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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 29 10:50 pm)



Subject: Expressions? Discuss your methods here please


JQP ( ) posted Mon, 23 October 2006 at 5:21 PM · edited Thu, 30 January 2025 at 11:18 AM

I've always been kind of haphazard about expressions, but I'd like to be more systematic.  Mainly I'm interested in separating faces and expressions, but the trouble is that there's no distinct line between the two.

Is there a way to adjust head morphs (through the library) using addition and subtraction, rather than absolute values?  That way a figure could have for example a slight Mona Lisa smile, have a smile expression dialed in with a library preset, have it removed with the minus library preset, and still retain the "feature" of a slight smile afterwards.  This would allow me to use expressions more systematically.


arcady ( ) posted Mon, 23 October 2006 at 5:49 PM · edited Mon, 23 October 2006 at 5:50 PM

You could do that by dialing in / applying the initial smile, spawning a morph target, removing the smile's settings (such as with a reset / restore of the head element), and then dialing up your morph target partially.

I do this all the time to mix and match elements.

Truth has no value without backing by unfounded belief.
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JQP ( ) posted Mon, 23 October 2006 at 6:01 PM

Ah, that sounds interesting, and maybe a more elegant way of doing features/baseline faces.  Are there any drawbacks?  I'm trying to think of any but I don't know anything about morph targets.


amacord ( ) posted Mon, 23 October 2006 at 6:26 PM

no matter whether you spawn MT's or do it via "add to libraryselect subset" - i dont think its worth the effort. what looks like a friendly smile on the default face might look like a stupid grin when applied together with HdAfrican1=1.00000...just an example.


arcady ( ) posted Mon, 23 October 2006 at 6:32 PM

That is rarely a problem in my experience.

But I rarely use any dial at a 1.0 setting.

I first mix and match a bunch of dials to get a head shape, and then spawn it as a morph target and restore the figure.

I will then do the same with a series of expressions.

Sometimes I will also set up two separate expressions on different frames of the 'animation', keyframe somewhere in the middle and then spawn a morph target out of that, and then dial up that morph part way in initial frame before or after restoring.

I rarely use any dial above .3 to .5 - shape or expression.

Likewise, if I apply a preset 'character series of dials' or 'series of dials to design an expression' I will spawn them as morph targets and then reset to remove all of the 'dial clutter' before applying something else or making something of my own and spawning that as well.

I then tweak my custom dials to taste and keep that.

Works well every time, and I've been doing it since 1999.

Truth has no value without backing by unfounded belief.
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JQP ( ) posted Mon, 23 October 2006 at 6:51 PM

Yeah, .5 or so is my limit on most morphs.  Some lower, some higher.  I very rarely get as high as 1.0.

Sometimes I will also set up two separate expressions on different frames of the 'animation', keyframe somewhere in the middle and then spawn a morph target out of that, and then dial up that morph part way in initial frame before or after restoring.

That's a pretty neat idea.  I like your system in general, it's better than my idea :).


DarkEdge ( ) posted Mon, 23 October 2006 at 6:55 PM

here's a new site someone on this board shared sometime this last week.

http://www.artnatomia.net/uk/index.html

i do not go above 6-7 and find that if you just decide to stick with 2-4 key areas of tweaking you can get what you want...don't forget to check out the negative values for stuff you wouldn't think to use that way. ie; smiling, check out the negative values.

i mostly use my own face for feeling which areas are needed...though the sultry looks come alarmingly too natural. lol! :tongue2:

Comitted to excellence through art.


arcady ( ) posted Mon, 23 October 2006 at 7:11 PM

Yeah, there's real gold in those negative values.

Also, if you have 'morph injection' packs for a variety of figures from a common line (the millenium 3 figures are the only ones I know of, but maybe the G2s can do this too) you can sometimes inject an expression or morph from the 'wrong' figure in. Use it at a low setting and get some unusual results.

I recently put Freak claws on Aiko this way, but I have also used it to make expressions and faces.

Espression packs from the wrong figure, in fact almost any figure if they are just 'dial settings' and not injections, can be used like this if you apply them, spawn a morph target, and then dial that in at a low value. Too high and you'll see just why it is the 'wrong figure', but it can be good for building up a subtle combination.

Truth has no value without backing by unfounded belief.
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JQP ( ) posted Mon, 23 October 2006 at 7:44 PM

I never would have thought of using morphs on other figures, I'll have to try that.

here's a new site someone on this board shared sometime this last week.

http://www.artnatomia.net/uk/index.html

i do not go above 6-7 and find that if you just decide to stick with 2-4 key areas of tweaking you can get what you want...don't forget to check out the negative values for stuff you wouldn't think to use that way. ie; smiling, check out the negative values.

i mostly use my own face for feeling which areas are needed...though the sultry looks come alarmingly too natural. lol!

Before I check out the link, let me provide my "aren't I brilliant" guess at what a negative smile does: pouty-kissy lips?  :)


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