Forum: Poser - OFFICIAL


Subject: The Poser 11 content install

rokket opened this issue on Dec 24, 2022 · 30 posts


primorge posted Sun, 22 January 2023 at 9:33 PM

There's 2 models, a conforming figure and an articulated prop... they're designed to fit the Antonia figure by odf. The conformer was set up using a blank Antonia 1.3 cr2.

Antonia_BasicHelmet Runtime


How I set up the articulated prop version.

I modeled a basic helmet and visor in Wings3D. It's basically a subdivided cube with some extrusions, some cuts, a couple of intrude operations, and some control edges added. Some tweaking and shaping/fitting was done in Mudbox. If I had used Blender for this it could have all been done there without a trip to a sculpting app. I model a bit quicker in Wings.

In the above images the basic model is 2 separate objects. One I named FacePlate (the visor) and the Helmet body named head. When I export these models separately the resulting obj files will have poly groups established and named as I named them in the Geometry Graph. For the prop version I want 2 objects so I export each individually... here's the 2 objs in a text editor showing the groups (g) and materials (usemtl) definitions. I named the helmet part group head (lower case, matching internal name of Antonias head actor) in preparation for a step that will come during figure creation in the setup room. Such a naming convention isn't a concern, at the moment, for setting up the prop version....

I have a Runtime folder structure already set up. I export the 2 seperate objects to a named Geometries folder and also export a single object which is the 2 parts combined (which I'll need later)


I import both separate objects into Poser...


In the Hierarchy I grab the FacePlate and drag/drop it onto the Helmet which parents the Plate to the Helmet.

I change my camera to side view orthographic and change the visor display style to outline. Having the camera in side orthographic view will constrain translations to only y and z axis. This will be important when manipulating the objects origins with joint editor. I want everything to remain 0 center on the x axis...

I open the joint editor and select the visor prop, displaying its origin and end point...

The origin is the green crosshair, the endpoint is red. I'll want to change the position of the origin ( green) so that it rotates x axis in a proper manner for this visor. As it is now it won't rotate as I want it...

I select the translate tool and hover the cursor over the center of the green cross hair. Doing so changes the tool to a tiny bullseye icon (not shown but you'll know it when you see it).

Sometimes the little Bullseye won't appear when you hover it over the origin center. To fix this try reselecting the actor you are working on or clicking at the header of the Poser workspace and reselecting the translate tool.

I grab the green crosshair and drag it closer to the center of the helmet. With the parameters open for the visor I turn the x rotate dial to test the rotations. I make gradual position adjustments of the crosshair until it rotates in a manner that I want and the visor doesn't clip against the helmet in it's arc of rotation...

Satisfied with the rotation I close the joint editor.

Next I'll want to do some dial manipulations. The primary rotation I'm concerned with is the x rotation of the FacePlate. The opening rotation is -90° and fully closed is 0.

I double click the x rotation dial and this brings up the dial's settings.

I want the dial to only operate at a range from 0 (closed) to -90 (open) so I make the relevant changes to the minimum and maximum limits values and check the force limits checkbox.

I also change the external name of the dial to Visor_Open-Close and tweak the dial sensitivity ( tracking scale) to something a bit more snappy for a rotation like this.

After a bit of testing I save the prop to the library that I already have set up.

When I save it I choose the select subset option and choose the Helmet and FacePlate together.

When saving a prop to the library it will have embedded geometry. It's not a big deal but it's a bit tedious to chop out the embedded obj data fro the pp2 and re-point at an external obj(s) in Geometries. I just use Netherwork's Creator's Toybox scripts to automate this and some file path tasks etc.

When I return from eating something I'll cover creating a conforming figure using the dreaded set up room in part 2...