Poser4 Poser 4 User Guide

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User Guide
for Macintosh
®
and
Windows
®
Trademarks
Program copyright 1991-99 Ghost Effects, Inc.
All rights reserved. Interface copyright 1994-99
MetaCreations Corporation. All rights reserved.
MetaCreations Poser is a trademark of
MetaCreations Corporation. All other
trademarks or registered trademarks are the
property of their respective owners.
“Macintosh” is a registered trademark of Apple
Computer, Incorporated. “Windows” is a
registered trademark of Microsoft Corporation.
“Pentium” is a registered trademark and “i486”
is a trademark of Intel Corporation.
ImageStream is a trademark and ImageStream
Graphics Filters is a registered trademark of
INSO Corporation. All other product names
mentioned in the manual and other
documentation are used for identification
purposes only and may be trademarks or
registered trademarks of their respective
companies. Registered and unregistered
trademarks used herein are the exclusive
property of their respective owners.
MetaCreations Corp. makes no claim to any
such marks, nor willingly or knowingly misused
or misapplied such marks.
Copyright
This manual, as well as the software described
in it is furnished under license and may only be
used or copied in accordance with the terms of
such license. Program ©1999 MetaCreations
Corporation, including the look and feel of the
product. MetaCreations Poser User Guide
©1999 MetaCreations Corporation. No part of
this guide may be reproduced in any form or by
any means without the prior written permission
of MetaCreations Corporation.
Notice
Before using this software or reading this user
guide, make sure you have read, understood and
agreed to the license contained in the back of the
Poser User Guide.
Credits
Poser was originally created by Larry Weinberg.
MetaCreations Poser was created by
Larry Weinberg, Seath Ahrens, Jianhua Shen,
Sree Kotay.
Original interface design by Phil Clevenger.
New interface design by Kyle Maxwell.
Quality Assurance testing by Dan Huver,
Lorna Brown, Brian Romero, Steve Yatson, and
Jim Brown. Quality Assurance Management by
Michael Cinque
Thanks to Technical Support lead
Todd Burlingame.
Product management by Steve Cooper.
The User Guide was written by Carol Franger
and Linda Stevens; Tutorial by Ian Grey and
Erick Vera; edited by Laura Turnidge and
Valarie Sanford; managed by Erick Vera;
production by Landis Gwynn. Art direction by
Brian Moose; cover illustration by
Heather Dunnigan; manual and comic book
illustrated by Nathan Harris; illustration
assistance by Melinda Kniffen; layout design by
Tish Loosley.
Collateral materials designed by Tish Loosley
and Heather Dunnigan; production
management by Rich O’Rielly.
Poser models by Zygote Media Group Inc. and
Keith Hunter, Hunyes Publishing. Poser walk
animations and gestures by Chris Derochie.
Special thanks to the Poser Web Community and
the Poser Forum members for their
contributions and support.
Contents
CH0 Welcome to Poser 4
What’s New in Poser 4? 12
Conforming Figures and Clothing 12
Bendable Props 12
New Lighting Features 12
Deformers 12
Morph Targets 12
Hierarchy Editor 12
Sketch Designer 13
Grouping Tool 13
Copying and Pasting 13
New Document Display Styles 13
When You Have Questions 13
About Your User Guide 14
Technical Support 14
Web Support 14
Phone Support 14
Installing Poser 15
System Requirements (Macintosh) 15
System Requirements (Windows) 15
Macintosh Installation 15
Windows Installation 16
CH1 Poser 4 Overview
How Poser Works 19
The Poser Workspace 20
The Document Window 20
Camera Controls 21
Light Controls 22
Document Display Style Controls 22
Editing Tools 23
The Libraries Palette 23
Animation Controls 24
The Menu Bar 24
CH2 Poser 4 Basics
Setting Up Poser 25
Macintosh Setup 25
Setting Application Preferences 26
Setting Up Your Workspace 27
UI Memory Dots 28
Workspace Backgrounds 28
Setting Up the Document
Window 28
Placing Figures and
Elements in the Studio 32
Using the Libraries Palette 32
Deleting Objects from a Scene 35
Working in the
Document Window 36
Viewing Your Figure 36
Previewing Your Figure 37
Figure Properties 41
Element Properties 42
Using the Editing Tools 42
Selecting Body Parts 43
Pasting Figures onto
the Background 43
Hiding Figures 44
Contents
Displaying Guides 44
Undoing Operations 46
Restoring Default Settings 46
Changing Defaults 46
Printing 47
Importing and Exporting 47
Saving and Closing 48
CH3 Tutorial
Welcome 51
The Basics 52
Lesson 1: Setting Up a
Default Workspace 52
Lesson 2: Working with Cameras 55
Lesson 3: Tracking Modes 60
Lesson 4: Document Display Styles 60
Working with Lights 64
Lesson 1: Using the Light Control 64
Using Poser’s Tools 67
Lesson 1: The Parameter Dials 67
Lesson 2: The Rotate Tool 68
Lesson 3: The Twist Tool 70
Lesson 4: The Translate and
Chain Break Tools 72
Posing 76
Lesson 1: Creating Poses 76
Lesson 2: Adding Poses to the
Pose Library 81
Lesson 3: Posing Faces 82
Rendering 84
Advanced Tutorials 87
Character Creation
and Animation 87
Lesson 1: Creating a Clown
from Scratch 87
Lesson 2: Making the
Clown Walk 91
Lesson 3: The Walk Designer 96
Lesson 4: Keyframe Editing 100
Lesson 5: Adding the Final Touch 105
Lesson 6: Setting Animated
Cameras and Test Rendering 106
Lesson 7: Final Render 108
CH4 Posing
How Posing Works 109
Posing and Camera Views 110
Posing and the Library 110
Translation 110
Inverse Kinematics 111
Understanding IK 111
Turning IK On or Off 112
Limiting Motion 113
Posing Body Parts 113
Selecting Parts 113
Posing a Figure 113
Using the Editing Tools 114
Rotate Tool 115
Twist Tool 118
Translate/Pull Tool 119
Translate In/Out Tool 120
Chain Break Tool 120
Using the Parameter Dials 121
Default Parameter Dial Settings 122
Posing Parameters 122
Posing Parameters for the Body 123
Poser 4
Symmetry 124
Drop to Floor 125
Copying and Pasting 125
Element Properties 126
Posing Hands 127
Using the Hand Model 128
Using Preset Hands 129
Posing Faces 129
Using the Parameter Dials 130
Posing Eyes 131
Faces and Phonemes 132
Using Preset Faces 133
Posing Animals 133
Posing Animal Heads 133
Pointing Body Parts 134
Locking Objects 134
Auto Balance and Posing 134
Saving Poses 135
Saving Poses in the
Libraries Palette 135
Using the Pose Memory Dots 136
Using Poses from the Libraries Palette
136
CH5 Body Shaping
General Characteristics 138
Selecting Figures from the Library 138
Figure Height 139
Using the Color Tool 139
Shaping Individual
Body Parts 140
Using the Shaping Tools 140
Using the Parameter Dials 141
Symmetry 141
Scaling the Body as a Whole 142
Using Parameter Dials 142
Copying and Pasting 143
Using the Deformer Tools 143
The Magnet Deformer 144
The Wave Deformer 149
Using Morph Targets 152
Using Morph Targets to
Add Ethnicity 153
Using the Superhero
Morph Target 154
Creating Custom Morph Targets 154
Using the Grouping Tool 157
Using the Group Edit Palette 158
Locking Figures and
Body Parts 159
Saving Figures to the
Libraries Palette 160
CH6 Props
How Props Work 161
Using Hair 163
Working with Clothing 164
Using Clothing without a Figure 166
Adding and Importing Props 166
Using Props from the Library 166
Importing Props 166
Deleting Props 168
Working with Props 168
Deforming Props 168
Creating Props 168
Creating New Prop Parameters 169
Contents
The Prop Origin 169
Prop Properties 170
Setting Prop Parents 171
Replacing a Body Part with a Prop 173
Adding Props to the Library 175
CH7 Cameras
How Cameras Work 177
The Main and Posing Cameras 179
The Auxiliary Camera 179
The Hand and Face Cameras 179
The Dolly Camera 179
The Orthogonal Cameras 179
Flyaround View 180
Selecting a Camera 180
The Camera Selection Control 180
Changing the Studio View 181
Positioning Cameras 181
Using Camera
Parameter Dials 183
Focal Length 183
xOrbit 184
yOrbit 184
zOrbit 184
Yaw 184
Pitch 184
Roll 184
Scale 184
xScale 184
yScale 185
zScale 185
DollyX 185
DollyY 185
DollyZ 185
Camera Options 185
Pointing Cameras 186
Locking Camera Positions 186
Saving Camera Positions 186
Saving Camera Sets to the Library 186
Using the Camera Memory Dots 187
CH8 Lights
How Lights Work 189
Infinite Lights 190
Spotlights 191
Light Properties 191
Adding Lights 193
Aiming Lights 193
Using the Light Control 194
Using Light Indicators 195
Aiming with Parameter Dials 197
Pointing a Light at an Object 199
Lighting Color 199
Setting a Light’s Color 199
Setting Light Intensity 200
Setting Spotlight
Characteristics 200
Using Shadows 201
Shadow Parameter Dials 202
Setting a Parent 202
Saving Light Sets 203
Poser 4
CH9 Animating Figures
How Animation Works 206
Animation Tools 206
What You Can Animate 206
Animating Figures 206
Animating Hands 207
Animating Faces 207
Animating Props 208
Animating Deformers 208
Creating Animations 209
Setting Up Your Animation 210
Working with the Timeline 211
Recording Keyframes 212
Adding and Deleting Keyframes 213
Editing Animations 213
Editing Animation Setup 214
Viewing the Elements List 215
Editing Keyframes on the
Timeline 217
Retime Keyframes 223
Advanced Editing 224
Keyframe Interpolation 224
Editing Keyframe Interpolation 225
Previewing Animations 228
Setting the Play Range 229
Using the Libraries
Palette for Animations 229
Adding an Animation to
the Library 230
Using a Multi-Frame Animation
from the Library 230
CH10 Animation Techniques
Setting Keyframes 231
Creating Realistic Motion 232
Making Your Figure Walk 233
Creating a Walk Path 233
Designing a Walk 234
Editing a Walk 235
Saving a Walk 235
Loading a Walk 236
Applying a Walk 236
Animating Cameras 237
Turning Camera Animation
On or Off 239
Animating Lights 239
Adding Sound 240
Editing Sound 240
Syncing Sound and Motion 240
Using Poser with Other
Motion Graphics Programs 241
Motion Capture and Animations 241
CH11 Surface Materials
How Surface Materials Work 243
Applying Surface Materials 244
Applying Materials to Body Parts 245
Applying Bump Maps 247
Creating a Custom Bump Map 247
Applying Texture Maps 249
Creating a Custom Texture Map 250
Applying Transparency Maps 252
Creating a Custom
Transparency Map 252
Contents
Applying Reflection Maps 253
Reflective Color 254
Creating a Custom
Reflection Map 254
Setting Colors 255
Object Color 255
Highlight Color 256
Ambient Color 257
CH12 Rendering
How Rendering Works 259
Setting Up a Render 260
Setting Render Destination 261
Setting Image Size 261
Choosing a Rendering
Background 262
Setting Surface Detail 262
Rendering an Image 263
Using the Render Command 263
Antialias Rendering 263
Rendering an Animation 264
Using the Make Movie Dialog 264
Using the Sketch Designer 265
The Sketch Designer Window 266
Rendering a Sketch 269
CH13 Advanced Body Shaping
Creating Custom
Morph Targets 272
Setting up Morph Targets 272
Morph Target Tutorial 273
Lesson 1: Setting Up 273
Lesson 2: Creating the
Morph Target 275
Lesson 3: Using the Target
in Poser 277
Figure Joints and
Blend Zones 278
Editing Joint Parameters 279
Using the Joint
Parameters Palette 280
Interactively Editing
Joint Parameters 280
Joint Attributes 282
Spherical Falloff Zones 287
CH14 Hierarchies
How Hierarchies Work 289
Using the Hierarchy Editor 290
Controlling what is Displayed 291
Collapsing the Hierarchy Editor 291
Selecting Objects 292
Deleting Objects 292
Renaming Objects 293
Reordering Objects 293
Displaying Object Properties 294
Changing Object Visibility 294
Establishing Hierarchical
Relationships 295
Creating Multi-Figure
Hierarchies 298
Applying the Standard
Hierarchy 299
Applying Standard
Rotation Order 299
Setting Inverse Kinematics 299
Poser 4
CH15 Creating Custom Figures
Modifying Existing Figures 302
Combining Multiple Figures 303
Combining Props 303
Creating Figures using
other Software 304
Deciding how to Start 304
Understanding the Process 305
Determining Model Format 305
Grouping Body Parts 305
Naming Groups 306
Arranging Groups on a Model 307
Looking inside the Poser
Hierarchy File 308
Converting Hierarchy Files 312
Verifying Hierarchy Files 312
Adjusting Joint Parameters 312
Setting Limits 313
Setting Favored IK Angles 313
Memorizing Default Positions 314
Setting Surface Materials 314
Adding Morph Targets 314
Naming Body Parts 314
Tutorial: Creating a Figure
in Ray Dream Studio 315
CH16 Using Poser 4 with Other
Applications
Using Poser with
Ray Dream Studio 5 323
Using Poser with Painter 3D 326
Using Poser with Bryce 3D 328
Using Poser on the
World Wide Web 331
Internet Connection 331
Using a Browser 331
Accessing the Web 332
Using Poser with MetaStream 333
Using Poser with Canoma 333
AppA Troubleshooting
AppB Glossary
Contents

Welcome to
Poser 4
Poser is an easy-to-use figure design and
animation tool. With Poser you’ll produce lifelike
3D illustrations and animations of human and
animal figures in action—dancing, scaling a cliff,
meditating, even walking.
Poser is great for anyone who wants to add
realistic human and animal figures to an art
project. It’s a welcome companion to your
favorite graphics, illustration, 3D, animation, and
multimedia applications.
Welcome to Poser 4

What’s New in
Poser 4?
If you’re a Poser 3 user, the following
information will bring you up to date with
the new features in Poser 4.
Conforming Figures and
Clothing
One of the most requested features for Poser is
the ability to change clothes on the Poser
figures. Poser now includes wardrobes of
custom clothing in the Libraries palette.
Custom clothing behaves the same as Poser
figures; each article includes parameters for
the corresponding body parts. You can
conform clothing to a figure so that it moves
as the figure moves. Refer to “Working with
Clothing” on page 164 for complete
information on clothing.
Bendable Props
When you attach a prop to a body part, you
can configure it to bend as the body part
bends. This feature is helpful for naturally
bendable objects, such as a rollerblader’s elbow
pads. For details, refer to “Setting Prop
Parents” on page 171.
New Lighting Features
Poser’s lighting controls are completely
redesigned. Now you have the choice of using
traditional infinite lighting or spotlights that
you can move around the studio. You can add
an unlimited number of lights, as well as
delete them, to fit your needs. The new light
control also includes an intensity control. All
the new lighting features are discussed in
“Lights” on page 189.
Poser now supports spherical reflection maps
and transparency maps. For details, refer to
“Surface Materials” on page 243.
Deformers
Poser now includes two deforming tools. The
Magnet deformer allows you to stretch and
pull body parts and props. The Wave deformer
lets you add ripples to objects such as clothing,
ground planes, and props. Deformers can be
animated and used to create morph targets.
These tools are discussed in detail in “Using
the Deformer Tools” on page 143.
Morph Targets
You can now access a library of figures and
props with built-in morph targets. Poser
includes targets for single body parts as well as
a full figure morph. You can also use the
deformers and Parameter Dials to create your
own morph targets. The possible applications
for morph targets are infinite. Learn all about
morph targets in “Using Morph Targets” on
page 152.
Hierarchy Editor
With Poser’s new Hierarchy Editor, you now
have complete control over the figures, props,
cameras, and lights in your scene. The
Hierarchy Editor provides an easy way to
select, delete, and rename objects. It’s never
been easier to turn visibility on or off for
figures, body parts, props, or lights. With the

Poser 4
Hierarchy Editor, you can adjust parent-child
relationships and create IK chains. For the
truly ambitious, the Hierarchy Editor is an
exciting route to creating brand new Poser
figures. Refer to “Hierarchies” on page 289
for complete information.
Sketch Designer
Rendering possibilities are greatly expanded
with the new Sketch Designer, which lets you
create and refine hand-drawn quality portraits
of your scenes. Drawings are rendered with a
series of brush strokes that define the
background, edges, and actual elements.
Many drawing options are available, so you
can tailor the strokes to your liking. For
details, refer to “Using the Sketch Designer”
on page 265.
Grouping Tool
The new grouping tool is a powerful feature
for assigning materials and generating new
props and objects. It also complements the
deformer tools and morph targets: you can
specify sections of a body part or prop for
deforming and morphing. Refer to “Using
the Grouping Tool” on page 157 for complete
information.
Copying and Pasting
Cut, Copy, and Paste commands are now
included in the Edit menu, so you can easily
copy poses, body shaping, and animations to
other figures, body parts, and props. This new
functionality is explained in detail in
“Copying and Pasting” on page 143.
New Document Display
Styles
You can choose from 12 interactive display
styles in the Document Display Style palette.
New styles include flat shaded with mesh,
smooth shaded with mesh, and cartoon style
without lines. Refer to “Previewing Your
Figure” on page 37 for explanations of all 12
display styles.
When You Have
Questions
You can find answers to most of your
questions in the following sources:
Status line tips - As you move the cursor
over most UI elements, descriptions
appear at the top of their palette or
window.
Poser 4 User Guide - Provides all the
information you need to get the most out
of Poser. The Poser CD includes a PDF
version of the User Guide. Adobe
Acrobat Reader is required to read the
PDF file format. Adobe Acrobat Reader
software is available on the Poser CD or
downloadable for free from
www.adobe.com.
Web links - You can launch your web
browser and access MetaCreations and
Poser-related web sites directly from
Poser. To do this, choose Help menu>
Web Links> choose a link.
Welcome to Poser 4

About Your User
Guide
The Poser 4 User Guide is for both Macintosh
and Windows. By convention, Macintosh
commands precede Windows commands in
the text. For example, Command/Ctrl+I, is
equivalent to the Macintosh Command-I and
the Windows Ctrl+I. For simplicity, the term
“folder” refers to directories as well as folders.
The Poser interface for Macintosh and
Windows platforms is identical, unless
otherwise specified.
When a modifier key differs between the
Macintosh and Windows platform, the
Macintosh modifier is listed first followed by a
slash and the Windows modifier key. Option/
Alt means Macintosh users press the Option
key and Windows users press Alt.
There are several conventions used to identify
paths to certain tools and controls. The
convention to a menu follows the rule of the
menu name> menu item. The convention
to a palette follows the rule of the palette
name: subpalette name. The convention to
a palette menu follows the rule of palette
name: palette menu> menu item.
Technical Support
Online technical support is free to registered
users of Poser. There are two easy ways to
contact technical support for questions about
installation, configuration, or functionality.
These options are: Web support and phone
support.
You’ll find the answers to most of your
questions in this User Guide. If you need
further assistance, you can contact
MetaCreations’ Technical Support in the
following ways:
Web Support
Many of the answers to your questions are
available 24 hours a day on our Web site:
http://www.metacreations.com/support
In addition to frequently asked questions
(FAQs), the Web site provides troubleshooting
techniques, late breaking product news, and
other resources to help you get the most out
of Poser.
Phone Support
Free phone support is available for a limited
duration after your first call. The length of
time varies based on the product and whether
it is an upgrade or a first-time purchase.
MetaCreations also provides additional paid
support options. Details about phone support
can be found in the Technical Support insert
included with your product.
Phone support hours are Monday–Friday,
8:00 AM–5:00 PM Pacific Standard Time,
excluding holidays.
For Standard Support, call (831) 430-4000.
Please have your serial number handy and be
at the computer where you need assistance.
For international support, please contact your
local distributor. To locate the distributor
nearest to you, check the Web site at:
http://www.metacreations.com/support/intl

Poser 4
Installing Poser
This section provides installation instructions
for both Macintosh and Windows. Follow the
instructions appropriate to your system.
System Requirements
(Macintosh)
Power PC and compatible models
System 8.0 or higher
32 MB application RAM (64+ MB
recommended)
240 MB available hard disk space
16-bit color (24-bit recommended)
CD-ROM drive
System Requirements
(Windows)
IBM® PC compatible
Pentium processor
Microsoft® Windows® 95, Windows 98,
or Windows NT version 4.0 with Service
Pack 3 or later
32 MB available system RAM (64+ MB
recommended)
240 MB available hard disk space
Color display (true color recommended)
CD-ROM drive
Macintosh Installation
When you install Poser on a Macintosh, create
a custom extension set for the installation. You
can save your current extension set, so that
you can go back to it after installation.
To create a custom extension set:
1Select Apple menu> Control Panels.
2Double click the Extension manager.
3Save your current extension set by
selecting duplicate set; give it a new
name. After installation, you can go back
to this set.
4Deselect everything.
5Expand the Extensions folder by clicking
the arrow to the left of it.
6Check the Apple CD-ROM, Quicktime,
and Quicktime Powerplug extensions.
7Restart.
To enable extensions:
1Double-click to open the hard drive.
2Double-click to open the System Folder.
3Open Control Panels.
4Double-click the Extension Manager.
5Check all to enable all extensions or
choose your own custom set.
To install Poser 4 on a Macintosh:
1Choose Apple menu> Control
Panels> Extensions Manager.
Note Poser is intended for local
installation only. Do not
attempt to install it onto a
network server.
Welcome to Poser 4

2To save your current extensions setting,
click Duplicate Set, and enter a name in
the dialog that appears. This will be the
set of extensions you use for the
installation.
3In the new set, expand the Extensions
folders and deselect all extensions except
those for:
CD-ROM or DVD-ROM
• Quicktime
Quicktime Powerplug
4Insert the Poser 4 CD-ROM into your
computer’s CD-ROM drive. The Install
Poser dialog appears.
5Double-click the Poser icon.
6Follow the instructions provided by the
installer.
The installation dialog displays an
important ReadMe.
7Click Accept after reading the complete
ReadMe.
Windows Installation
Before you install on Windows, you must end
any background tasks except for Systray and
Explorer.
To end background tasks in Windows:
1Type Ctrl-Alt-Delete. The Close Program
dialog appears.
2Click End Task for all items except
Systray and Explorer.
This must be done one item at a time;
repeat these steps to end each task that is
open.
To install Poser 4 on Windows:
1Insert the Poser 4 CD-ROM into your
computer’s CD-ROM drive. The Install
Poser dialog appears.
2Double-click the Poser icon.
3Follow the instructions provided by the
installer.
The installation dialog displays an
important ReadMe.
Note If you are not using standard
Apple drives, your drives may
require additional extensions
to run properly. If so, turn
those extensions on.
Tip Increase the RAM available to
Poser by allocating any unused
RAM to it. This allows Poser to
run faster and handle larger
files and renderings. However,
be sure to leave some RAM for
the system software. System
software must dynamically
allocate RAM to itself when
required.

Poser 4
4Click Yes after reading the complete
ReadMe.
Poser installs into C:/Programs/
MetaCreations/Poser. If you change the
drive where you want to install Poser, be
sure to include a folder. For example, if
you install on the D: drive, your path
could be D:/Poser.
Welcome to Poser 4

1
Poser 4 Overview
How Poser Works
Poser is the easiest and most effective tool you can
use to pose and animate figures. It is the perfect
complement to any 3D illustration or character
animation tool.
With Poser you can:
Choose a figure from a large number of pre-
built models included in the Poser Libraries
Pose the figure using the posing tools
Add colors and textures to your figures to
create realistic or fantastic looks
Set up poses to use as keyframes for an
animation
Render figures as still images or animations
Poser 4 Overview

The Poser Workspace
This section leads you through the Poser
Workspace. Whether you are a previous Poser
user or new to Poser, this section familiarizes
you with the new Workspace.
You’ll notice that Poser doesn’t use traditional
floating palettes and toolbars. Most of Poser’s
features are integrated into the Workspace,
which fills your entire screen. This keeps the
space uncluttered and makes tools easy to
locate.
The new Workspace is incredibly flexible.
Feature controls float over the top of the
Workspace. You can move controls to any
location and save their positions for later use.
You can also change the color of the
Workspace and add stylistic elements to its
background. For more information on setting
up the Workspace, refer to “Setting Up Poser”
on page 25.
The Document Window
The Document window is where you view
and pose your figure. It acts like a
photographer’s studio; you can move lights
and shift between cameras to get a different
perspective on your figure.
The view of your figure in the Document
window is taken through a camera. Since
you’re in a three dimensional space, you can
use this camera to view your figure from any
angle, including above and below.
You can resize the Document window to best
suit your needs. In addition, several controls
around the window let you change the
appearance of elements within the window,
such as the ground plane and the background.
The Poser Workspace fills the screen and provides
access to all of Poser’s controls.
The Document window displays the current view of
your figure.

Poser 4
The Ground Plane
The Ground plane represents the floor of the
posing studio. This plane helps you orient the
figure in 3D space. It also helps you orient
your view of the figure. As you move the
camera, the ground plane tilts or rotates to
indicate the new orientation.
Camera Controls
The Camera Controls set the view of your
figure in the Document window. There are
two types of Camera Controls: the View
controls and the Positioning controls.
The View controls let you move between a
number of preset views. By clicking or
dragging this control, you can access all the
available views in Poser.
The Positioning controls let you move the
camera interactively. There are two sets of
positioning controls: the Camera Plane
controls and the Rotation Trackball. The
Use the Ground Plane to orient your figure in 3D
space.
Use the Camera Controls to set the view of your
scene.
The View controls let you quickly move the camera
to a preset position.
Poser 4 Overview

Camera Plane controls let you move the
camera along specific planes. For example,
you can move the camera in only a vertical or
horizontal direction.
Tool titles indicate which two axes the camera
is moving in.
The Rotation Trackball control lets you tilt
and spin a camera around the studio. With this
control you can move the camera to almost
any position while still keeping the figure in
the center of your field of view.
Light Controls
The Light Controls let you define preset
positions for the lights in your virtual studio.
With these controls you can change light
color or illuminate your figure from various
angles.
Document Display Style
Controls
The Document Display Style controls let you
set the preview quality of the figure in the
Document window.
There are several preview styles available.
Different styles work best for different
operations. For example, at times you may
want to view the entire mesh of a figure
(Wireframe), at other times you may prefer a
realistic look (Smooth Shaded).
The Camera Plane controls let you move the
camera along a plane in 3D space.
The Rotation Trackball lets you move a camera
around the Document window.
Note The Rotation trackball does not
affect the orthogonal cameras.
Use the Light Controls to set up the lighting for your
figure.
The Document Display Style controls let you set
how your figure is displayed in the Document
window.

Poser 4
Editing Tools
The Editing Tools let you adjust the position
of the figure’s body parts to create specific
poses. Each tool moves the figure in a
different way. Using a combination of
controls, you can create an infinite number of
poses.
The Parameter Dials
The Parameter Dials let you pose figures more
precisely than the Editing Tools by adjusting
the values of specific parameters.
If all the Parameter Dials do not fit in the
window, use the scroll bar to slide through the
list.
The Libraries Palette
The Libraries palette contains all the figures
and props available in Poser, as well as custom
poses and light and camera settings. From this
palette, you can access sub-categories and
preview each figure or prop.
Use the Libraries palette to add or replace
figures or props in the Document window.
The Editing Tools let you set the position of your
figure’s body parts.
The Parameter Dials let you precisely pose your
figure using numerical values.
The Libraries palette contains all the figures and
props available in Poser.
Poser 4 Overview

Animation Controls
The Animation controls let you quickly set up
animation keyframes. You can set up a pose as
a keyframe, change to a new keyframe, change
the pose, then set another keyframe. When
you play the animation, the figure appears to
move from one pose to the other.
With the Animation controls, you can move
quickly through keyframes, and add or delete
them as needed.
Animation Palette
The Animation palette displays the animation
timeline and lists all the keyframes that you
have created for the figure. Use the palette to
fine tune an animation.
The Menu Bar
Although the Poser Workspace fills the entire
screen, you can still access several features
through the Menu Bar. You can also switch
between Poser and other applications. On the
Macintosh, the Menu Bar appears when you
move the cursor over the top of the
Workspace.
The Animation controls let you quickly set up
keyframes for your animation.
The Animation palette lets you refine and edit your
animations.
2
Poser 4 Basics
This chapter describes how to set up Poser 4 and
describes some basic techniques for posing figures.
Setting Up Poser
Poser is a color application. For the best preview
display, set your display to the highest color depth
possible. To do this, use the Macintosh Monitors
control panel, the Windows Setup options, or
your video adapter control panel.
Macintosh Setup
By default, the Macintosh version of Poser is
allocated a specific amount RAM appropriate for
most systems. If you have more memory available,
increase Poser’s memory allocation to improve
Poser 4 Basics

application performance. To check the
application’s memory allocation, choose the
Apple Menu> About this Macintosh in
the Finder.
To increase Poser’s memory allocation:
1Make sure Poser is not running.
2From the Finder, click the Poser program
icon.
3Choose File menu> Get Info. The
Poser Information dialog appears.
4For System 8.5 or higher, choose
Memory from the Show popup
5In the Memory Requirements section,
increase the Preferred Size to a level
appropriate for your system.
For Poser to operate well with fully
articulated Poser people figures, it must
have at least 32 MB of RAM. However,
do not use all the available memory on
your computer; leave one megabyte or
more for the system.
If you don’t have enough RAM, you can
turn on virtual memory, which uses some
disk space with a cost of slower
performance.
Setting Application
Preferences
Poser’s preferences dialog lets you control how
the application appears when it opens.
To set application preferences:
Choose Edit menu> General
Preferences. The General Preferences
dialog appears.
Document Preference
The Document Preference controls how the
document appears when you start Poser or
create a new document. You can make the
document appear as it did when you last
closed it, or in its default state.
For example, if you want to always start Poser
with the Casual Woman and the ground plane
on, you can load the woman, turn on the
Ground Plane, and set this as the preferred
state.
To set the Preferred State:
1In the Poser workspace, move the palettes
and controls to the positions you prefer.
Use the Get Info dialog to allocate memory to Poser
on the Macintosh
Use the General Preferences dialog to set the
interface’s appearance and the application’s launch
state.

Poser 4
2Choose Edit menu> General
Preferences. The General Preference
dialog appears.
3Click the Set Preferred State button.
To set the Factory state:
1Enable the Launch to Factory State
button.
2Click OK
Interface Preference
The Interface Preference controls how the
interface appears when you open Poser
without using an existing document.
To set interface preferences:
If you want the application to appear as it
did when you closed it, enable the Use to
Previous State radio button.
If you want the application to launch in
its default state, enable the Use to Factory
State radio button
To close the General Preferences dialog, click
OK.
Setting Up Your
Workspace
Your Workspace reflects the layout of the
controls and Document window. You can
customize most controls within the Workspace
can be customized to suit the way you work;
place controls anywhere in the Workspace and
store those changes for later use.
To re-position an element in the
Workspace:
Click the element’s title and drag it to a
new position.
You can drag any of the controls, such as
the Camera, Light, Display Style, and
Parameter Dial controls.
To re-position the Document window:
Click the text label above the Document
window and drag it to a new location.
To “window shade” a control so only its
title appears:
Double-click the title bar.
Note As you move the cursor over the
controls, text describing the
Workspace elements appear
Poser 4 Basics

UI Memory Dots
The nine UI dots in the bottom-right corner
of the Workspace store Workspace layouts,
Poses, and Camera positions.
To save a Workspace layout:
1Click the arrow icon next to the memory
dot element title and choose UI Dots
from the menu that appears.
2Arrange the Workspace controls to their
optimal positions.
3Click an empty UI Dot. The Workspace
layout is stored in that memory dot.
To retrieve a Workspace layout:
1Make sure the memory Dot element title
is selected.
2Click on a full memory dot. The interface
elements are re-arranged to conform to
the stored layout.
To delete a saved Workspace layout:
Option/Alt-click a full memory dot. The
layout information is deleted from the
memory dot.
Workspace Backgrounds
The Poser Workspace background includes
several stylistic elements. You can change,
move, or hide the figure, and you can change
the Workspace background color.
To change the Workspace background
figure:
Option/Alt-click the background figure.
Continue clicking until an image you like
appears (one option is no figure).
To reposition the background image:
Drag the figure to a new position.
To change the Workspace background
color:
1Click the Color tool.
2Click on the background and choose a
color from the Color picker.
To restore the default Workspace
background color:
Option/Alt-click the background.
Setting Up the
Document Window
The Document window provides a view of
the studio where you pose and view your
figure. There are several parameters that allow
you to change the window appearance to suit
the way you work.
Use the Memory dots to save Workspace layouts,
Poses, and Camera positions.
Note You cannot use Poser 3 UI
preferences in Poser 4
Full Memory Dot
Empty Memory Dot

Poser 4
To interactively set the Document
window size:
Drag the size control circle until the
window is the desired size.
To numerically set the Document
window size:
1Double-click the window dimensions at
the top-right corner of the Document
window, or choose Window menu>
Document Window Size. The Set
Window Size dialog appears.
2Enter Width and Height values.
3Click OK.
To move the Document window:
Drag the Document window’s title to a
new position.
Document Window Color
To improve your view of the figure, you can
set the background, foreground, shadow, and
ground colors of the document window.
The Color controls are located in the bottom-
right corner of the window.
To set the Document window colors:
1Click the appropriate color button on the
bottom-right corner of the Document
window.
2Drag the dropper icon over the color
picker that appears. Release the mouse
button when you select the desired color.
Drag the size control to resize the Document
window.
Use the Color controls to set the color of Document
window elements.
Tip To access the standard Macintosh
or Windows color picker,
Command/Ctrl-click the color
button.
Foreground Color
Background Color
Shadow Color
Ground Color
Poser 4 Basics

Depth Cueing
Depth Cueing adds dimension to objects in
the Document window. Elements that are
farther away fade into the distance.
To enable or disable Depth Cueing:
Click the Depth Cueing button on the
bottom-left corner of the Document
window.
Figure Tracking
Tracking is a performance enhancing feature
that changes the display of an object as you
reposition its parts. For example, if you use
Fast Tracking, a figure’s body parts display as
boxes when you’re moving them, then revert
to their display style when they stop moving,
You can use the following types of tracking in
the Document window:
Box Tracking displays figures and
objects as boxes at all times. Box Tracking
is the fastest way to render objects.
Fast Tracking displays figures and
objects as boxes only when they are being
dragged or animating.
Full Tracking uses the display style at all
times. With Full Tracking, large or
complex objects render more slowly.
An example of Depth Cueing with a figure in
Wireframe display style.
The Depth Cueing button.
Enabled Disabled
An example of Fast Tracking using a figure in Flat
Shaded display style.

Poser 4
To enable a tracking mode:
Click one of the tracking option buttons
on the top-right corner of the Document
window.
Paper Textures
You can enhance the view of the Document
window by changing the Paper Texture. There
are several texture options available—such as
Paper, Weave, and Grid—to help you precisely
position your figure.
To choose a paper texture:
Choose Display menu> Paper
Texture> desired texture.
To clear a paper texture:
Choose Display menu> Paper
Texture> None.
Drop Shadows
Figures in the studio cast drop shadows
directly on the ground plane. Shadows can
help you orient a figure in 3D space. You can
turn shadows off to save on redraw time.
To turn drop shadows on or off:
Click the Display Shadows button on the
right side of the Document window.
The Figure Tracking option buttons.
A figure with a grid line texture applied to the
background.
Full Tracking
Fast Tracking
Box Tracking
The Display Shadows option button.
Note Drop shadows are not actually
shadows cast by a light; they
always appear directly beneath
an object on the ground floor.
Shadows cast by lights appear
only when a scene is rendered.
Refer to “Rendering” on
page 259 for details.
On Off
Poser 4 Basics

Placing Figures and
Elements in the
Studio
The main working area of the Poser
Workspace is the studio in the Document
window. The figure that appears in the studio
is determined by the model you load from the
Figures category of the Libraries palette, or
from a document or import. The Libraries
palette is the main tool you’ll use to load
figures and props.
Using the Libraries
Palette
The Libraries palette provides access to all the
preset figures, props, light sets, and camera sets
available in Poser. The content of the libraries
palette is divided into eight categories.
Each category includes sub-categories. For
example, the Figures category includes the
subcategories People, Animals, Poser2 figures,
etc. Each sub-category contains figures to
choose from. Once you load a figure into your studio from
the library, you can customize it and save it
back to the library for future use.
To display the Libraries palette:
Click the handle on the right side of the
screen.
or
Choose Windows menu> Libraries.
Note Some figures are more posable
than others. The People sub-
category of the Figures category
give you more control over hands
and faces. Poser 2 figures have
less control.
The Libraries palette divides the available content
into categories. Each category palette provides
previews.
Sub-
category
popup
Categories
Previews

Poser 4
To resize the Libraries palette:
Drag the palette’s handles up or down.
Release the mouse when the palette is
the desired height.
Loading from the Libraries
Palette
Loading content is a matter of selecting a
category, a sub-category, and then a specific
item. The Libraries palette makes these
selections easy. It displays categories using
descriptive button icons and provides previews
of each item.
To choose a category:
1Click a category button.
If all the icons are not visible, move your
cursor over the small dots next to the
category icon, or click on the current
category.
2When the desired category icon appears,
click the mouse button.
To choose a sub-category:
Click the arrow icon below the category
icon and choose an item from the popup.
The content within the selected category
appears in the main body of the palette.
To change or add an item to the studio:
1Click the category of content (such as
Figures or Props) you want to use.
2Choose a sub-category from the popup.
If you select a figure, pose, or body part,
it will replace the current figure content
in the studio. If you select a prop, it will
be added to the scene.
3Click a preview in the main body of the
palette. If the figure you want is not
displayed, use the scroll bar to view
additional previews.
4Click the Change Figure icon at the
bottom of the palette.
The Create New Figure icon is only available
in the figures category, so that you can add
additional figures to the studio.
To add an additional figure to the
studio:
1Click the content category you want to
use.
2Choose a sub-category from the popup.
3Click the preview of the figure you want
to add to the studio.
4Click the Create New Figure icon at the
bottom of the palette.
Move your cursor over the small dots next to a
category icon to cycle through all the available
categories.
The Change Figure icon.
The Create New Figure icon.
Poser 4 Basics

Saving to the Libraries
Palette
In the Libraries palette, you can create your
own set of customized figures and poses,
which you can easily retrieved and use in
other illustrations. You can save custom camera
and light configurations, poses, and figures to
the library.
When you save an item to the Libraries
palette, you create a new set within the
currently selected sub-category.
You can either save an item to an existing sub-
category, or create a new sub-category for
your item.
To create a new sub-category:
1Click the category of content where you
want to add a new sub-category.
2Click the sub-category popup and choose
Add category. The New Library dialog
appears.
3Enter a name for your new sub-category
and click OK.
Your new sub-category appears at the end
of the menu.
To save an item to a library:
1Click the content category you want to
save to. For example, if you want to save a
pose, click the Poses category.
2Choose a sub-category from the popup.
3Click the Add to Library (+) icon at the
bottom of the palette. A dialog appears.
4For the Poses, Faces, Props, Lights, and
Cameras categories, you can specify parts
of the scene to include or not include. To
do this, click the Select Subset button. In
the Hierarchy Selection list that appears,
deselect any items in the scene that you
don’t want to include, then click OK.
5Enter a name for your library item and
click OK.
The Hierarchy Selection list.

