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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 7:38 pm)



Subject: Where to learn to create body, shape and muscle morphs ....etc !


davedoo ( ) posted Wed, 13 July 2011 at 5:35 AM · edited Tue, 24 December 2024 at 7:03 PM

i want to learn to make millions of heads morphs and body , muscle morphs ( such as M4 Morphs ++ ) for my custom character. where can i find tutorials of it ?

any advise would be appreciated !

 


basicwiz ( ) posted Wed, 13 July 2011 at 6:18 AM

Have you checked out Daz's Muscle Morph package? It's pretty complex.


davedoo ( ) posted Wed, 13 July 2011 at 7:18 AM · edited Wed, 13 July 2011 at 7:18 AM

do you mean M4 morphs ++ and the Freak Morphs ?

i'm sorry that if i did not wrote clear in my message, what i wanted is to learn to create all this from scratch for my own custom characters and not using the ready available morphs that's on the market .

what i wanted to learn is how to create all these morphs "channels and dials " forbody parts as well as full body morph.

i also want to learn to create clothing that is also morphable ( with dials and channel ? ) to comform to all the different morphable characters .

any tuts around ?thanks.


geep ( ) posted Wed, 13 July 2011 at 8:17 AM · edited Wed, 13 July 2011 at 8:24 AM

Attached Link: "The Morphing Tool" - tutorial compliments of Dr Geep Studios

file_470824.jpg

*(click on the image to view full size)* *(click the link above the image to go to the tutorial - in progress)*

Maybe this? ... :biggrin:

cheers,
dr geep
;=]

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



vilters ( ) posted Wed, 13 July 2011 at 8:21 AM · edited Wed, 13 July 2011 at 8:22 AM

Do a search here on magnets.
Some here have very good tutorials
Dr Geep and PhilC come to mind.
There is a script in freestuff that copy's magnets from left to right also.
you only have to create one side of your figure, and let the script create the other halfs magnets. (one by one I if I remember right.)

Or take the obj file external and morph in a 3D software.
Blender-Wings-Zbrush or others .

Tutorials are everywhere also on youtube.

  • Read the manual :-) :-) :-) :-)

Sorry Dr Geep, X-post.
You win. :-)

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


davedoo ( ) posted Wed, 13 July 2011 at 8:23 AM

link doesn't work :) bring back to the same image only . thanks !

btw,  i already know the basic morphs target and wanted to learn the more advance one.

 


geep ( ) posted Wed, 13 July 2011 at 8:27 AM

Attached Link: "The Morphing Tool" - tutorial compliments of Dr Geep Studios

Link fixed, sorry 'bout that. :blushing:

cheers,
dr geep
;=]

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



davedoo ( ) posted Wed, 13 July 2011 at 8:33 AM

thanks. i'll have a look soon.

ok, let say i've a basic character and wanted to create many version of body form ( from very skinny to hyper mascular )from it. what's is the best method ? i understand Full Body Morphs might work, but its time comsuming and tedious way as it require to load all individuals parts ( including fingers ). any utility that handle this ?tks


lesbentley ( ) posted Wed, 13 July 2011 at 10:08 AM

Quote - i want to learn to make millions of heads morphs and body , muscle morphs ( such as M4 Morphs ++ ) for my custom character. where can i find tutorials of it ?

There is a lot of stuff implicit in that question. Making a good morph is a combination of many skills. I think you should try to break your question down into smaller parts, in order that you may receive more detailed answers.

First off it helps a lot to know what shapes you should be trying to create. In other words it helps a lot to have some understanding of human anatomy. Perhaps a life drawing class would help with that. I must point out that I don't know anything about anatomy myself, so this advice is very much "do as I say, not as I do".

Next comes the practicalities of shaping a mesh. You can do a lot in Poser with magnets and the morphing tool, but for real serious morphing ("millions of heads" LOL), you will need to learn and master some modelling application.

