side viewالجانبي

Perspective 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;

. Once the file has been saved, we can quit out of Shade and launch Poser

Poser Now

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 boxshows 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 2. Bone Creation Tool- 3. this tool lets you set up bones. 4. The trick when creating bones is to ensure that each

bone is named exactly the same as the group to which it applies-

5. 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>Figure 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.