Poser 4
6A dialog appears asking if you want to
save a Single frame or a multi-frame
animation.
If you select the Single frame option,
the current pose is saved, or if you
have an animation set up, only the
current frame is saved.
If you select the Multi-frame
animation option, you can specify a
range of frames to save.
Select either Single frame or Multi-frame
animation and click OK.
The item is added to the selected
category.
To delete an item from the library:
1Select the preview of the item you want
to delete.
2Click the Delete from Library (-) icon at
the bottom of the palette.
Deleting Objects from a
Scene
At some point you may wish to delete one or
more of the figures and props you have added
to the studio.
To delete a figure or prop from the
studio:
1Select the figure or prop you want to
delete from the Current Figure or
Current Element popup.
2Press Delete.
You can also delete items using the Hierarchy
Editor. For details, refer to “Deleting
Objects” on page 292.
You can save a still or the entire animation.
Note This command permanently
deletes items from the library;
make sure you really want to
delete the item before accepting
the message in the warning
dialog.
Note You cannot undo this delete
command.
Poser 4 Basics

Working in the
Document Window
Viewing Your Figure
The camera position determines your view in
the Document window. The Camera Controls
let you quickly move the camera to different
positions as you pose your figure.
You can move the camera in any direction
within the studio. However, positioning it can
be an involved process. This section outlines
how to quickly move the camera to the most
commonly used positions. For more detailed
instruction on positioning the cameras, refer
to “Changing the Studio View” on page 181.
The available cameras are: Main, Auxiliary,
Left, Right, Top, Bottom, Front, Back, Right
Hand, Left Hand, Face, Posing, Dolly, and
Flyaround View.
To select a camera view:
Drag the cursor over the Select Camera
control, until the desired Camera view
appears.
or
Click the Select Camera popup and
choose the desired view.
To switch to the face camera:
Click the Face Cam icon at the top of the
Camera controls.
or
Click the Select Camera popup and
choose Face Camera.
To switch to a hand camera:
Click either the Left or Right Hand
Camera icons.
or
Click the Select Camera popup and
choose either Right Hand or Left Hand
Camera.
To view the entire figure:
Click the Select Camera popup and
choose Main Camera or Posing Camera.
Use the Camera Controls to change the view of
your figure.

Poser 4
Flyaround View
In Flyaround view, Poser places the camera on
a virtual track above and away from the center
of the studio. Thus, the camera circles the
entire studio, displaying all the objects within
it from various views. This is an excellent way
to see how a figure pose looks within 3D
space.
To activate flyaround view:
Click the Flyaround View icon.
or
Click the Select Camera popup and
choose Flyaround View.
Saving Camera Positions
You can quickly move between views of the
studio by saving your most commonly used
views into the Camera Memory dots. This
makes it easy to recall a view with a simple
mouse click.
To save a camera position:
1Position the camera as desired.
2Click the Memory dots popup and
choose Camera dots.
3Click an empty memory dot.
Previewing Your Figure
The Document Display Style determines how
a figure is displayed in the Document window.
Different display styles have different
purposes. Some save on memory, while others
can be used to make positioning easier.
To choose a display style:
Click one of the style icons in the Display
Style controls.
or
Choose Display menu> Document
Style> desired display style.
The following display styles are available:
Silhouette displays figures only as a cutout.
Click a Display Style icon to switch to a different
display style.
An example of Silhouette style.
Poser 4 Basics

Outline displays only the outline of the
figure.
Wireframe displays figures and objects as a
mesh.
Hidden Line displays figures and objects as a
mesh, but portions of the mesh not is the
cameras field of view do not display.
Lit Wireframe displays figures and objects as
a colored mesh, where the color of a section
of mesh corresponds to the color of the
surface material.
An example of Outline style.
An example of Wireframe style.
An example of Hidden Line style.
An example of Lit Wireframe style.

Poser 4
Flat Shaded displays figures and objects with
a colored surface, where the mesh facets are
clearly visible.
Flat Lined displays figures and objects as a
colored flat shaded surface, covered by a black
mesh.
Cartoon displays figures using a hand-drawn
style.
Cartoon w/Line displays figures using a
hand-drawn style with black outlines.
An example of Flat Shaded style.
An example of Flat Lined style.
An example of Cartoon style.
An example of Cartoon w/Line style.
Poser 4 Basics

Smooth Shaded displays figures and objects
as a smooth continuous surface.
Smooth Lined displays figures and objects as
a smooth shaded surface, covered by black
mesh lines.
Texture Shaded displays figures and objects
using texture mapping.
All styles except Silhouette, Outline,
Wireframe, and Hidden Line are affected by
lighting changes.
You can apply a Display Style to a figure, the
entire document, or a specific body part.
Different styles can save on redraw time and
help you isolate specific body parts while
you’re working. Cartoon w/Line, Flat Lined,
and Smooth Lined styles are slower than their
non-lined counterparts.
To apply a display style to the entire
document:
Click the popup next to the Display Style
icons and choose Document Styles.
To apply a display style to the entire
figure:
Click the popup next to the Display Style
icons and choose Figure Styles.
An example of Smooth Shaded style.
An example of Smooth Lined style.
An example of Texture Shaded style.

Poser 4
To apply a display style to an element:
Click the popup next to the Display Style
icons and choose Element Styles.
When you assign a Figure or Element style, an
additional display style control, an upward
arrow, appears. With this control, you can
quickly reset elements with different display
styles to the Figure’s display style, or figures
with different styles to the Document’s display
style. In the above example, to reset the hand
to match the figure’s wireframe style, select
the hand, then click the arrow icon.
Figure Properties
You can control several behavior options for
figures in the Figure Properties dialog.
To change options for a figure:
1Click the Figure menu under the
Document window and choose the figure
you want to work with.
2To select the entire figure, choose Body
from the Current Element popup.
3Choose Object menu> Properties.
The Properties dialog appears.
The options in the Figure Properties dialog
are:
Name: rename the figure. Giving your
figures descriptive names can make it
easier to locate them in the Current
Figure popup, Animation palette, and
Hierarchy Editor.
Visible: toggle the figure visible or
invisible. Visibility is global to the file. In
an animation, you cannot make a figure
visible in one frame, but hidden in
another.
The figure is shown in wireframe style, while the
hand (an element) is shown in smooth shaded style.
Click the arrow button to switch the element to the
figure display style, or the figure to the document
display style.
Poser 4 Basics

Element Properties
You can control several behavior options for
body parts in the Element Properties dialog.
You can rename parts, make them invisible,
and control whether they cast shadows or not.
To change options for a body part:
1Click the Figure menu under the
Document window and choose the figure
you want to work with.
2Choose a specific body part from the
Current Element popup.
3Choose Object menu> Properties.
The Properties dialog appears.
4Set any of the following options in the
Element Properties dialog:
Name: rename the part.
Visible: toggle the part visible or
invisible. In an animation, you
cannot make an element visible in
one frame, but hidden in another.
Casts Shadow: toggle shadow
casting for the part.
Bend: toggle the part bendable or
not. For details, refer to “About
Bending” on page 127.
Add Morph Target: add a custom
morph target to the part. For details,
refer to “Adding Custom Morph
Targets” on page 156.
5Click OK to close the dialog.
Using the Editing Tools
Poser includes several Editing tools for
manipulating figures, objects, lights, and
cameras.
To change the Editing toolbar’s
orientation:
Option/Alt-click the Editing toolbar. The
orientation toggles between horizontal
and vertical.
Editing Tools are discussed throughout this
book:
For information on the Rotate, Twist,
Translate, and Chain Break tools, refer to
“Using the Editing Tools” on page 114.
For information on the Scale, and Taper
tools, refer to “Using the Shaping Tools”
on page 140.
For information on the Color Tool, refer
to “Using the Color Tool” on page 139.
For information on the Grouping Tool,
refer to “Using the Grouping Tool” on
page 157.
The Editing Tools allow you to manipulate figures,
objects, lights, and cameras.
Rotate Scale Chain
Break
Twist
Translate
/Pull
Translate
In/Out Taper Color
Group

Poser 4
Selecting Body Parts
Before you start posing a figure, you need to
know how to select the part of the figure you
want to move. You can select a body part with
an Editing Tool or from the Current Element
popup located beneath the Document
window.
Body parts are highlighted as you move the
cursor over them.
To select a body part using an Editing
Tool:
1Click one of the Editing Tools.
2Click a body part on the figure.
The selected body part is highlighted in
the Document window and the name
appears in the Current Element popup
menu.
To select a body part using the menus:
Click the Current Element popup
located beneath the Document window
and choose the desired body part from
the menu.
Pasting Figures onto the
Background
At any point, you can paste an image of the
figure onto the studio background. When you
choose this command, the current view of the
figure becomes part of the background
bitmap.
The Figure’s body parts are posable elements.
Posable hand elements. The Right and Left hand
have the same elements.
Thigh
Shin
Foot
Figure’s leftFigure’s right
Head Shoulder
Abdomen
Hip
Chest
Neck
Forearm
Hand
Collar
Ring 2
Pinky 1
Mid 3
Index 1
Thumb 1
Hand
Thumb 2
Thumb 3
Pinky 2
Pinky 3
Index 2
Index 3
Mid 2
Mid 1
Ring 1
Ring 3
Posable face elements. Pose face features using
Parameter Dials.
Head
Left Eye
Right Eye
Poser 4 Basics

At first glance, you might not notice the
affects of applying this command. This is
because the figure itself blocks the
background-pasted image. However, any
changes you make—such as moving the figure
or camera—reveal the background image.
To paste the figure onto the studio
background:
1Choose Display menu> Paste onto
Background.
2The figure is pasted over the background
image.
To clear the background:
Choose Display menu> Clear
Background Picture.
Hiding Figures
Hiding a figure makes it temporarily disappear
from the Poser studio. This feature is useful
when you have two figures close together, and
one gets in the way when you try to select the
other.
To hide a figure:
1Click the Current Element popup and
choose Body.
2Choose Object menu> Properties.
The Figure Properties dialog appears.
3Disable the Visible option.
To hide a figure when you have two or
more figures:
1Click the Figure popup and choose the
figure you want to hide.
2Choose Figure menu> Hide Figure.
This command is only available when you
have more than one figure in the studio.
To display a hidden figure:
Choose Figure menu> Show All
Figures.
Displaying Guides
Poser provides several guides to assist you in
posing figures. Guides help you achieve a
particular perspective more easily. The guides
Poser offers are a ground plane, horizon line,
vanishing lines, the hip-shoulder relationship,
and head lengths.
To display a guide:
Choose Display menu> Guides and
select the guide you want.
To hide a guide:
Choose Display menu> Guides again
and de-select the guide.
Ground Plane
The ground plane is a basic reference of the
camera’s perspective on the studio. As you
rotate the camera, the ground plane can help
you infer the camera’s current position.

Poser 4
The display style of the ground place can be
the same as the document or figure, or it can
have its own element display style. Using the
Wireframe style, the ground plane is a grid.
Using the Flat Shaded display style, the
ground plane is a solid color. When tracking
or moving, the ground plane is displayed in
Wireframe.
Head Lengths
The head lengths guide references the figure’s
height. You may want to use this guide when
body shaping.
Horizon Line
The horizon line provides a reference to the
studio’s horizon. When you use the x, y, and z
orbit controls to move the camera, you can
see how far you’ve gone by checking the
horizon line.
The horizon line is especially helpful in
creating perspective between two figures
when one figures is in the distance. Arrange
the figures in the same relationship to the
horizon line.
For example, if the horizon line crosses at the
center of the front figure’s chest, arrange the
distant figure so that the horizon crosses its
chest at the same position. This arrangement
contributes to the sense that all figures have
their feet on the ground.
Hip-Shoulder Relationship
The hip to shoulder relationship shows the
alignment between the figure’s upper and
lower body. This guide helps you see the side-
to-side, bend, and twist in the hip, abdomen,
and chest. To see a particular aspect, try a
different camera view.
The ground plane, shown in wireframe display.
Figures arranged in relation to the horizon line.
Poser 4 Basics

Vanishing Lines
Vanishing lines are an artistic technique for
achieving realistic perspective. In Poser, the
vanishing lines guide provides a reference of
the perspective.Vanishing lines are helpful
when matching the view of the figure with
the perspective in a background image.
Undoing Operations
You can reverse the effects of your last action
using the Undo command.
To undo an operation:
Choose Edit menu> Undo or, press
Command/Ctrl+Z.
Restoring Default
Settings
You can restore the default settings for a body
part, figure, lights, or camera. Restoring the
lights resets their colors and positions.
Restoring the current camera reset its scale,
position, and focal length. Restoring All resets
all figures, cameras, and lights.
To restore an object to its default
setting:
1Select the item from the document
window or the Current Element popup.
2Choose Edit menu> Restore> the item
you want restored.
Changing Defaults
Poser uses default settings to set up a new
document. As you work, however, you may
achieve a position that you’d prefer over the
default.
To change Poser defaults:
Choose Edit menu> Memorize> the
element you want to memorize. The new
setting applies only to the current file.
The vanishing lines guide.
Note Not all operations can be undone.

Poser 4
Printing
The Print command sends the contents of the
Document window to your selected printer.
When printing, Poser always prints to the full
page size.
Importing and
Exporting
Importing Content
Use the Import commands to bring the
contents of other files into the current
document. You can import figures, props
backgrounds, surface materials such as texture
and bump maps, sounds, and animations.
Importable file formats include PICT
(Macintosh), TIF, JPEG, and BMP files for
backgrounds or surface materials. You can
import saved Poser documents for figures and
props. And you can import QuickTime
(Macintosh), MetaStream, VRML, and AVI
(Windows) files for background footage in
animations.
You can import prop geometry files in DXF,
BVH, 3DMF, Wavefront OBJ, 3D Studio
(Windows), and Painter3D (Detailer) formats.
For details on importing props, refer to
“Importing Props” on page 166.
If you import a Poser document that contains
more than one figure or prop, Poser imports
all of them.
To import a file:
1Choose File menu> Import> file type.
2Select the file you want to import in the
resulting dialog.
Exporting Files
You can export the contents of the Document
window to an image file at any time, from any
display style. You may do this to save the
wireframe image of a figure.
The exported image includes the highlighted
body part and any currently displayed guides.
If you don’t want to export these, deselect the
figure and hide the guides before exporting.
Note When in Wireframe display style
with a black background, Poser
automatically inverts the colors to
prevent printing a large black
background.
Note If you import a prop with textures,
place the textures in the
Poser:Runtime:Textures folder.
Poser 4 Basics

You can export the geometry contents of a
Poser file in other formats, which you can
transfer to a 3D graphics program. Transferable
formats are: OBJ, 3D Studio, Detailer, DXF,
RIB, Wavefront, 3DMF, and VRML/H-Anim
formats.
To export a file:
1Choose File menu> Export> file type.
2A dialog appears asking if you want to
save a Single frame or a multi-frame
animation.
If you select the Single frame option,
the current frame is exported.
If you select the Multi-frame
animation option, you can specify a
range of frames to export.
Select either Single frame or Multi-frame
animation and click OK.
3In the Hierarchy Selection list that
appears, uncheck any items that you do
not want to be included in the export,
then click OK.
4In the Export dialog that appears, specify
a filename and location and click Save.
Saving and Closing
To save a Poser file:
1Choose File menu> Save. The Save
dialog appears.
2Choose a name and location for your file
and click Save.
Note For file format plugin updates,
check the Poser section of the
MetaCreations web site:
www.metacreations.com.
You can save a still or the entire animation.
The Hierarcy Selection list.

Poser 4
To save a Poser file under a different
name:
1Choose File menu> Save As. The Save
As dialog appears.
2Choose a new name and location for
your file and click Save.
To close the application:
Choose File menu> Quit/Exit.
Poser 4 Basics

3
Tutorial
Welcome
Welcome to the Poser 4 tutorial. This tutorial is
designed to introduce all the major features and
functions in Poser. Its main goal is to teach you
the techniques you need to know to create
realistic poses and animations.
This Tutorial chapter is divided into two sections:
The Basics, which contains a basic tutorial to
help you get started using Poser.
Advanced Tutorials, which lead you through
figure modification and animation.
Tutorial

The Basics
The following set of lessons is designed to
help you learn the basic operations in Poser 4.
They cover topics such as setting up your
workspace and working with posing tools.
Lesson 1: Setting Up a
Default Workspace
When you first open Poser 4, you see the
palettes and toolbars in their default
position.You can change these positions, hide
elements, and save the new positions as a
Preferred State. The new arrangement appears
the next time you open the application.
The default figure in the Document window
is a Poser 3 figure. You can delete this figure
and set up a new default figure as part of the
Preferred State.
To delete the default figure:
1Select either the Rotation Tool or
Translate Pull Tool.
2Click any part of the figure in the
Document Window.
The selected part appears outlined in red.
3 Press the Delete key.
A dialogue box appears asking you to
confirm the figure deletion.
4Click OK.
You should now have a blank document.
The default Poser 4 workspace.
The Rotation and Pull tool are the most commonly
used posing tools.
A figure with a selected part.

Poser 4
To set up an new default figure:
1Choose Windows menu> Libraries.
The Libraries palette appears. From top
to bottom the Library categories are:
Figures, Poses, Faces, Hair, Hands, Props,
Lights and Cameras.
2Click the Figures button.
3Click the sub-category menu and choose
People.
4Drag the scroll bar on the right side of
the Library palette until the Casual
Woman appears. All Library Entries are
listed in alphabetical order.
5Click the Casual Female, then click the
Add Figure icon at the bottom of the
palette.
The Libraries palette.
The Figure button.
The Casual Female in the Libraries palette.
The Add Figure icon.
Tutorial

You should now see a bald woman
wearing casual clothing in your
document window.
To add hair to a figure:
1Move your cursor to the top of the
Libraries palette. You’ll notice that there
are several dots running down the left side
of the palette.
2Move the cursor over each dot. The titles
change to show you the various libraries
available.
The Library dots enable you to change
libraries by clicking the correct dot.
Clicking a large category button takes
you back to the main category buttons.
3Click the fourth dot from the top to
display the Hair Library.
4Scroll down until you see Female Hair 1.
Here, as in the Figure Library, all files are
listed in alphabetical order
5Click on Female Hair 1, then click the
Change Figure icon at the bottom of the
Library palette.
Your figure now has hair.
The Casual Female in the Document window.
The category dots at the top of the Libraries
palette.
The Hair category dot.
The Female Hair 1 in the Libraries palette.
The Casual Female with hair.

Poser 4
Once the figure is loaded into Poser, you
should set it as your Default Figure so
that it loads every time you open Poser or
create a new document. You can also save
any changes you made to tools positions
or the Document window.
To make your new figure the default:
1Choose Edit> General Preferences.
The Preferences dialog appears.
2Enable the Launch to Preferred State
option in the Document Preferences
section of the dialog.
3Enable the Use Previous State option
under the Interface Preferences section.
4Click the Set Preferred State button.
This saves the current document to the
Preferences.
5Click OK.
Poser loads even faster if you save an empty
document as the Preferred State.
Lesson 2: Working with
Cameras
You can access the cameras in Poser in several
different ways. An often overlooked method
of selecting a camera is by using keyboard
keys. Learning a few key commands can make
viewing a figure much easier.
There are two types of cameras in Poser:
Conical and Isometric. Conical cameras (such
as the Main, Hand and Face cameras) act like
real-world cameras in that they display
perspective. Isometric cameras (such as From
Top, From Left, etc.) have no perspective.
When you view figures using Isometric
cameras you won’t be able to rotate around
the studio.
Each camera has its own center; it centers on
and rotates around an object. For example, the
Right Hand camera rotates around the Right
Hand, and the Face camera rotates around the
face. Both cameras face the center directly
unless you intentionally redirect them.
Refer to “Cameras” on page 177 for more on
cameras.
In this lesson you’ll explore the posing studio
using the various cameras.
To view your figure using the Main
camera:
1Hold down the Command/Ctrl-M. The
view switches to the Main Camera.
The view from the Main camera.
Tutorial

2Move your cursor over the Trackball in
the Camera Controls palette.
3Drag from left to right over the Trackball.
Then drag from right to left.
You’ll notice that the Main camera points at
the center of the studio. You can change this
default behavior by linking the camera to an
object in the studio.
To link a camera to an object:
1Make sure that the Main camera is the
currently selected object.
Check Current Element menus beneath
the Document Window. It should list
Figure 1 and Main Camera. If not, click
the menu and select the Main Camera.
2Choose Object menu> Point At.
The Choose Actor dialog appears.
The dialog shows a visual list of all the
objects in your scene.
Scroll down until you see the Head
element.
3Click Head in the list and click OK.
The Main camera now points at the
Head. Note the new Parameter dial called
Point At appears at the top of the list of
dials.
4Move your cursor over the Move X and Y
tool on the Cameras palette and drag
The Trackball in the Camera Controls palette.
The new view of the studio.
The view of the studio with the Point At behavior
applied.

Poser 4
down until the camera moves behind the
figure.
No matter where you move the camera,
the Head remains in the view.
With the Point At behavior the camera always
points at the target object, without changing
its position.
By changing the camera’s parent, you can
automatically move the camera whenever you
move the figure.
To change a camera’s parent:
1Choose Object menu> Change
Parent.
The Choose Parent dialog appears.
2Choose Body from the list.
3Click OK.
4Press Command/Ctrl-T to switch to the
Top camera.
5Click the Translate tool.
6Select the figure ring around the Body
and move it anywhere in the Document
The new view of the studio. The new view from the Main camera using Body as
its parent.
The view of the studio from the Top camera.
Tutorial

window. Do not click directly on the
body or you will alter the pose.
7Press Command/Ctrl-M to switch back
to the Main camera
Notice that the view from the Main
camera remains the same. That’s because
the camera moved with the Body when
you repositioned it.
Try moving the figures body again using
another camera and switch back to the
Main camera. The Main camera returns
to the same position.
To view the figure using the Face
camera:
1Press Command/Ctrl-(=) to switch to
the Face Camera.
2Drag left over the Trackball.
Notice that Face camera always stays with
the selected figure, no matter where you
move the figure.
The Face Camera is ideal for making
animations that center on a single figure.
The repositioned Body.
The view of the studio from the Main camera.
The view from the Face camera.

Poser 4
To view the figure using the Top
camera:
1Press Command/Ctrl-T to switch to the
Top camera.
The Top camera, like the Left, Right and
Front cameras, is an Isometric camera,
meaning that doesn’t show perspective.
It is designed specifically for viewing a
pose rather than rendering poses. This
camera is very useful for placing figures,
creating animations, and locating Figures
and Spotlights you may have lost in the
studio.
2Set the Top camera Scale Parameter Dial
to 400% or more to get a wide view of
the Poser 4 studio.
A Note on Focal Lengths
Poser’s default Cameras are set to 25mm and
have all the attributes of a real-world 25mm
Wide Angle Lens. You can experiment with
other focal lengths such as 50mm, which
resembles the human eye’s view, and 100mm,
a lens favored by Portrait Photographers.
Each time you set the focal length, the Scale
will also reset. Scaling Down from 100% to
25% zooms in, while scaling up from 100% to
1000% zooms out.
The view of the studio from the Top Camera.
The expanded view of the studio.
Tutorial

Lesson 3: Tracking
Modes
A tracking mode determines how the figure
looks as you move it. Fast Tracking mode
displays the figure as boxes during movement.
Full Tracking displays a fully rendered figure
during movement.
Tracking modes help you overcome the
limitations of your computer’s processing
speed when posing. Faster computers can
display better tracking, while slower machines
benefit from less complex modes.
In this lesson you’ll learn how to choose a
tracking mode.
To set a tracking mode:
1Click one of the Tracking modes icons
located on the upper right hand side of
the Document window.
From the top to bottom they are: Box
Tracking, Fast Tracking, and Full
Tracking.
2Click each of the mode icons and adjust
the figure’s pose. Observe how different
modes affect response time.
3Use the mode that doesn’t slow down
your computer’s response time.
Lesson 4: Document
Display Styles
Document Display Styles in Poser have special
purposes for artists, animators, and hobbyists.
In this lesson you’ll explore different styles by
applying them to your figure.
To apply the Silhouette style:
1Choose File menu> New.
2Press Shift-Command/Ctrl-X to switch
to Fast Tracking.
3Press Command/Ctrl-1 to switch to
Silhouette style.
4Press Command/Ctrl-Option/Alt-R to
Anti-Alias the document.
The Silhouette style is useful for creating
masks of rendered figures, which can be
used in programs s like Metacreations
Painter.
The Tracking mode icons.
A figure using the Silhouette style.

Poser 4
To switch to Outline style:
Press Command/Ctrl-2 to switch to
Outline style.
Outline is the fastest display style. You can
pose the figure while maintaining your
view of the exact position of its parts in
the Document window. It is the least
taxing style on hardware resources.
To switch to the Wireframe style:
Press Command/Ctrl-3 to switch to
Wireframe style.
Wireframe Mode lets you see the
movement in a figure’s mesh.
For power users, it’s an excellent style for
watching how Morph Targets and Joint
Parameters interact, especially on custom
figures.
To switch to Hidden Line style:
Press Command/Ctrl-4 to switch to
Hidden Line style.
Hidden Line shows only the camera side
of the mesh. Use this mode to see a
simplified view of mesh movement.
A figure using the Outline style.
A figure using the Wireframe style.
A figure using the Hidden Line style.
Tutorial

To switch to Lit Wireframe style:
Press Command/Ctrl-5 to switch to Lit
Wirefame.
The Lit Wireframe style colors the mesh
based on the color of the surface material.
To switch to Flat Shaded style:
Press Command/Ctrl-6 to switch to Flat
Shaded.
Flat Sided shows all facets of the mesh in
a rendered style. This style is slightly faster
than Smooth Shaded.
To apply the Smooth Shaded style:
Press Command/Ctrl-8 to switch to
Smooth Shaded.
The default style in Poser lets you see the
colored and smoothed mesh form. It is an
efficient style for all around utility.
A figure using the Lit Wireframe style.
A figure using the Flat Shaded style.
A figure using the Smooth Shaded style.

Poser 4
To apply the Texture Shaded style:
Press Command/Ctrl-9 to switch to
Texture Shaded.
This style lets you preview the texture
mapped figure.
To apply a Lined styles:
Choose Display menu> Document
Style> Flat Lined or Smooth Lined.
These styles produce color shaded
representations of a model with a mesh
wireframe overlaid on the surface.
In addition to being able to see the mesh,
these styles can be are useful to those
adept at creating custom texture maps for
their models.
To apply a Cartoon style:
Choose Display menu> Document
Style> Cartoon W/Line or Cartoon.
These styles are designed with the artist
in mind. Also, the new Cartoon style
makes it easier to create complex masks
in programs like Metacreations Painter or
Photoshop.
A figure using the Texture Shaded style.
A figure using the Smooth Lined style.
A figure using the Cartoon style.
Tutorial

Working with Lights
Lights are one of the most necessary and least
understood part of any 3D Program. Often
they’re difficult to use. Poser’s remedy is a
unique Light Controls palette that lets you
intuitively manipulate lights.
There are two types of lights in Poser: Infinite
and Spotlights. To use them effectively, you
first need to understand the differences
between the two. Infinite light illuminates one
side of everything in the scene in the same
way sunlight does. Spotlights point in a single
direction and illuminate everything that falls
with in the cone of light they produce. Poser
uses Infinite lights by default.
Lesson 1: Using the Light
Control
You’ll begin this lesson by deleting two of the
three default lights in the Poser scene and
learning the controls.
To use the Light controls:
1On the Light Controls palette, select the
circle for the light you want to delete.
2Click the Delete Light icon.
The selected light is deleted.
3Select another light and repeat step 2.
4Select the remaining light.
Each light in the studio is represented by a circle on
the Light Control. This example shows a selected
light.
The Delete Light icon.

Poser 4
5Drag over the control from left to right.
Note how the Light Indicator
(representing the global light) revolves
around the figure. The arrows off the
indicator show the direction from which
the light comes.
The Light Intensity slider on the Light
Control has a range from 0% to 100%. It acts
as the brightness control, or dimmer. The
midway point of the slider is 75%.
The Parameter Dials also let you control some
of the light’s properties. Refer to “Light
Properties” on page 191 for more on lights.
Next you’ll add a spotlight to the studio.
To add a spotlight:
1Click the Create Light icon.
2A new light appears on the Light
Control.
3Drag the new light’s circle to locate it
approximately front and center. This
places the light in front of the figure.
The Light Ring in the Document window.
Tip You can use the Rotate Tool to
manipulate the Light Indicator
directly in the Document
window.
The Create Light icon.
The new light indicator on the Light control.
The position of new light on the Light Control.
Tutorial

4Set the Light Intensity slider to
approximately 75%, or the middle of the
slider.
5Click the Light Properties icon.
The Light Properties dialog appears.
6Enable the Spotlight option.
You now have a new spotlight, you can
control how it behaves by applying the Point
At function to it.
To apply the Point At behavior to a
light:
1Make sure your new spotlight is the
selected element.
2Choose Object menu> Point At.
The Choose Actor dialog appears.
3Choose Head from the Select a Scene
Element list.
4Set the yTrans Parameter dial to between
0.900 and 1.000.
5Set the zTrans dial -1.0.
The Spotlight’s Indicator moves out from
behind the camera to behind the figure.
Notice how it always remains pointed at
the Head.
6Adjust the values of the x, y or zRotate
Parameter dials.
You’ll notice that the Spotlight doesn’t
rotate like an Infinite light. Infinite lights
The Light Intensity slider set to 75%.
The Light Properties icon.
The Spotlight option on the Light Properties dialog.
The Spotlight’s indicator in the Document window.

Poser 4
rotate around the center of the studio.
Spotlights rotate around the center of the
light object.
Using Poser’s Tools
The lessons in this section teach you how to
work with the most commonly used Posing
tools and the Parameter Dials.
Lesson 1: The Parameter
Dials
The simplest way of posing a figure is by
selecting each individual part, and using the
Parameter Dials to move it into the desired
position.
A much faster way of posing is to use the four
main posing tools directly on the figure in the
Document window. However, this method
requires considerable practice.
This lesson leads you through the process of
posing a figure using the Parameter Dials.
To pose by typing in numerical values:
1Click the Translate/Pull tool.
2Select the Right Shoulder in the
Document window.
A series of parameter dials appear.
3Click the value on the Bend dial.
4Type 80 in the field that appears.
The Translate/Pull tool.
The Right Shoulder selected on the figure.
The Bend dial.
The Bend dial.
Tutorial

The whole right arm should now be at
the figure’s side.
To pose using the dials:
1Select the Left Shoulder
2Select the Bend Dial
3Drag the dial right to left until the value
shown is at or near -80.
The left arm should be at the figure’s side.
Notice that for the left shoulder, the
downward bend value is negative, for the right
shoulder, the value is positive. This is generally
true when working with a figure; left is
negative and right is positive. Try this with the
Front-Back dial on both shoulders.
Lesson 2: The Rotate
Tool
The Rotate tool is probably the most useful
tool for directly manipulating your figures.
Unlike the Translate tools, it only affects the
individually selected part,.
In this lesson you’ll use the Rotate tool on the
Forearms.
The new position of the right arm.
The left shoulder selected.
The new position of the left arm.

Poser 4
To pose using the Rotate tool:
1First, switch to the From Left camera by
pressing Command/Ctrl-( ; ). This makes
rotating easier.
You are now looking at the figure’s right
side.
2Click the Rotate Tool.
3In the Document Window, select the
Right Forearm.
4Place the cursor directly over the selected
forearm and drag to the right until it is
extended in front of the figure.
5Press Command/Ctrl-( ’ ) to switch to
the From Right Camera.
You’re now looking at the left side of the
figure.
Note Becoming used to quickly
changing cameras makes posing
a much simpler task
The Rotate tool.
The selected Right Forearm.
Drag to the right until the arm is in the position
shown.
The figure shown through the From Right Camera.
Tutorial

6Select the Left Forearm with the Rotate
tool.
7Place your cursor behind the figure and
drag to the left.
The Forearm bends up.
8Place the cursor to the left of the figure
and drag up. The Forearm follows.
Now you have used two methods of working
with the Rotate Tool. You can use the tool
directly on the selected part, or you can drag
the tool across the workspace and the part will
follow. This is true of all four main Posing
tools: Rotate, Twist, Translate/Pull and
Translate In/Out.
Lesson 3: The Twist Tool
The Twist Tool does exactly what its name
implies, it twists body parts. This is
accomplished by selecting the part and
drawing the tool across the screen. It is an
extremely useful tool for creating realistic
poses quickly.
The selected Left Forearm.
Drag left until the forearm is in the position shown.
Drag up until the forearm is in the position shown.

Poser 4
To use the Twist tool:
1First, press Command/Ctrl-M to switch
back to the Main Camera.
2Select the Twist tool.
3Move your cursor over the faint circle
that surrounds the figure. When you’re
directly over it, the circle turns white.
4Click and hold the highlighted circle; it
turns red.
5Move your cursor to the left side of the
Document window and to the right until
you see the figure at a three quarter face.
Check the yRotate dial value. It should
be at about 45 degrees.
The figure shown through the Main Camera.
The Twist tool.
A figure with the Figure ring highlighted.
The rotated figure.
Tutorial

6Select the Hips with the Twist tool.
7Drag to the left until the figure is once
again directly facing the camera.
8Select the Neck and drag to the left.
The Twist dial should be near -16
degrees.
9Select the Head and drag to the left.
The Twist dial should be near -16
degrees.
Lesson 4: The Translate
and Chain Break Tools
The Translate/Pull, In/Out and Chain Break
tools are some of the most powerful direct
posing tools available to you. Used together,
they can quickly generate any pose. Once you
have a pose, you can then fine-tune the pose
using the Parameter Dials. In this lesson, you’ll
explore posing using just these three tools.
To pose using the Translate/Pull tool:
1First, save anything you wish to keep
from the last tutorial, and create a new
document (File menu> New).
2Select the Translate/Pull tool
The Hips selected with the Twist tool.
The selected Neck.
The final position of the Head.
The Translate/Pull tool.

Poser 4
3In the Document window, select the
Hips.
4Drag up to lift the figure.
Notice that the feet begin pointing down
until it looks like the figure is completely
in the air. This is because IK (Inverse
Kinematics) is applied to the legs.
Basically, IK sets up dependencies
between parts of a figure to simulate
more realistic movement. In this case,
each part of the leg is dependent on
another to determine movement. for
example, when the Thigh moves, the shin
follows. You can turn IK on and off
depending on your needs. Refer to
“Inverse Kinematics” on page 111 for a
complete discussion of IK.
5With the Hips selected, lower the figure
so that its toes touch the Ground plane.
6Select the Right Forearm.
The selected Hips.
Drag up until the figure is in the position shown.
Drag down until the figure is in the position shown.
The selected forearm.
Tutorial

7Pull the Forearm to the right, then up
and down.
Notice that this movement affects more than
just the Forearm. You’re pulling the figure all
the way down to the Abdomen. You’ll see
what’s causing this behavior when you select
the Chain Break tool.
The Chain Break tool lets you assign chain
breaks to your figure. Chain breaks tell the
Translate tools how far to affect the position of
the figure. You’ll see one chain break on the
Hips, and one on the Head. Since the Hips
are the figure’s root part, you cannot turn the
chain break off there. However, you can turn
off the head’s Chain Break.
Next you’ll explore assigning chain breaks.
To assign chain breaks:
1Select the Chain Break Tool.
A chain break icon appears over every
chain break in the figure.
2Click on each Collar to assign a chain
break.
3Click each Thigh to assign two more
breaks.
You’ll notice that you can assign chain
breaks to both collars but not to the
Thighs. This is because IK is turned on.
The Chain Break tool.
The default chain breaks on a figure.
A chain break assigned to the Collar.

