Forum: Poser - OFFICIAL


Subject: How to create custom EXPRESSIONS

hamiltonpl opened this issue on Sep 16, 2024 · 9 posts


hamiltonpl posted Mon, 16 September 2024 at 12:34 PM

I have POSER PRO 2012 and many of the Poser figures have expression morphs and phonemes to use with Talk Designer.

But, if I want to create a CUSTOM expression morph HOW DO I ADD IT to the existing expressions?  I know how to create a morph for the head in BLENDER but when I LOAD that morph is for the ENTIRE HEAD. I just want it for the eyebrows for example.

I am pretty sure if use the MORPH tool where I am only moving and adjusting certain VERTIEX points of the mesh then ONLY those will be added a morph.  I want to create INNER EYEBROWS UP for SYDNEY.   But I want it to affect the just the mesh that has changed and not apply to the WHOLE HEAD.

Thoughts comments suggestions??

Windows 10 - Poser Pro 2012 - 64Bit - 24GB RAM - 4 x 3.40 GHZ processor



DeeceyArt posted Mon, 16 September 2024 at 1:43 PM Online Now!

Sydney's eyebrows are included in the head group, there is no separate eyebrow group for her.

Create the Inner Eyebrows Up morph on the base Sydney OBJ (the one in the geometries folder). When you load that morph in, Poser should only "see" the verts that have changed in the head. 

If you need more help let us know.


hamiltonpl posted Mon, 16 September 2024 at 2:59 PM

I want to be able to morph dial them UP or DOWN and NOT effect anything else with other expressions or morphs.  When I do this - JUST for the head - what happens is if I  bring the morph in and I set it to 1.00 - remember the other custom head morph is already there so I have to back it down to 0.00.   The sum of the two can never be more then 1.00.

That is because I have loaded a full HEAD MORPH.  I just want eyebrows only - kind of like BLINK morph.  I can BLINK all day along and it doesn't affect anything else just the VERTS in the eyelid.  Make sense?

Windows 10 - Poser Pro 2012 - 64Bit - 24GB RAM - 4 x 3.40 GHZ processor



DeeceyArt posted Mon, 16 September 2024 at 4:38 PM Online Now!

Yes, I understand perfectly. I've created morphs tons of times.

OK. Here is what I did.  I loaded SydneyG2.OBJ into ZBrush. Entire model.  NOTE that this is NOT exported from Poeer. I actually navigated to the Included runtime:

Poser 13 Content > Included > Runtime > Geometries > PoserFigures > SydneyG2 / SydneyG2.OBJ

I created a makeshift Brows Up morph. Not the best as you'll see but it shows what I mean.  Then I exported it from ZBrush as Brow Morph.OBJ

I add Sydney to the scene. Then select the BODY actor and choose Figure > Load Full Body Morph.  I select the Brow Morph.OBJ file, and choose OK.

Now. You can check which body parts the Morph affects if you go to your Brow Morph in the Parameters palette. Then click the Right arrow near the Parameter dial and choose Delete Morph.  I dialog will pop up and show you the parts that got affected by the morph.

Notice that even though I used the entire OBJ to create the morph, the dialog only shows that three body parts were affected:  Head, Left Eye and Right Eye. That's because I accidentally moved some of the eyeball in addition to the head. 

So I uncheck everything and then tell Poser to delete the morph in the eyes, like so:

Now. Here's a before and after of the morph being used. Like I said it's not a perfect brows up morph because I didn't have a texture applied to the head in ZBrush to make it better. But at least this shows exactly what you are looking for: A morph that only affects the brows.  Here is the morph on the right, with dial set to 1. (You can set limits to make it go higher if you want).

When you save the morph target in Poser, ONLY the vertices that have changed are stored in the CR2.

As for the duplication of the morph and not being able to set two morphs higher than a combined total of one, the reason that is happening seems to be that you created your brow up morph with a custom figure. In order for a morph dial to affect ONLY a specific area, you HAVE to create your morph with the default SydneyG2.OBJ file as I said.  That way you can have your character dialed in to 1, and the brow up morph set to 1, and there will be no conflict.


DeeceyArt posted Mon, 16 September 2024 at 4:40 PM Online Now!

Oh and you may need to do two brow morphs. One for Brow Up and one for Brow Down. Not sure you'd be able to get a successful result going in both directions with a single morph.


DeeceyArt posted Mon, 16 September 2024 at 4:52 PM Online Now!


And here you see I have the Endomorph dialed in to 1, and the Brow Morph dialed at 1. 



hamiltonpl posted Mon, 16 September 2024 at 5:03 PM

Yes I have been playing with that and I did not know about the LOAD FULL BODY MORPH so i went back to just dealing with the HEAD.  Created the morph in Blender then applied that to the Sydney Head. THEN, I added my custom up eyebrow morph and BINGO only the eyebrows move up because like you said you only do it on the original Sydney model.  In Poser pro 2012 all of the figures base geometries are OBZ which you can't read in Blender.  But I did find the way to do this and your notes are even more helpful!!

Now. I have another question.   Have you EVER modeled a figure and turned it into a poser figure that can BLINK, open mouth, and do some basic movements?  I saw a video on how to make it use the same names as TALK DESIGNER would be familiar with so you can make it "talk" but you would need to model Each and every PHONEME and use an XML editor etc.  Seems fairly complicated but the Poser folks had to do something like this when they created DON, JAMES, SIMON, RYAN, PAUL etc.   I am curious about that workflow . 

Thoughts?

Windows 10 - Poser Pro 2012 - 64Bit - 24GB RAM - 4 x 3.40 GHZ processor



DeeceyArt posted Mon, 16 September 2024 at 5:10 PM Online Now!

Yes have done that also. But it was a while ago.

But you're on the right track. Each phoneme and expression has to be created from the Base obj as previously discussed. Pick a figure (let's say Sydney since that's who we are working with now) that has the phonemes and expressions that you want to include in the Talk Designer. Name the morphs EXACTLY the same in your new figure. Make sure you zero out the mesh to the default shape before you create the next phoneme. Then you can just use the Sydney G2 Viseme Map in the Talk Designer rather than create an entirely new one.. 

As far as the OBZ format. If you have Winzip or something similar, open that OBZ file in that software. Then export the OBJ out from it.  The files ending in Z are nothing more than compressed versions of the library content.



hamiltonpl posted Mon, 16 September 2024 at 7:48 PM

Thanks.   Just seems pretty complicated.  If I could get existing MESHes to match as close to the Characters I am creating then it’s just a matter of applying the head morphs and then all the talk designer and other stuff will work just fine.  

I have toyed with using SHRINK WRAP in BLENDER to get the POSER MESH to conform to the  3D character mesh - it is difficult for sure.  Now if I could just get AI to to conform my Poser HEAD Mesh to the character I want……

Windows 10 - Poser Pro 2012 - 64Bit - 24GB RAM - 4 x 3.40 GHZ processor