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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 05 11:51 pm)



Subject: Ok, I've had these questions for awhile ...


thedoctor ( ) posted Mon, 02 July 2007 at 11:27 AM · edited Wed, 14 August 2024 at 1:07 PM

Many thanks once more to all of you so willing to devote time helping each other. I've got a couple questions that I just have not been able to find answers to, but which I am sure you Poser Pros will be able to enlighten me on: 1) Like most of you, I've got a lot of DAZ installers accumulated over the years. I run Poser and I notice that many of the older installers put a couple versions in the runtime. For instance, I'll find a PP and a P4 version of the same product. I'm running Poser 7 so my first question is: a) which of the legacy versions should I use and why? The second question is: b) Once I figure out which one I'm going to use is it as simple as going into the runtime and trashing the folders for the ones I'm not going to use? I really hate the way I end up with so many duplicate versions of various items in the library. 2) When working with some models such as the millenium dragon, there's a HUGE number of morph dials under the head. When I'm working with the graph displays for animating it is a major pain to have to use the dropdown and laboriously scroll to the item I want. As a result, I usually have the properties pallete open so I can touch a dial that then causes the graph to update accordingly. This, however, seems terribly kludgy. Is there an easy way to collapse the morph selection only to those items you want to work with? Is there a better workflow I'm not aware of in this regard? 3) I've never really understood how to efficiently work with the walk designer/walk path. Assume I have 150 frames that I'm going to apply a walk cycle to. If I lengthen the walk path does Poser merely add additional steps to fill out the distance or does it lengthen the stride/velocity to match? My attempts to get realistic walks haven't been all that great and I suspect its because I don't understand the best way to specify the right number of frames for a given walk distance. The manual isn't very helpful in this regard. Is there a walk designer maven here who has an article posted or is this perhaps dealt with in a thread I haven't been able to find? I really want to use this feature to its best advantage but I'm finding that I alway do better using a mocap walk cycle that I hand tweak rather than the goofy walks I'm getting from the designer. 4) Let's say I have a figure posted in a standing position and I have IK on for the feet because my objective is to pull the character's hips down to a kneeling position. Often, doing this causes the knees to cross in a horrible "charleston" dance weird way. I figured I could simply "guide" the knees by using parameter dials to "push" the thighs apart as I move the hips down. Doesn't seem to work well at all and often compounds the problems because the IK doesn't seem to want ANY help from me with guiding the upstream limbs. If I turn off IK, of course, I have to tediously pose legs/feet and it's difficult to get anything close to a lock on the feet, which is what I am after. The Poser IK is so frustrating to me given my experience with CS in Max which has much better solvers IMHO. I'm not looking to make the next Toy Story in Poser, but I do want to do some simple IK work. Are there IK tips I'm not aware of that someone can share with me in this regard? MANY MANY MANY thanks. Mark


bantha ( ) posted Mon, 02 July 2007 at 11:55 AM
  1. Use the PP version. The bump files will probably work. The only differences (IIRC) were the different thumbnail pic and the change from .bum files to .jpg for bumps.

  2. You can group the dials. So you can work with a part of the dials and fold the others into the group name.

  3. Never worked with that, sorry.

  4. Cannot help you with that either. I switch IK on and off a lot.


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