Poser 4
4Choose Figure menu> Use Inverse
Kinematics> Left Leg then choose
Right Leg. IK is turned off when there
is no checkmark next to a menu item.
5Now, try assigning chain breaks to the
legs.
Next, you’ll explore using the Translate
In/Out tool.
To use the Translate In/Out tool:
1Click the Translate In/Out tool.
2Select the Right Foot.
3Drag up.
The Right Foot and leg move away from
you.
4Select the Chest.
5Drag down.
The figure appears to bow.
6Press Command/Ctrl-Z to undo the last
command.
7Choose Figure menu> Use Inverse
Kinematics> Left Arm then choose
Right Arm to turn IK on in the arms.
The Translate In/Out tool.
The Right Foot selected.
The position of the Right Foot after the move.
The new position of the Chest.
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
IK is enabled when a checkmark appears
next to a menu item.
When you enable IK, any chain breaks
you assign to the arms are deleted. IK on
the Arms doesn’t affect the Collar chain
breaks you assigned earlier.
8Select the Chest again and drag down.
With IK turned on, the Hands resist
movement when you translate a body
part that affects them. It appears as if they
are holding onto something.
Posing
In this section you’ll learn several ways of
posing that expand on what you have learned
in the previous sections.
Lesson 1: Creating Poses
In this lesson, you’re going to use everything
you’ve learned so far about Poser’s tools to
create a simple, yet realistic pose: Hands on
Hips.
You’ll use the tools as well as the Symmetrical
command to quickly set-up the pose. Keep in
mind that although the human body looks
symmetrical, it’s rarely positioned in a
symmetrical manner. Even a very symmetrical
pose like placing both hands on your hips may
not look entirely natural if you just reverse the
values from left and right. That’s why you’ll
also use the tools to set up a more natural
position for the figure’s limbs.
Posing using the Posing Tools can be
somewhat imprecise for the new user; you
may want to use the Parameter Dials to
reposition body parts. The Parameter Dial
values used in the pose are listed so you can
duplicate it using only the dials.
Once you achieve the pose described here, use
what you’ve learned to make additional
adjustments so that the final pose looks right
to you.
To assign Chain Breaks to a figure:
1Open a new document.
The default Casual Female appears.
2Choose Figure menu> Use Limits.
This command prevents movement of
body parts into an unnatural position.
3Press Command/Ctrl-M to select the
Main Camera.
4Select the Chain Break tool.
The position of the figure with IK turned off.
The Chain Break tool.

Poser 4
5Assign a Chain Break to the Chest.
To position the right arm:
1Select the Twist tool.
2Select the figure’s Right Shoulder.
3Place the Twist tool over the background
in the Document window.
4Drag right so that the arm twists to 45°.
The Right Shoulder’s Twist parameter
should be set at approximately 45°.
5Select the Right Forearm and drag right.
The Twist dial should be at 14°.
6Select the Right Collar and drag right.
The new Chain Break on the figure.
The Twist tool.
The Right Shoulder should be in the position
shown.
The Right Forearm should be in the position shown.
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
The Twist dial should be at 25°.
7Select the Rotate tool.
8Select the Right Hand.
9Move the Rotate tool to a blank area of
the Document window and drag right to
bend the Right Hand.
The Bend dial should read about -75°.
10 Select the Right Forearm.
11 Set the Bend dial to 95°.
12 Set the Side-Side dial to 5°.
13 Using the Rotate tool, select the Right
Shoulder.
14 Set Bend to 26°.
15 Select the Right Collar.
The Right Collar should be in the position shown.
The Right Hand after positioning.
The new position of the Right Forearm.
The new position of the Right Shoulder.

Poser 4
16 Set Bend to 25°.
Once you’re done, your parameter dials
should read as follows:
Right Collar:
Twist = 25°
Bend = 25°
Right Shoulder:
Twist = 45°
Bend = 26°
Right Forearm:
Twist = 14°
Side-Side= 5°
Bend = 95°
Right Hand: Bend = -75°
To apply the right arm pose to the left
arm:
1Choose Figure menu> Symmetrical>
Right Arm to Left Arm.
2A dialog appear asking if you want to
copy the joint zone’s setup also. Click
No.
3Save the file.
Your pose is almost finished, but it still looks a
little unnatural. Next you’ll shift the figure’s
weight.
To achieve a natural standing position:
1Click the Translate/Pull tool.
2Select the Right Foot.
The repositioned Right Collar.
The symmetrical pose.
Tutorial

3Drag left so that the figure appears to be
placing its weight on the left leg.
4Choose Figure menu> Use Inverse
Kinematics> Right Arm.
5Choose Figure menu> Use Inverse
Kinematics> Left Arm.
6Click the Twist tool.
7Select the Abdomen.
8Drag left so that the Twist dial reads -10°.
9Select the Chest.
10 Drag left so that the Twist dial reads -10°.
The repositioned foot.
The repositioned Abdomen.
The finished pose.

Poser 4
Lesson 2: Adding Poses
to the Pose Library
Once you create a Pose, you can add it to the
library for future use. For easy access, you’ll
also create a new category for your custom
poses.
To add a pose to the library:
1Press Command/Ctrl-Shift-B to open
the Libraries palette.
2Click the Poses button.
The default Action Sets library appears.
3Click the Sub-Category menu and
choose Add New Category.
A Save dialog appears.
4Enter a name for your personal library
and press Enter.
5A dialog appears asking if you want to
save a Single frame or a multi-frame
animation. Select Single frame and click
OK.
A new category appear in the palette.
6Click the Add to Library (+) icon at the
bottom of the palette to add a custom
pose.
7Enter a name for the pose, such as Hands
on Hips or Posed Arms 01.
The Libraries palette.
The Poses button.
The Sub-Category menu.
The Add to Library icon.
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
8Press the Enter.
Poser creates a library entry which you
can use as the base for other poses on
other figures. However, if you use a figure
other than the Casual Female, you may
need to make subtle adjustments to make
the pose work correctly.
Poses not only save joint bends and rotations,
but also facial expressions and other Morph
Targets. For example, if you have two women
interacting, each time you apply a saved pose
for the Female figure, all the scaling and
morph targets are replicated from the
originally saved file.
If you only want to save the body part
position, and not the facial or morph targets,
apply your saved pose to a Stick Figure. Then
delete the original library entry and save the
Stick Figure pose. This way only the body part
positions are saved.
Lesson 3: Posing Faces
Facial Expressions are created using Morph
Targets. These targets alter the shape of the
polygon mesh that makes up the figure.
Many of the Parameter dial on the Face have
morph targets associated with them.When you
work with facial dials, you’re moving the
figure’s geometry towards one or more morph
geometries. Refer to “Using Morph Targets”
on page 152 for more on morph targets.
The Scale, Translation, Rotation and Taper
dials for the Face are not morph targets.
To apply preset expressions:
1Press Command/Ctrl-N to start a new
document.
2Press Command/Ctrl-(+) to switch to
the Face camera.
3Press Command/Ctrl-Shift-B to display
the Libraries palette.
4Click the Faces button to open the Faces
library.
The pose saved into a personal category.

Poser 4
5Select the figure’s head in the Document
window.
6Apply each expression preset by double-
clicking on the library thumbnail.
As you apply each face, pay attention to
the Head’s Parameter Dials. Notice how
they change, interacting with each other
to achieve a desired expression.
When you examine the dials you’ll see
that the mouth has more targets than any
other part of the face. That’s because the
mouth can be precisely posed to create
subtle expressions.
The Faces library.
The selected head.
An expression preset applied to the figure.
Parameter dials for the mouth.
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
Keep in mind that dials such as Smile
affect primarily the upper lip, as opposed
to the Frown dial which affects the lower
lip. Slightly fewer dials apply to the
brows—three for each.
You’ll notice that here is no target for a Furled
Brow. To accomplish this, select the Worry Left
and Worry Right dials and enter Negative 0.5
in each.
After exploring the facial controls, you’re
ready to create your own expression. Next,
you’ll create the face of an angry woman using
the target dials.
To create an expression:
1Select the head.
2Enter Open Lips= 0.431 to tighten the
lips.
3Set Smile= -0.128.
4Set Mouth F= 0.152. This pulls in the
lower lip.
5Set Mouth M= 0.234 to tighten the lips
laterally.
6Set Blink Right and Blink Left = 0.2 to
narrow the eyes slightly.
7Click the Add to Library (+) button at
the bottom of the Libraries palette to save
the file to the Faces library.
Rendering
Rendering is the process of converting your
3D figure into a 2D image or animation.
There are several options you can set for a
rendering session. All available options are
displayed in the Rendering Options dialog.
To set up a rendering session:
1Choose File menu> Open.
2Locate the file Tutorial: paper-
airplane.pz3.
Note Be sure to use the decimal point
in each of these numbers. If, for
instance, you enter -431 instead
of -0.431 for the Open Lips, you
will severely distort your figure—
she’ll be
very
angry.
The completed expression.

Poser 4
3Press Command/Ctrl-Y.
The Render Options dialog appears.
4Make sure the Anti-Alias box is enabled.
This gives you a clean render, but may
bog down slower machines.
5Disable the Cast Shadows option.
This will speed things up.
6Click Render Now.
In true WYSIWYG fashion, what you
see in the document window is exactly
what is produced.
Depending on where the main camera is
positioned when you saved the
document, this may serve as your final
render. However let’s assume you’re not
satisfied with the results.
To reposition the camera:
1Select the Main Camera.
2Choose Object menu> Point At.
The paper-airplane file in the Document window. The rendered file.
The main camera icon.
Tutorial

3The Choose Actor dialog appears.
4Select the Teacher figure’s Head element
from the list, then click OK.
5Use the Scale Parameter dial to rescale the
camera so that both figures fill the screen.
6Move the Camera using the X and Z tool
on the Camera Controls.
The camera will always point at the
Teacher.
7Use the Move X and Y tool to adjust the
elevation of the camera.
8Render the file again.
9When the test render produces good
results, enable Cast Shadows in the
Both figures in the scene.
The view through the repositioned camera.
The view through the elevated camera.
The test render

Poser 4
Render Options dialog (Command/Ctrl-
Y) and render the file once more.
There is no set rule of what makes a good
render. Success is subjective. Poser can
produce varied results using its custom
rendering engine. Try exploring other
rendering options using this file and other
personal files.
Advanced Tutorials
The following tutorials are designed to be
both challenging and rewarding. Do not plan
on completing these tutorials quickly; work
methodically so that you become comfortable
exercising Poser’s most powerful features.
The scenes you create in these tutorials can be
dropped into most contemporary films, or can
be the centerpiece of a major production. The
goal is to provide you with experience using
Poser’s animation tools that will enable you to
produce increasingly complex and extravagant
scenes.
At any time while working with these
tutorial, feel free to experiment. Each section
overlaps and explores different features, as well
as different aspects of the same features. This
allows you to develop a well rounded
understanding of how to accomplish desired
effects.
Character Creation
and Animation
Lesson 1: Creating a
Clown from Scratch
Use of props and texture maps are essential to
creating a good character. This lesson walks
you through the processes of scaling body
parts, applying props, and texture mapping to
create a basic clown figure from scratch.
You’ll also animate your clown and place him
in a scene to interact with props and other
figures.
To select a base figure:
1Click the Figures icon on the Libraries
palette
The default People sub-category appears.
The final render.
Tutorial

2Double-click the Business Man
thumbnail to load the figure.
To set figure color:
1Click the Smooth Shaded document style
icon.
2Click the Color tool.
3Click a body part and choose white from
the palette that appears.
4Make all the parts of the figure, including
the clothing, white.
Some of the smaller parts of the figure
(such as Brows, Lashes, Shoes, Lips) may
be difficult to color quickly. Try using the
Face, or Hand cameras to get better views
of these areas.
If there are still colored areas, click and
hold the tool over the colored element
and choose white from the palette that
appears.
To apply a texture map:
1Choose Render menu> Materials.
The Surface Material dialog appears.
2Click the menu in the top-left corner of
the dialog and choose Figure 1.
3Enable the Texture Changes Apply to
Entire Figure option.
The Business Man thumbnail.
The Business Man displayed using the Smooth
Shaded Document style.
The Color tool.
The colored figure.

Poser 4
4Click the Load button in the Texture
Map section of the dialog.
An Open dialog appears.
5Locate the file
Tutorial: CLOWN01, and click Open.
6Click OK in the Surface Materials dialog.
7Click the Texture Shaded icon to see the
new texture.
To add a prop:
1Click the Props icon at the top of the
Libraries palette.
2Select the Prop Types category.
3Double-click the Ball thumbnail to load
the Ball object.
4Click Color tool.
5Click the ball and make it red.
To position the prop:
1Drag to the right over the Camera
controls until the From Left camera icon
appears.
The Texture Shaded icon.
The new texture map applied to the figure.
The Prop icon on the Libraries palette.
The Ball thumbnail.
The Color tool.
The From Left camera icon.
Tutorial

2Click the Translate/Pull tool.
3Position the ball in front of the clown’s
face.
4With the ball selected, set the Scale dial to
22%.
5Use the Translate/Pull tool to move the
ball over the clown’s nose.
6Press Command/Ctrl-F to switch to the
Front camera.
7Check the lateral position of the ball on
the nose.
To set the prop parent:
1Choose Object menu> Change
Parent to display the Choose Parent
dialog.
The Translate/Pull tool.
Position the ball as shown.
The scaled ball.
Position the ball over the nose as shown.
The clown displayed using the Front camera.

Poser 4
The dialog shows a visual list of all the
objects in your scene.
2Click Head in the list and click OK.
3Press Command/Ctrl-M to switch to the
Main camera.
4Review your work from several angles.
5Save the clown to the Figure library in
the Libraries palette. Refer to “Lesson 2:
Adding Poses to the Pose Library” on
page 81 for instructions.
Lesson 2: Making the
Clown Walk
This lesson leads you through the process of
creating and editing keyframes to create a
walking motion.
You can use this animation later with the Walk
Designer.
Setting the First Walking
Frame
To begin you need to set up a starting pose.
To set up a starting pose:
1Make sure your clown document is still
open.
2Double-click the handle at the bottom of
the screen to open the Animation
controls.
3Make sure the frame counter is set to 1 of
30.
4Press Command/Ctrl-M to switch to the
Main camera.
5Select the Right Shoulder.
6Set the Bend value to 78°.
7Select the Left Shoulder.
The Animation controls.
The clown displayed using the Main camera.
The bent Right Shoulder.
Tutorial

8Set the Bend value to -78°.
9Select the Abdomen and set Side-Side to
3.
10 Select the Chest and set Side-Side to 3.
11 Press Command/Ctrl-(’ ) to switch to the
From Right camera.
12 Click the Translate/Pull tool.
13 Select the Left Foot and move it forward.
14 Select the Right Foot and move it back.
The adjusted Left Shoulder.
The adjusted Abdomen and Chest.
The Translate/Pull tool.
The re-positioned Left Foot.
The final pose.

Poser 4
Adding Keyframes
Once you have a starting point, you’ll create
an action by changing the pose over time and
saving the changes as keyframes. A keyframe
stores a point in time where action occurs.
Here you’ll store changes in foot positions as
keyframes to create a walking motion. Refer
to “Adding and Deleting Keyframes” on
page 213 for more on setting up keyframes.
To add frames:
1Press Command/Ctrl-M to switch to the
Main camera.
2In the Animation controls, drag the small
triangle (called the Scrubber) to Frame
16.
3Choose Figure menu> Symmetry>
Swap Right and Left.
The figure’s left foot moves back and the
right foot moves forward.
4Click the Add Keyframe (+) button to
keyframe the new position.
5Move the Scrubber to Frame 15.
6Click the Add Keyframe (+) button to
insert a keyframe.
Editing Keyframes
Now that you have a number of keyframes,
you’ll learn how to edit them in the
Animation palette to create more realistic
motion.
The clown viewed from the Main camera.
The Scrubber at Frame 16.
The left foot position sapped for the right foot
position.
The Add Keyframe button.
Tutorial

To edit frames:
1Click the Edit Keyframes button.
The Animation palette appears. The
palette displays all the animatable
attributes in the studio and all the
keyframes you’ve created. Refer to
“Editing Animations” on page 213 for
more on this palette.
2Drag the scroll bar all the way to the top.
3Click the green keyframes for Frame 15
and drag all the way to the bottom to
select the keyframes for all the attributes.
The selection is bordered with a white
line.
Be sure only the green keyframes of
Frame 15 are selected. Be very careful not
to select anything but Frame 15.
4Drag all of selected keyframes to Frame
30.
The Animation palette.
Scroll bar
All the Frame 15 keyframes selected.
Frame 15 keyframes moved to Frame 30.

Poser 4
5Click the close box in the upper-left
corner of the dialog.
6In the Animation controls, move the
Scrubber to Frame 30.
7Choose Figure menu> Symmetry>
Swap Right and Left.
8Click the Play button to check your
work.
The figure should appear to walk in
place.
Saving the Walk
You can save animations as poses to the
Libraries palette. Next, you’ll save your
completed walk to the Poses library.
To save an animation to the library:
1Open the Libraries palette.
2Click the Poses icon.
3Click the sub-category menu and choose
Walk Designer.
4Click the Add to Library (+) icon.
The Add New Set dialog appears.
5Enter a name for your animation and
click OK.
A Save Frames dialog appears.
6Enable the Multi Frame option and click
OK.
The Scrubber at Frame 30.
The Play button.
The Poses icon in the Libraries palette.
The Add to Library icon.
The Save Frames dialog.
Tutorial

7Your animation is saved as a 30 frame
preset in the Walk Designer category.
Lesson 3: The Walk
Designer
The Walk Designer lets you set up various
parameters to automatically create a realistic
walking motion. In this lesson you’ll use the
file you created in the previous lesson in
conjunction with the Walk Designer to make
your clown move.
To set up the walk animation:
1Choose File menu> New to start with
an empty file.
2Open the Libraries palette and click the
Figures icon.
3Double-click the clown figure you saved
earlier.
The default figure is replaced with the
clown.
4Choose Figure menu> Create Walk
Path.
A new path appears in the Document
window.
5Make sure the Scrubber in the Animation
Controls is at Frame 1.
6Open the Libraries palette and click the
Pose icon.
The clown in the Libraries palette.
The clown figure in the Document window.
A new Walk Path in the Document window.

Poser 4
7Click the sub-category menu and choose
Tutorial.
8Double-click the Clown-Start pose to
apply it to the clown.
9Display the Animation palette.
10 Move the Scrubber to Frame 30.
11 In the Libraries palette, double-click the
Clown Finish pose to apply it.
12 Click the Current Element popup at the
bottom of the Document window and
choose Cameras> Top Camera.
13 Set Scale to 400%. You should able to see
the entire scene.
14 Move the camera up or down to see the
whole path.
15 Select the Walk Path using the Translate/
Pull tool.
It looks like a slight backward “S”
extending out in front of the figure.
The Clown Start pose in the Library.
The Clown Finish pose in the Library.
The Element menu.
The clown viewed from the top.
The scaled view of the clown.
Tutorial

The path has several small white squares
along the gray walk path called nodes.
16 Select each of the middle two nodes and
move them so that the path becomes
straight. Notice how the pointer changes
when you position it over the path.
17 Make sure the Scrubber is at Frame 30.
18 Click the Element menu at the bottom of
the Document window and choose Body.
19 Drag the clown to the end of the Walk
Path.
Make sure the red figure ring appears
before you start dragging. The ring
indicates that the whole figure is selected.
Do not click directly inside the Figure
ring or you will move the figure’s parts
instead of the entire figure.
Place the clown over the end of the gray
path.
Nodes on the Walk Path.
Your path should look like the one shown.
The repositioned clown on the path.

Poser 4
To set up a walk in the Walk Designer:
1Press Command/Ctrl-Shift-S to open the
Walk Designer.
2Click the walk button to see the current
walk style in action.
Click the stop button to stop the action.
3Scroll the Blend Styles section of the
dialog until the Clown walk is visible.
4Set Clown to 100%.
5Click Apply.
The Apply Walk dialog appears.
You are about to apply the walk to the figure.
Once you’re done with the Walk Designer, the
only real way to fix errors is to start from
scratch (beginning from Lesson 3).
6Make sure the following defaults are set
in the dialog:
Start Frame = 1
End Frame = 120
Figure = Figure 1
Walk In Place = Disabled
Cycle Repeat = Empty
Path = Path_1
Always Complete last step = Enabled
Transition from pose at path start in
15 Frames = Enabled
Transition to pose at path start in 15
Frames = Enabled
Align head to = Disabled
The Walk Designer.
The Apply Walk dialog.
Tutorial

7Once all parameters in the Walk Designer
are set, click OK.
8Click Done to close the Walk Designer.
The new walk is applied to the clown.
9Save the file with the name:
CLOWN-ANI.
Lesson 4: Keyframe
Editing
So far, you’ve created a waddling clown that
appears to fall over something invisible at the
end of the Walk Path. There are two missing
elements: the object the clown fell over, and
the cause of his fall. By editing the animation
and adding props, you can create the story
behind the clown’s actions.
First. you’ll create a back up file to preserve
your work so far.
To create a back up file:
1Open the file you saved at the end of
Lesson 3.
2Choose File menu> Save As.
3Rename to the file to CLOWN-ANI01.
Now you have a back-up of your original
animation.
Consider using a compression utility to
archive the original clown-walk.pz4 file. This
will save hard drive space and future
headache’s. You can continue to add
completed lesson file to the archive as you
work through the rest of the tutorial.
Next, you’ll set up an animated expression for
the clown.
To set up an animated expression:
1Click the Edit Keyframe button on the
Animation controls.
The Animation palette appears.
2Click the Head label on the left side of
the dialog.
3Select all the keyframes from 2 to 105.
The Edit Keyframes button.
The Head element selected.
Head keyframes selected.

Poser 4
4While still pressing the mouse button,
drag up one line to include the Neck
frames in your selection.
5Press Delete.
6With the frames still selected, click the
Linear Section button.
This is important for any expression
changes applied face during the
animation.
7Select Head keyframe 1.
8Close the Animation palette.
9Open Libraries palette.
10 Click the Faces icon at the top of the
palette.
11 Click the sub-category menu and choose
Add New Category.
The New Category dialog appears.
12 Enter Clown Faces and click OK.
13 Click the Add to Library button to add
the clown’s face into the library.
14 Move the Scrubber to Frame 105.
15 Apply the face preset you just saved to the
clown.
Next, you’ll add another actor to your scene.
To import a Poser document:
1Choose File menu> Import> Poser
Document.
An Open dialog appears.
2Locate the file Tutorial: TRAPESE
ARTIST WALK.
Both Head and Neck keyframes selected.
Linear Section button.
Head keyframe 1 selected.
The Face icon on the Libraries palette.
Your clown face in the library.
Tutorial

A new figure appears in the document
window.
3Click the Element menu beneath the
Document window and choose Top
Camera.
4Set Scale to 400%.
5Click the Box Tracking icon.
6Click the Play button on the Animation
controls
While the animation plays, watch the relative
positions of the figures as they pass each other.
At the beginning, they’re walking past each
other on the right. Then, the clown turns his
head to face the new figure as he walks.
To align the figure’s face:
1Make sure the Scrubber in the Animation
controls is at Frame 1.
2Press Command/Ctrl-T to switch to the
Top camera.
The imported document in the Document window.
The figures viewed from the Top Camera.
The Box Tracking icon.
The Play button.

Poser 4
3Use the Twist dial to align the head to
face of the Trapeze Artist figure.
4Divide the Twist value in half and reset
the Twist dial.
This creates the starting pose for the
clown’s head.
5Select the clown figure’s Neck.
6Use Twist to align the Neck so that the
clown’s face is looking at the Trapeze
Artist figure
7Move the Scrubber to Frame 50.
8Repeat steps 2-6 for Frame 50.
9Move the Scrubber to Frame 55.
In Frame 55, the Trapeze Artist and the
Clown are in the process of passing each
other. The Clown’s chin should be in-line
up with his shoulder, and his silly grin
should be intact.
10 Repeat step 2 to 6 for Frame 55.
Next, you’ll twist other body parts to keep the
Clown facing the Trapeze Artist. You’ll use the
same twisting method you used on the Head
to re-align the Chest and Abdomen.
The scene from the Top camera.
The clown’s head rotated to face the Trapeze figure.
Tip If you’re having a hard time
seeing the position of the
clown’s head, try expanding the
size of the Document window
using the resize control in the
bottom-right corner of the
window.
The head and neck rotated.
Tutorial

To align the figure’s body:
1Click the Edit Keyframe button to open
the Animation palette.
2Select keyframes 56 through 105 of both
the Clown’s Abdomen and Chest.
3Press Delete.
4Close the Animation palette.
5 Move the Scrubber to Frame 60.
6Press Command/Ctrl-T to switch to the
Top camera.
7Click the Element menu and choose the
Chest.
8Use the Twist dial to align the clown’s
chest so that its Head faces the Trapeze
Artist.
Twist should be set to approximately -46.
9Divide the value of the Chest’s Twist dial
in half and reset Twist to the resulting
number.
10 Click the Element menu and choose the
Abdomen.
11 Use the Twist dial to align the abdomen
so that the clown faces the Trapeze Artist.
The Edit Keyframe button.
The scene view through the Top camera.
The re-aligned chest and head.

Poser 4
These are more refinement s you can add to
this file to make the action more realistic:
Have the clown’s eyes follow the Trapeze
Artist as his body finishes twisting.
Add hand gestures to both figures.
Use the skills you’ve learned in the earlier
parts of the tutorial to create these effects.
Lesson 5: Adding the
Final Touch
At the end of the Clown animation, the
Clown seems to trip and fall over an invisible
object. To complete the scene you’ll need to
add a prop.
To add a prop:
1Display the Libraries palette.
2Click the Props category dot.
3Choose the Tutorial category from the
menu.
4Click the Circus Ring.
The prop is added to the scene.
Now that you have a prop, you can adjust the
character’s movements to interact with it.
The re-aligned abdomen shown through the Main
camera.
The Props category dot.
The Circus Ring prop in the scene.
Tutorial

To add an animation to your scene:
1Click the handle at the bottom of the
screen to display the Animation controls.
The center of the Animation controls,
displays the current frame and the total
number of frames.
2Click the total number of frames field.
3Enter 130 to add ten frames.
4Click the current frame display and enter
121.
5Click the Poses category dot in the
Libraries palette.
6Click the sub-category menu and choose
Tutorial.
7Click the Clown Flop pose.
This ten frame animation will be added to
your the animation.
Lesson 6: Setting
Animated Cameras and
Test Rendering
In this lesson you’ll use the Dolly camera (the
only free floating camera in Poser) to render
the scene. You could use any camera to render,
the Main, Auxiliary, Posing, and Head cameras
The total number of frames field.
The current frame field.
The Poses category dot.
The Clown Flop pose in the library.
Note When you’re setting up an
animated pose like Clown Flop
to append to a work in progress,
be sure not to move the entire
Body. Adjust the Hips instead to
get the proper motion in
relation to the last pose created.

Poser 4
are all good choices for rendering. However,
the advantage of the Dolly camera is that it
stays true to its own center, making it useful
for animations.
When you’ve completed the lesson, try
experimenting with the other cameras,
especially the Head and Posing cameras.
To position the Dolly camera:
1Select the Dolly Camera from the
Camera Controls palette.
2In the Animation controls, move the
Scrubber to frame 120.
3Using the Move X and Y control, move
the camera back until the Clown is in full
view.
4Choose Animation menu> Make
Movie.
The Make Movie dialog appears.
5Click the Resolution menu and choose
Quarter.
6Click the Quality menu and choose
Current Display Settings.
These settings should give you a good test
render.
7Click OK. The Save dialog appears.
8Choose a save location for the MPEG
(MAC) or AVI (PC) file and click OK.
The Video Compression dialog appears.
9Use the default settings and click OK.
Poser starts rendering.
The Dolly camera icon.
The readjusted view.
Note Reduce the resolution for the
test render, as Full resolution
renders are time consuming.
Even at this resolution, the
animation will not render quickly.
Tutorial

Lesson 7: Final Render
After one or more test renders, you’re ready to
start the final rendering.
To render your final animation:
1Choose Render menu> Current
Render Settings.
2Adjust the Current Render Settings as
needed.
Enable Shadows and Anti Aliasing to
produce the best results.
3Click Render Now.
Depending on the Image Size and
Computer System, the final render takes
between 45 minutes to two hours.
Poser’s animation tools are its single most
powerful features. Creating animation is
challenging, even for the most experienced
user. Patience is key to using all 3D
applications, and Poser is no exception.
4
Posing
How Posing Works
Posing is the process of bending, twisting, and
pulling a figure into new and fantastic positions.
There are two aspects of a pose: how the body
parts twist and bend and the position of the body
in the studio. The Editing Tools let you move both
body parts and entire bodies simply by clicking
and dragging.
Since you’re working in three-dimensional space,
you can pose your figure in almost any position.
The only limits are specific range of motion limits
placed on individual body parts, to keep poses
realistic. For example, in the human figure, you
can’t twist the head 360°.
Posing

Posing and Camera
Views
With the newer Poser figures, you can pose
the hands and faces of your figures. Poser
includes special cameras that automatically
zoom into figure’s hands and faces.
When you’re posing, you can switch camera
views to see and adjust the pose from different
directions. Use the Posing Camera to view a
figure close-up, while preserving the position
of the Main Camera. Refer to “Cameras” on
page 177 for more information.
Posing and the Library
As you create poses, you can add them to the
Libraries palette. You can then retrieve a pose
from the library and use it as a starting point
for a new pose. Refer to “Loading from the
Libraries Palette” on page 33 for details.
Translation
Translation moves multiple body parts, pulling
them along in a chain. To visualize this, think
of a person lying relaxed. If you were to take
hold of the hand and pull up, you’d lift the
arm off the floor. Pull higher, and you’d lift
the shoulder, then the chest.
This is how the Editing Tools work in Poser.
Drag any part, and connected parts follow.
Not only do the parts move, but they bend
and twist as you would expect.
Note Posing works differently
depending on the models you
use. You have more control over
the hands and face of the newer
Poser People category models.
Poser 2 models have fewer
controls.
Starting here...
Dragging the hand up...
Continuing to drag, lifting the arm, the shoulder,
and eventually the body.

Poser4
Inverse Kinematics
Poser’s Inverse Kinematics (IK) features help
you achieve realistic poses and natural motion
in animations. The term may sound
intimidating, but IK is easy to use and
understand.
The effects of IK are most apparent when
using the Editing Tools. Translate the hip—the
legs bend to accommodate the new hip
position without changing the foot position.
Translate a foot—the hips and other leg stay
fixed in position.
The behavior of the arms under IK is similar.
If you place a figure’s hands against an
imaginary wall, moving the hip toward the
wall causes the arms to bend. The arms bend
while the hands remain fixed in position.
If you enable IK on a pose created with IK
turned off, the rules of IK can force the pose
to change.
Understanding IK
Kinematics is the study of motion, velocity,
rotation, and position. In terms of jointed
structures, like an arm or leg, forward
kinematics can be used to calculate how
actions at the root of the structure determine
the position and rotation of those at the end.
For example, by raising your arm, the hand at
the end of it is automatically translated to a
new position and rotation. If you know the
angle the arm raises, you can calculate the
new position of the hand.
IK uses the same kind of dependency, but in
reverse. The extremity moves, and IK
determines how the objects joined to it (closer
to the root) must respond to support the new
placement. For example, if someone was to
grab your hand and push, your arm would
automatically bend at the elbow, while your
shoulder would stay fixed in position.
Poser supports IK for the legs and arms. When
IK is turned on, you can translate the hands
and feet and achieve appropriate arm and leg
positions automatically.
When IK is turned on for the arms or legs,
the hands and feet have targets to indicate the
end of the chain. When the hands or feet are
moved, the target moves—it is reset to a new
position. When you move any other body
part, the targets remain fixed and the arms and
legs reach for their targets. Once the target is
reached, the end of the chain is fixed, and the
other parts must bend to accommodate the
hand or foot position. For example, a foot
reaches its target and the knee bends.
Posing

To work effectively with IK, note the
following:
IK is enabled when you use the Editing
Tools.
The Rotate, Translate, and Twist tools
may not behave as expected on some
body parts. For example, you cannot
easily rotate or translate a thigh or shin
when IK is enabled—the foot’s position
takes precedence.
This corresponds to the natural behavior
of your limbs. When you stand, your feet
and legs support your body weight, so
you cannot arbitrarily move or rotate
them. This consideration applies to using
Editing Tools and Parameter Dials.
You cannot use both the Chain Break
tool and IK on the same limb.
Turning IK On or Off
Inverse Kinematics can be set for the legs and
arms of any figure. For a new figure, IK is
enabled for the legs, but not the arms. For
most artists, this setting offers the most useful
way to work. You can enable IK for the arms
or disable it for either or both legs.
To change the IK setting for the current
figure:
Choose Figure menu> Use Inverse
Kinematics> the limb you want to change.
IK is turned on when the menu item for
that limb has a check beside it.
Lift the foot and the leg bends naturally.
Translate the hips down and the knees bend.

Poser4
Limiting Motion
The Use Limits option keeps body parts
within a natural range of motion. This feature
does not apply to parts affected by IK.
What is considered natural differs among
individuals. Poser’s default limits are a rough
guideline, and may not look right to you. You
can customize the range of motion by setting
the Use Limits maximum and minimum.
In some cases, Use Limits may prevent you
from posing a part where you want it. Keep
this in mind when you modify Use Limits.
To turn Use Limits on or off:
Choose Figure menu> Use Limits.
Use Limits is on when the menu item has
a check beside it.
To change the range of motion allowed
by Use Limits:
1Select the body part whose range you
want to adjust.
2Double-click the Parameter Dial for the
motion you want to adjust.
3In the dialog, change the Max and Min
values.When you are done, click OK.
Posing Body Parts
Like the human body, Poser figures are made
of body parts connected by joints. You
manipulate the separate body parts to pose a
figure. Because body parts are independent,
each is considered an object or element. This
is also true for the animal models. No matter
how many legs an animal has, each leg is
connected by joints which bend and extend.
Selecting Parts
You can select a part to pose in one of the
following ways:
Click on the part in the studio.
Use the Current Element pop-up
beneath the Document window.
Select the part from the Hierarchy Editor.
For details on, refer to “Selecting
Objects” on page 292.
Posing a Figure
The easiest way to pose your figure is to
choose one of the Editing Tools, select a body
part, and drag the mouse to move the part.
How the part moves depends on which part it
is, the tool you use, and the direction you
drag. It also depends on whether Inverse
Kinematics (IK) is enabled. IK is a special
An example of a selected body part.
Posing

posing feature that assists you in achieving
realistic poses and natural animated actions
more easily. Refer to “Inverse Kinematics” on
page 111 for more information.
Only one body part can be selected at a time.
The selected part is highlighted on the figure
and listed at the bottom of the Document
window. Always confirm which part is
selected before using a tool on it.
If you are not satisfied with a change you
make, choose Edit menu> Undo.
You can also use the Pose Memory dots to
store changes in a pose as you create it. This
way you can revert to a previous position if
you are not satisfied with the change.
Using the Editing
Tools
The Editing tools let you move body parts a
number of different ways. The effect of each
Editing tool depends on whether IK is
enabled. Each tool can be used to pose a body
part or to pose the entire figure.
To pose a body part:
Select the part on the figure and drag.
To pose the entire figure, do one of the
following:
Click and drag on the tool icon you want
to use. This automatically selects the
figure.
Or
Select the Figure Ring surrounding your
figure and drag. The ring is highlighted
when selected, so you can tell you are
editing the whole figure.
While you use a tool in the Document
window, the cursor changes to a
representation of the selected tool. This allows
you to keep track of how you’re moving a
figure (such as rotating or twisting).
When using a tool, you don’t have to start
dragging over a body part—you can drag from
anywhere inside the document window.
Click a body part to move it, or click the Figure Ring
to move the entire figure.

Poser4
Rotate Tool
The Rotate tool bends a body part at its joint.
Click the Figure Ring to rotate the entire
figure. Rotate works in three dimensions, so
you can make a lot of progress with only a few
moves.
Rotating a Body Part
The direction you drag determines how the
part moves in each of the three dimensions.
Drag perpendicular to the part to move it
side-to-side or up and down.
Drag parallel to the part to move it
toward or away from you.
Drag perpendicular to the arm to move the arm
down to the side.
After moving the arm down toward the side.
Drag parallel along the arm to move the arm
around to the front.
Posing

Rotating is easier when you view the bending
part from the side. For example, in the discus
thrower shown below, the left hand is better
viewed from the side than from the front.
For this reason, you’ll probably switch cameras
several times as you pose different parts of a
figure. Refer to “Cameras” on page 177 for
details on using cameras.
Rotating the Entire Figure
When you drag the Rotate tool, the figure
turns in three dimensions.
It takes a little imagination to understand how
a two-dimensional mouse rotates a figure in
three dimensions. Imagine a figure enclosed in
a glass trackball. Now use the mouse to drag
the front of the trackball to rotate it in the
direction you want to turn the figure. The
location on the trackball where you begin
dragging makes a big difference in the
direction the figure turns.
After the arm is moved around to the front.
Using different camera views helps you to pose a
figure more easily.
Original position.

Poser4
Rotation on the X Axis
Drag down from the center of the window to
rotate the figure face down.
Rotation on the Y Axis
Drag left or right from the center of the
window to turn a figure side-to-side.
Rotation on the Z Axis
Drag in a circle from a corner of the window
to turn a figure on its side.
Rotation on Several Axes
Drag at an angle to compound rotation.
Drag down to rotate on the x axis.
Drag left or right to rotate on the y axis.
Drag in an arc to rotate on the z axis.
Drag at an angle to rotate on several axes.
Posing

Twist Tool
Twist rotates a body part along its own axis.
You can twist the entire figure by selecting the
Twist tool and dragging. The entire figure
twists around its own axis.
Twisting a Body Part
Drag laterally when twisting a specific body
part, regardless of the part’s angle.
Many of the human body’s joints don't allow
for much twist. The forearm can twist nearly
180°, but the hand can hardly twist at all.
Keep this in mind as you pose the figure.
The axis of the head, neck, and trunk is in line
with the spine. The axis of a part in an arm or
leg is in line with its length.
Twist the forearm to turn the palm up.
Twist the head to turn it to the side.