Finally there is the Poser stuff. Getting your morphs into the figure, eg 'delta injection. Controlling the morphs, eg ERC, FBMs, and JCMs. Packaging the morphs for distribution.


davedoo ( ) posted Wed, 13 July 2011 at 11:46 AM · edited Wed, 13 July 2011 at 11:51 AM

file_470835.jpg

my apologies for bad english :(

don't worry :) i'm not talking about the anatomy, i'm talking about the technical process or method of how those full body transform morphs is created with a 'SINGLE' dial ?.

ok. please have a look of the daz mil dog as example :

i wanted to create many head and body morphs to create different kinds of dogs.   ( as mentioned, i already know how to create basic morphs for single body part only.) so how can i create a morph for the full body with a 'SINGLE' dial ?

is there any utility there thatcan ease the process ?

thanks!

 


lesbentley ( ) posted Wed, 13 July 2011 at 2:21 PM

Quote - ( as mentioned, i already know how to create basic morphs for single body part only.) so how can i create a morph for the full body with a 'SINGLE' dial ?

This is known as an FBM (Full Body Morph). An FBM is a collection of morphs for the individual actors that are all driven by one master dial in the BODY actor. You don't need any special software to make an FBM, it can be done in Poser.

1). In Poser, 'Memorize' the figure (Alt+Ctrl+F) with no morphs expressed. Apply the morphs to the actors and set each morph at the desired strength (usually 1.0).

2). From the Figure menu select 'Create Full Body Morph', choose a name for the FBM dial and click "OK".

3). 'Restore' (Shift+Ctrl+F)  the figure and save it to disk, with a new name so as not to overwrite the original.

Or to make an FBM directly from a morphed version of the full body base figure obj, install the free "Pozers Little Helper" (PLH), and follow the instructions for its use.

Or after step 1, use SpawnCharacterP6.py (only works on figures with PBMCC channels) to create a delta injection for the morph.

Two free utilities that may be helpful are D3D's "Spawn FBM.py", and svdl's "SpawnCharacterP6 update". Commercial products that relate to the creation and manipulation of FBM's are PhilC's "Poser Tool Box", and D3D's "Poser File Editor".

FBMs are an example of ERC.


lesbentley ( ) posted Wed, 13 July 2011 at 2:38 PM

As I said in my previous post, an FBM is an example of ERC (Enhanced Remote Control). The last link in my previous post gives detailed instructions for many applications of ERC. The following explains some of the basics.

 

Without trying to give an exhaustive explanation, the bare bones of ERC are like this, and not hard to grasp.

The output value of one channel can be used as input to influence the value of a some other channel. One way to do this is called 'ERC'.

With ERC, the channel that is being influenced is called the 'slave' channel, and the channel that is doing the influencing is called the 'master' channel.

To slave one channel to another, you put slaving code in the slave channel. The slaving code tells the slave channel where to find its master. Look at this block of slaving code:

            valueOpDeltaAdd
                Figure 1
                BODY:1
                PBMCC_07
            deltaAddDelta 1.000000

What does it all mean? First look at the three indented lines (in green). The first indented line says "Look for your master in 'Figure 1'". The second indented line says "Look for it in the BODY actor". The third line says "get your input from channel named 'PBMCC_07' in the actor you now looking in".

Let's take another example:

            valueOpDeltaAdd
                Figure 1
                lCollar:1
                xrot
            deltaAddDelta 0.010000

The above says "Look in 'Figure 1' in the 'lCollar' actor, and get your input from the 'xrot' channel in that actor".

We have not looked at the very bottom line of the slaving code yet. The very bottom line is a control ratio, it says "Multiply the value you get from the master channel by the number in this line". So if the number is "1" as in the first example, an increment of 1 on the dial of the master channel would result in an increment of 1 in the slave channel. In the second example an increment of 1 on the dial of the master channel would result in an increment of 0.01 in the slave channel.

In the second example the master channel is a rotation channel. If we put the slaving code in another rotation channel, every degree of rotation in the master channel would result in 0.01 degrees of rotation in the slave channel. If we put the slaving code on a targetGeom (morph) channel, 100 degrees of rotation in the master channel would result in the morph being fully expressed at a value of 1.0 (0.01x100=1). If we used a value of 0.011111 in the deltaAddDelta, the morph would be fully expressed when the rotation reached 90 degrees. If we used a value of 0.022222, it would only take 45 degrees of rotation to fully express the morph.

