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Poser Technical F.A.Q (Last Updated: 2024 Dec 04 2:47 am)

Welcome to the Poser Technical Forum.

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This is the place you come to ask questions and share new ideas about using the internal file structure of Poser to push the program past it's normal limits.

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Subject: custom models


TRAVISB ( ) posted Sun, 03 December 2000 at 10:38 AM ยท edited Sat, 08 February 2025 at 11:08 PM

how do i make mouth and eyes move on custom characters ex1 if i have a head of a monster and a lower jaw seperate.ex2 and are eyes just morphs or do i make them like a body part thanks if anyone can help ill repay byposting some free models LATER


JeffH ( ) posted Sun, 03 December 2000 at 2:26 PM

Eyes are body parts with some deforming channels removed. Most figures use morph targets to open the mouth or change the facial expression. -JH.


Anthony Appleyard ( ) posted Sun, 03 December 2000 at 3:24 PM

A separate lower jaw segment will likely mean that jaw polygons are touching neck polygons along the throat. That false-joint will split as the parts move, unless you keep that false-joint welded by following Bloodsong's suggestion to text-edit an extra Weld command into the model's CR2 file.


bloodsong ( ) posted Sun, 03 December 2000 at 5:24 PM

Attached Link: http://www.3dmenagerie.com/index-goo.htm

heyas; you can do them any way you want to. the poser animals' eyes are mostly moved by morphs (or not at all. :/ ). if the figure has a short jaw, such as a human-like character, it might be easier to use morphs to open the mouth. if it has a long jaw, like an animal, it can be made posable quite easily. actually, for jaws, i recommend using a 'bone.' the head can be all one group and the jaw can be a semicircle of 4-5 polygons hidden inside. when you set the jaw 'bone's' jp's, it will move the head skin as if you had separated it all out. meanwhile, any facial expression morphs can be done on the head, without having to have separate ones for the head and jaw. check out my poser tutorials on my goodie page. :)


Anthony Appleyard ( ) posted Tue, 05 December 2000 at 5:46 AM

If I use such a "bone" to make the jaw move, it will cause difficulty setting the blend angles so that the lower lips and teeth move with the jaw and the upper lips and teeth stay still. Unless the original .OBJ model has its mouth wide open, as I have seen recommended.


bloodsong ( ) posted Tue, 05 December 2000 at 6:04 PM

heyas; nah, anthony; i've gotten best results with the mouth as closed as you can possibly make it (but not fully closed) while still having the teeth below the joint demarcation zone. but remember, i'm talking about long jaws, here, like the wolf/lion/etc. not human jaws. if you model the mouth wide open, then to close the mouth with jp's you will have too much polygon crunch. it's better to stretch the lips open then to try to crunch them closed.


Anthony Appleyard ( ) posted Wed, 06 December 2000 at 2:10 AM

You may need plenty of vertexes in the corners of the mouth, to model the lip corners accurately if you want to make a morph to make the corners of the mouth stretch around something big which it is swallowing, e.g. when a duck is swallowing a frog.


Remember that the jaw hinge point is not at the exact end of the visible mouth opening. In front of the bony hinge point is part of the jaw articulation and also tendons of jaw-closing muscles, and skin, and perhaps a thickness if fur or feathers. I found that fault in the mouth of swan model that I found, and I had to remedy the matter in my own copy of it/


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