Poser4
Twisting the Entire Figure
When you drag the Twist tool, the figure
rotates around its own axis. Drag laterally,
regardless of which way the figure is leaning.
If the figure is lying down, the Twist tool rolls
it over, from its stomach to its back.
Translate/Pull Tool
Translate/Pull moves the selected part or
figure vertically or laterally (in the x and y
dimensions), depending on how you drag.
Using Translate/Pull on the
Entire Figure
When you drag the Translate/Pull tool, the
figure moves laterally or vertically (in the x
and y dimensions) in relation to the camera.
Drag in the direction you want to move the
figure.
If you’ve rotated a figure to the edge of the
window, you may want to move it back to the
center. You may also move a figure if you are
working with more than one, and want to
place the figures relative to each other.
When a figure is standing, the Twist tool spins it
around.
Translating moves a figure around the studio.
Posing

Translate In/Out Tool
Translate In/Out tool moves the selected part
or figure in the z dimension—toward or away
from the camera.
Using Translate In/Out on a
Body Part
When you translate a body part, drag down to
pull the part toward you. Drag up to push the
part away.
Hold down the Command/Ctrl key to toggle
between the Translate/Pull and Translate In/
Out tools.
Using Translate In/Out on
the Entire Figure
When you drag the Translate In/Out tool, the
figure moves toward or away from the camera
(in the z dimension). Drag down to move the
figure toward you. Drag up to move it away.
Moving a figure toward you makes it appear
larger in the window and vice-versa.
Chain Break Tool
A chain break placed on a body part ends the
chain of parts affected by the Translate tools.
Use chain breaks on different body parts to
modify translation effects. For example, to
prevent the chest from moving, use the chain
break on it. Now, if you translate the hand,
only the forearm, shoulder, and clavicle are
affected.
To add a chain break:
Choose the Chain Break tool and click
on the part where you want the chain
Translate In/Out moves a figure toward or away
from the camera.
Chain Breaks are shown on a figure.
Note This feature is only available for
limbs not using Inverse
Kinematics.

Poser4
broken. A Chain Break icon appears on
any affected parts.
To remove a chain break:
Choose the Chain Break tool and click
on the chain break you want removed.
Using the Parameter
Dials
The Parameter Dials let you pose a figure
using precise numerical increments. By
dragging on a dial you can move a body part
in small increments, allowing you to create
precise poses. Every property of a body part
has its own Parameter Dial.
When you select the Figure Ring, the
Parameter Dials affect the entire figure.
To use the Parameter Dials:
1Select the part you want to adjust.
2Select the dial for the parameter you want
to adjust, and drag it to the right or left.
To set a numeric value for a Parameter
Dial:
Click on the dial’s value, and enter a new
value in the text field that appears.
The Parameter Dial dialog lets you control a
property’s numeric value, maximum and
minimum limits, and name.
Note You cannot remove the chain
break at the hip.
Parameter Dials.
Scrollbar
Dial
Current Value
Note If not all Parameter Dials appear
in your window, drag the handle
down to expose more dials, or
use the scroll bar.
The Parameter Dial properties dialog.
Posing

To set a Parameter Dial’s properties:
1Double-click a Parameter Dial. A dialog
appears.
2Set any of the following options:
Value: to change the property’s
numeric value
Min/Max Limit: modify the
property’s Use Limits.
Name: create a new name for the
property.
Sensitivity: modify the sensitivity of
a parameter’s dialing habits. The
lower the sensitivity value, the less
movement is allowed in its element.
Graph: click this button to modify
the standard animation graph palette.
For details on this palette, refer to
“Editing Keyframe Interpolation” on
page 225.
3Click OK to close the dialog.
Default Parameter Dial
Settings
Each body part’s Parameter Dial has a default
value that defines its original state. As you
work with Parameter Dials, you may wish to
go back to the default, or memorized, setting.
To reset a Parameter Dial’s default
values:
Option/Alt-click the dial.
1To change a Parameter Dial’s memorized
value:
2Set the dial to the value you want to be
memorized.
3Choose Edit menu> Memorize>
choose a menu item.
Posing Parameters
The following Parameter Dials are available
for posing. Since some properties don’t apply
to certain body parts, the number of dials
change as you select different parts.
Twist
Twist rotates a body part along its own axis.
For example, you can use twist on the head
and neck to turn the head. When you use it
on the chest and abdomen, Twist manipulates
the figure’s supple spine. Twist is also useful in
the shoulder and forearm, where it turns the
hand palm up.
Bend
Bend rotates a part on its major axis. All
parts—except the shoulder and hand—bend
forward and back. The shoulder and hand
bend up and down.
Side-to-Side
Side-to-Side rotates the part perpendicular to
its major axis. All the parts on the spine allow
some side-to-side motion. The thigh has a lot
of side-to-side motion, but the knee has very
little.

Poser4
Turn
The Turn dial appears for the feet only,
rotating them outward or inward. Turning
both feet in makes a figure pigeon-toed.
Front-to-Back
Front-to-Back is used with the shoulders and
collars. It rotates them forward or back,
perpendicular to their major axis.
Posing Parameters for
the Body
The following Parameter Dials are available
for entire figures.
If you are working with more than one figure,
remember to select the one you want to move
before dragging a dial.
xRotate
xRotate rotates a figure around the x axis at
the figure’s hip. Drag the dial to the right to
rotate the figure face down.
yRotate
yRotate rotates a figure around the y (vertical)
axis. This works like the Twist tool, except
that you twist the entire figure. Drag the dial
to the right to rotate a figure counter-
clockwise.
xRotate, side view.
yRotate, top view.
Posing

zRotate
zRotate rotates a figure around the z axis.
Drag the dial to the right to lean a figure to
the right.
xTran
xTran moves a figure horizontally (in the x
dimension). Drag the dial to the right to move
a figure in that direction.
yTran
yTran moves a figure vertically (in the y
dimension). Drag the dial to the right to move
a figure up in the window.
zTran
zTran moves a figure toward or away from you
(in the z dimension). Drag the dial to the right
to move a figure toward you.
Symmetry
The Symmetry command allows you to copy
pose characteristics from one side of the body
to the other. This is a great time saver. Pose
one arm or leg, then use symmetry to
immediately put the other arm or leg in a
matching pose.
Another form of symmetry swaps the pose
characteristics of the right and left. You can
swap the arms, legs or both.
zRotate, front view. Before and After Symmetry: Right to Left.
Use Symmetry: Swap Right and Left to mirror the
pose.

Poser4
You can apply symmetry to both the arm and
the leg (Left to Right or Right to Left), or just
the arm or just the leg. You can also use
Symmetry to straighten the torso.
To apply symmetry:
1Choose Figure menu> Symmetry>
select a symmetry option.
2A dialog appear asking if you want to
copy the joint zone’s setup also. Unless
you are working with a custom figure,
click No (the default). For complete
details on using joint zones, refer to
“Figure Joints and Blend Zones” on
page 278.
Drop to Floor
You can place a figure in any position, such as
a mid-air leap. There’s nothing wrong with
having your figure in the air, but if a floating
figure doesn’t match your plans for the image,
you can bring a figure to the studio floor with
the Drop to Floor command.
To drop a selected figure to the floor:
Choose Figure menu> Drop to Floor.
This brings the lowest part of the body to
contact the floor.
To display the floor:
Choose Display menu> Guides>
Ground Plane.
Copying and Pasting
Poser’s Copy and Paste feature lets you copy a
pose from one body part and paste it onto
another, or from one figure to another.
You can even copy a pose from one type of
body part to a different type of part. For
example, you could copy a twisted arm and
paste it onto a shin, to achieve the same
In this example, the Shoulder’s pose was copied to
the Abdomen.
Here, the man’s pose was copied to the female
figure.
Posing

amount of twist. However, note that all
parameters from the copied body part are
pasted to the new body part, so the results
may not be ideal.
To copy and paste a pose to another
body part:
1Pose a body part.
2With the body part selected, choose Edit
menu> Copy, or Command/Ctrl-C.
3Click to select the body part you want to
copy the pose to. This can be a body part
on the same figure, or a body part on
another figure in the studio.
4Choose Edit menu> Paste, or
Command/Ctrl-V.
The pose is copied to the new body part.
When you copy a pose from one limb to its
opposite, you do not achieve the mirrored
position; the translated position of the copied
limb equals the translated position of the
pasted limb.
Element Properties
Poser offers various options for manipulating
and displaying body parts. You can change
their name, make them invisible, and stop
them from bending.
To change a body part’s properties:
1Select the part you want to work with.
2Double-click the part or choose Object
menu> Properties. The Properties
dialog appears.
3Set any of the following options in the
Element Properties dialog:
Name: rename the part.
Visible: toggle the part visible or
invisible. In an animation, you
cannot make an element visible in
one frame, but hidden in another.
Casts Shadow: toggle shadow
casting for the part.
Bend: toggle the part bendable or
not. For details, refer to “About
Bending” on page 127.
Add Morph Target: add a custom
morph target to the part. For details,
refer to “Adding Custom Morph
Targets” on page 156.
4Click OK to close the dialog.
The Element Properties dialog.

Poser4
About Bending
All body parts are separate elements, or
objects. As you change their positions, Poser
tries to maintain the continuity of the body as
a whole. The arm should connect to the body
smoothly, and so on for every transition
between parts.
Poser achieves smooth transitions in any pose
by bending body parts where they join.
However, the bending information for the
human body may not work well for a body
part replaced with a prop. You can disable
bending for the body part replaced by the
prop. For more information on bend, refer to
“Replacing a Body Part with a Prop” on
page 173.
When rendering an image created with the
Bend option disabled, parts may appear
disjointed. This may be useful for special
effects, such as creating a robotic form.
Posing Hands
In the Figures palette, models in the People
sub-category have fully articulated hands;
when you move a finger, its knuckle joints
bend naturally.
Hands for all other models can be posed using
the preset Hand positions in the Libraries
palette.
The Left and Right Hand Cameras use the
hand as their center of rotation, making it
easier to create precise hand poses.
Use the same Editing Tools to pose a hand as
you use on the rest of the body. The hand’s
fingers are body parts just like an arm or leg;
once you select them, you can rotate, twist, or
position fingers just like any other body part.
Locking Hand Poses
After you finish posing, you can use the Lock
Hand Parts option to protect the hand’s pose
while you work on the rest of the figure.
To lock an articulated hand pose:
1Click the hand you want to lock.
2Choose Figure menu> Lock Hand
Parts. The hand is locked in place. No
finger parts can be selected or
repositioned.
This command is only available with
figures from the People sub-category.
Use the Hand Cam to easily view a figure’s hand.
Posing

Using Parameter Dials on
Hands
When you select the main potion of a hand—
labeled Left/Right Hand in the Current
Elements menu—a special set of hand
Parameter Dials appear. These dials let you
quickly refine hand poses.
Grasp
This dial lets you control the severity of the
clench of the hand. The higher the value, the
more closed the hand appears. Higher values
create a fist.
Thumb
This dial lets you control the position of the
upper thumb. Higher values move the thumb
in, toward the rest of the hand; lower values
move it away from the hand. You can position
the rest of the thumb (the tip and middle of
the thumb) separately by selecting them.
Spread
The Spread dial controls the amount of space
between the fingers. Higher values spread the
hand out, while lower values push the fingers
together.
Using the Hand Model
The Left and Right Hand models are designed
specifically for posing hands. These models
appears as disembodied hands floating in 3D
space.
Hand models are ideal for creating a library of
hand poses you can reuse on other figures.
When you save a posed Hand model to the
library, only the hand appears in the preview.
To access a Hand model:
1Display the Libraries palette by clicking
its handle on the right side of the screen.
2Select the Figures category.
3Click the pop-up and choose the
Additional Figures sub-category.
4Double-click either the Left or Right
Hand model.
The Hand model.

Poser4
Using Preset Hands
When you’re done posing a hand, you can
save it as a preset hand pose in the Libraries
palette. Hand poses are saved the same way a
figure pose is saved.
To use a hand pose:
1Click a figure to select it.
2Display the Libraries palette by clicking
its handle on the right side of the screen.
3Click the Hands category button. If the
button is not visible, move the cursor
over the category dots at the top of the
palette until the Hands icon appears.
4Double-click the preview of the pose you
want to use. A dialog appears asking if
you want to apply the hand to the left or
right hand.
5Click either Left Hand or Right Hand
button, then click OK.
Posing Faces
Poser’s People figures have fully articulated
faces, meaning you can position facial muscles
such as mouth, eyebrows, cheeks and eyes to
create different facial expressions. You’ll use
the Parameter Dials to pose faces.
When you select the head, a series of face-
specific Parameter Dials appears; each dial
controls a different aspect of the face. When
using these Parameter Dials, keep in mind that
you are controlling the muscles in the face.
Because an expression is made up of different
muscle movements, you need to adjust several
parameters to create an expression.
The Face Camera uses a figure’s face as its
center of rotation, letting you view it from
any angle.
Note Preset hands include Basic Hands
and Poser 2 Fig Hands. You can
only apply Basic Hands to the
People and Poser 3 Low Res sub-
categories of figures. Poser 2 Fig
Hands can only be applied to
Poser 2 figures.
Note Only the People sub-category of
figures have posable faces.
Use the Face Camera for posing a figure’s face.
Posing

Using the Parameter
Dials
The normal range of the facial Parameter
Dials is 0 to 1. This range represents the
normal range of motion of the face and
produces realistic expressions. Values above 1
produce an exaggerated pose, like a wide
gaping mouth. Values below 0 (that is, negative
values) produce the opposite effect of the
parameter. For example. a negative Frown
value produces a slight smile.
Mouth Parameters
These dials controls a figure’s mouth and
tongue. Together the dials control most of the
muscles in the lower face.
OpenLips
Controls the distance between lips. Positive
values spread the lips. Negative values move
them closer together.
Smile
Positive smile values raise the corners of the
mouth and close the eyes slightly. Negative
value produce the opposite effect.
Frown
Positive values drop the corners of the mouth.
Negative values produce a slight smile.
Mouth O
When the Mouth O dial is set to 1, the lips
are in position to produce the O sound.
Positive values pucker the lips. Negative values
stretch out the lips.
Mouth F
When the Mouth F dial is set to 1, the lips are
in position to produce the F sound. Using
positive values, the lower lip tucks up under
the upper teeth. With negative values, the
lower lip juts out.
Mouth M
When the Mouth M dial is set to 1, the lips
are in position to produce the M sound. A
positive value presses the lips together. A
negative value spreads out the lips.
The Mouth O dial in use.

Poser4
Tongue T
When the Tongue T dial is set to 1, the tongue
and mouth are in position to produce the T
sound. Positive values press the teeth together
and moves the lower lip down, opening the
mouth. Negative values close the mouth and
pull the lips together.
Tongue L
When the Tongue L dial is set to 1, the tongue
and mouth are in position to produce the L
sound. Using positive values, the mouth opens
and the tip of the tongue tucks in behind the
front teeth. A negative value closes the lips.
Eyebrow Parameters
This set of Parameter Dials control the
position of the eyebrows and eyelids. The
Eyebrow parameters control most of the
muscles in the upper half of the face.
Left/Right Brow Down
Positive values lower the brow down in a
straight line. Negative values curves the brow
up.
Left/Right Brow Up
Positive values lift the inner brow (that is, the
part of the brow closest to the nose) up.
Negative values lower the inner brow,
producing an angry look.
Worry Left/Right
Positive values move the inner brow up and
the outer brow down. Negative values have
the opposite effect.
Blink
When the Blink dial is set to 1, the eye is
completely closed. At 0 the eye is completely
open. Negative values produce extremely
open eyes, producing a horrified look.
Posing Eyes
You can pose the eyes within a face just like
any other body part; select them using the
Editing Tools and position them using the
Parameter Dials. Eyes also appear on the
Current Elements pop-up menu.
The Tongue T dial in use.
The Worry dials in use.
Posing

Character Morphs
The following morph target Parameter Dials
are available with the Character models:
Brow: a higher value pushes the eyebrows
out.
BumpNose: a higher value creates a bump
on the bridge of the nose
Cheeks: a higher value makes the cheekbones
more pronounced.
Chin: a higher value makes a more
pronounced chin.
EyeRoundness: a higher value makes the
eyes more round.
FlatFace: a higher value makes the face
flatter.
FlatNose: a higher value makes a flatter nose.
HeartFace: a higher value makes a more
heart-shaped face.
LashLengh: a higher value makes longer
eyelashes.
LipSize: a higher value increases the volume
of the lips.
LongFace: a higher value makes a longer
face.
PointedNose: a higher value makes a more
pointed nose.
RoundFace: a higher value makes a rounder
face.
RoundNose: a higher value makes a rounder
nose.
SquareFace: a higher value makes a more
square-shaped face.
Faces and Phonemes
A phoneme is a linguistic term for the position
of the lips, teeth, and tongue as they make
sounds. To produce certain letter sounds, the
mouth and tongue must be in specific
positions. For example, to produce the letter A
sound, the mouth is open, and the tongue is
behind the lower teeth. A series of phonemes
strung together produce speech.
A series of examples of Phonemes.
B
I
R

Poser4
In Poser, you can create the appearance of
phonemes to create realistic facial animations,
simulating speech. This is useful when you
attach sound to figure. By setting up different
animation frames with different phonemes
you synchronize the face to the sound.
There are several preset phonemes included in
the Faces: Phonemes sub-category on the
Libraries palette. You can use these presets to
help you get started. Refer to “Loading from
the Libraries Palette” on page 33 for more on
retrieving phonemes from the Libraries
palette.
Using Preset Faces
Like hands, you can save face poses into the
Libraries palette. Once saved, you can easily
apply a face to any number of figures. Refer
to “Saving to the Libraries Palette” on
page 34 for more information.
Posing Animals
You can pose animal models using the same
techniques you use to pose a human figure.
Animal models have their own set of IK
settings, Bend zones, and Use Limits, so not
all the parts act as you may expect. On the
Horse model, for example, moving the hip
joint toward the ground does not make the
horse sit, as it does in the human figure.
All the same Editing Tools and Parameter
Dials you use on figures also work on animal
models. The Current Figure menu, at the
bottom-left of the Document window, lists all
the parts that make up the animal.
Posing Animal Heads
Several animal models have fully articulated
heads. For example, the dog model has a
mouth and ears that can be posed. Like
human figures, use the Parameter Dials to
pose the features on an animal model’s head.
An example of posing a dog figure.
Posing a dog’s eyes and mouth.
Posing

When you click an animal model’s head, a set
of special Parameter Dials appear that control
all the posable parts of the head. Each model
has different morph target parameters. To find
out which parameters are posable, click on the
head.
Pointing Body Parts
You can aim body parts directly at other
figures, body part, or props using the Point At
command. You may find this feature handy, for
example, to illustrate a figure following her
hand with her eyes.
To point a body part directly at an
object:
1In the Current Element popup, select the
element you want to point.
2Choose Obejct menu> Point At. A
scene selection dialog appears.
3In the list of objects, click to select the
figure, body part, or prop you want to
point the element at, then click OK.
The element points at the object, and a
Point At Parameter Dial appears for the
element. You can adjust this parameter as
needed. At 1, the element is pointed
completely at the object. At 0, the
element is not pointed at the object.
To disable the pointing of a body part:
1In the Current Element popup, select the
body part that is pointing.
2Choose Obejct menu> Point At.
3In the dialog that appears, click None.
Locking Objects
You can lock body parts or an entire figure, so
that the editing tools and parameter dials don’t
affect it. This feature is helpful when you want
to protect a pose while you work on the rest
of the figure
To lock a figure or body part:
1Click the Current Element pop-up and
choose the figure or element you want to
lock.
2Choose Object menu> Lock Actor.
The actor is locked when this menu item
is checked.
When a body part is locked, you can still
manipulate other parts and the figure. If you
lock an entire figure, you can still manipulate
its parts, but the figure itself cannot be moved.
Auto Balance and
Posing
The Auto Balance feature is a valuable tool for
creating realistic poses. When Auto Balance is
enabled, Poser calculates the mathematical
“weight” for a figure and then maintains it. In
the following example, there is more weight
in the figure’s hip or center portion than in
the upper torso.
3As you pose a figure, Auto Balance adjusts
body parts to maintain the original
weight distribution. This results in more

Poser4
natural looking poses, without requiring
several position adjustments.
When using Auto Balance, small subtle
motions result in better poses than do large
motions. Large motions may create drastic
results. If this happens, use Edit menu>
Restore to reset body parts’ positions.
To enable the Auto Balance feature:
Choose Figure menu> Auto Balance.
Saving Poses
The Libraries palette lets you save poses and
animations. Saved poses are readily accessible,
so you can apply them to the current figure at
any time.
You can save poses either temporarily—just
during the session—or indefinitely—to use
them in other projects. You can also save a set
of poses as a morph target.
Saving Poses in the
Libraries Palette
When a pose is saved in the Libraries palette,
all the parameters are saved.
To save a pose to the Libraries palette:
1To display the Libraries palette, click its
handle on the right side of the screen.
2Click the Poses category button. If the
button is not visible, move the cursor
over the category dots at the top of the
palette until the Poses icon appears.
3Click the Add to Library (+) icon. A
dialog appears.
4If you want to specify parts of the pose to
include or not include, click the Select
Subset button. In the Hierarchy Selection
list that appears, deselect any items that
you don’t want to include, then click
OK.
5Enter a name for your library item and
click OK.
6A dialog appears asking if you want to
save a Single frame or a multi-frame
animation.
Posing using Auto Balance.
You can save a still or the entire animation.
Posing

If you select the Single frame option,
the current pose is saved.
If you select the Multi-frame
animation option, you can specify a
range of frames to save.
Choose either Single frame or Multi-
frame animation from the dialog and click
OK.
A rendering of the pose appears in the
Libraries palette. If you saved a multi-frame
animation, the number of frames appears in
the Library preview.
Using the Pose Memory
Dots
Use the Pose Memory Dots to store a figure’s
position during a session. You can store up to
nine different poses. Memory dots are saved
with the file, so your figure positions are
available the next time you open the file.
To save a figure position to a memory
dot:
1Set up a figure pose.
2Click the pop-up menu above the
memory dots and choose Pose Dots.
3Click an empty memory dot. The figure
position is stored into the dot you clicked.
To recall a stored position:
Click on a memory dot. The figure
moves to the stored pose.
Using Poses from the
Libraries Palette
When you use a single frame pose from the
Libraries palette, Poser applies it to the current
frame.
When you use an animation from the library,
Poser applies it to a series of frames, beginning
with the current frame, and extends the full
length of the applied multi-frame pose. Make
sure you have enough frames ahead to
accommodate the multi-frame pose.
Otherwise, Poser automatically extends the
length of the animation to accommodate the
poses.
To load poses from the Libraries
palette:
1To display the Libraries palette, click its
handle on the right side of the screen.
2Click the Poses category button. If the
button is not visible, move the cursor over
the category dots at the top of the palette
until the Poses icon appears.
3Click the sub-category pop-up and
choose the type of pose set you want to
apply.
If you want to apply an animated pose to
your figure, use the Animation Sets sub-
category.
4Double-click the preview of the pose you
want to use.
Use the Pose Dots to save poses.
Empty Memory Dot
Full Memory Dot
5
Body Shaping
Human bodies come in all shapes and sizes.
Starting with any Poser model, you can adjust its
proportions to create a body of any type, from
lifelike to absurd.
Poser lets you shape the body any way you like.
Body Shaping

Poser 4 includes several features for body
shaping. You can select from a library of
morph targets to reshape any body part. You
can create your own morph targets using the
deformer tools. The Grouping tool lets you
target specific sections of elements and props.
With the Scale tool, you can scale the body or
its parts in one, two, or all three dimensions.
Scaling all three dimensions maintains the
body or object’s proportions. Scaling in one or
two dimensions changes the actual shape. For
example, increasing the height scale makes a
figure taller. Increasing only the width and
depth can make a figure stout—even rotund.
With the Taper tool, you can taper parts of the
body so they make smooth transitions.
You can customize figures by replacing body
parts with props you’ve imported into your
scene. You can also attach a prop to a figure,
such as a sword or a pair of wings.
As you create new bodies, you can save them
to the Figures category in the Libraries palette.
The library is the easiest way to store and
retrieve body shapes.
General
Characteristics
Selecting Figures from
the Library
The Figures category of the Libraries palette
provides many figures to work with, including
various types of males, females, children,
skeletons, stick figures, and animals.
Poser figures are divided into different
categories of older and newer Poser models.
Models in the Poser 2 figure category are
available in high resolution and low resolution
versions. Low resolution models use less
memory and display more quickly, while high
resolution models offer better detail. High
resolution models have the word “Hi” in their
titles and low resolution models have “Lo”.
You can create exaggerated body types. Examples of the skeleton, stick figure and Poser 2
models.

Poser 4
Newer Poser models are more detailed and
have fully articulated hands and faces. The
Animals category also contains fully
articulated animal models.
You can find the most recently Poser figures
in the “People” sub-category of the Figures
library. In addition to fully articulated hands
and faces, they include extra morph targets,
and are optimized to work with Poser’s library
of clothing. The Poser People models that can
change clothing begin as nudes. The People
sub-category also includes Robots.
You can use older and newer Poser models
together to optimize your workflow. For
example, while posing, you can use a lower
resolution model from a Poser 2 category to
maximize the response time of your
computer. Then when you’re ready to render,
make a movie, or export a model, switch to a
high resolution model from the People sub-
category.
To change the figure type:
1Display the Libraries palette.
2Click the Figures category button. If the
button is not available, move the cursor
over the dots at the top the palette until
the Figures icon appears, then click the
mouse button.
3Click the sub-category popup menu and
choose the sub-category of figures you
want to use.
4Double-click the preview of the figure
you want to use.
Genitalia
The male nude model is anatomically correct.
To turn display of his genitals on or off,
choose Figure menu> Genitalia.
Figure Height
Poser provides several figure heights as starting
points. You can modify any of these toward
the body shape you want.
To set figure height:
Choose Figure menu> Figure
Height> select a height.
Using the Color Tool
You can use the Color tool to change a figure
or its clothing’s color. The Color tool changes
the color of the entire figure; you cannot use
it on individual body parts.
Some of the People and Animal figures.
The Color tool.
Body Shaping

To change a figure’s color:
1Click to select the Color tool, then click
the figure whose color you want to
change.
2Drag the dropper icon over the color
picker that appears. Release the mouse
button when you select the desired color.
Shaping Individual
Body Parts
Shaping individual parts can significantly
change the appearance of the body. Enlarge
the abdomen to give the model a big belly.
Stretch the head wider to give the model a
broad face.
Shaping is easiest when a figure is in the
default pose—with arms out, facing the
camera. In this pose, you can clearly see the
proportions of the separate elements and the
effects of your changes.
Using the Shaping Tools
The easiest way to shape a part is to choose
the Scale or Taper tool, click on the element
you wish to adjust, and simply drag it. For
more precise control in each dimension, use
the Parameter Dials.
Scale
Drag in (toward the selected element) to
reduce the scale. Drag out (away from the
element) to increase the scale.
You scale the three dimensions to varying
degrees, depending on how you drag.
Drag laterally to scale width and depth (x
and z dimensions). Drag vertically to scale
height (y dimension).
To scale proportionally in all three
dimensions, hold down the Shift key as
you drag.
If the result is not what you expected, choose
Edit menu> Undo.
For more precise control of the scale in each
dimension, use the Parameter Dials.
You can animate the scaling of a body or body
part. For details on animating, refer to
“Creating Animations” on page 209.
Shaping an individual body part.

Poser 4
Taper
Taper adjusts the scale of one end of an
element only—the other end does not
change. Taper affects the end of the element
that is distant from the center of the body.
Drag to the right to increase the taper.
Increasing the taper shrinks the end of the
element farther from the center of the body.
Drag to the left to decrease the taper. This
“flares” the end of the element.
Using the Parameter
Dials
When you click a body part, the Parameter
Dials change to display the appropriate scaling
controls.
Taper
Taper adjusts the scale of one end of an
element only—the other end does not
change. Drag to the right to increase taper.
The end of the element farther from the
center of the body shrinks. Drag to the left to
decrease the taper.
Scale
Scale adjusts all three dimensions
proportionally. Drag the dial to the right to
increase the scale.
xScale
xScale adjusts the width scale (x dimension).
Drag the dial to the right to increase the scale
in this dimension.
yScale
yScale adjusts the height scale (y dimension).
Drag the dial to the right to increase the scale
in this dimension.
zScale
zScale adjusts the depth scale (z dimension).
Drag the dial to the right to increase the scale
in this dimension.
Breast Size
The female model’s chest includes the
BRLarge and BRSmall Parameter Dials for
changing the breast size. Drag the BRLarge
dial to the right to increase breast size. Drag
the BRSmall dial to the right to decrease
breast size.
Symmetry
You can save a lot of time and effort with the
Symmetry command. When you shape an
arm or leg, you can use Symmetry to give the
other side the exact same proportions.
You can apply symmetry to both an arm and
leg (Left to Right or Right to Left), or just an
arm or leg. You can also use Symmetry to
straighten the torso.
Body Shaping

To apply symmetry:
1Choose Figure menu> Symmetry>
select an option.
2A dialog appear asking if you want to
copy the joint zone’s setup also. Unless
you are working with a custom figure,
click No (the default). For complete
details on using joint zones, refer to
“Figure Joints and Blend Zones” on
page 278.
Scaling the Body as a
Whole
Scaling the body simply changes its size. To
scale the figure, select the Scale tool, select the
Figure Ring for the appropriate figure, and
drag in the Document window.
For details on the Scale tool, refer to “Scale”
on page 140.
Body Size and Uniform
Scaling
A figure’s size is significant only in relation to
other figures or objects in the scene. If you are
posing a single figure, uniform scaling of the
body is not necessary. Instead, to make a single
figure larger or smaller in the window, scale
the camera.
If you are working with two or more figures
and you want to make a figure appear to be in
the distance, use the Translate In/Out tool to
move it back in the studio space.
To make a figure a certain size for a final
rendering, you can set the Rendering Options
to render at a specific resolution. For details
on rendering, refer to “Setting Up a Render”
on page 260.
Using Parameter Dials
The Parameter Dials are particularly useful for
body shaping. The values show the scale in
that dimension as a percentage. The normal
scale of a Poser model is 100%.
Scale
Scale adjusts all three dimensions
proportionally. Drag the dial to the right to
increase the scale.
xScale
xScale adjusts a figure’s width (x dimension).
Scaling the entire body using the Figure Ring.

Poser 4
yScale
yScale adjusts a figure’s height (y dimension).
zScale
zScale adjusts a figure’s depth (z dimension).
Copying and Pasting
Poser’s new Copy and Paste feature lets you
copy a shaped body part and paste the shaping
Parameters onto another, or from one figure
to another.
For example, you could resize a hand, and
then copy the new size to the opposite hand
on the figure, to another figure’s hand. You
can even copy a new shape to a different type
of body part, such as a foot or the head.
To copy and paste a shaped body part:
1Manipulate a body part with any of the
shaping tools or parameters.
2With the body part selected, choose Edit
menu> Copy, or Command/Ctrl-C.
3Click to select the body part you want to
copy to. This can be a body part on the
same figure, or a body part on another
figure in the studio.
4Choose Edit menu> Paste, or
Command/Ctrl-V.
The parameters are copied to the new
body part.
Using the Deformer
Tools
Poser’s deformer tools are used to shape body
parts and figures into new and interesting
forms. You can stretch a figure’s nose, make a
figure’s belly bounce as it walks, add ripples to
clothing, or create a splash. You can animate
the deformers both in their settings and
positions. You can also use the deformers to
create custom morph targets.
When working with the deformers, it’s best to
use the full tracking display style so you can
see the effects of the deformer as you
manipulate it.
To turn full tracking on:
Choose Display menu> Tracking>
Full Tracking or click the Full Tracking
button on the upper-right corner of the
document window.
Deformer tools do not appear when a scene is
rendered in Poser.
Examples of deformed objects.
Body Shaping

The Magnet Deformer
The Magnet deformer distorts an object by
creating a virtual magnet which stretches it.
The Rotate, Twist, Translate, and Scale tools
can be used on the Magnet deformer, as well
as several specialized Parameter Dials.
To create a Magnet deformer:
1Select the object you want to deform.
2Choose Object menu> Create
Magnet.
When you create a magnet, three Magnet
objects, which together create the deformer,
are added to your scene.
The Magnet object defines the behavior of
the actual magnet.
The Magnet Base defines the zero point of
the area to be deformed. When you move
the Magnet Base, the Magnet object
moves with it.
The Magnet Zone defines the area to be
deformed. You can move and shape the
Magnet Zone to fit your needs.
Using Editing Tools with
Magnets
You can use the same tools you use for posing
to position the magnet objects.
To edit a magnet object:
1Select the magnet object from the
Current Element popup.
2Select the editing tool you want to use.
For all of these tools, when you move the
Magnet Base, the Magnet object moves along
with it.
The editing tools that can be used on Magnet
object are:
Rotate rotates a Magnet object around its
axis in three dimensions.
Twist rotates a Magnet object along its
own axis.
Translate/Pull moves the Magnet object
horizontally or vertically (in the x and y
dimensions), depending on how you
drag.
Translate In/Out moves the Magnet
object in or out from the center of the
studio.
A sphere deformed by the Magnet.
The three parts of the Magnet deformer.
Magnet object
Magnet Base
Magnet Zone

Poser 4
Scale increases or decreases the size of
the Magnet object.
Using Parameter Dials with
Magnets
When a Magnet object is selected, you can
use the Parameter Dials to precisely control a
it’s position and orientation:
Scale adjusts all three dimensions
proportionally. Drag the dial to the right
to increase the scale.
xScale adjusts the width scale (x
dimension). Drag the dial to the right to
increase the scale in this dimension.
yScale adjusts the height scale (y
dimension). Drag the dial to the right to
increase the scale in this dimension.
zScale adjusts the depth scale (z
dimension). Drag the dial to the right to
increase the scale in this dimension.
xRotate rotates the Magnet object
around the x axis.
yRotate rotates the Magnet object
around the y axis.
zRotate rotates the Magnet object
around the z axis.
xTran moves the Magnet object in the x
dimension.
yTran moves the Magnet object in the y
dimension.
zTran moves the Magnet object in the z
dimension.
Magnet Properties
Just like body parts, you can control the
properties of the Magnet objects.
To edit a Magnet object’s properties:
1Choose the Magnet object from the
Current Element popup.
2Choose Object menu> Properties.
The Properties dialog appears.
The Properties dialogs differ depending on
which Magnet object is selected.
Magnet Object Properties
The options in the Magnet Properties dialog
are:
Name: rename the Magnet object. This
option is helpful when you are working
with several magnets.
Visible: toggle the Magnet visible or
invisible.
Note xScale, yScale, and zScale are not
used with the Magnet Base
object.
Magnet object properties.
Body Shaping

Add Element to deform: add another
element to be affected by the magnet. If
you click this button, select an element in
the Hierarchy list that appears, then click
OK.
Magnet Base Properties
The options in the Magnet Base Properties
dialog are:
Name: rename the Magnet Base object.
Visible: toggle the Magnet Base visible
or invisible.
Display Origin: display the Magnet
Base’s axis. This feature is useful because
the Magnet object translates on the
Magnet Base’s axes, not the ground floor
axes. So for example, if you use a
Parameter Dial to move the Magnet along
the y axis, it moves along the base’s y axis,
not the studio’s y axis.
Magnet Zone Properties
The options in the Magnet Zone Properties
dialog are:
Name: rename the Magnet Zone object.
Visible: toggle the Magnet Zone visible
or invisible.
Edit Falloff Graph: edit the Magnet
Zone’s falloff (the area where the
deforming ends or “falls off”). Click this
button, then edit the graph that appears.
Set Parent: set a parent object for the
Magnet Zone. Click this button, select an
element in the Hierarchy list that appears,
and click OK.
Group: deform a grouped part of the
selected element. Enable the checkbox,
then select one or more groups from the
Note In order for this feature to work,
the added element must be in the
Magnet Zone, or it won’t be
deformed. You can move or scale
the Magnet Zone object to bring
the element into the zone.
Magnet Base properties dialog
Magnet Zone properties dialog

Poser 4
popup. A group is selected when a check
appears next to it.
Locking Magnets
The Lock feature can be especially helpful for
the Magnet Zone objects. Once you have a
zone carefully positioned to get the effect you
want, you can lock it so that it isn’t
accidentally moved. For details, refer to
“Locking Figures and Body Parts” on
page 159.
Tutorial: Using the Magnet
Deformer
This short tutorial demonstrates how easy it is
to use the Magnet deformer. For a simple
demonstration, we’ll use a magnet on an
empty ground plane.
To use the magnet deformer:
1To remove any figures from the scene,
select the figure in the Current Figure
popup, then choose Figure menu>
Delete Figure.
2Choose Display menu> Guides>
Ground Plane, then click the ground
plane to select it.
3If the Display Shadows control is on, turn
it off by choosing Display menu>
Ground Shadows.
4Choose Object menu> Create
Magnet. The Magnet, Magnet Base, and
Magnet Zone objects appear.
The Magnet object scales to a size bigger
than the object it has been created for, so
in this case it is quite large. For a smaller
body part or prop, the magnet would not
appear so large.
5Now you’ll probably want to zoom out a
little. Drag the X and Z camera control
up until the entire ground plane is
showing in your Document window.
6Click the Translate/Pull tool, then click
the Magnet object.
Tip To get an optimal 3D view of the
magnet zone, change its display
style to Wireframe. Select the
Magnet Zone, select Element
Styles from the Document Display
Style popup, then click the
Wireframe icon.
The X and Z camera control.
Body Shaping

7Drag the magnet up, down, and side-to-
side. The ground plane follows the
magnet around.
8Click the Rotate tool, and rotate the
Magnet object around. The ground plane
rotates around the center of the Magnet
Base object.
9In the Current Element popup, choose
Mag Zone 1 to select the Magnet Zone
object.
10 Drag the Scale Parameter Dial for the
Magnet Zone and scale the zone to about
50%. Now only the portion of the
ground plane within the magnet zone is
deformed. Experiment with the editing
tools and Parameter Dials on the zone.
For example, translate the zone to the
right to move the area being deformed.
11 With the Magnet Zone still selected,
choose Edit menu> Restore>
Element. The zone returns to its original
size and shape.
12 Choose Mag Base 1 from the Current
Element popup.
13 Using the Editing tools or Parameter
Dials, experiment with scaling, rotating,
and translating the Magnet Base object.
Translating the Magnet object.
Rotating the Magnet object.
Translating the Magnet Zone object.
Rotating the Magnet Base object.

