Sometimes you experiment with keyframe animations, but frequently things can go wrong and you want to start afresh. Like clearing the sheet of paper you were sketching on. How do we do that to a timeline?
Easy: even though there’s no magic button for it, it can be done using the same technique in both Poser and DAZ Studio. Let’s take a look how.
At the bottom of the interface, you’ll find your timeline controls. Notice the frame counter in the middle there.
This means we’re on frame 1 of a 30 frame animation. To clear all keyframes of all objects, set the second number to 1. This will shorten the animation and thereby remove all keyframes from the timeline.
When you’re finished, set the animation duration to the correct length again and keep working.
In DAZ Studio we can do the same thing as in Poser: shorten the animation to become only one frame long. This is done in the timeline pane, in the field that reads Total (at the bottom left usually):
Set the total field to 1, then save your scene and close DAZ Studio. When you re-open it and load your scene again, all keyframes will be gone.
I know it’s a hack, and there’s probably a script out there somewhere. If I find it I’ll post a link to it here.
The principle is the same: model your 3D object as you wish, then import it – or load and create a primitive in Poser. I’ll do the latter and give Andy some exciting earrings (even though he doesn’t have ears).
When the Genesis figure was released in 2011, it was not natively compatible with Poser and only worked in DAZ Studio.
Shortly after its release though, the folks at DAZ came up with a way to make Genesis and related content available in Poser, called the DSON Importer – a script that reads the DAZ Studio files and translates them on-the-fly into something Poser can understand.
It’s not perfect, but it works with both Genesis 1 and Genesis 2 figures – as well as related content, provided that so called Poser Companion Files exist. The good news is that DAZ Studio can create those files with minimal effort – if you know how to do it.
Let me show you how in this article, which was inspired by a forum thread over at HiveWire.
Poser has an ingenious weapon against one of the biggest annoyances of 3D clothing: poke through. It’s caused by the clothing intersecting with another figure (the character, or another piece of clothing), causing undesirable effects.
Take this example below: Roxy strikes a pose, and somehow her shirt and pants reveals her skin in several places. Also, the bow of her pants is poking through the shirt. Not good!
To fix it we can use Poser’s clever Morphing Tool. It’s the little finger icon. Select the piece of clothing you’d like to fix and select the tool.
As soon as you select it, another palette appears.
The idea is that with the following operating, we’ll create a morph that can be dialled in and out of necessary – this will come in handy if only a handful of extreme poses will cause the poke through effect we’re trying to eliminate, while others do not.
The palette has two tabs, we’ll stick with the Create Tab for now. If you feel so inclined, double-click the value that currently reads Custom_Morph to change it into something that describes what you’re fixing. This isn’t necessary, but in larger scenes it helps to remember what such a dial does.
Under Goal, select the figure against which you would like to fix the poke through. In our case that’s Roxy, as she’s clashing with the shirt.
The 8 icons in the palette let you choose how the poke through should be fixed, or more accurately, what type of transformation will be applied to the clothing item: pull, push, flatten, smooth, restore, tighten, loosen or sag. Let’s choose loosen fit for now.
If you hover over your figure, notice the little coloured dots appearing. This shows the area that will be affected when you try to brush over the object (left-click and drag to do so). Magically, poke through will be eliminated as if by magic!
You can also change the goal to another clothing item and perform the action again. Try different tools and see how they behave. Perhaps the shirt needs to be loosened a little so there’s a bit of breathing room between Roxy and the pants? Perhaps the arms look too tight? You can do a lot with this tool
If the brush isn’t the right size, change it using the Radius parameter. Magnitude defines how much influence the brush has. Here’s the result of less than 30 seconds work:
While it’s not exactly ZBrush, the Morphing Tool is a remarkably strong little helper that can be used right inside of Poser – no other tools are required.
The morph that is created with this is automatically set to “on” and can be found in the Parameters Tab (at the very bottom of the list).
Wardrobe Wizard is a Python script that has been included with Poser since version 8. It allows us to convert clothing that was made for one particular figure and use it on another using a set of intricate calculations.
By default, Wardrobe Wizard will allow conversions between most Poser characters (Rex, Roxy, Simon, Sydney, etc) – but there are add-ons available that allow conversions to and from Genesis, Dawn, Victoria 4 and many others.
The script was not created by SmithMicro, but instead by PhilC who kindly sells these add-ons on his website http://philc.net (the link is also available from within Poser).
Let’s see how Wardrobe Wizard works in Poser Pro 2014.
For this example I’m using Rex’s Polo Shirt and Shorts. The items fit Rex nicely (right), but for Roxy they’re just a little bit too big (left). Just like in real like I guess 🙂
When you edit textures outside of Poser and save them, they won’t show up on your models until you reload them. In Poser, the command to do this can be found under the Render Menu – Reload Textures. I don’t think there’s a keyboard shortcut for this.
Poser has the option to display Photoshop PSD files on 3D objects, in addition to the usual JPG and PNG formats. The benefit of using PSD files directly is ease of preview during the texture process. It goes something like this:
apply the PSD file as texture in Poser
in Photoshop, make a change, even hide and show several layers
simply press CTRL-S (or CMD-S) to save
back in Poser, reload this file and see the results
The Material Room in Poser can be a tad intimidating. It actually looks more complicated than it is: knowing what does what is key to success here.
Today I’ve setup some new materials for a dress which had several material zones. Applying my maps to the first zone, it would be very tedious to apply the same maps for each zone. Here’s a quick way to do this in Poser Pro 2014.
Bullet is an open-source physics engine which was integrated with the release of Poser 10 and Poser Pro 2014. It allows us to use soft and rigid body dynamics in our scenes.
Rigid bodies are solid objects that do not deform when they collide with other objects. Think of bowling pins that are hit by a ball. Soft bodies on the other hand deform upon impact, like cloth or rubber.
I had always assumed that Bullet Physics has something to do with projectiles being fired from guns, perhaps for use in game engines. Turns out that it’s just the name of the engine itself, which is also part of many other 3D applications like Blender.
Here’s a quick overview on how to use this thing in Poser.
Primitives are simple 3D objects such as cubes, spheres, planes and cylinders. Most 3D applications can create them – but Poser cannot. Therefore, trying to hunt for a menu such as Object – Create Primitive will be in vain.
Hence, you cannot create a primitive in Poser. At least not that I know of.
There is good news though: Poser’s default content contains plenty of them, so all we need to do is load one into our scene. You can find these in the Library, under Poser (your version) Content – Props – Primitives.
If you need anything specific, it looks like you’ll have to create your own primitives in another 3D modelling app.