So where abouts in a channel do we put the slaving code? We put it under the line that reads "interpStyleLocked 0", which in turn is under the 'keys' section of the channel. Below is an example of slaving code in a morph channel:

        targetGeom Morph-01
            {
            name Morph-01
            initValue 0
            hidden 0
            forceLimits 1
            min -100000
            max 100000
            trackingScale 0.02
            keys
                {
                static  0
                k  0  0
                }
            interpStyleLocked 0
            valueOpDeltaAdd
                Figure 1
                Cube-A:1
                yrot
            deltaAddDelta 0.022222
            indexes 4
            numbDeltas 8
            deltas
                {
                d 2 0 0.09999999 0
                d 3 0 0.09999999 0
                d 6 0 0.09999999 0
                d 7 0 0.09999999 0
                }
            blendType 0
            }

One thing I have not mentioned yet is the very top line of the slaving code. This is the type of slaving, 98% of the time the only type you will come across, or need to use, is 'valueOpDeltaAdd', so I won't complicate things by describing the other types.

In the above example the code uses 'Figure 1' and 'Cube-A:1'. If there is already a 'Figure 1' in the scene, when you load your second figure Poser will automatically update the numbers in the slaving code so that they become 'Figure 2' and 'Cube-A:2'.

There is a lot more that could be said about ERC slaving, but that's the bare bones of it. It's not that difficult, just five lines of code telling the channel where to look for its input. There are some special circumstances to be considered when using ERC slaving in a conformer, or injecting it from a pose file, but I will leave that for another post.


SteveJax ( ) posted Wed, 13 July 2011 at 3:52 PM

Well first you'll need a good modeling program if you want to do full body morphs easily. The morph brush is nice but for major work, you really need  to learn a modeling application like Zbrush, Scupltris, Blender or one of any others that allow you to edit the base OBJ file. Once you find the package that works for you, then you have to learn to edit the existing OBJ in the package of your choice and resave the morphed work back to a new OBJ that Poser can read. This is just the basic starting point.


davedoo ( ) posted Wed, 13 July 2011 at 9:42 PM

many thanks for the advise! i'm a skilled modeler and i know how to 'Create Full Body Morph' in poser, but that's a pain .... to have to load all individual parts one by one. 

is there any utilities for easing the import and loading of  morphs objects  ( batch objects ) for full body morph ?

hi lesbentley, thanks for the advise. i'm going to read it now.


davedoo ( ) posted Wed, 13 July 2011 at 10:05 PM · edited Wed, 13 July 2011 at 10:09 PM

i'm reading that "Pozers Little Helper" now, looks helpful to me :)

does it work for poser v6 or v8 ?


chriscox ( ) posted Thu, 14 July 2011 at 5:05 AM

Poesr Pro 2010 (and maybe Poser 8) has an option in the Figures menu to Load Full Body Morph from and OBJ file removing the need to load all the part individually.  The Poser Pro 2010 manual goes into more detail on this (Chapter 28,page 491)

Chris Cox



davedoo ( ) posted Thu, 14 July 2011 at 7:55 AM

that's good news to me ! i'm going to check it out !

tks !!!


lesbentley ( ) posted Thu, 14 July 2011 at 10:07 AM · edited Thu, 14 July 2011 at 10:08 AM

Quote - I'm reading that "Pozers Little Helper" now, looks helpful to me :)

does it work for poser v6 or v8 ?

Pozers Little Helper is a stand-alone application, and the morph injections it makes will work in any version of poser. Pozers Little Helper is a Windows application, so Mac users are out of luck.


davedoo ( ) posted Fri, 15 July 2011 at 7:58 AM

does PLH work only with M4 and V4 ???


hborre ( ) posted Fri, 15 July 2011 at 8:57 AM

PLH has been around way before M4 & V4 were released.  It should work with all models.


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