Poser 4
The Wave Deformer
The Wave deformer distorts an object by
creating a wave path for it. The Rotate, Twist,
Translate, and Scale tools can be used on the
Wave deformer, as well as several specialized
Parameter Dials.
To create a Wave deformer:
1Select the object you want to deform.
2Choose Object menu> Create Wave.
When you create a Wave deformer, two wave
objects, which together create the deformer,
are added to your scene:
The Wave object defines the behavior of
the actual wave.
The Wave Zone defines the area to be
deformed.
Using Editing Tools with
Waves
You can use the same tools you use for posing
to position the wave objects.
To edit a wave object:
1Select the wave object from the Current
Element popup.
2Select the editing tool you want to use.
The editing tools that can be used on Wave
objects are:
Rotate rotates a wave object around its
axis in three dimensions.
Twist rotates a wave object along its own
axis. Twist has no effect on the radial
wave.
Translate/Pull moves a wave object
horizontally or vertically (in the x and y
dimensions), depending on how you
drag.
A cube distorted by the Wave deformer.
The two parts of the Wave deformer.
W
ave object
W
ave Zone
Body Shaping

Translate In/Out moves a wave object
in or out from the center of the studio.
Scale increases or decreases the size of a
wave object.
Using Parameter Dials with
Waves
When a wave object is selected, you can use
the Parameter Dials to precisely control a
wave’s position and behavior.
The Parameter Dials available for both the
Wave and Wave Zone objects are:
Scale adjusts all three dimensions
proportionally. Drag the dial to the right
to increase the size of the wave object.
xRotate rotates the wave object around
the x axis. For this parameter to affect the
Wave Zone, the zone must be
disproportionately scaled (not perfectly
round).
yRotate rotates the wave object around
the y axis. For this parameter to affect the
Wave Zone, the zone must be
disproportionately scaled (not perfectly
round).
zRotate rotates the wave object around
the z axis. For this parameter to affect the
Wave Zone, the zone must be
disproportionately scaled (not perfectly
round).
xTran moves the wave object in the x
dimension.
yTran moves the wave object in the y
dimension.
zTran moves the wave object in the z
dimension.
The Parameter Dials available only for the
Wave object are:
Phase defines the position of the wave in
the infinite time. Use this dial when you
are animating waves.
Amplitude defines the wave’s height.
Wavelength defines the distance from
one wave crest to another.
Stretch defines the amount of stretch for
each wave.
Amp Noise defines the randomness or
“noise” of the wave pattern’s amplitude.
Freq Noise defines the randomness or
“noise” of the wave pattern’s frequency.
Sinusoidal defines the size of the sine
wave pattern.
Square defines the shape of the wave
pattern. Drag the dial to the right to
create square-shaped waves.
Triangular defines the shape of the wave
pattern. Drag the dial to the right to
create triangle-shaped waves.
Turbulence defines the roughness of a
wave pattern. Drag the dial to the right to
create jagged, or turbulent waves. Drag
the dial to the left to create a smooth
wave patter.
Offset controls whether the wave pattern
is above, below, or across the wave’s
origin. Drag the dial to the right to bring
the wave pattern above the origin. This
control is handy, for example, when you
want to keep clothing from deforming
into a figure.

Poser 4
The Parameter Dials available only for the
Wave Zone object are:
xScale adjusts the width scale (x
dimension). Drag the dial to the right to
increase the scale in this dimension.
yScale adjusts the height scale (y
dimension). Drag the dial to the right to
increase the scale in this dimension.
zScale adjusts the depth scale (z
dimension). Drag the dial to the right to
increase the scale in this dimension.
Wave Properties
Just like body parts, you can control the
properties of the wave objects.
To edit a wave object’s properties:
1Choose the wave object from the
Current Element popup.
2Choose Object menu> Properties.
The Properties dialog appears.
The Properties dialogs differ depending
on which wave object you select.
Wave Object Properties
The options in the Wave Properties dialog are:
Name: rename the Wave object. This
option is helpful when you are working
with several waves.
Visible: toggle the Wave object visible or
invisible.
Add Element to deform: add another
element to be affected by the wave. If you
click this button, select an element in the
Hierarchy list that appears, then click
OK.
Wave object properties dialog.
Note In order for this feature to work,
the added element must be in
the Wave Zone, or it won’t be
deformed. You can move or scale
the Wave Zone object to bring
the element into the zone.
Body Shaping

Wave Zone Properties
The options in the Wave Zone Properties
dialog are:
Name: rename the Wave Zone.
Visible: toggle the Wave Zone visible or
invisible.
Edit Falloff Graph: edit the Wave
Zone’s falloff (the area where the
deforming ends or “falls off”), Click this
button, then edit the graph that appears.
Set Parent: set a parent object for the
Wave Zone. Click this button, select an
element in the Hierarchy list that appears,
and click OK.
Group: deform a grouped part of the
selected element. Enable the checkbox,
then select one or more groups from the
popup. A group is selected when a check
appears next to it.
Using Morph Targets
A morph target is a custom Parameter that is
added to a body part so you can gradually
reshape it. Poser includes several built-in
morph targets in its library, and you can build
your own.
With morph targets, you can easily resize and
reshape body parts. Just like any other motion,
you can animate your morphs.
For an example of how morph targets you can
use, take a look at the Head parameters of a
Poser People figure. All the facial parameters,
such as Mouth and Tongue settings, were
created using morph targets.
Wave Zone properties dialog.
Use a morph target to make transitional changes in
a figure’s geometry.

Poser 4
Using Morph Targets to
Add Ethnicity
Poser now includes morph targets which
allow you to easily add ethnic traits to your
figures.
To use an ethnic morph target:
1Display the Libraries palette.
2Click the Figures category button. If the
button is not available, move the cursor
over the dots at the top the palette until
the Figures icon appears, then click the
mouse button.
3Click the sub-category popup menu and
choose the Characters sub-category.
4Double-click the preview of the figure
you want to use.
The new figure contains an ethnicity
morph target Parameter Dial.
If you want to customize your own figure, the
following morph target Parameter Dials are
available with the Character models:
Brow: a higher value pushes the eyebrows
out.
BumpNose: a higher value creates a bump
on the bridge of the nose
Cheeks: a higher value makes the cheekbones
more pronounced.
Chin: a higher value makes a more
pronounced chin.
EyeRoundness: a higher value makes the
eyes more round.
FlatFace: a higher value makes the face
flatter.
FlatNose: a higher value makes a flatter nose.
HeartFace: a higher value makes a more
heart-shaped face.
LashLengh: a higher value makes longer
eyelashes.
LipSize: a higher value increases the volume
of the lips.
LongFace: a higher value makes a longer
face.
PointedNose: a higher value makes a more
pointed nose.
RoundFace: a higher value makes a rounder
face.
RoundNose: a higher value makes a rounder
nose.
SquareFace: a higher value makes a more
square-shaped face.
Using morph targets to change a figure’s ethnicity.
Body Shaping

Using the Superhero
Morph Target
Poser includes a full figure morph target in
which the entire figure is morphed in various
body parts simultaneously to form a superhero
character.
The full figure morph target is the Superhero
Parameter Dial on the body. Drag to the right
to move the figure into the morph.
Creating Custom Morph
Targets
You can create your own morph targets in
Poser as well as other applications. In this
section, you’ll learn how to create morph
targets in Poser. For details on creating morph
targets in other applications, refer to “Creating
Custom Morph Targets” on page 272.
You can use one or a combination of the
deformers and morph channels (such as the
Worry dials on the articulated faces) to create
custom morph targets. When you create a
morph target on an element, a new Parameter
Dial is added.
To create a morph target in Poser:
1Shape an element using any available
morph channels or deformers.
When you shape multiple elements on a
body part and then create a morph target,
all the changes in shape are included.
2With the body part selected in the
Current Element popup, choose Object
menu> Spawn Morph Target.
3In the dialog that appears, enter a name
for the morph target. The target appears
in the list of Parameter Dials.
4Drag the dial to the right to reshape the
element toward the morph. Drag the dial
to the left to reshape it away from the
morph.
5A value of 0.0 for this dial is the original
object, while a value of 1.0 changes the
body part to the morph target. A value of
0.5 is halfway between the original object
and the morph target. A negative value
inverts the vertices.
Tip If you used deformers on the
element and don’t plan to use
them anymore, you may delete
them now.
Note If you left the deformers and
morph channels on the element,
the morph target will add on top
of them, so the effects will seem
doubled. To restore the body
part, choose Edit menu>
Restore> Element.

Poser 4
You can use the Hierarchy Editor to delete
morph targets from the list of Parameter Dials.
For details, refer to “Deleting Objects” on
page 292.
Creating Full Figure Morph
Targets
You can shape multiple body parts and then
save the entire pose as a full figure morph
target. The new morph target encompasses all
the parameters for that pose, so everything
morphs at the same time.
To create a full figure morph target:
1Create morph targets for as many body
parts as you wish. Refer to “Creating
Custom Morph Targets” on page 154 for
instructions.
2Using the newly created morph target
Parameter Dials, morph each body part.
If you create morph targets but they are
set at zero, they won’t appear in the full
figure morph.
3With the figure selected, choose Figure
menu> Create Full Body Morph.
4In the dialog that appears, enter a name
for the morph target.
Now when the Body is selected in the
Current Element popup, the morph
target appears in the list of Parameter
Dials.
5Drag the dial to the right to reshape the
entire body toward the morph. Drag the
dial to the left to reshape it away from the
morph.
A custom morph target.
Note Only morph target channels
combine into a full body morph.
Deformers are not automatically
turned into individual morph
targets to be included in the full
body morph. Likewise, scales,
rotates, and translates are not
included in a full body morph.
Body Shaping

Adding Custom Morph
Targets
You can create morph target in other
applications, such as Ray Dream Studio, and
add them to your figures. For details on
creating custom morph targets, refer to
“Creating Custom Morph Targets” on
page 272. You may also acquire custom morph
target files from other sources, such as the
Poser forum on the Internet. This section
describes how to add custom morph targets to
a figure.
To add a custom Morph Target:
1Select the body part to which you want
to add a morph target.
2Choose Object menu> Properties.
The Properties dialog appears.
3Click Add Morph Target.
The Add Target dialog appears.
4Click Locate to find the geometry file
you want to use as a morph target. The
file must:
Be in OBJ format.
Contain the same number of vertices
as the original body part.
Contain only the body part you are
morphing. Do not use a file of the
entire figure.
5Enter a name. The name appears on the
morph target Parameter Dial for the
selected body part.
6Click OK to return to the Element
Properties dialog. Click OK again to
return to the main window.
A new Parameter Dial is added for the
selected body part. Use this dial to morph
the body part from its original shape to
the morph target. A value of 0.0 for this
dial is the original object. A value of 1.0
changes the body part to the morph
target.
Element Properties dialog.
Add Shape Interpolation Target dialog.

Poser 4
Saving Morph Targets
You can save a morphed figure in the
Libraries palette. It retains all morph
Parameter Dials, so the next time you retrieve
the figure you can use any morph targets on
it.
To save a morphed figure:
1Choose the Figures category in the
Libraries palette.
2Choose a sub-category from the popup.
3Click the Add to Library (+) icon at the
bottom of the palette.
4In the dialog that appears, enter a name
for your figure and click OK.
5A dialog appears asking if you want to
save a Single frame or a multi-frame
animation.
If you select the Single frame option,
the current pose is saved.
If you select the Multi-frame
animation option, you can specify a
range of frames to save.
Select either Single frame or Multi-frame
animation and click OK.
Using the Grouping
Tool
The Grouping tool lets you select and group
specific polygons within a body part. With
this feature, you can assign surface materials to
specified sections of a body part. For details
on assigning materials, refer to “Applying
Materials to Specific Regions” on page 246.
You can also create new props, deform and
morph selected sections of an element, and
create custom figures. For complete
instructions on creating figures, refer to
“Creating Custom Figures” on page 301.
To use the grouping tool:
1Click the Grouping tool in the Editing
menu.
All figures and objects in the studio
become gray, and the Group Edit palette
appears. Refer to “Using the Group Edit
Palette” on page 158 for complete details.
2Click to select the body part you want to
group.
3Click individual polygons, or drag the
cursor over a group of polygons to select
them.
To deselect individual polygons, hold
down the Control key while clicking
or dragging.
To select polygons that are currently
out of view, either use Wireframe
display style or use the camera
trackball to change the view of your
figure.
The Grouping tool.
Tip While working with the grouping
tool, hold down the Option/Alt
key to quickly access the camera
rotation trackball.
Body Shaping

Using the Group Edit
Palette
When the Grouping tool is selected, the
Group Edit palette appears. This palette
provides several options for working with
polygon groups. Use it to create, edit, and
delete multiple groups, as well as to create and
customize props.
The options in the Group Edit palette are:
Prev and Next view any groups that have
been created.
New Group creates a new group. Enter
a name for your group in the dialog that
appears.
Delete Group deletes the currently
selected group.
Add All selects all the polygons in the
body part.
Delete All deselects all the polygons in
the body part.
Invert Group inverts the selection (select
all the currently deselected polygons, and
deselect any currently selected polygons).
Include Group includes another named
group with your selection.
Remove Group removes another named
group from your selection.
Include Material includes another
material—such as a joint—from the body
part.
Assign Material creates a new material
class for the selected polygons.
Create New Prop makes a new prop
from the selected group. Enter a name for
your prop in the dialog that appears.
Spawn Props makes props for all groups
that have been created.
Create Perspective UVs maps the UV
texture coordinates for a group. This
command can be used, for example, to
map an imported background image of a
face to a group made from a Poser figure
face. The texture coordinates of the face
would be mapped onto the image.
Reverse Group Normals reverses the
normals of the selected group. This way
you can turn environment type objects or
other imports inside out to render them
interactively as desired.
Hide Other Objects makes other
elements and props in the scene invisible,
The Group Edit palette.

Poser 4
so you can have an unobstructed view of
the element you are grouping.
Show Multigroups Faces displays any
polygons that appear in more than one
group. When you group a model out for
splitting apart, this is a handy way to see if
any polygons have been put into more
than one group.
Show Non-grouped Faces displays any
polygons that are not grouped. When you
group a model out for splitting apart, this
is a handy way to see if any ungrouped
polygons have been left out.
Using Deformers on
Grouped Objects
Once you’ve created one or more groups, you
can use the deformer tools to shape and
morph them. Groups can be selected by name
in the Properties dialog for the Magnet or
Wave Zone objects.
To deform a group of a body part:
1Click to select the body part.
2Choose Object menu> Create
Magnet or Create Wave.
3Choose the Magnet Zone or Wave Zone
from the Current Element popup.
4Choose Object menu> Properties. The
Sphere Zone Properties dialog appears.
5Enable the Group checkbox, then select
one or more groups from the popup. A
group is selected when a check appears
next to it.
Now when you use the deformer on a body
part, only its grouped part is deformed.
Locking Figures and
Body Parts
Once you’ve shaped body parts or an entire
figure to your liking, you can lock them so
that they cannot be moved or reshaped
further.
The Lock feature is especially useful with
deformers. Once you have shaped a Magnet
or Wave Zone object to your satisfaction, you
can lock it to prevent it from being moved.
To lock a figure or body part:
1Click the Current Element popup and
choose the figure or element you want to
lock.
2Choose Object menu> Lock Actor.
The figure or body part is locked when
this menu item is checked.
When a body part is locked, you can still
shape other parts as well as the entire figure. If
you lock an entire figure, you can shape its
parts, but not the figure itself.
Body Shaping

Saving Figures to the
Libraries Palette
After you’ve shaped a body to your liking, you
can save the body to the Figures category in
the Libraries palette. Your figure is easy to
retrieve the next time you want to use it.
If you’ve modified the figure by replacing a
part with a prop or by attaching one or more
props, the Figures category maintains these
customized geometries. Refer to “Saving to
the Libraries Palette” on page 34 for details on
saving figures to the library.
6
Props
How Props Work
Poser lets you add props to your scenes. Props are
three-dimensional objects that your figures can
wear or interact with.
Props can be accessories that give the figure more
realism or character—perhaps a wig, moustache,
sunglasses, cigar, or briefcase. In some cases, the
pose itself depends on the prop—a figure leaning
on a cane, tossing a ball, or climbing a ladder.
You can manipulate props as you do other
elements. You can change their color, reshape,
deform, morph, and apply texture and bump
maps to them (if they have UV mapping). Props
even cast shadows.
Props

Poser’s replaceable geometry feature allows
you to replace a body part with a prop. The
prop actually becomes part of the body and
takes on the posing behavior of the part it
replaces. This is a great way to create
customized characters. For example, you
could replace the figure’s hand with a metal
hook to create a pirate.
You can also attach a prop to a specific body
part by setting a prop’s “parent. This allows
you to pose and animate the figure holding a
prop, such as wielding a sword or carrying a
briefcase.
You can select props from the Props library or
import props in several popular 3D file
formats. A catalog of props is displayed in the
Libraries palette. You can also create your own
props in a 3D modeling program, such as Ray
Dream Studio.
Use props to customize a character.
Props can be attached to body parts.
Props can help add meaning to some poses.

Poser 4
Using Hair
Hair is a special kind of prop that
automatically attaches to a figure’s head. You
can choose from several styles. Once assigned,
the hair on a figure moves as you move the
head. Poser includes some types of hair which
you can morph and shape into new styles.
Older Poser hair models are static, so you can’t
edit them.
To add hair to a figure:
1Display the Libraries palette.
2Click the Hair category icon. If the icon
is not visible, move your cursor over the
category dots at the top of the palette
until the Hair category appears and click
the mouse button.
3Choose a Hair sub-category from the
popup.
4Double-click the preview of the hair you
want to use.
You can edit the hair’s scale and position using
the Parameter Dials. Some hair models
include morph target Parameter Dials which
you can use to shape and move the hair. For
example, you can make a ponytail swing back
and forth for a walking animation.
The library also includes a poseable hair
model. This model contains several elements
for the hair piece. You can the pose the hair
element using the same tools you’d use to pose
a figure.
Male and female figures with different hair styles.
Morphable hair.
Poseable hair.
Props

To use the poseable hair model:
1Select the Poser female nude from the
Figures:People subcategory of the
Libraries Palette.
2Select the Clothing-Female sub-category
in the Figures category.
3Click Long Curls.
4Click the Create New Figure icon at the
bottom of the palette.
5To conform the hair to the figure, choose
Figure menu> Conform To.
Working with
Clothing
Poser includes a whole library of clothing you
can use on the nude People figures. The
Clothing sub-categories in the Figures library
palette includes shirts, pants, shoes, dresses,
skirts, etc.
Each article of clothing behaves like a regular
Poser figure—it includes all the elements and
parameters for that portion of the body, and
can be posed and shaped just like a figure. For
example, shirts have chest, neck, abdomen,
and arm elements.
The Create New Figure icon.
Poser clothing.
Clothing includes all the elements and parameters
for that portion of the body.

Poser 4
When a piece of clothing is added to a scene
and defined as a conforming figure, it attaches
itself to the base figure, snapping to the
similarly named body parts. As the base figure
moves, so does its clothing.
To add clothing to a figure:
1In the Figures category of the Libraries
palette, select one of the People figures.If
you want, you can pose it at this point, or
you can wait until the clothing is added.
Custom clothing is optimized to work
with the nude People figures, and not the
older Poser nudes.
2Depending on your figure’s gender, select
either the Clothing-Male or Clothing-
Female sub-category in the Figures
category.
3Click the preview of the clothing you
want to use.
4Click the Create New Figure icon at the
bottom of the palette.
The clothing is added to the scene.
5Make sure the clothing is selected in the
Current Figure popup.
6To conform the clothing to the figure,
choose Figure menu> Conform To.
7If you’ve already posed your figure, the
clothing is now posed in the same
position, and will move with the figure if
you continue to pose it.
Some tight-fitting clothes may not completely
cover the figure—there may be spots where
the skin shows through. This is easy to fix.
The Create New Figure icon.
Clothing is added to a scene.
The clothing is conformed to the figure.
Props

To hide skin under conformed clothing:
1Choose the Poser figure from the Current
Figure popup.
2Choose the body part that you want to
hide from the Current Element popup.
3Choose Object menu> Properties.
The Element Properties dialog appears.
4Disable the Visible checkbox, then click
OK.
The body part is hidden under the
clothing.
You can also make body parts invisible using
the Hierarchy Editor. For details, refer to
“Changing Object Visibility” on page 294.
Using Clothing without a
Figure
You may wish to use clothing by itself, not
conformed to any figures. For example, you
could pose articles of clothing for a catalog. To
do this, don’t conform the clothing to a
figure. You can still pose and shape the
clothing as you would a normal figure.
Adding and Importing
Props
You can add a prop by either selecting a prop
from the Libraries palette, or importing a 3D
object created in another application.
Using Props from the
Library
The Libraries palette displays all the props
available in Poser. You can choose from a
number of different types of props, including:
a ball, box, cane, cone, cylinder, square, stairs,
or torus. You can add any number of basic
props to the studio. The only limit is your
system’s memory.
To apply a basic prop:
1Display the Libraries palette.
2Click the Props category icon. If the icon
is not visible, move your cursor over the
category dots at the top of the palette
until the Props category appears, then
click the mouse button.
3Double-click the preview of the prop you
want to use.
Importing Props
Any object saved in a 3D format supported by
Poser can be imported as a prop. This means
that you can use a 3D modeling application,
such as Ray Dream Studio, to create an object
and then import it into Poser as a prop.
Poser uses a plug-in architecture for file
import and export. Using plug-ins, you can
extend the types of file formats Poser supports.
Refer to the Read Me file and consult the
MetaCreations Web site for the latest
information.
Poser imports model files in DXF, BVH,
3DMF, Wavefront OBJ, 3D Studio
(Windows), and Painter3D (Detailer) formats.

Poser 4
To import a prop:
1Choose File menu> Import> select the
appropriate file format. The Import dialog
appears.
2Locate and open the file you want to use
as a prop. The Prop Import Options
dialog appears.
3Enable the desired options:
Centered centers the prop in the middle
of the studio.
Place on Floor positions the prop on
the ground plane.
Percent of standard figure size scales
the prop. Since each 3D program has its
own scaling protocol, props are imported
in reference to the figure’s height. If you
scale a prop to 50%, it imports at half the
size of the figure’s height. Of course,
once you add the prop, you can resize it
with the Scale tool or Parameter Dials.
When importing DXF format files, Poser
considers one DXF unit equal to the
male figure’s height—about six feet.
Offset sets the prop’s exact position in
the studio.
Weld identical vertices unifies vertices
that are identical on the prop.
Make polygon normals consistent if
the vertex normals are supplied on a
prop, this option makes polygon normals
consistent with vertex normals.
Flip normals reverses all the prop’s
normals.
Flip U Texture Coordinates reverses
the prop’s U texture coordinates.
Flip V Texture Coordinates reverses
the prop’s Vtexture coordinates
4When you’ve set the prop import
options, click OK.
Poser places the prop in the studio, with the
origin located as specified. However,
depending on where and how the prop was
created and exported, the origin may not be
placed where you want it. Refer to “The Prop
Origin” on page 169 for more on prop
origins.
If you don’t see your imported prop in the
studio, the prop is probably too large and the
camera you’re looking through is inside or in
front of it. Use the X and Z control to zoom
out your view of the studio.
When you import a prop, you can set its scale and
location.
Props

Deleting Props
To delete a prop from the document
window:
Select the prop from the Current
Element popup, then choose Object
menu> Delete Prop.
Working with Props
Props, including hair, function as elements in
the studio, so you can control a prop just as
you would any body part.
Before you can edit a prop you must select it.
To select a prop:
Click the prop’s center, or select it from
the Current Element popup at the
bottom-left of the Document window.
To move, rotate, or resize a prop:
1Click to select a prop, or choose it from
the Current Element popup.
2Use any of the following tools to move or
modify a prop:
Use the Rotate or Twist tool to
change the prop’s orientation. Rotate
turns a prop on its origin point. You
can change how a prop rotates by
adjusting its origin.
Use the Translate/Pull or Translate
In/Out tool to move the prop in the
studio.
Use the Scale tool to resize a prop.
Use the Parameter Dials for more
control over any adjustment. For
example, you can use the dials to
scale the prop only in the Y
dimension.
Choose Figure menu> Drop to
Floor to place a prop on the floor.
Deforming Props
Poser now includes deformer tools, which you
can use to stretch, reshape, and deform props.
For details, refer to “Using the Deformer
Tools” on page 143.
Creating Props
You can use the Grouping tool to select
specific polygons on a figure or prop. With
this feature, you can create new props. For
example, you could create a mask prop from a
face.
Use the Grouping palette to create props from
body parts.
Polygons
selected on a
figure
A mask
prop
created
from the
group
2.
3.
1. A figure

Poser 4
To create your own prop:
1Select the body part or prop you want to
create the prop from.
2Click the Grouping tool
All figures and objects in the studio
become gray, and the Group Edit palette
appears.
3Click individual polygons, or drag the
cursor over a group of polygons to select
them. For complete details on using the
Grouping tool, refer to “Using the
Grouping Tool” on page 157.
4Once you have all the polygons selected
for your new prop, click the Create New
Prop button on the Group Edit palette.
5Enter a name for your prop in the dialog
that appears, then click OK.
The new prop is listed in the Current
Element popup. You can now edit, move,
and shape it just like any prop.
6To save your prop in the Libraries Palette,
refer to “Adding Props to the Library” on
page 175.
Creating New Prop
Parameters
You can use morph targets to create new
parameters for your props. Refer to “Using
Morph Targets” on page 152 for complete
information.
The Prop Origin
The prop origin appears in the Document
window as 3D cross-hairs. The Origin is the
prop’s center of rotation and scale. When you
rotate a prop, it moves around the origin
point. When you scale a prop, it grows or
shrinks from the origin point.
You can display the prop origin by choosing
Object menu> Properties and enabling the
Display Origin checkbox.
Changing the Prop Origin
When a prop is selected, three Parameter Dials
for moving the origin are available—originX,
Y, and Z.
The Grouping tool.
The prop origin appears as an X. Y, and Z cross-hair.
Props

The main reason for moving the origin is so
the prop rotates on a different point. When
you adjust the originX, originY, or originZ
dial, the origin moves with respect to its
original location.
As you move the origin in the respective
dimensions, you may want to switch camera
views to see the relative positions of the origin
cross-hairs and prop geometry.
Prop Properties
Poser offers several options for props. You can
change the name, make it invisible, and display
the origin or set the prop’s parent.
To change options for a prop:
1Select the prop you want to work with.
2Double-click the prop in the Document
window or choose Object menu>
Properties.
3Set any of the following options in the
Prop Properties dialog:
Name: rename the prop. Giving
your props descriptive names makes
them easier to locate in the Current
Element popup and in the Animation
palette.
Visible: toggle the prop visible or
invisible. In an animation, you
cannot make a prop visible in one
frame, but hidden in another.
Casts Shadow: toggle shadow
casting for a prop. Disable this
checkbox if you import a room
object. Otherwise, if the object casts
a shadow, you won’t get any infinite
lighting on anything inside of it.
Display Origin: display the prop’s
axis. This feature is useful because the
prop translates on its axis, not the
ground floor axes.
Set Parent: make the prop move
with another element in the scene.
Refer to “Setting Prop Parents” on
page 171 for details.
Add Morph Target: add a custom
morph target to the part. For details,
refer to “Adding Custom Morph
Targets” on page 156.
Adjusting the prop origin.
The Prop Properties dialog.

Poser 4
Prop Color and Surface
Material
You can set surface material characteristics for
your props. For example, you can apply an
image of marble as the texture map on a tall
cylinder to create a pillar. You may also use a
bump map to roughen the surface of a wig.
A prop you import may already have Texture
and bump maps assigned. If possible, Poser
keeps these maps attached to the prop.
Poser uses implicit (UV) mapping to apply
texture and bump maps to the prop. This
method requires the model to have UV
coordinate data. Most 3D file formats carry
this data. DXF, however, does not. If a prop
does not have UV information, you can’t
apply texture or bump maps to it.
You can set the color of prop objects, apply
texture and bump maps to them, and control
highlights using the Surface Material dialog.
The dialog is discussed in detail in “Applying
Surface Materials” on page 244.
In the Surface Material dialog, you can also
select the prop just like you would a body part
and assign surface property parameters to it.
Refer to “Surface Materials” on page 243 for
more on applying surface materials.
Setting Prop Parents
You can attach props to body parts. When you
pose a body, the attached prop maintains its
contact and orientation with the parent
element.
As the figure moves, so does the prop.
Props

You can control whether attached props bend
with their parent body part. You may not want
to bend some props—like sunglasses, a
wristwatch, or sword. Others you will want to
conform to and bend with the figure—such as
the elbow pads on a rollerblader.
It is best to set prop parents before posing.
Once you start posing the figure, it becomes
much harder to get props correctly positioned
and keep them where you intended them.
To attach a prop to a body element:
1Add or import the prop you want to use.
Rename it if you like.
2If necessary, use the editing tools,
deformers, or Parameter Dials to shape
the prop.
3Move the prop into position using the
Translate tools or the Parameter Dials.
To make sure the position and orientation
of the prop and body part are exactly as
you want them, you may want to do any
of the following:
Use a detailed preview style like Lit
Wireframe or Flat Shaded.
Zoom in for a closer look. Zoom in
with the Posing Camera to avoid
changing or animating the Main
Camera.
Do a test rendering to check the
alignment.
4With the prop selected, select Object
menu> Properties, then click Set
Parent in the dialog that appears.
5In the Hierarchy list that appears, click to
select the element you want to attach the
prop to. For example, to attach a sword to
the left hand, click Left Hand. If you
want to release a prop from its parent,
choose None.
6To make the prop bend like its parent
body part, enable the Inherits bend of
parent checkbox.
7Click OK to close the Hierarchy list.
8Click OK to close the Prop Properties
dialog.
Making a prop bend with its parent body part. Move the prop to the figure before setting the
parent.

Poser 4
Replacing a Body Part
with a Prop
Poser lets you replace a body part with a prop.
For example, you could import a model of a
bull’s head, then replace the figure’s head with
the bull head to create a Minotaur. Then you
can move the Minotaur’s head as you would
move any figure’s head.
It’s best to replace a body part before you start
posing the figure, since it’s harder to position a
prop after you’ve moved the figure’s body
parts.
To replace a body part with a prop:
1Add or import the prop you want to use.
2If necessary, use the editing tools,
deformers, or Parameter Dials to shape
the prop.
3Move the prop into position on the body
using the Translate and Rotate tools, or
the Parameter Dials.
Make sure the prop and body’s positions
and orientation are exactly as you want
them. In most cases, you’ll want to
“overlap” the prop with the part it will
replace. You also may want to try some of
these tips:
To more easily position a prop, hide
the part you are replacing. To do this,
double-click the part, then disable
the Visible checkbox in the Element
Properties dialog.
Use a detailed display style like Lit
Wireframe or Flat Shaded.
Zoom in for a closer look.
Do a test rendering to check the
alignment.
4Select the body part you’re replacing.
5Choose Object menu> Replace Body
Part with Prop. Poser displays a dialog
with a popup of all props in the scene.
6Choose the prop you are swapping in,
then click OK. The prop takes the name
of the part it replaces.
Replace a body part with a prop to create custom
characters, such as a Minotaur.
Props

If a replaced a body part doesn’t look right
when you bend it, you can turn off bending
for that replaced part. Double-click the part,
then disable the Bend checkbox in the
Element Properties dialog.
In terms of surface material, the prop remains
independent of the body. You can use the
Surface Material dialog to apply texture and
bump maps to a prop. Refer to “Surface
Materials” on page 243 for more on surface
materials.
Changing a Figure Type with
a Prop Attached or
Replaced
If you try to change the model type of a figure
that has an attached prop or replaced part,
Poser alerts you. You can either keep the
modifications on the new figure or start with a
standard figure.
To keep props that replace parts on the figure,
enable the Keep modified geometries
checkbox.
To keep props “with their parents, enable the
Keep props attached to figure checkbox.
To keep props with their deformers, enable
the Keep deformers attached to figure
checkbox.
Restoring a Figure’s
Geometry
If you replace a body part with a prop, then
later decide you want the original body part
back, simply reload the figure from the
Libraries palette. When you load the original
model, Poser displays a dialog asking if you
want to Keep modified geometries. To restore
the original body part, leave the checkbox
disabled and click OK.
Note Bend zones on a figure are
very specific and editing them
is a very technical process.
Once a Bend zone is altered,
the model is irreversibly
changed. Use Bend zones with
caution.
If you change the type of a customized figure with
props, Poser alerts you.

Poser 4
Adding Props to the
Library
After you’ve modified a prop, you can save it
in the Libraries palette.
To save a prop to the library:
1Select the Props category in the libraries
palette.
2Choose a sub-category from the popup.
3Click the Add to Library (+) icon at the
bottom of the palette. A dialog appears.
4To specify parts of the scene to include or
not include, click the Select Subset
button. In the Hierarchy Selection list
that appears, deselect any items in the
scene that you don’t want to include,
then click OK.
5In the dialog that appears, enter a name
for your library item and click OK.
6If the prop has a parent element—such as
a hat attached to a head—a dialog appears
asking if you want to make the prop a
smart prop. A smart prop “remembers” its
parent element, so the next time you
select it from the Prop library, it is
positioned with its parent element.
7Click OK to save your new prop.
Props

7
Cameras
How Cameras Work
The view of the Poser studio is taken through the
lens of a virtual camera. 3D cameras include
Main, Auxiliary, Face, Posing, Left Hand, Right
Hand, and Dolly cameras. These can be
repositioned anywhere in 3D space, allowing you
to view the studio from almost any angle.
Orthogonal cameras, which provide perspective-
free views of the studio, include Left, Right, Top,
Bottom, Front and Back cameras. When you
render an image or movie, it is rendered from the
viewpoint of the currently selected camera.
Cameras

The cameras aim at the studio from different
directions. By switching cameras, you can see
figures and objects in the studio from entirely
different viewpoints.
Viewing the studio from different angles is a
great help as you work. An arm that reaches
straight toward you in a front view reaches
horizontally in a side view. Posing this arm
may be difficult in the front view, but is much
easier in the side view.
View through the Main camera.
View through the Posing camera.
View through the Right Hand camera.
View through the Face camera.

Poser 4
The Main and Posing
Cameras
The Main and Posing cameras rotate around
the center of the studio. When the figure is in
its default position, it is always in the center of
the view as you rotate or re-position these
cameras.
The Posing camera uses the currently selected
figure as its center of rotation. Wherever the
figure moves, the Posing camera follows, so
the figure is always in view. If you select
another figure, the Posing camera moves to
the selected figure.
In contrast, the Main camera doesn’t use the
figure as its center of rotation. When you
move the figure, the Main camera doesn’t
follow.
The Auxiliary Camera
The Auxiliary camera provides an additional
camera view. Like the Main camera, it rotates
around the center of the studio. You’ll find the
Auxiliary camera useful when you want
another view but you want to hold the Main
camera’s current position, or when the Main
camera is locked.
The Hand and Face
Cameras
The two Hand cameras and the Face camera
provide close-up views to help you with hand
and face posing. Like the posing camera, these
cameras rotate around the selected figure’s
components.
When you’re working with an animal figure,
the Hand cameras rotate around the animal’s
paws, hooves, or claws, and the Face camera
rotates around the animal’s face.
The Dolly Camera
The Dolly camera rotates around its own
center. This means it can move around and
between figures and objects in the studio. If
you want to emulate a motion picture camera,
use the Dolly camera.
The Orthogonal
Cameras
The Left, Right, Top, Bottom, Front, and
Back cameras are
orthogonal
cameras—they
produce orthographic projections. In an
orthographic projection, all objects appear
flat. These cameras are different from the
perspective views provided by the other
cameras. In a perspective view, the scale of
objects diminishes as their distance from the
camera increases.
The orthogonal cameras display flat perspective-
free scenes; the studio cameras display scenes in
3D.
Left (orthogonal) camera
view Main camera (perspective)
view
Cameras

The orthogonal cameras cannot be rotated;
they are permanently aligned to their
orientations in the studio. You can use these
cameras for reference when you’re posing
figures.
Flyaround View
The Flyaround view lets you see all the
contents of the studio all at once. In this view
the camera is placed on an imaginary track
above and away from the center of the studio.
When the view is active, the camera
continuously moves along this track so you
can get a 360° view of the figures in the
studio.
To activate flyaround view:
Click the Flyaround ring at the top of the
Camera controls.
To deactivate flyaround view, click
anywhere in the window.
Selecting a Camera
There are several ways to select a camera:
Use the Camera Selection control.
Select a camera from the Current
Elements popup under the Document
window.
Choose
Display menu> Camera
View>
choose a camera
.
Use the camera’s key shortcut.
The Camera Selection
Control
The Camera Selection control lets you
graphically cycle through all the available
cameras. You can also use it to switch between
cameras and activate the Flyaround view.
The Select Camera popup lets you select a
camera by name. The Select Camera icon lets
you graphically select a camera.
To switch between cameras:
Drag over the Select Camera icon until
the icon for the desired camera appears.
The camera shortcut icons let you quickly
access cameras. The default shortcuts are Face
camera, and Left and Right Hand cameras.
The Camera Selection control.
The Camera Selection icon.
Camera
shortcuts
Flyaround
View
Animating
On/Off Select
camera
icon
Camera
shortcut
Select
camera
popup

Poser 4
You can customize the shortcuts to the
cameras of your preference.
To use the camera shortcuts:
Click the shortcut icon for the camera
you want to use.
To replace the camera shortcut icons:
1
Select the camera you want to make into
a shortcut.
2
Option/Alt-click on a camera shortcut
icon. The icon is replaced with the
currently selected camera.
The Animating On/Off icon enables or
disables keyframing for a specific camera.
When the control is disabled, the camera
position is not included as a keyframe, which
means you can’t animate the view of your
figures. When the control is enabled, any
movement of the camera can be recorded as a
keyframe. Refer to “Animating Cameras” on
page 237 for more on animating the camera.
Changing the Studio
View
The Main, Posing, and Dolly cameras can
rotate and move anywhere, even below the
floor. The orthogonal views move laterally
and vertically, so you can bring a figure to the
center of the field of view. You cannot Rotate
or Translate In/Out (move in or out) the
orthogonal cameras (left, right, top, bottom,
front, and back). You can scale them, however.
Positioning Cameras
The Camera Controls palette lets you quickly
position a camera in the Poser studio. There
are two sets of controls for positioning: the
Camera Plane controls and the Rotation
Trackball.
Camera Plane Controls
The Camera Plane Controls constrain the
movement of the camera to specific 3D
planes. This helps you move the camera more
precisely.
3D space is made up of X, Y, and Z planes.
The Camera Plane controls constrain the
movement of the camera along one or two of
these planes.
The X, Y, and Z planes that make up 3D space.
Y
ZX
Cameras

Y and Z
The Y and Z control constrains the movement
of the camera to the Y and Z planes. With this
control selected, the camera can move
backward, forward, up, or down.
X and Y
The X and Y control constrains the movement
of the camera to the X and Y planes. When
you use this control, the camera only moves
vertically or horizontally.
X and Z
The X and Z control constrains the
movement of the camera to the X and Z
planes. With this control the camera moves
forward, backward, left, or right.
Rotation Trackball
The Rotation Trackball tilts and spins the
camera around the entire studio. In the case of
the Main camera, it rotates around the center
of the studio. The Posing, Face, and Hand
cameras rotate around the figure, head, and
hands.
You can roll your view around a virtual
trackball by holding down Option/Alt and
dragging directly in the Document window.
The Rotation Trackball has no effect on the
orthogonal cameras (left, right, top, bottom,
front, and back).
The Y and Z control.
The X and Y control.
The X and Z control.
The Rotation Trackball.

