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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 11 12:18 am)



Subject: Morphs, Mags or Bones?


bouncypig ( ) posted Wed, 20 February 2008 at 6:15 AM · edited Sun, 12 January 2025 at 12:44 PM

Hey, everybody. I'm working on some original figures for Poser, and I'd like to get some feedback from the community at this early stage. I'd like to make these figures as resource light as possible, to make them suitable for animation. Now, it seems to me that there are three options for controlling the soft, fatty parts of the body (breasts, belly, buttocks) - morphs, mags and bones. Having seen each of these techniques used before,  I tend to think that magnets are the most versatile and give good results. But, I'm thinking of selling these figures at some point and I know that magnets mystify a lot of people. By the way, to save on resources, the magnets would be included as props, they would not automatically load with the figure.

So, if you wanted to add a little jiggle to your figure, would you rather use morphs, mags or bones?


Shehzad105 ( ) posted Wed, 20 February 2008 at 7:17 AM

Hey, I know this totally out of context, but I guess you could help me. Its my 18th wedding anniversary and I wanted to surprise my wife with her own 3d likeness (V4). I can't figure out creating face morphs (I am a beginner) I have mug shots of her (front and profile) could you help me? You can reply to me on shehzadyunus@gmail.com


JOELGLAINE ( ) posted Wed, 20 February 2008 at 8:42 AM

Magnets are the most overall versatile, but bones are the easiest to use, but the joint parameters can sink the best of figures!

Personally, I prefer morphs because they give the most precise level of control.  As far as animation goes, I think that bones would be quickest to use. As fas as animation goes: quick=best.

The JP's can be a killer.  I have many figures that are fantastic looking.....as long as you DON'T MOVE THEM! :lol:  That is less than helpful!   That brings up body-parts.  Do NOT sub-divide the head! Morphs or Magnets--no extra bones!  I like to do my own morphs for the head to personalize the face and if there are extra bones in the face, the sub-division makes making morphs almost impossible.

Other body-parts are usually left alone by most morphers.  If you are most comfortable with wrangling JPs, do that. and do morphs for the head.  For resale--avoid the magnets.

I cannot save the world. Only my little piece of it. If we all act together, we can save the world.--Nelson Mandela
An  inconsistent hobgoblin is the fool of little minds
Taking "Just do it" to a whole new level!   


lesbentley ( ) posted Wed, 20 February 2008 at 1:28 PM · edited Wed, 20 February 2008 at 1:30 PM

Morphs are easy to use, but as you say magnets are more versatile. Also with magnets you can span the influence across different actors, with morphs you would need to use ERC to do that.

Why not give the end user the option? Have the morphs as injections, and a set of magnets, so the end user can chose which to use.

I have never used bones for this type of thing, so I don't feel I can comment on that option.


kobaltkween ( ) posted Wed, 20 February 2008 at 1:41 PM · edited Wed, 20 February 2008 at 1:42 PM

from what Anton once posted, magnets are the most resource intensive.  apparently, the number of children something has makes it more resource intensive. his example: a 100 segment snake would load easily while a 100 legged insect would take an age.  magnets have 3 parts and give a body part multiple children.  he posted about this to explain why V4 was so resource intensive.  given this, morphs are probably the lightest, and even bones used judiciously would better than lots of magnets.   personally, i'd be fine with correction morphs that were just named logically, so i could dial the correction for the pose.  but i'm not afraid of spending time with dials.



JOELGLAINE ( ) posted Wed, 20 February 2008 at 2:12 PM

From the sound of--perhaps a COMBINED approach might be more profitable? Something like Morphs on the head, Bones controlling breast movements and a Magnet for the belly?

I'd say it depends on the actor division of the figure and what exactly you want to accomplish.

A couple of magnets won't be that big of a resource hit.

I cannot save the world. Only my little piece of it. If we all act together, we can save the world.--Nelson Mandela
An  inconsistent hobgoblin is the fool of little minds
Taking "Just do it" to a whole new level!   


Angelouscuitry ( ) posted Wed, 20 February 2008 at 9:16 PM · edited Wed, 20 February 2008 at 9:17 PM

 

:biggrin:

I would'nt expect bones to be in order here either.

"...to add a little jiggle to your figure..."*

Magnets are what you would use to create unique deformations on your figures surface.

" I'd like to make these figures as resource light as possible, to make them suitable for animation."

It would then be commonplace to convert you magnets into morphs, with the Spawn feature.  Morphs can also me spawned/combined/slimmed into less morphs; as morphs can get heavy also, especially when not in use(set to 0)  I have a V3.PZ3 where I archive all of my morphs and magnets.  As is it is 250MBs.  But, for rendering, I've use a 10MB.PZ3; that looks exactly like the 250MB, just with it's magnets/morphs consolidated into 1 morph per part.

shehzad105 - Magnets. 

Here is a quick Magnet tutorial:

1.)  Make sure you have the Part of the Figure that you want to deform selected, and click Object > Create Magnet.

2.)  The 3 parts to the new Magnet Set are now listed in the Props list for the Figure or Prop; they are the Magnet, the Magnet Zone, an the Magnet Base.

3.)  Select the Magnet Zone.

4.)  Goto Display > Element Style > Wireframe.  This is the really hard part, that Poser's Default is way off base by, though nobody ever tells!

5.)  Now open the Parameters Palette.

6.)  Move the wireframe to intersect with the area you want to Deform.

7.)  Select the Magnet part of the Magnet Set.

8.)  As you alter the Parameters of the Magnet(away from the Base)  the geometry within the Zone will likewise be effected.


kobaltkween ( ) posted Thu, 21 February 2008 at 12:22 AM

actually, bones for the chest can be very useful.  i have NBS for V3, and i doubt anyone is going to make more morphs than that for any figure's chest.  i still often wish they just had bones, so i could just rotate them about their bases.



bouncypig ( ) posted Thu, 21 February 2008 at 7:11 AM

I appreciate everyone's input on this, it's a lot of good information. I spent some time yesterday plating with the Girl and 3D Universe's Sara, both of which have bones for the breasts. Even when I messed around with the joint parameters, I couldn't really get any really good results. At least not what I wanted.

I spent a good couple of hours trying to make a couple of magnets into a figure, so I could add FBMs and control them like morphs. I finally succeeded (sort of) by creating magnets on a character, then saving them as a prop, along with a bucky ball primitive. I then hand coded some dials onto the ball, so you can select the ball and control both magnets at once. It doesn't work perfectly, in P5 I have to move the camera a bit after every dial change for the changes to show, but it does work. It works fine in DAZ Studio.

The cool thing is, by adjusting the mag zones, it works with any figure, and, although I haven't tested it, I would assume it would work on their clothes, too.

So far, I've only coded in two controls for two breast magnets, up/down and together/apart. I'm thinking I might add some more controls and then offer the prop as a freebie. It could be useful for making morphs, or as a good introduction to magnets, or it could just be a fun thing to play with.


JOELGLAINE ( ) posted Thu, 21 February 2008 at 9:33 AM

"It could be useful for making morphs, or as a good introduction to magnets, or it could just be a fun thing to play with."

Playing with breasts is ALWAYS a fun thing for me! :lol: ^__^V,,

I cannot save the world. Only my little piece of it. If we all act together, we can save the world.--Nelson Mandela
An  inconsistent hobgoblin is the fool of little minds
Taking "Just do it" to a whole new level!   


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