Poser 4
Scale
The Scale control works like a zoom lens
control. Drag right over the control to zoom
into the center of the studio or left to zoom
out.
Focal Length
The Focal Length control increases or
decreases the selected camera’s focal length.
Drag left to decrease the focal length of the
camera. Decreasing the focal length increases
the sense of perspective. The effect is similar to
a photographer using a fish-eye lens: vanishing
lines converge more sharply and elements near
the camera appear to “reach” toward you. The
result can be dramatic.
Drag right to increase the focal length. This
“flattens” the sense of perspective. The
distance between objects appears to be
shorter.
Display the vanishing lines guide to see how
changing the focal length changes the
perspective on the studio.
Roll
The Roll control banks the camera, tilting
your view of the studio. Drag right to roll the
camera to the right or left to tilt the view to
the left.
Using Camera
Parameter Dials
When a camera is selected, you can use the
Parameter Dials to precisely control the
camera’s position and orientation.
The Dolly, Posing, Face, and Hand cameras
have the standard 3D Pitch, Yaw, and Roll
capabilities. In contrast, the Main camera has
xOrbit, yOrbit, and zOrbit parameters.
Focal Length
Focal Length changes the perspective of the
view by adjusting the camera’s lens. Drag the
dial left to decrease the focal length, or
increase the sense of perspective. Drag the dial
right to increase the focal length, or flatten the
image.
The Scale control.
The Focal Length control.
The Roll control.
Cameras

xOrbit
xOrbit tilts the camera forward or back. At a
low xOrbit (-30
°
), the camera is near or
beneath the floor, looking up at the studio
center. At a high xOrbit (45
°
), the camera is
up near the rafters, looking down at the studio
center.
yOrbit
yOrbit tips the camera to the left or right. If
you continue to drag, the camera orbits all the
way around and returns to the starting point.
zOrbit
zOrbit orbits the camera around the studio.
The camera continues to point at the center of
the studio as it orbits.
Yaw
Yaw rotates the Dolly camera on its own y
axis. The Dolly camera has 180
°
of yaw
pointing away from the studio center.
Pitch
Pitch tilts the Dolly camera on its own axis.
The camera stays in place, but changes the
pointing angle.
Roll
Roll tips the Dolly camera to the left or right.
If you continue to drag, the camera rolls all
the way around and returns to the starting
point.
Scale
Scale adjusts the dimensions of the studio in
the window. Scaling the camera is like
zooming in and out with a telephoto lens.
Drag the dial to the right to zoom in. Drag
the dial to the left to zoom out.
Changing the scale in only one dimension
distorts the figure’s appearance.
xScale
xScale changes the camera’s horizontal scale to
distort the appearance of the figure in the
window. Drag the dial to the right to increase
the xScale. Drag the dial to the left to decrease
the xScale.
Yaw, Pitch, and Roll.
Yaw
Roll
Pitch

Poser 4
yScale
yScale changes the camera’s vertical scale to
distort the appearance of the figure in the
window. Drag the dial to the right to increase
the yScale. Drag the dial to the left to decrease
the xScale.
zScale
zScale changes the camera’s depth scale to
distort the appearance of the figure in the
window. Drag the dial to the right to increase
the zScale. Drag the dial to the left to decrease
the zScale.
DollyX
DollyX moves the camera laterally. Drag the
dial to the right to move the camera to the
right.
DollyY
DollyY moves the camera vertically. Drag the
dial to the left to move the camera up.
DollyZ
DollyZ moves the camera in and out. Drag
the dial to the right to move the camera
toward the studio. Drag the dial to the left to
move away.
Camera Options
Poser offers two options for cameras. You can
change a camera name and set whether it can
be animated.
To set camera options:
1
Select the camera you want to change.
2
Choose
Object menu> Properties.
The Camera Properties dialog appears.
3
Enter a new name for the camera.
4
Enable the Animating checkbox to have
the camera’s movements recorded as
keyframes. When this option is disabled,
the camera’s movements cannot be
animated.
Set camera options in the Camera Properties
dialog.
Note
A camera that can be
animated can have different
settings in several frames. If
you want the camera to
animate—to leave keyframes
when changes are made—
enable the Animating
checkbox.
Cameras

Pointing Cameras
You can aim cameras directly at figures, body
part, or props using the Point At command.
This feature makes it easy to quickly focus on
an object, without having to use all the
positioning controls.
To point a camera directly at an object:
1
In the Current Element popup, select the
camera you want to point.
2
Choose
Object menu> Point At
. A
scene selection dialog appears.
3
In the list of objects, click to select the
figure, body part, or prop you want to
point the camera at, then click OK.
The camera points at the object, and a
Point At Parameter Dial appears for the
camera. You can adjust this parameter as
needed. At 1, the camera is pointed
completely at the object. At 0, the camera
is not pointed at the object.
To disable the pointing of a camera:
1In the Current Element popup, select the
pointing camera.
2Choose Object menu> Point At.
3In the dialog that appears, click None.
Locking Camera
Positions
Once you have positioned a camera to your
liking, you can prevent it from being moved
again.
To lock a camera:
With the camera selected in the Current
Element popup, choose Object menu>
Lock Actor.
The camera is locked when the Lock Actor
menu item is checked.
Saving Camera
Positions
You can store a camera position in either the
library for use in any Poser file or a memory
dot for use with just that file.
Saving Camera Sets to
the Library
The Camera category in the Libraries palette
lets you save camera positions, then jump to
them with just a few mouse clicks.
The default Camera category provides several
positions. Add your own custom positions to
expand the library. Remember: camera
positions are in reference to the studio, not the
figure.
The Camera category in the Poser library
saves the settings of all of the cameras at once.
You cannot save only one camera.

Poser 4
To save a camera set to the Libraries
palette:
1Set up camera positions.
2To display the Libraries palette, click the
handle on the far right side of the screen.
3Click the Cameras category icon. If the
icon is not available, move the cursor over
the category dots at the top of the
Libraries palette until the Cameras
category appears, then click the mouse
button.
4Click the Add to Library (+) button at
the bottom of the palette. The Set Name
dialog appears.
5To specify parts of the scene to include or
not include, click the Select Subset
button. In the Hierarchy Selection list
that appears, deselect any items in the
scene that you don’t want to include,
then click OK.
6Enter a new name for the camera setting
and click OK.
7A dialog appears asking if you want to
save a Single frame or a multi-frame
animation.
If you select the Single frame option,
the current camera position is saved.
If you select the Multi-frame
animation option, you can specify a
range of frames to save.
Choose either Single frame or Multi-
frame animation and click OK.
Your camera settings are saved to the Cameras
category.
Using the Camera
Memory Dots
Memory Dots are the quickest way to store
the camera’s position during a session. You can
save up to nine different positions. Memory
dots are saved with the file, so your camera
positions are available the next time you open
the file.
To save a camera position to a memory
dot:
1Set up a camera position.
2Click the popup menu above the
memory dots and choose Camera Dots.
3Click an empty memory dot. The camera
position is stored into the dot you
clicked.
To recall a stored position:
Click on a memory dot. The camera
moves to the stored position.
Cameras

8
Lights
How Lights Work
Lights add color to a figure, reveal curvatures of
the form, and enhance muscle contours. Lights
cast shadows, adding realism to your scenes. Good
lighting is essential to getting the right look when
you render. Lights can illuminate your figure in
renderings, in Lit Wireframe, and in Flat Shaded
previews. You can use as many lights in the Poser 4
studio as you need. The only limit is your system’s
memory.
Lights also aid in the creation of effects. For
example, when a reflection map is applied to
figures, body parts, or props to cause them to
direct light back at a light source, the Multiply
through lights option in the Surface Materials
dialog multiplies light colors in the rendering.
Refer to “Applying Reflection Maps” on
page 253 for details on using reflection maps.
Lights

Each light has characteristics you can set, such
as rotation, color, and intensity. In most cases,
the direction of the light will help you decide
its color. You can turn a light On or Off,
adjust how brightness diminishes toward the
edge of a light’s range, and decide whether or
not to cast a shadow.
You can animate lighting for dramatic effect,
such as a flash from a bolt of lightning or the
flickering lights of a street sign. You can also
link lights to specific body parts or objects, so
that a light source moves as the part or object
moves.
Lighting effects are not visible in basic
Wireframe or the low detail figure preview
styles. When aiming a light, use Lit Wireframe
or Flat Shaded preview styles. These styles
demonstrate how the lights you use illuminate
the figure.
Infinite Lights
The quality of infinite lights (sometimes called
distant or global lights) in the studio is
comparable to the sun or moon shining on the
Earth. The light rays from an infinite source
are parallel as they enter your Poser studio. If
you have multiple figures, infinite lights shine
equally on each figure. No figure can be
outside of an infinite light’s range. When you
use infinite lights, no figure can be lit
differently from another.
The effect of infinite lights in Flat Shaded preview.

Poser 4
Spotlights
A Spotlight casts light in a specific direction.
They throw light along a cone-shaped path,
creating the classic “stage spot” effect. Use a
Spotlight when you want to point a light at
something. You can add one or several
Spotlights to create effects with directional
light sources.
Light Properties
Light properties help you fine-tune your
lighting effects. You can:
name a light for easy referencing
turn a light On or Off, or set the visual
representation of the light’s source to
visible or non-visible
control whether a light is animated
cause a light to cast or not cast shadows
select the light type (infinite or spotlight)
choose a lighting color
set a parent for a light
To set light properties:
1Click a circle in the Light Control to
select that light. The Light Control is
located by default in the top left corner of
the Poser Workspace.
You can also select a light from the
Element popup at the bottom of the
Document window.
2Click the Light Properties bulb, just
outside the outer ring of the Light
Control in the top left corner of the
Poser Workspace.
Using a Spotlight.
Note Adding spotlights can increase
the amount of time required
during rendering.
Click a circle in the Light Control to select that light.
The Light Properties bulb brings up Light
Properties for a selected light.
Lights

Once a light is selected, you can also
choose Object menu> Properties to
edit light properties.
The Light Properties dialog is displayed.
Light Property options are:
Name - Enter a name for the light to be
used in the Current Element list. You can
enter a descriptive name, such as
Morning Sun or Overhead Spotlight.
On - Toggles a light On or Off. You can
also turn a light On or Off by Option/
Alt-clicking a Light Control.
Animating - Controls whether the light
adds keyframes to the Animation palette.
An animated light can have different
settings in several frames. When this
option is Off, the light does not create
keyframes.
Casts Shadow - Toggles between casting
and not casting a shadow. When this
option is On, the light casts a shadow.
Visible - Makes the light indicator visible
or not visible. The light indicator is a
visual representation of the light’s source.
The light indicator does not show when
rendering. Making the light indicator not
visible can reduce clutter in your Poser
studio.When this option is On, the light
indicator is visible.
Infinite/Spot - Determines the type of
light source.
Infinite lights shine into the studio in the
same way the sun shines onto the Earth.
The light rays from an infinite light
source are parallel as they enter your
Poser studio.
Spotlights cast light in a specific direction.
They throw light along a cone-shaped
path, creating a classic “stage spot” effect.
A Spotlight is like a theater Spotlight
which can be moved or rotated to
highlight different elements in the studio.
Light Color - Determines the light’s
color. To set the color, click in the Color
box, then select a color in the color
picker dialog. You can switch between
various color pickers, by selecting them
from the picker list at the left of the
The Light Properties dialog is where you set options
to fine-tune lighting effects. When Visible is set to On, the light indicator—a
representation of a light’s source is displayed.

Poser 4
dialog. Refer to “Setting a Light’s Color”
on page 199 for more about setting light
color.
Set Parent - Lets you set an element as a
light’s parent. For example, if you set a
figure’s head as the parent, the light
follows the movements of the head.
Adding Lights
You can add or delete lights in your Poser
studio. By default, there are three Infinite
lights available when you start a Poser project.
To add a spotlight:
1Click the Add Light star, just outside the
outer ring of the Light Control in the top
left corner of the Poser Workspace.
Poser adds a spotlight to your scene.
To delete a Spotlight:
1Select the spotlight to be deleted.
2Click the Light Trash Can, just outside
the outer ring of the Light Control in the
top left corner of the Poser Workspace.
To add an Infinite light:
1Click the Add Light star, just outside the
outer ring of the Light Control in the top
left corner of the Poser Workspace.
Poser adds a spotlight to your scene.
2Click the Light Properties bulb to open
the Light Properties dialog.
3Select Infinite, then click OK.
To delete an Infinite light:
1Select the light to be deleted.
2Click the Light Trash Can, just outside
the outer ring of the Light Control in the
top left corner of the Poser Workspace.
Aiming Lights
Finish posing your figure before aiming lights.
Otherwise, if you set the lights, then re-pose
the figure, its appearance under the lights
changes. For example, by rotating the figure
The Add Light star adds a light to your scene.
Use the Light Control trash can to delete a light.
Lights

180°, the illumination that was shining on the
figure’s front now shines on the figure’s back.
What had been well lit may now be shaded,
and you must set the lights again to
compensate for moving the figure.
Traditional artists often place a bright light
above the figure and to the left (from the
artist’s point of view). Strong single-source
lighting allows shading to develop on oblique
and distant surfaces. This shading contributes
significantly to the figure’s depth and
curvature.
There are several methods for aiming lights:
Aim lights in Poser by hand, using the
Light Control
Move a light’s light indicator in the
Document window to position it
Fine-tune light positioning with the
parameter dials
Use the Figure menu> Point At
command
Infinite lights in Poser’s studio always shine
into the studio. When you aim an infinite
light, you’re actually setting the angle from
which the light shines.
Spotlights provide a direct lighting source.
When you aim a spotlight, you’re setting not
only the angle from which the light shines,
but also the point from which the light
originates.
Using the Light Control
The Light Control, located by default at the
top-left of the Workspace, represents the
current position and color of the lights in the
studio.
The globe in the center of the Light Control
represents your Poser figure in three
dimensional space. The circles surrounding the
large graphic in the center represent light
sources. By dragging these light sources to
different positions around the center globe,
you can adjust the lighting angle on your
object.
The Light Control automatically updates as
you drag to show a preview of the new
position. The Document window also updates
as you drag to show the effect of the newly
positioned light.
To reposition a light using the Light
Control:
1Click a circle in the Light Control to
select that light. The Light Control is
Note If you create a figure to match a
background image, remember to
position and color the lights to
match the lighting in the studio
background.
The Light Control. Drag the circles to reposition
lights.

Poser 4
located by default in the top left corner of
the Poser Workspace.
You can also select a light from the
Element popup at the bottom of the
Document window, or click on a
Spotlight to select it.
2Drag the light circle in the direction you
want the light to move.
Using Light Indicators
When you select a light, Poser displays a light
indicator that describes the light’s position in
the Document window. In some cases, it helps
to view the indicator from a different
perspective. Switch the camera view or zoom
out to get a different view of the indicator.
Using an Infinite Light’s
Light Indicator
The infinite light indicator appears as a ring
around the figure. To understand the infinite
light indicator, visualize it as the equatorial
stripe of a transparent globe. The light aims
toward the center of the globe from a point
on the equator, shown by the arrows.
When viewed from an oblique angle, the
stripe appears as an ellipse, with the near side
lit and the far side darkened. This helps show
whether the light is in front of the figure or
behind it.
The light is not actually on the edge of the
indicator line. If it were, you could move the
figure to one side and out of the circle of
light. The indicator merely represents a larger globe
that encompasses the entire studio.
Click a circle in the Light Control to select that light.
Note When you click anywhere inside
the Light Control, the nearest
light circle is automatically
selected. The light indicator describes the currently selected
light.
Lights

To move an infinite light with the light
indicator:
Drag anywhere in the Document
window and continue dragging beyond
it, all the way to the edge of the screen.
Using a Spotlight’s Light
Indicator
The Spotlight indicator appears as the outline
of a Spotlight. It is depicted as a free-standing
Spotlight, aimed in a specific direction inside
the studio.
To move a Spotlight with the light
indicator:
Drag anywhere in the Document
window.
Adjusting Light Indicators
with Tools
The Editing Tools can be used to adjust the
position of the indicator in the Document
window. Only the Rotate and Twist tools have
any effect on infinite lights. These tools rotate
and twist the indicator around the center of
the studio.
The Rotate, Twist, Translate/Pull, and
Translate In/Out tools can be used to adjust
Spotlights.
Scaling a Light Indicator
You can change the size of a light indicator
with the Scale Parameter Dial. Scaling the
light indicators does not change lighting in the
scene—it only changes the size of the
indicator.
A Spotlight’s light indicator appears as the outline
of a Spotlight.
The Rotate and Twist tools can be used to adjust
the position of an infinite light’s light indicator.
The Rotate, Twist, Translate/Pull, and Translate In/
Out tools can be used to adjust the position of a
Spotlight’s light indicator.

Poser 4
Aiming with Parameter
Dials
The Parameter Dials allow you to rotate or
move a light in a specific plane or to a
numerically defined position.
Before using the Parameter Dials, select the
light you wish to adjust. You can either click
one of the Light Control, select the light from
the Current Element popup, click its listing in
the Animation palette, or click directly on a
Spotlight’s light indicator.
Rotating a Light
The xRotate, yRotate, and zRotate dials orbit
the light around the X, Y, and Z axes,
respectively.
When xRotate and yRotate are set to 0°, the
light aims directly at the front of the figure.
zRotate is significant only when xRotate,
yRotate is not 0°, 0° or 180°, 180°.
The following diagrams of an infinite light’s
light indicator should help you visualize the
effect of each dial. In each case, the figure is in
the default position.
xRotate
yRotate
The xRotate, yRotate, and zRotate Parameter Dials
let you rotate lights with numeric precision.
xRotate, side view.
yRotate, top view.
-90°
180°
90°
-90°
180°
90°
Lights

zRotate
To rotate a light numerically:
1Click beside the numeric value on the
right side of the parameter dial for the
axis you want to rotate the light around.
2Enter a value between zero and ±180.
3Click outside the entry area.
You can also double-click on a parameter
dial to open a dialog, where you can enter
a numeric value for the dial. In addition
to a numeric value, this dialog shows the
dial name, as well as minimum and
maximum limits for the selected dial.
Repositioning a Spotlight
The xTran, yTran, and zTran dials move a
Spotlight along the X, Y, and Z axes,
respectively.
To move a spotlight numerically:
1Click beside the numeric value on the
right side of the parameter dial to select
the axis upon which you want to move
the Spotlight.
2Enter a value between zero and ±180.
3Click outside the entry area.
You can also double-click on a parameter
dial to open a dialog, where you can enter
a numeric value for that dial. In addition
to a numeric value, this dialog shows the
dial name, as well as minimum and
maximum limits for the selected dial.
zRotate, front view.
-90°
180°
90°
The xTran, yTran, and zTran Parameter Dials let you
move Spotlights with numeric precision.

Poser 4
Pointing a Light at an
Object
You can use the Point At feature to aim a light
directly at a figure, body part, or prop. For
example, you can use this feature to point a
spotlight at a figure’s head or hand. To easily
aim a spotlight, use the Point At feature on a
prop, then make the prop invisible in the Prop
Properties dialog.
To point a light directly at an object:
1In the Current Element popup, select the
light you want to point.
2Choose Object menu> Point At. A
scene selection dialog appears.
3In the list of objects, click to select the
figure, body part, or prop you want to
point the light at, then click OK.
The light points at the object, and a Point
At Parameter Dial appears for the light.
You can adjust this parameter as needed.
At 1, the light is pointed completely at
the object. At 0, the light is not pointed
at the object.
To disable the pointing of a light:
1In the Current Element popup, select the
pointing light.
2Choose Object menu> Point At.
3Click the None button, then click OK.
When a pointed light is disabled, its Point At
Parameter Dial still exists. You can remove this
dial in the Hierarchy Editor. For details, refer
to “Deleting Objects” on page 292.
Lighting Color
The color of the lights contributes to the
color of the figure in renderings. The colors
don’t mix and add to one another, they
multiply. For example, a blue figure with red
lighting would not appear purple, it would be
black.
If you don’t want lighting to influence figure
color, simply set the lights to white or gray.
Because the lighting and the surface color
determine the appearance of the rendered
figure, you may want to set the figure’s color
before working with the color of lights. For
more information on setting the color of the
figure, refer to “Using the Color Tool” on
page 139.
Setting a Light’s Color
To set a light’s color:
1Select a light.
2Click the Color dot that appears at the
bottom of the Light Control and choose
a color from the palette that appears.
Click the Color dot at the bottom of the Light
Control to change the color of a selected light.
Lights

Light Color Parameters
The Red, Green, and Blue Parameter Dials
adjust the levels of these color components.
Drag the Intensity dial to adjust the
brightness. Drag the dial to the right to
increase the level, or left to decrease it.
Setting Light Intensity
To set a light’s intensity:
1Select a light circle in the Light Control.
2Click and drag the Intensity dot located
outside the bottom left of the Light
Control. Drag clockwise to reduce
intensity. Drag counter-clockwise to
increases it.
You can also set light intensity by
adjusting the Intensity Parameter Dial.
Setting Spotlight
Characteristics
Use the Angle Start/End and Distance Start/
End Parameter Dials to set Spotlight falloff
characteristics. Light falloff lets you control
the relationship between the intensity of a
Spotlight and the distance from the light
source. In the real world, the farther you are
from a light source, the less influence it has on
the illumination of your surroundings. In
other words, the greater the distance, the
weaker the light.
In Poser, there are two types of falloffs you can
apply to a Spotlight:
Note Click an icon in the color picker
list on the left side of the color
dialog to select a color picker that
suits your needs.
Use the Intensity dial to set color brightness.
Drag the Intensity dot to quickly adjust light
intensity.
Use the light Intensity Parameter Dial to fine-tune
the intensity setting.

Poser 4
Angle Falloff sets how the brightness of
the light diminishes toward the edge of
the light cone. For example, a falloff of
10% means that the light has full intensity
from the center to 90% of the radius of
the light cone, then decreases linearly to
the edge of the cone. You can set a
starting falloff angle and an ending falloff
angle for every Spotlight.
Distance Falloff determines the distance
from the light itself to the point where
the light has no effect. You can set the
distance at which a Spotlight starts to fall
off and an ending distance—after which
no light extends.
To set the angle falloff for a spotlight:
1Set the Angle Start Parameter Dial to the
percentage of intensity present at the start
of the cone of light projected by the
Spotlight.
2Set the Angle End Parameter Dial to the
percentage of intensity present at the end
of the cone of light projected by the
Spotlight.
To set the distance falloff for a
spotlight:
1Set the Dist Start Parameter Dial to the
distance where light starts to falloff.
2Set the Dist End Parameter Dial to the
distance past which no light extends.
Using Shadows
Poser lights cast shadows. Figures and props
produce shadows on each other and on the
ground plane when it is displayed. Shadows
can add appeal and enhance realism. In
animations, moving shadows can be highly
cinematic.
To change the cast of a light’s shadow, change
the angle of the light. You can also control
whether an individual light casts shadows in
the Light’s Properties dialog (Object menu>
Properties).
As you increase the falloff percentage, you
decrease the area that is 100% bright.
100% Falloff 50% Falloff 0% Falloff
Shadows are visible in renderings.
Lights

Spotlights always render based on the angular
range of the spotlight. That means tighter
Spotlights produce cleaner shadows. Infinite
lights in comparison, adjust the view to fill the
screen with all the objects that cast shadows.
Because of this, if you render a close-up of a
face in a scene which has 30 people, the
resulting shadow map does not contain a lot of
information.
Shadow Parameter Dials
The light Parameter Dials provide two
controls for shadows.
Shadow
Shadow controls the darkness of the shadow
cast by this light. You can adjust between a
faint shadow and a dark, 100% shadow.
You can animate the shadow strength. Set
keyframes of different shadow strength to fade
shadow darkness in or out.
Map Size
Map Size sets the resolution of the shadow
map for a light. Shadow maps are square, and
the value sets the number of pixels in a
dimension. Poser uses a map image to apply
shadows to objects in the scene. It develops
imagery (the shadows) in these maps during
rendering.
Larger map size values increase the detail of
shadow shapes, but that extra detail takes
longer to render. Each map requires memory.
For example, a 1024x1024 map needs around
4 MG, a 2048x2048 map requires 16 MG.
Each map also adds to the amount of memory
needed during rendering.
Depth cannot be animated. The setting applies
to the light throughout the file.
Setting a Parent
Poser lets you attach lights to body parts or
props. When you pose the body, the attached
light maintains its contact and orientation
with the parent part.
To attach a light to a body element:
1Add or select a light.
2Choose Object menu> Set Parent and
select from the list the body part to which
you want the light attached.
Note Shadows are only visible after
rendering.
Note Advanced users can open the
animation palette and select a
shadow camera attached to a
light to adjustment that camera
so that it zooms in on a subject.

Poser 4
Saving Light Sets
If you set the lights in a way that you want to
use again, save the lighting environment as a
light set to the Lights category in the Poser
Library, where you can easily retrieve it.
The Lights category saves the current settings
for the lights, including the map size.
To save a light setup:
1Set up your lights.
2Display the Libraries palette by clicking
the handle at the far right side of the
screen.
3Click the Lights category. If the category
is not visible, move the cursor over the
category dots until the Lights category
appears and then click the mouse button.
4Click the Add to Library (+) icon. The
New Set Name dialog appears.
5To specify parts of the scene to include or
not include, click the Select Subset
button. In the Hierarchy Selection list
that appears, deselect any items in the
scene that you don’t want to include,
then click OK.
6Enter a name for the new light set and
click OK.
A dialog appears asking if you want to
save a Single frame or a multi-frame
animation.
If you select the Single frame option,
the current lighting setup is saved.
If you select the Multi-frame
animation option, you can specify a
range of frames to save.
7Choose either Single frame or Multi-
frame animation and click OK.
The new light set appears in the Light
category.
Lights

9
Animating
Figures
Poser 4 lets you animate your figures, adding
motion to your scenes. You can use your work in
multi-media projects, on Web pages, and in video
projects.
When you’ve developed an animation in Poser,
you can save it as a movie in QuickTime, in AVI,
or as sequential image files. You can open
animation files in a motion-graphics application,
where you can add effects and perform other
post-production tasks.
You can create Poser animations of any length;
however, it’s easier to create relatively short
animations. You can use a movie-editing program
to splice animation clips together.
Animating Figures

How Animation
Works
Poser uses a technique called keyframe
animation to simulate motion based on static
figure poses. In keyframe animation, you set
up poses at different points in time, called
keyframes, and Poser fills in the gaps, creating
an illusion of motion. This way you don’t have
to keep posing your figure each time you want
to create a motion. All you have to do is set up
the starting position of the action and the
ending position. Poser takes care of the rest.
Poser fills in the gaps between keyframes using
a process called interpolation. Interpolation
determines how intermediate poses (that is,
the poses in between the start and end poses),
are created. There are four types of
interpolation:
Spline, which places intermediate poses
(and settings) on a curve.
Linear, which places intermediate poses at
equal increments so the motion is smooth
and straight.
Break Spline, which has no intermediate
poses. Position changes abruptly only at
the keyframes.
Constant interpolation, which maintains
a keyframe position, then instantly
changes to the next pose.
Refer to “Keyframe Interpolation” on
page 224 for more on interpolation.
Animation Tools
There are two animation tools in Poser: the
Animation Controls and the Animation
palette. The Animation Controls let you
quickly set up and preview animations using a
simple click and drag interface. Refer to
“Creating Animations” on page 209 for more
on the Animation Controls.
The Animation palette lets you edit keyframe
positions and create more complex
animations. It also lets you animate individual
body parts and edit the keyframes within your
animation. Refer to “Editing Animations” on
page 213 for more on the Animation palette.
What You Can
Animate
You can make any series of changing images
into an animation. The “change” can be of
any description. Virtually any type of change
you can make in Poser can be animated.
Regardless of what you animate, you go about
it in the same way—by setting keyframes at
the start and end of each action (change).
Animating Figures
Figures can change positions and move about
the studio. They walk, dance, climb, fight,
tumble, fly, and fall to earth.
Often, you create the illusion of movement by
changing the pose of a figure. However, you
can also create animation using the Scale tool.

Poser 4
When animating figures, keep these points in
mind:
You can set Inverse Kinematics (IK) for
the legs and arms of any figure. IK is a
global setting; there can only be one IK
setting per animation. You cannot set IK
on in one keyframe and off in the next.
Turning IK on or off can affect
interpolated motion. For this reason,
whenever you change the status of IK for
any limb, Poser 4 creates keyframes that
secure the motion approximately “as is.
Inverse Kinematics determines the pose
of some body parts based on the pose of
another part. For example, the knee may
be bent but the shin won’t have a
keyframe. The foot or hip, one of which
is keyframed, determines how and when
the shin bends.
For more information on IK refer to
“Inverse Kinematics” on page 111.
Animating Hands
You can create animated hands just as you
would animate any other body part. By
creating a starting and ending position for the
fingers on a hand you can create almost any
type of hand motion.
Animating Faces
Like hands, the faces on Poser’s People figures
are fully articulated, meaning that you can
animate facial expressions. Facial animations
can be extremely powerful. With a moving
face, you can simulate a wide range of
emotions and even speech.
The Poser libraries provide a series of
phoneme presets to help you simulate speech
motions. The phoneme presets do not provide
all the facial positions you need to create fully
realistic speech, but you can use them as a
starting point. For more information on
simulating speech, refer to “Faces and
Phonemes” on page 132
Example of an animated figure.
Example of animating a hand.
Example of animating a face.
Animating Figures

Animating Props
Props can move, rotate, and change size. A ball
can bounce. An axe can swing. A chair can be
overturned. Use the Set Parent feature to
attach props to the figure. This keeps props
moving with the figure through any pose.
For more information on setting prop parents
refer to “Setting Prop Parents” on page 171.
Animating Deformers
Magnet Deformers
The Magnet deformer distorts an object by
creating a virtual magnet which stretches it.
Magnet behavior, the Magnet Base, and the
Magnet Zone can all be changed. You can also
rotate, twist, translate, and scale a Magnet
deformer and capture the effects in an
animation.
For more information on using Magnet
Deformers, refer to “The Magnet Deformer”
on page 144.
Wave Deformers
A Wave deformer distorts an object by
creating a wave path for it. Waves can rotate,
move, and change size. You can switch
between wave types. The Wave zone can be
changed. You can change Wave amplitude,
Wavelength, and Stretch settings. Noise
parameters can be adjusted, Turbulence added,
or an Offset can be set. Easy examples of
animating a Wave Deformer are causing a flag
to wave or creating the effect of moving
water.
Example of animating a prop.
Example of animating the effect of a Magnet
Deformer on an object.

Poser 4
For more information on creating Waves, refer
to “The Wave Deformer” on page 149.
Morph Targets
A morph target is a custom Parameter for a
body part that enables you to gradually
reshape it. You can create morph targets for
figure elements, full body morphs, or morphs
that work on grouped parts. Reshaping an
object using a morph target can be animated.
For more information on creating Morph
Targets, refer to “Creating Custom Morph
Targets” on page 154.
Creating Animations
The Animation Controls, located at the
bottom of the screen, are the tools you use
most to create animations. They contain
controls for adding keyframes, editing
keyframes, and previewing animations.
The main area of the Animation Controls
displays the Timeline. The Timeline represents
time in Poser. The Scrubber on the Timeline
represents the current time. By positioning
the Scrubber at different points in time you
can move through time setting up keyframes.
The counter in the center of the controls
shows you which frame you’re currently
viewing in the Document window.
The controls on the left side of the Animation
Controls let you preview all the frames on the
Timeline. You can play all the frames or step
through all the frames one at a time.
The controls on the right side of the
Animation Controls let you edit the keyframes
on the Timeline. You can add, delete, and
preview keyframes.
Example of animating a the effects of a Wave.
Example of animating the effect of using a Morph
Target.
The Animation Control’s Time Display Area controls
the creation and playing of animations.
Timeline
Scrubber
Preview
controls Keyframe
controls
Frame
indicator
Animating Figures

Setting Up Your
Animation
When you begin an animation, you set the
dimensions and duration of your project.
To set up an animation:
1Choose Window menu> Document
Window Size. Set the dimensions of the
Document window according to the
aspect ratio of the frame size you want.
The Document window need not equal
the frame size for your intended
animation output, but it must be
consistent with the aspect ratio.
Any aspect ratio is acceptable. For an
extremely wide animation, you could use
an aspect ratio of 3:1 and create a window
that’s 600 x 200.
If you are working with an imported
background—either still or moving—you
can import that file now. Poser asks if you
want to set the dimensions of the
Document window to match the
imported background.
2Choose Animation menu>
Animation Setup. Poser displays the
Animation Setup dialog.
3In the Frame Size field, enter either the
width or height value for the animation
output you want. The aspect ratio of the
Document window determines the other
value.
4Set a Frame Rate. Frame Rate
determines how many frames are
displayed each second.
NTSC video plays at 30 frames per
second (fps). Film plays at 24 fps. Many
computer animations work quite well at
12 to 15 fps. Animations for display on
the World Wide Web can be successful
with as few as 8 frames per second.
5Set either the Frame Count or the
Duration. These values are
interdependent. Set one, and Poser fills in
the other.
Frame Count is the total number of
frames in the animation.
Duration describes how long the
animation lasts. The display uses the
SMPTE standard—hours: minutes:
seconds: frames.
The Document window Aspect Ratio dialog.
The Animation Output Settings dialog.

Poser 4
Working with the Animation
Background
By default, your animation moves over the
background set for the Document window.
You may want to animate over a changing
background. For example, in some
animations, walking characters stay in the
center of the screen. The background scrolls,
which gives the impression that they are
actually moving.
You can import a QuickTime or AVI file as
the background. Each frame of the imported
movie appears sequentially as the background
in frames of the animation.
When you make a movie, Poser composites
the figures with the background imagery by
default. This is an easy way to get your
animated Poser figure in a moving scene.
To import background footage:
1Prepare a QuickTime or AVI movie as
the background.
2Open your Poser animation file.
3Choose File menu> Import>
QuickTime Footage or AVI
Footage.
4Use the Display menu> Show/Hide
Background Footage and Clear
Background Footage to control
background display.
Working with the
Timeline
The Timeline that appears at the bottom of
the screen is a graphic representation of time.
The Scrubber on the Timeline represents the
current time as displayed in the Document
window.
Setting the Current Time for
an Animation
The Scrubber is the tool you use most when
creating animations. The Indicator controls
when a keyframe occurs in time. When
creating keyframes, you move the indicator to
define when the event occurs.
As you move the Indicator, the Frame number
changes to show the number of the current
frame. To move to a specific frame, either
move the Frame Indicator or enter a number
in the Frame number field.
Tip You can use background footage
as a guide for animating. For
example, import a video clip of a
gymnast and pose a figure to
match the actions of the gymnast.
The Timeline.
The Scrubber controls when keyframes occur in
animations.
Animating Figures

The Scrubber also controls which portion of
your animation is displayed in the Document
window. When the Indicator is at the
beginning of the Timeline, the first frame of
your animation shows. As you move the
indicator, you see how your pose changes over
the course of your animation.
To move the current time manually:
Drag the Scrubber along the Timeline. As
you drag, note that the Time Display area
shows the current frame number in your
animation.
Release the mouse button when you
reach the desired frame.
To move the current time numerically:
1Click the frame number in the Time
Display area. A text field appears.
2Enter the number of the frame you want
to move to and press Return/Enter. The
Scrubber jumps to the specified frame.
Recording Keyframes
When camera animating is On, Poser records
changes you make to your Poser figures as
animation keyframes. You create keyframes by
moving the scrubber to a new point on the
timeline, then making a change to a Poser
figure, object, prop, light, or camera.
A recorded keyframe stores changes in the
position of each body part in the figure. It also
stores changes in scale, color, lighting, or
camera position. Since you can store one set
of positions and parameter settings at any
given point on the timeline, Poser saves the
last changes you make, until the scrubber is
moved to a new point in time. For example, if
you move an arm up and then down while the
scrubber remains at the same location in the
timeline, the down motion is recorded for that
keyframe. To make an arm move up and then
down, record the up motion in one keyframe,
then move to a different keyframe to record
the down motion.
To record keyframes:
1If necessary, click the Animating On/Off
Key icon in the Camera controls to turn
the Poser animation system On for the
current camera.
Camera Animating is On by default.
When Off, the Animating On/Off Key is
red.
2Move the Scrubber to a position in time.
3Use the Editing Tools to adjust the pose
of your figure or make an adjustment to a
camera or light. A new keyframe is
created.
4Move the Scrubber to a different point on
the timeline and change something else.
5Continue creating keyframes until your
motion sequence is complete.
Click the Animation System Key by the Camera
control to toggle the system between On and Off.

Poser 4
Adding and Deleting
Keyframes
In most cases, the Animation System is used to
automatically record keyframes for your
animation. Sometimes, you’ll want to instruct
the Animation system to explicitly create a
keyframe, like when Animating for the
current camera is set to Off and no keyframes
are being recorded.
For example, you set the Scrubber to a point
in the timeline, then make a number of
changes—not realizing that Animating for the
current camera is set to Off. Because the
system is turned Off, you must manually
create a keyframe to store the results of your
changes. If you don’t create a keyframe, when
you move the scrubber to a new point on the
timeline the changes you’ve just made are
discarded.
You might also want to add a keyframe to
fine-tune movements recorded by the
Animation System. For example, at frame
number 10, the figure’s left foot is flat on the
ground. You move the scrubber to frame 20,
then make a change to the position of the left
foot. The Animation System records that
change, then calculates positions for the left
foot for all those "in-between" frames. To
further refine the "in-between" frames, you
could move the Scrubber to frame 15,
reposition the left foot in an intermediate
pose, then explicitly add a keyframe to store
that change.
The Animation Controls let you quickly add
and delete keyframes. When you delete a
keyframe, all the stored properties for the
figures are deleted. When you add a keyframe,
the figure’s current position in the Document
window is saved as a keyframe.
To add a keyframe:
1Move the Scrubber to the desired point
in time.
2Click the Add Keyframes (+) button.
To delete keyframes:
1Click either the Previous Keyframe or
Next Keyframe button until the keyframe
you want to delete is displayed in the
Document window.
2Click the Delete Keyframes (-) button.
Editing Animations
The Animation palette is where you edit the
keyframes in your animation. The palette
shows the layout of the keyframes and
provides for setting and navigating between
them. The palette also provides controls for
playing animations.
The Keyframe controls allow you to add and delete
keyframes.
D
e ete
Keyframes
Di
sp ay
A
n
i
mat
i
on
palette
Add Keyframes
P
rev
i
ous
Keyframe
Next Keyframe
Animating Figures

To display the Animation palette:
Choose Window menu> Animation
Controls.
or
Click the Display Animation Palette
button on the right side of the Animation
Controls.
When you first display the palette, it shows all
the keyframes you’ve previously created using
the Animation Controls.
The Animation palette is divided into the
following sections:
The Setup controls are used to set Frame
Rate, Duration, Frames, and display
options for the Timeline Area. These
controls also let you preview your
animation and navigate through the
keyframes.
The Elements List displays all the objects
in the studio. Figure-type elements
contain a listing for each of the parts that
make up that figure.
The Timeline Area, displays all the
keyframes stored for each of the body
parts. Keyframes are displayed as red
squares in the grid and interpolated
frames are shown in different colors to
identify the interpolation type. An
interpolated frame is an animation frame
created by Poser to fill in the gaps
between keyframes.
Editing Animation Setup
You can use the Animation palette’s Setup
controls to edit your animation setup
parameters. Many of the controls in this
palette can also be accessed from the
Animation Setup dialog (Animation menu>
Animation Setup).
Changing the Frame Rate
Frame Rate determines how many frames are
used during each second of action. Thus,
frame rate is measured in Frames Per Second
(fps). Higher frame rates have more frames in a
second, producing smoother motion, but
require more time to render.
To edit the frame rate:
1Click the FrameRate indicator at the top
of the Animation palette. A text field
appears.
2Enter a frame rate.
The Animation palette allows you to edit keyframes.
nterpo at
i
on
Controls
P
rev
i
ew
Controls
Radio buttons indicate
what is affected
Preview
Range
K
ey
f
rame
Controls
Elements
List Timeline
Area
S
etup
Controls
The Animation Palette’s setup controls.

Poser 4
You can also click the arrow icon next to
the Frame Rate indicator and pick a
frame rate from the menu
Moving the Current Time
The Current Time display lets you keep track
of the current time shown in the Timeline
area, and lets you change the current time.
As you edit keyframes in the Timeline Area,
the display changes to show you the current
time in SMPTE format (Hours: Minutes:
Seconds: Frame). You can also enter a time to
display a specific point in time.
To move to a specific time:
1Click one of the Current Time display
fields. A text field appears.
2Enter the hour, minute, second, or frame
you want to see.
Changing the Number of
Frames
The two Frame indicators show you the
number of the currently selected frame and
the total number of frames in the animation.
You can move to a specific frame by selecting
the Frame field and entering a frame number.
To change the total number of frames in your
animation, click in the Total Frames field and
enter a new value. When you change the total
number of frames you set the maximum
number of frames in your animation. If you
have more frames in the animation than the
Total Frames value, frames are deleted.
Viewing the Elements
List
The Elements List displays all the figures,
lights, cameras, and props currently in the
studio. The listing for a figure can be
expanded to display all the objects that make
up that figure. Each object within a figure can
be further expanded to display all the
properties of that object. For example, you
can view the Scale or Translation keyframes.
Using this listing, you can select an object or
studio element you want to animate.
The Frame indicators. Elements List in the Animation palette.
Elements listing
Currently selected object
or element
Collapsed listing
Expanded listing
Property listing
Animating Figures

Selecting Elements
You can select an element by clicking on it in
the Elements List. Selecting an object here is
equivalent to clicking on it in the Document
window or choosing it from the Current
Element popup at the bottom of the
Document window. Poser highlights the name
and grid row of the selected object.
To scroll down the list of elements:
Drag the vertical scroll bar.
Collapsing the Elements List
Each figure has many parts, and each part has
many properties. This can make for a very
long Elements List. You can collapse any of the
figure listings to save space, or expand them to
show more detail. When you are not working
with a particular figure, you can collapse its
listing. This shortens the Elements List and
makes other objects easier to locate.
To collapse/expand a listing:
1Click the triangle next to the figure
name.
A down-facing arrow indicates that a
listing is expanded. A right-facing arrow
indicates a collapsed listing.
2Click the triangle again to collapse the
list.
The hip is the selected element.
Scrolling through the Animation palette to display
additional elements.
Vertical
scroll bar
Note When you collapse a Figure in the
Elements List, the keyframe line
displayed controls the figure’s
position in the studio. Posing
changes only show when the
listing is expanded.
You can collapse or expand the elements listing in
the Animation palette.

Poser 4
Editing Keyframes on
the Timeline
You can use the Timeline area to select
keyframes, edit their position, or delete them
from the animation. You can also add new
frames for specific properties or objects.
The Timeline area displays time as a grid. The
grid displays the keyframes for each of the
items in the Elements List.
Time is displayed as columns. Each column
can represent either a specific point in time or
a frame in the animation. The Ruler at the top
of the area indicates whether the columns
represent points in time or frames.
Each object or property in the Elements List is
represented on a row in the Timeline area.
Keyframes appear as red squares. Interpolated
frames between frames appear in different
colors depending on the type of interpolation
used to create them. Green denotes Spline
interpolation, and red denotes Linear
interpolation.
To change the Timeline Ruler display:
Click the Options label at the top of the
palette, and choose Display Frames or
Display Time Code from the menu.
Selecting Keyframes
Poser starts with the first frame selected (frame
#1). You can select any frame by clicking in,
or above, its column. You can also enter a
number in the Frame field at the top of the
palette. Poser displays the number of the frame
and highlights the column.
When you select a keyframe, the item’s row
and the time column is highlighted, creating
an intersection. Selecting another keyframe
moves the intersection to a different point.
To select a keyframe:
Click one of the dark red squares on the
grid.
Timeline Area on the Animation palette.
Timeline Ruler Current Time tab
Scroll bars Play Selected Range bar
The hip is the selected object. Frame #6 is the
current frame.
The Frame scroll bar appears when there are more
frames than the window can display.
Animating Figures

To scroll across frames:
Drag the horizontal scroll bar. The scroll
bar only appears when the number of
frames exceeds what the window can
display.
Adding Keyframes
You can add keyframes to store a specific pose
or save an interpolation frame created by
Poser.
Keyframes can be added for a specific object
or property using the This Element option.
When enabled, any keyframe you create is
only applied to the selected element.
You can also use the All Elements option to
add frames to store all changes for all the
elements in the animation at a specific point
in time. This creates a kind of checkpoint.
Once all element properties are saved into
keyframes, you can experiment with poses in
the remaining part of the animation while
leaving the first half of your animation
unchanged.
To add a key for one element:
1Select the frame where you want to add
the new keyframe.
2Click the This Element radio button.
3Select the object you want to set.
4Click the Add Keyframes (+) button.
To add a key for all elements:
1Select the frame where you want to add
the key.
2Click the radio button for All Elements.
3Click the Add Keyframes (+) button.
To add a keyframe for a selected element, click the
Add Keyframes button for This Element.
Add a keyframe for this element.
To add a keyframe for the entire figure, click the
Add Keyframes button for All Elements.

Poser 4
Clearing Keyframes
At some point, you may decide to remove a
keyframe. Once a keyframe is removed, the
animation changes.
You can clear a keyframe for a single object/
element or for all objects/figures in the scene.
Clearing does not delete the frame. It removes
the settings that make this frame a keyframe.
The frame is still in the animation, but it does
not have a key assigned to it. Once the
keyframe is removed, the values at that frame
are recomputed to properly blend with
neighboring keyframes.
To clear a keyframe for one element:
1Move the Current Time tab to the point
in time where you want to clear the
keyframe.
2In the Elements List, select the figure part
whose keyframe you want to clear.
3Enable the This Element radio button.
4Click the Delete Keyframes (-) button.
You can also press the Delete/Backspace
key.
To clear a keyframe for all elements at a
given point in time:
1Move the Current Time tab to the point
in time where you want to delete the
keyframe.
2Enable the All Elements radio button.
Add a keyframe for all elements. Notice the color
changes in keyframe #8.
To clear a keyframe for one element/object, click
the Delete Keyframes button for This Element.
After clicking Delete Keyframe, the keyframe is
removed and Poser interpolates between the
previous and next keyframe.
Animating Figures

3Click the Delete Keyframes (-) button.
You can also press the Delete/Backspace
key.
To clear a range of keyframes:
1Shift-drag over the range of frames you
want to clear.
2Press the Delete key.
To clear specific keyframes:
1Press Shift and click each of the frames
you want to delete.
2Press the Delete key.
Navigating the Timeline
You can move to a keyframe in the Timeline
using the Navigation controls at the top of the
palette. The This Element and All Elements
radio buttons let you move to the keyframes
for a selected element or to keyframes for any
element.
To advance to the next keyframe for a
specific element:
1Click the row for the desired element.
2Enable the This Element radio button.
3Click the Next Keyframe button.
To move back to the previous keyframe
for a specific element:
1Click the row for the desired element.
2Enable the This Element radio button.
3Click the Previous Keyframe button.
To clear a keyframe for all elements, click the Delete
Keyframes button for All Elements.
The selected keyframes are cleared for all elements
at this time.
To advance to the next keyframe for a given
element, click the Next Keyframe button for This
Element.
To move back to the previous keyframe for a given
element, click the Previous Keyframe button for This
Element.

Poser 4
To advance to the next keyframe (for
any element):
Click the Next Keyframe button for All
Elements.
To move back to the previous keyframe
(for any element):
Click the Previous Keyframe button for
All Elements.
To go to a specific frame:
1Click to highlight the current frame
display.
2Enter the value you want. Press Return/
Enter.
Moving Keyframes
As you work, you may decide you want
certain keyframes to occur sooner, or later, or
that you want to use the settings in one
keyframe somewhere else in the animation.
Poser makes this easy by allowing you to move
keyframes or groups of keyframes.
To move a keyframe:
1Click the keyframe to select it.
2Drag the colored grid cell horizontally to
the frame where you want it.
To advance to the next keyframe for any element,
click the Next Keyframe button for All Elements.
To move back to the previous keyframe for any
element, click the Previous Keyframe button for
All Elements.
The current frame display lets you jump to a specific
frame.
Select an element and a frame.
When you click on the grid cell, the cursor turns into
a four-way arrow. Drag the keyframe to where you
want it.
Animating Figures

To move a block of frames:
1Drag a marquee around all the frames you
want to move, or Shift-click the desired
frames.
Poser outlines the selected block of
frames.
2Drag the block of frames to a different
position on the Timeline.
Copying Keyframes
You can copy keyframes, figure parts, and
parameters in the Elements Listing. There are
no limits to how little or much you can copy.
For example, say you’ve fine-tuned
movements over the course of an animation
for parts in a Poser figures, like the Left Thigh,
Left Shin, and Left Foot. You can copy
keyframes and the parameter settings they
represent for those parts, then paste them to
other figures. In this way you could bring a set
of marching Poser figures into perfect step.
Although you can copy and paste keyframes
across elements and objects, copying data to
inappropriate parameters, like scaling data into
rotation parameters should be avoided. Pasting
body part parameters from left to right or
Select a block of frames by
Shift
-clicking.
Drag a block of frames to a new location.
By copying elements between figures, you can
bring a set of marching figures into perfect step.

Poser 4
right to left can also give unexpected results.
Because they are on opposite axis, you must
make the copied parameter negative to get a
symmetrical position.
To copy a keyframe to a new position
on the timeline:
1Click the keyframe to select it.
2Option/Alt-drag the keyframe to the
point in time where you want it to
appear. When it’s positioned, release the
mouse button, then release the Option/
Ctrl.
To copy a block of frames to a new
position on the timeline:
1Drag a marquee around all the keyframes,
elements, or parameters you want to
copy, or Shift-click the desired elements.
2Choose Edit menu > Copy, or press
Ctrl/Cmd+C to copy.
3Drag a marquee around the area where
you want to paste the copied
information.
4Choose Edit menu > Paste, or press
Ctrl/Cmd+V.
Poser pastes the copied information into
the selected area of the palette.
Retime Keyframes
The Animation menu> Retime
Animation command lets you take a motion
or a set of keyframes and change the amount
of time it takes for that motion to occur.
The Retime Animation command doesn’t
destroy any keyframes inside the source range
and outside the destination range, so you can
use it to repeat motions by copying them from
one time to another. By selecting a motion in
one area and selecting a non-overlapping
destination, you remap the motion to another
time without deleting the original motion.
To set retime keys:
1Choose Animation menu> Retime
Animation. A dialog appears asking you
to fill in your Source and Destination
frames.
2For the Source frames, enter the start and
end frames for the section of animation
you want to retime.
3For the Destination frames, enter the
range of frames to retime the animation
to.
If the destination range is longer than
the source range, the animation is
expanded, or slowed down.
If the destination range is shorter
than the source range, the animation
is compressed, or sped up. Old
Pasting body part parameters from left to right or
right to left gives unexpected results.
Animating Figures

keyframes that were previously in the
destination range are deleted. The
keyframes that were in the source
range are retimed and placed in the
proper time in the destination range.
4Click OK.
Advanced Editing
The following section deals with editing an
element’s animatable properties and applying
different interpolation methods. Both
techniques are advanced features of Poser, so
become comfortable with the animation
process before trying these techniques.
Keyframe Interpolation
Poser interpolates the intermediate figure
poses and element settings between keyframes.
Interpolation refers to the way Poser calculates
the “in between” position of objects/
elements.
You have several options for the rules used to
interpolate the poses or settings. In this way,
you can make subtle changes in the animated
motion.
Interpolation settings apply to a range of
frames. This means you can use one
interpolation type prior to a keyframe and
another after it.
If the beginning and end of a selected range
does not already have keyframes, changing
interpolation type will automatically insert
keyframes at the beginning and ending frames.
You can apply the following types of
interpolation to your keyframes:
Spline places intermediate poses (and
settings) on a curve. The element/object
accelerates and decelerates in and out of
the motion.
Linear places intermediate poses at equal
increments so the motion is smooth and
straight. The speed of motion does not
change in between keyframes, but can
change speed suddenly at keyframes
Constant has no intermediate poses;
changes occur abruptly only at the
keyframes. Whereas previous versions of
Poser limited the use of Constant
interpolation to the end of an animation,
Poser 4 allows you to use it at any point
An example of Spline interpolation.
An examples of Linear interpolation.

Poser 4
where abrupt change at a keyframe is
required.
Break Spline stops the interpolation at
the break point, so that another type of
interpolation can begin. This type of
interpolation is useful for ending a series
of interpolated frames to begin a fresh
series.
For example, a bouncing ball has a
smooth arc until it hits the floor and then
starts off in another arc. With Break
Spline you can create this type of abrupt
change in the arc.
You can use different interpolation options
depending on the motion you want. Using a
walk as an example, you would use Spline
interpolation for the keyframes of a foot while
it’s moving through the air. However, you
would use Linear interpolation while it’s on
the ground to make it easier to keep it
planted.
Interpolation types are shown in different
colors on the Animation palette. Green is used
for Spline, and red for Linear. A cross in the
keyframe indicates that Break Spline has been
applied. Keyframes that use Constant
interpolation are grayed out.
To choose an interpolation method:
1Select a range of keyframes in the
Timeline Area.
2Click one of the four Interpolation
Controls.
Editing Keyframe
Interpolation
The Graph palette let you perform precise
edits on keyframes and adjust the
interpolation methods used in the your
animation.
To display the Graph palette:
Click the Show Graph Display button on
the Animation palette.
You can also double-click on an element
or keyframe to display the graph for that
element.
An examples of Constant interpolation.
Select one of the Interpolation Controls.
The Show Graph Display button.
Spline Linear Constant Break
Spline
Animating Figures

The palette is made up of two axes and a
graph. The horizontal axis represents time in
your animation, displayed as frame numbers.
The values in the vertical axis change
depending on the attribute you select. If you
choose a position attribute (xTrans, yTrans,
etc.) the values on the axis represent positions
in 3D space. If you choose a figure editing
property (Taper, Bend, Side-to-Side, etc.) the
values on the axis indicate degrees of change.
The graph itself shows the actual change in
the selected element over the course of the
animation. Depending on the selected
attribute, the graph shows changes in position,
rotation, scale, or tapering. The graph’s shape
indicates the type of interpolation used to
move from one keyframe to another.
A smooth curve indicates that Spline
interpolation is being used, a straight line
means that Linear interpolation is being used.
The Graph palette also provides controls for
synching sound to motion in your animation.
Refer to “Syncing Sound and Motion” on
page 240 for more information.
Editing the Graph
You can edit the graph to achieve varying
degrees of interpolation. For example, to
decrease the amount of Spline interpolation,
straighten the curve.
You can set the shape of the curve using the
preset interpolation methods or by just
dragging the curve’s points until it’s the shape
you want. In addition, you can apply different
interpolation methods to different parts of the
graph.
The Graph palette lets you perform precise edits on
keyframes.
Interpolation
Methods
Frame Numbers Animatable Properties
Interpolation
Select Frames Add/Delete
Frames
Different shapes of the Interpolation graph.
Spline Interpolation
Linear Interpolation
Break Spline Interpolation
Constant Interpolation

Poser 4
To edit the shape of the graph:
1Click the popup at the top of the palette
and choose the attribute you want edit.
2Drag any point on the graph in the
direction you want to move the curve.
Depending on the type of interpolation
you’ve applied to the curve, it reshapes
either smoothly or linearly.
3Use the Scrollbar to view points that fall
outside of the current graph window.
To change the type of interpolation
applied to the graph:
1Drag over a portion of the graph to select
it.
The selected portion is highlighted.
2Click one of the interpolation method
buttons at the bottom of the dialog.
The graph is re-shaped using the selected
method.
If you have a range of frames selected in
the Animation palette, changing the
interpolation method can add new
keyframes.
3Use the Scrollbar to view points that fall
outside of the current graph window.
Editing Keyframes on the
Graph
The vertical lines on the graph represent
keyframes. You can move these points, to
change when keyframes occur, or you can add
new keyframes.
The Current Frame indicator lets you know
which frame you’re currently working on.
To select a keyframe:
Click the Next Keyframe or Previous
Keyframe button.
You can also click on a black keyframe
line on the graph, or drag the Current
A graph showing different interpolation methods.
Note Remember, you’re affecting
how the figure moves as you
change the shape of the
graph, so make sure that the
graph reflects the type of
motion you want to create.
Spline Interpolation
Linear Interpolation
Keyframes on the graph.
Use the Next Keyframe or Previous Keyframe to
select keyframes.
Keyframe line
Current Frame
indicator
Animating Figures

Frame indicator to the frame you want to
edit.
To select a range of keyframes:
Drag an area around the desired frames. A
selected area is highlighted in dark grey.
To reposition a keyframe:
Select a keyframe and drag it to a different
position on the graph.
To add a keyframe:
1Move the Current Frame indicator to the
position where you want to add a frame.
2Click the Add Keyframes button.
To duplicate a portion of the graph:
1Drag across an area of the graph to select
it.
2Choose Edit menu > Copy (or press
Ctrl/Cmd+C).
3Position the cursor where you want to
insert the copy.
4Choose Edit menu > Paste (or press
Ctrl/Cmd+V).
To move a keyframe:
Command/Ctrl-drag a key or range of
keys to a new point in time.
To delete a keyframe:
1Move the Current Frame indicator to the
position where you want to delete a
frame.
2Click the Delete Keyframes button.
Previewing
Animations
You can preview animations using the VCR
style controls in the Animation Controls or
the Animation palette.
When you use the Preview controls to
preview your animation, the animation plays
in the Document window. The quality of the
preview depends on the current display style
and Tracking mode that’s currently enabled.
Refer to “Previewing Your Figure” on
page 37 for information about display styles
and refer to “Figure Tracking” on page 30 for
information about tracking modes.
Play starts the animation. While the
animation plays, the readouts display the
current frame and time. The Play button
becomes the Pause button during a preview.
Stop halts play and jumps the animation to
the first frame.
Pause halts play at the currently displayed
frame.
Fast Forward advances to the last frame of
the animation.
Use the Preview Controls to preview your
animations.
Fi
rst
F
rame
End Frame Play
S
top
S
tep
B
ac
k
Step Forward

Poser 4
Rewind returns to the first frame of the
animation.
Step Reverse moves back one frame.
Step Forward advances to the next frame.
The Loop radio button plays the animation
over and over again until you stop the
playback.
When disabled, the Skip Frames radio
button displays all frames in the animation.
When enabled, frames drop from the preview
to speed up play.
To preview an animation in the
Document window:
1Click the Play button in the Preview
controls.
The Play button becomes the Pause
button.
2Click the Stop button to stop the
preview.
To view a specific keyframe:
Click either the Previous Keyframe or
Next Keyframe button in the Keyframe
controls.
The Document window changes to
display the poses in the selected keyframe.
Setting the Play Range
By default, you preview the entire animation
when you click the Play button; however, you
can choose to play only a section of your
animation. You can adjust the length of the
Loop Range bar in the Animation palette to
set in and out points for the preview. Only
frames between the in and out points play.
To change the range:
1Drag the end of the Play Range bar to set
the in or out point of the preview.
Using the Libraries
Palette for
Animations
The Libraries palette lets you save single
frames or multi-frame poses. A multi-frame
pose is an animated figure.
The Previous and Next Keyframe controls.
Next
Keyframe
Previous
Keyframe
The Play Range bar sets which frames will play. In
this case, Poser plays all frames of the animation.
Drag the ends of the Play Range bar to set the
range of frames. In this case, Poser plays frames 5
through 19.
Animating Figures

Adding an Animation to
the Library
When you add to the Poses category Libraries
palette, Poser asks whether you want to save
one or multiple frames. For a multi-frame
animation, you can specify the range of
frames.
When you name the animation for the library,
consider including the number of frames in its
name. For example, name a listing Strut_48 to
indicate that this animation has 48 frames.
This information is helpful later when you use
the animation.
Using a Multi-Frame
Animation from the
Library
When you use an animation from the library,
Poser applies it to a series of frames, beginning
with the current frame. The series extends the
number of frames in the saved animation.
However, it does not exceed the number of
frames in the current document. You may have
to increase the number of frames in the
animation to make room for all the keyframes
in the saved pose.
Scale changes are not stored in pose sets. This
allows you to use stored poses for
reproportioned figures without modifying
their scale. Animated scale changes are not
stored in pose sets.
To add a multi-frame animation from
the Libraries palette:
1If the scene has more than one figure,
select the figure you want to apply the
animation to.
2Select the frame where you want the
animated sequence to begin. Frame #1 of
the library animation applies to the
current frame.
3Make sure you have enough frames to
accommodate the multi-frame pose. You
may need to add frames to the file or
move a set of keyframes farther to the
right.
4In the Libraries palette, click the Poses
category button.
5Click the Poses popup and choose
Animation Sets.
6Double-click the preview of the set you
want to use.
10
Animation
Techniques
The animation process begins with the creation of
keyframes and poses, but it certainly doesn’t stop
there. A simple jerky motion can become a
smooth flowing one, if you just know a few
techniques for using Poser’s tools to their full
potential.
The techniques described in this chapter will help
you create more realistic motion and enhance
your basic animations.
Setting Keyframes
How do you know how to space keyframes? You
have to consider time and frame rate. You should
space keyframes so that at the chosen frame rate,
the animated action takes the right amount of
time.
Animation Techniques

Frame Rate x Duration = Number of
Frames
The duration refers to how long it should take
the figure to move from Point A to Point B.
For an example, we’ll look at a simple
animated action—getting up from a chair. In
this action, the extremes are (1) sitting in the
chair (2) standing in front of the chair. These
are the keyframes we’ll set.
Decide on the duration of the action. You may
want to time yourself getting up from a chair
to get a better idea. Let’s say the action should
take three-quarters of a second (0.75 sec).
At a 30 frame per second rate, you can
calculate the number of frames for the action:
0.75 • 30 = 22.5
Dropping the decimal, you see it should take
22 frames to complete the action.
With the first keyframe (sitting in the chair) at
frame #1 of the Poser animation, you should
place the second keyframe (standing in front
of the chair) at frame #21.
Set these keyframes, then work in, adding
more keyframes to improve the motion.
Creating Realistic
Motion
The key to human motion is to examine the
parts of the move. If you look at a baseball
player’s swing, it looks like the arm is simply
moving in an arcing motion. However, on
closer inspection you can see that the motion
is a combination of the hips, shoulder, hand,
neck, head, back and arm. To create this kind
of motion in Poser, you work from the large
motions to the smaller ones.
The first thing you do to create a motion is
“rough out” the larger movements. In the case
of the baseball swing, determine where the
arm starts at the top of the swing and where it
ends up a the end of the swing. In Poser, these
two points are determined by two keyframes:
one for the start, the other for the end.
Once the larger motions are set up, you can
start adding in the smaller, more subtle,
motions. Continuing the baseball swing
example, start by adding in the hip swings, the
shoulder tilt and so on. It is these smaller
motions that make the entire action look
Two examples of keyframes.
A motion starts with large actions.

Poser 4
realistic. Poser’s Animation palette is ideal for
adding these little motions. In the palette, you
can add keyframes in between the frames for
the start and end of the swing.
Working this way, you an create almost any
kind of action. When you start, first examine
the big movements, then fill in the smaller, or
secondary motions, in between the big
movements.
Making Your Figure
Walk
One of the most complicated human motions
to simulate is the simple act of walking. What
appears on the surface to be a rather
straightforward matter—just put one foot in
front of the other—is actually an incredibly
complex interaction between a variety of
muscles in the legs and torso. Realistic
walking motion would normally take a great
deal of precision posing. However, with the
Walk Designer, it is just a matter of setting up
a few parameters and letting Poser do the rest.
Creating a walking figure is a two step process:
first determine the walking path through the
studio, then determine how the figure walks.
Creating a Walk Path
Before you design how the figure walks, you
must determine where it walks. This is what
the Walk Path is used for. The path is a line or
curve you draw in the Document window to
set the figure’s course as it moves about the
studio. When you apply the walk, the figure
starts walking a the start of the path and stops
at the end of the path.
To draw a walk path:
1Choose Figure menu> Create Walk
Path. A path appears in the studio.
The more you examine a motion, the more you see
the smaller, or secondary motions, that make up the
action.
A Walk Path in the studio.
Animation Techniques

2Click one of the Editing Tools and adjust
the position or shape of the path.
Click on a point to reshape the path, or
click on the ring that surrounds the entire
path to reposition it.
Designing a Walk
Walks are designed in the Walk Designer. As its
name suggests, the designer lets you create
realistic walking motions which you can apply
any human figure. The designer has two
sections: the upper set of controls let you
create the larger motions of a walk, the lower
set of controls let you set up the secondary
motions of a walk.
The designer provides a real-time preview of
the walk. As you change the parameters, the
walking figure in the preview also changes.
Load in a prototype style that matches the
figure-type you’re animating and see an even
more realistic preview.
To design a walk:
1Choose Window menu> Walk
Designer. The Walk Designer dialog
appears.
2Click Figure Type to select a preview style
that matches the figure-type for which
you are designing a walk.
In the Poser: Runtime: Libraries:
Characters: People folder, select the
prototype style you want to preview.
Use the Walk Designer to define the characteristics
of the walk.
Tip Changes you make to the
foreground, background, and
shadow colors in your Poser
Workspace are reflected in the
real-time preview in the Walk
Designer.
Note Using a Figure Type is not
required, but be sure to select a
Figure Type if you need to collect
walk data for articulated body
parts present in your Poser figure,
like articulated feet or hands.
Poser 3 Low Res Figure Types
work well for this purpose.

Poser 4
3Click Walk to start the real-time preview
of the walk.
4Drag the Blend Styles sliders to set the
large motions of your walk.
5Drag right to increase the intensity of an
action, or left to decrease the action.
Try several settings in conjunction. You
may have to combine more than one
attribute to get the desired walk type.
6Adjust the positions of the Tweaks sliders
to set the smaller, or secondary, motions
of the walk.
You can click Defaults to reset the sliders
to their default positions.
7Click Apply to apply the walk to a Walk
Path.
The Walk Apply Dialog appears.
8Set walk options and click OK. Refer to
“Applying a Walk” on page 236 for more
on walk options.
Click Done to exit the dialog without
applying the walk.
Editing a Walk
A Walk Path is a spline curve that always lies
on the ground (the z-component is always
zero). You can edit the shape of the curve by
adding, deleting, and moving its control
points.
To add a control point:
Click a point on the curve (not on a
control point).
To move a control point:
Click a control point, then drag.
To delete a control point:
Alt/Option click a control point.
Saving a Walk
A walk path is a special kind of prop. You can
save the path in the prop library to reuse later.
You can use editing tools, like scale or rotate
to transform the walk path, as you would
other types of props.
Using a Figure Type that matches your Poser figure-
type assures collection of walk data for articulated
body parts present in your Poser figure.
Note Using a preview Figure Type
slows the real-time preview.
Note The default walk path is a
spline curve with four control
points. You can create a
straight line by deleting the
middle two control points.
Animation Techniques

To save a walk:
1Set up your walk by adjusting the sliders.
2Click Save.
3Choose a location and filename for your
walk and click Save.
4Click Done to exit the dialog, or click
Apply to apply the walk to a Walk Path.
Loading a Walk
To load a walk:
1Click Load. The Open dialog appears.
2Locate the walk you want to load and
click OK.
Applying a Walk
There are several options you can set when
applying the walk to a Walk Path.The
WalkApplyDialog provides options for setting
where the walk begins, how the walk effects
the animation, and the behavior of the figure
as it walks.
To display the WalkApplyDialog:
1Choose Window menu> Walk
Designer. The Walk Designer dialog
appears.
2Set your walk characteristics as described
in the previous section and click Apply.
The Walk Apply Dialog appears.
Start Frame and End Frame
When you apply a walk, you can set the frame
where it begins and the frame where it ends.
The more frames you assign for the walk, the
more natural the motion is.
Figure and Path
If you have more than one figure or path in
the studio, you can use these popup menus to
choose a specific Figure to use for the walk
and a specific Path to follow.
Walk In Place
This option makes the figure walk in a single
spot. When this option is enabled, the figure
does not walk along the path.
The WalkApplyDialog.

Poser 4
Cycle Repeat
This field indicates how many times you want
a walk to repeat along the path.
Always Complete Last Step
This option forces the walk animation to
complete within the allotted time. If you find
that the walk stops in mid-stride at the end of
your animation, enable the option. This forces
the walk animation to end at the same time as
your animation.
Transition from/to Path Start
In/End In
These two options can be used to create
smooth motion from your pose into and out
of the walk. When these options are enabled,
Poser interpolates between the pose of the
figure before the walk, and between the last
position of the walk and the final pose
creating smooth transitions.
The frames fields let you determine how
many frames Poser uses to accomplish the
transition.
For example, you can use this option to
quickly set up a runner animation. You can
create the crouched starting position of the
runner, and a finish line pose, then enable the
Transition options. When you apply the run
you designed, the figure moves smoothly from
the crouch, into the run, and then into the
finish line pose.
Align Head
The Align Head options let you control how
the figure’s head acts as it moves along the
Walk Path.
One Step Ahead keeps the head aligned
with the body. As the figure changes direction,
so does the head. This options produces the
most changes in head position.
End of Path keeps the head aligned to the
end point of the path. The head remains
pointed at the end of the path regardless of the
direction of the body.
Next Sharp Turn aligns the head to the
turns in the path. The head only changes
positions when there’s a curve in the path.
Animating Cameras
When the camera is animated, the view of
your scene changes over the course of the
animation. The moving viewpoint adds
interest to the animation. Watch a movie and
pay attention to how much the camera moves.
You may be surprised.
An example of the Transition options used to create
smooth motion.
Animation Techniques

The camera can be animated just like any
other object in the studio, and since it is in 3D
space, the camera can slowly rotate around the
figures, zoom in for a close-up or sweep high
for a birds-eye-view. The cameras are
animated by storing their properties (such as
position) as part of a keyframe. This means you
can create camera keyframes exactly the same
way you create posing keyframes.
The camera’s motion depends on which
camera you use to render your animation. The
Main Camera rotates around the center of the
studio. The Dolly Camera rotates on its own
center as if it were on a tripod. This difference
allows the Dolly Camera to move through the
scene in ways that are not possible with the
Main Camera. If you want to emulate a
motion picture camera, use the Dolly Camera.
The Face and Hand Cameras rotate around
the face and hand of the figure, so animating
these cameras gives you moving views of the
figure’s body parts.
You can only make a movie from one camera.
You can’t switch cameras in an animation or
animate between different cameras. If this is
what you want, you should make separate
clips, then edit them together in a movie
editing application.
Animating the Main Camera—it orbits the studio.
Animating the Dolly Camera allows you to move the
camera to the center of the studio.

Poser 4
Turning Camera
Animation On or Off
By default, every camera movement can be
recorded as a keyframe. But there may be
times when you only want the figure to be
animated, not the camera. In this case you can
turn camera animation off. When the camera’s
animation if disabled, you can move it freely
during your animation without changing the
view of the studio.
Animation can be turned on or off for each
individual camera. The key-shaped icon in the
Camera controls indicates whether camera
animation is on or off. When the icon is
white, animation is on. When it is red,
animation is off.
If you want to record changes in camera
position while camera animation is off, you’ll
have to manually add a new frame. Refer to
“Adding and Deleting Keyframes” on
page 213 for more on adding frames.
Animating Lights
Like cameras, light properties can also be
recorded into a keyframe. During the course
of an animation, a light can change color and
position. As the lights move, the shadows they
cast move with them.
Animated lighting can produce exciting
effects. You can show a figure caught in the
headlights of a passing car or a figure
illuminated by lights in a storm.
Lights are animated by storing the position
and color and of the Light Controls in a
keyframe. This way you can animate a light
exactly as you would a camera or body part.
For lights, the default animation interpolation
is Spline. When animating changing light
colors, use Linear or Break Spline
interpolation. The Spline type of interpolation
can be more difficult to control. Keep in mind
interpolation applies to both light color and
position, they cannot be interpolated
independently.
The Animation indicator.
Animating lights. As light position change, shadows
follow.
Animation Techniques

Adding Sound
Poser lets you import sound clips that can play
as a soundtrack for your animation. When you
import a sound, it is added to the beginning of
the animation and plays every time you play
the movie.
You can control the sound’s start and end
point in the Animation palette.
To import a sound:
1Choose File menu> Import> Sound.
An Open dialog appears.
2Locate the sound file you want to add and
click Open.
The sound file is attached to the
animation at the first frame. The sound
plays whenever the animation is played.
Editing Sound
When you import a sound, its duration
appears in the Sound Range bar at the bottom
of the Animation palette. You can clip the
sound file by shortening the length of this
range bar. You can use the bar to control when
the sound begins. However, if the Sound
Range starts at any frame other than Frame 1,
the beginning of the sound is clipped.
For information on accessing the Animation
palette, refer to “Editing Animations” on
page 213.
To clip a sound file:
Drag the end of the Sound Range bar to
the left.
Syncing Sound and
Motion
The Graph palette displays a graphic
representation of the sound file, called a
waveform. This lets you see where the changes
in sound occur. Using this information you
can then position keyframes to happen at the
same time spikes in the sound file occur.
For information on accessing the Graph
palette, refer to “Editing Keyframe
Interpolation” on page 225.
Sound in the Animation palette.
Sound in the Graph palette.

Poser 4
You can simulate speech using by matching
the peaks in the sound file with the changes in
mouth position.
To display a waveform in the Graph
palette:
1Display the Graph palette, by click the
Show Graph Display button in the
Animation palette.
2Click the Toggle Sound Display button.
The waveform appears in the palette.
Using Poser with
Other Motion
Graphics Programs
Poser does a great job of animating the human
figure. However, there are animation
techniques and movie-making tasks that you
can accomplish in other programs.
Typically, you’ll want to create relatively short
animation clips in Poser. You can then open
these clips in another program for post-
production work, like retouching or adding
other animated foreground elements.
After you’ve prepared a series of clips, you can
assemble them in a movie-editing program. At
this point, you can also incorporate the
soundtrack.
In addition, you can render your animation
with an alpha channel. This lets you overlay
your Poser animation in a video composition
application. Refer to “Rendering an
Animation” on page 264 for more on
rendering.
Motion Capture and
Animations
Poser can read stored motion capture files,
known BVH files. These files let you apply
stored human motion to your 3D models.
BVH files enable you to create incredibly
realistic motion without setting up a large
number of keyframes.
BVH files are created using motion-capture
hardware. Reflectors are attached to a figure’s
joints. As the figure moves, the position and
rotation is captured in 3D space at different
points in time. Each point of time is then
keyframed together to create a smooth
animation. Since this process creates literally
thousands of keyframes, no interpolation is
needed to create smooth motion.
Syncing sound and motion.
The Toggle Sound Display button.
Motion
Keyframes
Animation Techniques

Importing and Exporting
Motion Capture Files
BVH files can be imported and exported like
any other file type. Sample BVH files are
stored in the Coolstuffinhere!:motion
capture folder on the Poser 4 CD-ROM.
To import a BVH file:
1Choose File menu> Import> BVH
motion.
The Import dialog appears.
2Locate the desired file and choose Open.
To export a BVH file:
1Choose File menu> Export> BVH
motion
This may take several minutes, depending
upon the complexity of the file.
Setting the Align Axis
You can set whether a figure’s arms are aligned
on the X or Z axis during the import process.
The align axis is determined at the time of
recording. It is important to choose the right
axis or your figures will look incorrect.
To determine the correct axis for the BVH
files on the Poser 4 CD-ROM, read the
Biovision README or the House of Moves
README. If you’re using other BVH files,
you need to contact the developer of the
motion capture data with which you are
working.
Editing Keyframes
The BVH keyframes are applied to the current
figure when imported. You can edit BVH
keyframes as you would any other animation.
BVH file in the Animation palette.
11
Surface Materials
How Surface Materials
Work
A surface material defines the surface properties of
an object in the studio. A material can turn a
human figure into a statue or a glass sculpture.
Surface materials provide fur for animal models or
scales for the reptile models.
Poser provides several features for customizing the
surface of the figure, props, and ground plane.
These features include Bump maps, Texture maps,
Transparency maps, Reflection maps, and surface
material color.
The Bump map determines the shape of bumps or
dents on the object’s surface. It can create the
effect of cracks in rock or raised patterns. The
Texture map determines the patterns of colors on
the surface. The Transparency map determines an
object’s translucence. The Reflection map lets you
Surface Materials

make a texture appear to be mirrored in an
object. The surface color determines the base
color of the object and the color of its
highlights.
Poser also provides several map templates that
let you create your own custom surface
material maps.
Surface maps can be used in conjunction to
create a surface. For example, you can use the
Texture map to create the pattern of rock
veins for marble, and a Bump map to create
the cracks in the rock. By combining different
surface material maps you can recreate almost
any type of surface.
Applying Surface
Materials
Surface material maps are applied with the
Surface Material dialog. You can load surface
materials for any object in the studio, as well as
set object, highlight, ambient and reflective
colors.
You can select and set surface materials for
objects—figures and props—in the scene, or
individual body parts on a figure.
To display the Surface Material dialog:
Choose Render menu> Materials.
or
Click the Surface Material button in the
Render Options dialog.
A Bump and Texture map combined.
Texture map Bump map
Transparency map Reflection map
Note Surface Material maps do not
appear until a scene is
rendered. For details on
rendering, refer to
“Rendering” on page 259.
The Surface Material dialog.

Poser 4
To choose an object to edit:
Choose the desired object from the
Object popup. The changes you make in
the surface properties are applied to the
selected object.
To turn off a surface material:
Choose No Bump and No Texture from
the surface material Map popups.
Applying Materials to
Body Parts
Surface material maps can affect either a
whole figure or to just a part of it. Some
figures, like animals and Poser’s People
models, have maps for each individual figure
part. Other figures, like the Poser 2 models,
have one map for the entire figure. The
Surface Material dialog lets you pick the exact
figure and part to use for a specific map, so
you can use one map for the head and a
different map for the arm.
The parts listed in the Material popup depend
on the currently selected figure.
To apply a map:
1Choose Render menu> Materials. The
Surface Materials dialog appears.
2Choose the figure or object you want to
edit from the Object popup. The changes
you make in surface properties are applied
only to the selected figure or object.
3Do one of the following:
To apply a map only to a selected
body part, choose the part from the
Material popup.
To apply the map to an entire figure,
enable the Texture Changes apply to
entire figure checkbox.
4Select a texture, bump, transparency, or
reflection map from popup.
If the map you want to apply isn’t listed
in the popup, click Load. Poser default
maps are located in the
Poser:Runtime:Textures folder.
Locate the desired map and click OK.
The surface material map is applied, and
appears when the scene is rendered or
previewed in Texture Shaded style.
An object with different materials on the head and
shirt.
Surface Materials

Applying Materials to
Specific Regions
You can apply surface materials to specified
regions of a body part or prop. For example,
you could apply a scar to a face, or hair on a
chest.
To do this, use the grouping tool to select the
polygons of the element or prop. You can
specify a created group, and that group appears
in the Material popup of the Surface Material
dialog.
To use the grouping tool:
1Click the Grouping tool in the Editing
menu.
All figures and objects in the studio
become gray, and the Group Edit palette
appears.
2Click to select the body part you want to
group.
3Click individual polygons, or drag the
cursor over a group of polygons to select
them.
To deselect individual polygons, hold
down the Control key while clicking
or dragging.
To select polygons that are currently
out of view, either use Wireframe
display style or use the camera
trackball to change the view of your
figure.
4In the Group Edit palette, click the
Assign Material button.
For complete details on the Group Edit
palette, refer to “Using the Group Edit
Palette” on page 158.
5In the dialog that appears, enter a name
for your material group, then click OK.
6Select Render menu> Materials.
7In the Surface Material dialog that
appears, choose the figure or object for
which you set the material from the
Object popup.
8Choose your material group from the
Material popup.
9Select a texture, bump, transparency, or
reflection map from the appropriate
popup.
If the map you want to apply isn’t listed in
the popup, click Load. Poser default maps
are located in the
Poser:Runtime:Textures folder.
Locate the desired map and click OK.
The surface material map is applied, and
appears when the scene is rendered.
A surface material applied to a group.

Poser 4
Applying Maps to Props
Poser uses Implicit (UV) mapping to apply a
map image to the 3D model. The props you
import must have UV coordinate information
for Poser to apply maps to them.
If models don’t have UV information,
mapping is not possible. DXF models and
models created in certain programs do not
carry UV data. Try using another format, such
as Wavefront OBJ, Detailer text, or 3DMF.
Applying Bump Maps
A Bump map is a special image, wrapped
around the object, that works with the studio
lighting to give the appearance of 3D texture
on an otherwise smooth object. For example,
you can import a crackly surface to give the
figure the look of a cracked statue. Or, by
importing different Bump maps onto different
figure parts, you can create effects like a rough
shirt on smooth skin.
Bump maps can also enhance the appearance
of props. For example, making smooth bars
into stone columns or a torus into a tire tube.
Bump maps appear when a scene is rendered
or previewed in Texture Shaded style.
To load the default Bump map:
1Choose Render menu> Materials. The
Surface Materials dialog appears.
2Choose the default map for this figure
type from the Bump Map popup. For
example, if you’re using the Nude Man,
choose the Nude Man texture. You may
need to load a map. Do do this, click
Load, then select a directory and file in
the dialog that appears. Poser default
maps are located in the
Poser:Runtime:Textures folder.
3Adjust the position of the Bump Strength
slider, to set the level of surface relief. The
range is from -100% to 100%. Negative
values invert the bump—what was raised
becomes depressed.
To clear the Bump map:
1Choose Render menu> Materials. The
Surface Materials dialog appears.
2Choose No Bump from the Bump Map
popup.
Not all figures and props have Bump
maps, but you can create them for any
figure or prop.
Creating a Custom
Bump Map
A Bump map is a grayscale image that Poser
uses to determine which areas of a surface are
indents and which are bumps. You can create a
Bump map from any grayscale image.
A figure with different Bump maps applied to the
hand and shirt.
Surface Materials

Using a grayscale image, you can create a
surface “terrain. The darker you paint, the
more depression you create on the surface of
the object. Use 50% gray for medium
depressions and solid black for deep
indentations. Save your bump map document
as a PICT (Macintosh), TIF, or BMP
(Windows) file. Poser automatically converts
the image into a Bump map, where you can
save it under a new name.
By customizing the Bump map, you can add
wrinkles, buckles, or blemishes. You can use
any type of image. For example, you could
create a Bump map with scales to mutate a
figure into a reptile.
When creating a custom Bump map, consider
these suggestions:
Use an 8-bit, gray scale image. The
brightness of a map’s pixels is the only
factor used, and an 8-bit image requires
less memory.
Bump maps do not require a 1:1 ratio to
the final resolution. Increasing the
dimensions does not necessarily improve
definition in the final rendering. It does,
however, require more memory to load,
making Bump maps difficult to load on
some systems.
If you do increase the image dimensions,
be sure to maintain the proportions.
Keeping this aspect ratio is crucial for
Poser to wrap the image onto an object.
As you paint a Bump map, use an airbrush
tool or another brush that creates smooth
edges. The smoother the transitions in a
custom map, the smoother the
appearance of your rendered figure or
object. Hard edges create blocky forms
on a rendered object.
To load a custom Bump map:
1Choose Render menu> Materials. The
Surface Materials dialog appears.
2Click the Load button in the Bump Map
section. An Open dialog appears.
3Select a Bump map (.bum) or image file.
Using Templates
If you did a complete install, templates are
provided in Poser:Runtime:Textures. If
you didn’t, look for the templates on the
Poser 4 Application CD-ROM in the Textures
folder.
Loading a custom Bump map.
Note If you select an image file,
Poser asks if you want to
convert it to a Bump map.
Conversion takes a little while;
the status bar on the
Document window displays
the progress.

Poser 4
By editing the maps in this template you can
edit the different parts of the figure. For
example, you can use an image-editing
application like Painter to paint a grayscale
pattern of the map of the face. When you
apply the template, the edited template
produces bumps on the face.
To apply an edited Bump map
template:
1Choose Render menu> Materials. The
Surface Materials dialog appears.
2Choose the figure or object you want to
edit from the Object popup.
3Do one of the following:
To apply a map to a specific part,
choose a part from the Material
popup.
To apply the map to the entire figure
or object, enable the Texture
Changes apply to entire figure
checkbox.
4Click the Load button in the Bump Map
section. An Open File dialog appears.
5Locate the edited template file and click
Open. The bump map is applied to the
figure, object or part you selected, and
will appear when the scene is rendered.
Applying Texture
Maps
Texture mapping is a 3D technique that wraps
an image around an object to paint its surface.
A real-world parallel to using a Texture map
would be to rip a picture out of a magazine
and physically wrap it around an object, like a
baseball or drinking glass.
Poser’s default Texture maps provide shading
to enhance the appearance of the figures. You
can create a custom Texture map to change
the fabric of the clothes or to color any other
feature on your figure.
A sample Texture template.
The Bump map template applied to a figure.
Face
Front/
Back
Lips
and
Teeth
Eyes and
Eyebrows
ArmsFeetShoes
Pants
Front/
Back
Belt
and
Buckle
Left /Right
Hands
Sweater Front/
Back
Surface Materials

Like Bump maps, different Texture maps can
be applied to different body parts. Using this
technique, you can have a unique pattern on
the shirt of a figure and a different texture for
the skin tones.
To load the default Texture map:
1Choose Render menu> Materials. The
Surface Materials dialog appears.
2Choose a Texture map for this figure type
from the Texture Map popup.
To clear the Texture map:
1Choose Render menu> Materials. The
Surface Materials dialog appears.
2Choose No Texture from the Texture
Map popup.
Creating a Custom
Texture Map
You have a few options for creating custom
Texture maps. You can use an image or you
can paint your own.
To create a custom Texture map, you need to
create an image file. When you design your
custom Texture map, you are “painting” the
surface of your Poser figure. Make a texture or
pattern, or paint a skintight super-suit for a
comic book hero.
When creating Texture maps, keep the
following tips in mind:
Usually, 8-bit color is all you need for a
Texture map. Images with a color depth
of 16 or 24 bits require more memory,
which can make them difficult to load on
some systems.
You probably don’t need to increase the
dimensions of the template image. The
template size is good for most uses. If you
do increase the dimensions, be sure to
maintain the proportions. Keeping this
aspect ratio helps Poser wrap the image
onto the figure.
To load a custom Texture map:
1Choose Render menu> Materials. The
Surface Materials dialog appears.
2In the Texture Map section, click the
Load button. An Open dialog appears.
3Select your custom Texture map and click
Open.
4Use the Strength slider in the Texture
map section to adjust the intensity of the
Texture map. You can lighten the Texture
map by setting the slider lower.
5Use the Apply Texture to Highlight
checkbox to control whether highlights
are pure (disabled) or combined with the
texture (enabled). When disabled, you can
The Texture map image for the Poser 2 male casual
figure.

Poser 4
get shiny spots on a black area of the
texture.
Using Templates
If you did a complete install, templates are
provided in Poser:Runtime:Textures. If
you didn’t, the templates can be found on the
Poser 4 Application CD-ROM.
Bump, Texture, Reflection, and Transparency
maps are found in the Textures folder. The
templates let you precisely align the image you
paint with the figure.
The template provides Texture maps for every
available part of a figure. They contain maps
for everything from teeth to the shoe laces. By
painting on the template, you can edit the
color or pattern of a body part.
When you have modified the Texture map,
save it as a PICT (Macintosh), TIF (Windows)
or BMP (Windows) file. Put it in the Poser
Textures folder for easy loading.
To load an edited Texture map
template:
1Choose Render menu> Materials. The
Surface Materials dialog appears.
2Choose the figure you want to edit from
the Object popup.
3Do one of the following:
To apply a map to a specific part,
choose a part from the Material
popup.
To apply the map to the entire figure,
enable the Texture Changes apply to
entire figure checkbox.
4Click the Load button in the Texture
Map section. An Open dialog appears.
5Locate the edited template file and click
Open. The texture is applied to the
figure.
6If you edited other body parts, choose the
body part you want to change from the
Materials popup.
7Click the Texture Map Load button again
and load the edited template file.
8Continue selecting body parts and
loading the template file, until all the
body parts on your figure have the
desired Texture map. The textures will
appear when you render the scene.
The Texture map template applied to a figure.
Surface Materials

Applying
Transparency Maps
Transparency allows light pass through a figure
or object, so you can see through it. The
higher a transparency value, the more of the
surrounding environment is visible through
the object’s surface. If no light is reflected on
an object, a 100% Transparency Min and Max
makes it invisible.
Use transparency maps for interesting effects
in your creations. For example, you can create
ghost-like characters in a scene, with
transparent bodies mapped with patterns or
textures.
When a transparency map is applied to an
object, its texture interferes with the
transparency of the object. For example, a
checkerboard map results in an object that is
alternately transparent and solid. You can thus
use textures as transparency maps.
To load a Transparency map:
1Choose Render menu> Materials. The
Surface Materials dialog appears.
2Choose a Transparency map for this figure
type from the Transparency Map popup.
To clear the Transparency map:
1Choose Render menu> Materials. The
Surface Materials dialog appears.
2Choose No Transparency from the
Transparency Map popup.
Creating a Custom
Transparency Map
You have a few options for creating custom
Transparency maps. You can use an image or
you can paint your own. When creating
Transparency maps, use an 8-bit, gray scale
image; do not use color. The brightness of a
map’s pixels is the only factor that matters, and
an 8-bit image requires less memory.
To load a custom Transparency map:
1Choose Render menu> Materials. The
Surface Materials dialog appears.
2Choose the figure you want to edit from
the Object popup.
3Do one of the following:
To apply a map to a specific part,
choose a part from the Material
popup.
To apply the map to the entire figure,
enable the Texture Changes apply to
entire figure checkbox.
4In the Transparency Map section, click
the Load button. An Open dialog appears.
5Select your custom Transparency map and
click Open.
The Transparency map applied to a sphere.

Poser 4
Using the Transparency
Sliders
The Transparency Min, Transparency Max,
and Transparency Falloff sliders work together
to determine how an object’s transparency
behaves.
Transparency Min refers to the edges of the
object facing away from the eye. A high
Transparency Min value makes the object very
transparent on its edges.
Transparency Max refers to the part of the
object which points at the eye. A high
Transparency Max value makes the object
very transparent in the center facing the eye.
For most renderings, you’ll want to use a
Transparency Max value that is higher than
the Transparency Min value.
Transparency Falloff determines the rate at
which the transparency becomes opaque on
the edges of an object. For a real world
example, look at a transparent object such as a
drinking glass. The edges of the glass are less
transparent than the rest of the surface. This is
where transparency of the glass “falls off”. In
Poser, you can vary this falloff behavior. A
smaller value renders a smaller falloff band,
while a larger value renders a wider band
If the Transparency Min and Max values are
the same, there is no falloff in the rendering.
Applying Reflection
Maps
Reflection makes a figure or object direct
light back at its source, giving it a mirrorlike
appearance. A Reflection map is a 2D texture
applied to a virtual sphere that surrounds your
studio. The texture is then reflected from the
studio and onto your object.
Reflection maps can be applied to different
objects and body parts. For example, you
could create a space alien and apply a mirror-
like reflection map to the head, or the entire
body.
Lower and higher Transparency Min values.
Transparency Min at
a higher value
Transparency Min at
a lower value
Three different falloff rates.
A Reflection map applied to a figure.
Surface Materials

To load a Reflection map:
1Choose Render menu> Materials. The
Surface Materials dialog appears.
2Choose the figure you want to edit from
the Object popup.
3Do one of the following:
To apply a map to a specific part,
choose a part from the Material
popup.
To apply the map to the entire figure,
enable the Texture Changes apply to
entire figure checkbox.
4Click the Reflection Map popup to
choose a Reflection map.
5Use the Strength slider in the Reflection
map section to adjust the intensity of the
map. The higher the value, the more
reflective the surface. At 50%, half the
light that hits the object is reflected. At
100%, all light is reflected.
6Control the intensity of the reflection
with these checkboxes:
The Multiply through lights
checkbox reduces the reflection’s
intensity based on how the figure is
lit by the lights. This is an easy way to
add subtlety to the lighting.
The Multiply through Object Color
checkbox reduces the reflection’s
intensity by multiplying its result
through the object’s color. So, for
example, a red object would get a
reddish reflection instead of the raw
color from the reflections map.
7To add a Reflective Color, click its
button. Choose a color from the color
picker dialog, then click OK. The
reflective color appears when you render
the scene.
To clear the Reflection map:
1Choose Render menu> Materials. The
Surface Materials dialog appears.
2Choose No Reflection from the
Reflection Map popup.
Reflective Color
Reflective Color is a tint that is added only
when a reflection map is applied. Use the
Reflective Color control to create dramatic
effects in your renderings.
To make a highly reflective object appear
more vivid, use a variation of the object’s
color. If the object’s color is particularly
bright, you may want to use a darker tint of
the same color. For an unusual tint, use a color
that is distinctly different from the object’s
color.
Creating a Custom
Reflection Map
You have a few options for creating custom
Reflection maps. You can use an image or you
can paint your own.
When creating Reflection maps, keep these
points in mind:

Poser 4
The image in a reflection map is applied
to a virtual sphere and reversed when it is
reflected on your object.
For color reflection maps, the hue affects
the tint of the reflection and the
brightness determines the amount of
reflection. Darker colors result in less
reflection; brighter colors result in more
reflection.
To load a custom Reflection map:
1Choose Render menu> Materials. The
Surface Materials dialog appears.
2Choose the figure you want to edit from
the Object popup.
3Do one of the following:
To apply a map to a specific part,
choose a part from the Material
popup.
To apply the map to the entire figure,
enable the Texture Changes apply to
entire figure checkbox.
4In the Reflection Map section, click the
Load button. An Open dialog appears.
5Select your custom Reflection map and
click Open.
Setting Colors
The color of a figure’s “skin” in a rendering is
determined by the lighting environment and
these surface material factors:
Object color
Highlight color
Ambient color
Reflective color
The surface material map
These features apply to both figures and props.
Object Color
The object color is the surface color of the
current figure or prop. If there is no Texture
map, the object color is the only color of the
figure—not considering the effect of colored
lights. In a high quality rendering, when a
Texture map is loaded, the object color
influences the appearance of the Texture map
by coloring it. If you don’t want the Texture
map affected by the object color, set the
object color to white (the default color is tan).
A custom Reflection map applied to a prop.
Surface Materials

To set the object color:
1Choose Render menu> Materials. The
Surface Materials dialog appears.
2Click the Object Color button. The color
picker appears.
3Choose a surface color for the object and
click OK.
You can also set the object color using the
Color tool. Refer to “Using the Color Tool”
on page 139 for more information on the
Color tool.
Texture Maps vs. Object
Color
When a Texture map is loaded, the object
color is used as a multiplier on the Texture
map. What does this mean? The complete
answer is rather technical. The result, however,
is quite simple. The object color influences the
Texture map in a rendering as though some of
its pigment was washed over the Texture map
image. How much of the pigment depends on
the brightness of the object color—the lighter
the object color, the less pigment is used.
Therefore, when the object color is white, it
has no effect on the Texture map whatsoever.
When the object color is near black, it
obliterates the Texture map; this effect is only
apparent in renderings.
Highlight Color
Highlights are bright areas appearing where
the light is reflected directly toward the eye—
or camera. As Poser renders the figure, it
determines where highlights should occur and
adds the highlight color to the base color at
these points.
In daylight and under most room lights,
highlights are white. To complement the
lighting environment you’ve set, select a color
similar to your main light.
To select the highlight color:
1Choose Render menu> Materials. The
Surface Materials dialog appears.
2Click the Highlight Color button. The
color picker appears.
3When you’ve chosen a color, click OK.
4To control the size of the highlights,
move the Highlight Size slider. The
default value is 70%. Higher settings
increase the size of the highlight, creating
a dull effect. At 100%, the highlights
overwhelm the figure. At 20%, the
highlights are small, creating a shiny
effect. At zero, with the highlight color
set to black, no highlights appear
Setting highlight size.

Poser 4
Ambient Color
In Poser, you can set the Ambient color for
each figure or object individually. An object’s
Ambient color is the color it emits equally in
all directions. It simulates an ambient (overall
room) lighting contribution. Unlike the other
color properties, it acts without taking into
account any light positions or colors.
The Ambient color mixes with the other
lighting properties. Too much ambience
flattens the detail of an object, since it looks
the same no matter how the surface faces
lights. If you want to turn ambient light down
or off, set the Ambient color to gray or black.
If you want more intense ambient light, set
the Ambient color to white or a bright color.
To select the ambient color:
1Choose Render menu> Materials. The
Surface Materials dialog appears.
2Click the Ambient Color button. The
color picker dialog appears.
3When you’ve chosen a color, click OK.
Surface Materials

12
Rendering
How Rendering Works
Rendering is the process of converting the 3D
view of your figure into a 2D image. Once you
render an image, you can use it in other image-
editing applications.
Rendering

During the course of a Poser project, you’ll
want to render a number of times to check the
progress of your pose, body shape, camera,
surface material, or lighting changes.
Renderings show more detail, so you see
things in a rendering that aren’t otherwise
apparent. Based on these results, you’ll go
back to posing, body shaping, etc., to adjust
anything that needs improvement. You’ll
probably go back and forth—making changes,
then rendering to check your changes—
several times.
A render mode called Antialias Preview Render
lets you quickly generate an antialiased image
that you can use to check lighting or surface
materials. Refer to “Antialias Rendering” on
page 263 for more on generating previews.
These “check” renderings are typically
displayed in the Document window. You
probably won’t save them. They’re just a by-
product of the work process.
Finally, when you’ve made all the changes you
want, you’ll generate a high-quality rendering
that you will save—either by exporting the
Document window as an image file or by
rendering to a new window. Rendering an
animation takes longer, depending on the
number of frames it has.
Rendering an animation is similar to
rendering an image; however, instead of
creating one image, you create several—a
separate image for each frame. Render an
animation with Animation menu> Make
Movie. This procedure is covered in
“Rendering an Animation” on page 264.
Renderings do not include guides, with the
exception of the Ground Plane. If you don’t
want to show the Ground Plane, hide it before
rendering.
Setting Up a Render
The Render Options dialog lets you control
the size and attributes of the final output
rendering. Render Options include rendered
image size, background color, antialiasing,
shadows, and whether to apply surface
materials, if any have been loaded.
A rendering in progress.

Poser 4
To display the Render Options dialog:
Choose Render menu> Render
Options. The Render Options dialog
appears.
Setting Render
Destination
By default, renderings appear in the
Document window. Poser clears the image
from the window as soon as you make an
adjustment. This saves on memory and keeps
your Desktop from getting cluttered with
windows.
If you want renderings to go to a separate
window, enable the New Window option.
Future renderings of your scene appear in
separate windows.
To set the render destination:
1Choose Render menu> Render
Options. The Render Options dialog
appears.
2Enable the New Window radio button if
you want to open a new window for a
rendering. Otherwise, enable the Main
Window button and the rendering
replaces the image in the Document
window.
Setting Image Size
When you render to a new window, you can
set the window to any size.
If you’ve imported a background image, Poser
automatically sets the new window to the
dimensions of the background. This is handy
when you’re planning to composite the figure
with the background.
To render at a particular size:
1Choose Render menu> Render
Options. The Render Options dialog
appears.
2Enable the New Window radio button
and enter the size you want.
You can specify the render size in either
pixels or in inches. Use the popup to
select the units you want.
3Enter either the height or the width for
the rendering; Poser automatically adjusts
the other value to maintain the aspect
ratio of the window.
The Render Options dialog.
Note Renderings always use the
aspect ratio of the Document
window. If you want a different
aspect ratio, resize the
Document window.
Rendering

Choosing a Rendering
Background
By default, Poser renders to the Document
window over the background color or
imported background picture. When you
render to a new window, you can specify
which background is rendered with the
window.
To choose a rendering background:
1Choose Render menu> Render
Options. The Render Options dialog
appears.
2In the Render Over section, enable one
of the three radio buttons. The available
options are:
Background color: The figure is
rendered over the current background
color. You can change the background
using the color icons on the right side of
the Document window or using the
Color tool.
Black: The pixels on the edge of the
figure are antialiased darker with a black
background. This is the best option when
you are planning to composite the figure
with an image in another application.
Background Picture: Poser composites
the rendering of the scene with the
imported background image. This option
is available only when you’ve imported a
background image.
For more information on background
pictures, refer to “Pasting Figures onto
the Background” on page 43 or
“Importing and Exporting” on page 47.
Setting Surface Detail
The Surface detail section of the Render
Options dialog provides options for rendering
features. Disabling these features allows the
rendering engine to work more quickly. In
the final rendering, however, you’ll want all
these features turned on.
To set surface detail:
1Choose Render menu> Render
Options. The Render Options dialog
appears.
2In the Surface detail section, click one or
more of the options provided.The
available options are:
Antialias blends the pixels along the edge
of one area with the pixels along the edge
You can render over a background image to add
interest.

Poser 4
of the adjacent area. This creates a softer,
smoother edge.
Use Bump Maps and Use Texture
Maps control whether these surface
material features—if currently loaded—
are used in the rendering. Transparency
and Reflection maps are considered
texture maps.
Cast Shadows controls whether Poser
renders the light shadows. Shadows
increase render time, so you may want to
render without them if you’re in a hurry.
Rendering an Image
You can render an image using either the
Render command or one of the preset
rendering options. The Render command
uses the options you set in the Render
Options dialog to render your image, and
should be used to render a final image. The
preset rendering options temporarily override
the Render Options parameters. They
produce lower quality renders you can use to
periodically check your work.
Using the Render
Command
The Render command uses all the current
settings in the Render Options and Surface
Material dialogs.
To render a scene:
Choose Render menu> Render. A
status dialog appears letting you know the
status of your render. When completed, a
new rendered image appears in either the
Document window or a separate
window.
Antialias Rendering
The Antialias Document Render command
temporarily overrides the features set in the
Render Options and Surface Materials
dialogs, and creates an antialiased image from
the Document window. The image is created
using the current display style and lighting.
When you click the Document window, the
antialiased image is replaced by the current
display style.
To make an antialiased rendering:
Choose Render Menu> Antialias
Document.
Choose Antialiased to create a smooth, high quality
rendering.
Aliased Antialiased
Rendering

Rendering an
Animation
You can make a movie by rendering a Poser
animation as a QuickTime or AVI movie file.
Poser renders each frame of the animation to a
frame in the output movie.
Typically, you’ll make a movie several times to
check its smoothness and continuity. Each
time, you can go back to your animation file
and improve the keyframe settings. You can
trash your test movies after viewing them.
Finally, when you’re satisfied with the entire
animation, you’ll make the movie at its full
resolution and render settings. This is the final
product that you’ll save and open in a post-
production program.
The figures in the final movie are masked in
each frame. This makes it easy to composite
the movie with other images.
Using the Make Movie
Dialog
The Make Movie dialog contains all the
controls you’ll need to set and render an
animation.To make a movie:
1Make sure the current camera is the one
for which the animation was created.
2Choose Animation menu> Make
Movie. The Make Movie dialog appears.
3Enter a name in the Movie field.
If you are saving to numbered files, Poser
automatically appends 4-digit numbering
to the file name.
4Choose a format for the output movie
from the Sequence Type popup.
For viewing, use QuickTime or AVI.
These formats are also suitable for
saving a movie for other applications.
For exporting to a motion graphics
program, you may want to use
numbered PICT (Macintosh), BMP
or TIF files (Windows). This type of
output allows you to save animations
without any loss of data.
5Choose Full, Half, or Quarter from the
Resolution popup. The smaller the
resolution, the faster the rendering, so
you may want to use smaller resolutions
for test movies.
Set the dimensions of the full sized frame
in the Animation Setup dialog.
6Choose the current display or render
settings from the Quality popup.
If you choose Current Render Settings,
verify that they are set as you want them
before making the movie. Some options,
like antialiasing, increase the rendering
time.
Set movie options in the Make Movie dialog.

Poser 4
7To turn antialiasing on, enable the
Antialias checkbox
8In the Frame Rate section, select one of
the following options:
To use the frame rate set in the
Animation Setup dialog, enable Use
Movie’s frame rate.
To use a new frame rate, enable Use
this frame rate, then enter a number.
You can use a lower frame rate,
which renders faster, for test movies.
Frame Rate does not apply to numbered
files.
9In the Time Span section, enter the
Start and End time of your rendered
animation. This sets the range of frames
that are rendered as the final movie.
Poser calculates and displays the number
of frames and duration of your selection.
Usually, you’ll use the entire set of frames.
However, you can select a subset of
frames to check a particular motion.
The Time Span display uses the standard
SMTPE time code format (Hours:
Minutes: Seconds: Frames).
10 Click OK to start the rendering. A Save
dialog appears.
11 Choose a save location. If you’re saving to
numbered files, you may want to create a
special folder for them.
12 Click Save to proceed.
If you are saving to numbered files, the
rendering begins.
If QuickTime or AVI is the selected
sequence type, Poser displays the
QuickTime Compression or MS Video
Compression options dialog. Choose
compression options and click OK. This
may take a little while.
Poser renders a frame and displays it in
the QuickTime dialog so you can visually
check compression quality.
For more information about QuickTime
and AVI movie compression options,
consult your operating system’s User
Guide.
Using the Sketch
Designer
Poser’s Sketch Designer renders scenes in a
sketch style drawing. A scene is rendered using
a series of black and white or colored brush
strokes. You can tailor the strokes to your
liking.
The Sketch Designer.
Rendering

Renderings in the Sketch Designer can be
saved and reloaded later. You can also export a
sketch as a Painter script to create rendered
images using the Painter brush libraries.
Finally, you can create amazing animations
which emulate traditional sketching
techniques.
You’ll get the best results from the Sketch
Designer when you render a scene with
considerable detail (such as hair on a figure)
and dramatic lighting.
The Sketch Designer
Window
To use the Sketch Designer:
Choose Window menu> Sketch
Designer. The Sketch Designer window
appears.
While a sketch is drawing in the window, you
can click anywhere on the screen to stop the
rendering.
You can customize the controls of the Sketch
Designer window to create your own sketch
styles, or you can choose from several styles in
the Preset Styles popup.
The following sections describe the options
that are available for creating a unique Sketch
Designer.
You can animate sketching techniques with the
Sketch Designer. The Sketch Designer window

Poser 4
Parts of the Scene
You can control the sketch style behavior of
three parts of the scene:
Click Stroke to edit the sketch style of
any figures and objects in the scene.
Click Background to edit the sketch style
of the background.
Click Edge to edit the sketch style of any
figures and objects’ edges.
Sliders
You can customize your sketch with the slider
controls. The sliders determine many
characteristics of stroke lines. As you adjust
each slider the sketch is redrawn, so you can
see your results in real time.
Density controls the density of lines in the
sketch.
Line Length defines the length of strokes.
Min Width defines the width of the edge of
each stroke. This control affects the brightness
of the original image.
Max Width defines the width of the center
of each stroke. This control affects the
brightness of the original image.
Lo Brightness determines the band of tone.
A lower setting means lines are drawn only in
the darkest parts of the scene. If the Over
Black option is disabled, set this control to zero
for the best results.
Hi Brightness determines the band of tone.
A lower setting means lines are drawn only in
the darkest parts of the scene. If the Over
Black option is enabled, this control should be
at 1, for best results.
Stroke Head determines the amount each
stroke tapers at its head.
Stroke Tail determines the amount each
stroke tapers at its tail.
Line Random a higher value randomizes the
shape of the lines
Color Random a higher value randomizes
the color of the lines
Opacity determines the clarity of lines.
Lower values create more transparent strokes.
Cross Hatch controls the frequency of cross
hatching in the strokes.
Total Angle determines the amount of angle
change that the whole stroke can go around
before it stops drawing the stroke. A higher
value makes an image darker. When you set
Density at a small value, set Total Angle at a
smaller value.
Color Cutoff determines the threshold of
color change allowed for a stroke. Use this
slider in conjunction with Total Angle.
Light 1, 2, 3 determine how much each of
the first three studio lights contributes to the
direction of the strokes. A high value results in
strokes going in the direction of the light.
BG Direction defines the direction of the
background strokes.
Rendering

Auto Spacing If Auto Density is enabled,
this slider controls the amount of space
between strokes
Color Blend controls the amount of color in
the document window to be blended into the
sketch.
Textured Brushes
You can choose between several texture
brushes in the Sketch Designer window. The
choices are Sharp, Bristles, Very Soft, Soft, Less
Soft, and Slanted. You’ll find the effects of
these brushes is most visible when you set the
Min Width and Max Width sliders to higher
values.
Sketch Designer Options
The checkbox options available in the Sketch
Designer window are:
Over Black When enabled, the background
is black and strokes are white. When disabled,
the background is white, and strokes are black
or colored.
Auto Density When enabled, the render
reaches an automatic density based on the
original image, and the Density slider setting
is ignored. When this is disabled, use the
Density slider.
Colored Strokes When enabled, figures and
objects are rendered in color. When disabled,
no colors appear.
Working with Completed
Sketches
Once you create a sketch, you can save it to
and delete it from the Preset Styles popup. In
addition, you can export your sketches to
Painter scripts.
To save a sketch:
1Choose Create Preset from the Preset
Styles popup.
2Enter a name for your sketch. Poser
automatically attaches a .pzs suffix to the
filename.
To delete a sketch:
Choose Delete Preset from the Preset
Styles popup.
To export a sketch to a Painter script:
1In the Sketch Designer, render the scene
to your liking.
2Choose File menu> Export> Painter
Script.
3Choose a save location and name the file.

Poser 4
Rendering a Sketch
After setting up a sketch, you can render it so
that the sketch appears in your document
window. You’ll find this feature useful if you
want to export a movie in sketch style.
To render a sketch in the Document
window:
Choose Render menu> Sketch Style
Render.
Rendering

13
Advanced Body
Shaping
Besides the basic shaping tools discussed in
Chapter 5 , “Body Shaping, you can also
customize the shape of figures using custom
morph targets and the Joint Parameters palettes.
Advanced Body Shaping

Creating Custom
Morph Targets
As discussed in “Using Morph Targets” on
page 152, morph targets are transitional
changes in the geometry of a figure that can
be animated over time. Poser now includes a
library of morph targets, and you can build
your own morph targets in Poser as well.
In this section, you’ll learn how to build
custom morph targets in other 3D modeling
applications.
A morph target is a custom Parameter that is
added to a body part so you can gradually
reshape it. A figure’s geometry can move from
the original shape of the model to the
geometry of the morph target. During the
course of an animation, the model begins to
change shape until it reaches the morph target
geometry.
Setting up Morph
Targets
Morph targets are assigned to individual body
parts. When you set up a Morph Target, a new
Parameters Dial is added to the body part. The
Parameter Dial lets you control the amount of
morphing applied to the body part.
To add a morph target, you create a morph
target geometry that represents the end-point
of the morphing. The morph target geometry
must contain the same number of vertices as
the original body part, so it’s best to use the
original body part as a starting point.
A Morph Target geometry can be created in
any 3D modeling application that saves files in
Wavefront (OBJ) format. The tutorial later in
this chapter uses Ray Dream Studio 5 to
create a Morph Target geometry. However,
you don’t have to use Ray Dream Studio; any
application where you can edit geometries and
save files in OBJ format will work
To add a custom Morph Target:
1Select the body part to which you want
to add a morph target.
Choose Object menu> Properties. The
Properties dialog appears.
2Click Add Morph Target.
A Morph Target used to alter figure geometry.
Element Properties dialog.

Poser 4
The Add Target dialog appears.
3Click Locate to find the geometry file
you want to use as a morph target. The
file must meet all the following
requirements:
File must be in OBJ format.
File must contain the same number
of vertices as the original body part.
File must contain only the body part
you are morphing. Do not use a file
of the entire figure.
The filename appears in the Geometry
field.
4Enter a name. The name appears on the
morph target Parameter Dial for the
selected body part.
5Click OK to return to the Element
Properties dialog. Click OK again to
return to the main window.
A new Parameter Dial is added for the
selected body part. Use this dial to morph
the body part from its original shape to
the morph target. A value of 0.0 for this
dial is the original object. A value of 1.0
changes the body part to the morph
target.
Morph Target Tutorial
This tutorial uses Ray Dream Studio 5 to
create a Morph Target for the head of a figure.
You’ll make the nose grow like Pinocchio’s.
Lesson 1: Setting Up
To load a figure geometry into Ray
Dream Studio 5:
1Launch Ray Dream Studio 5.
2Choose File menu> Open.
3In the Open dialog that appears, click the
Format popup and choose Wavefront.
4Select the folder Poser 4: Runtime:
Geometries: newMaleCasHi.
5Select the file newMaleCasHi.obj and
click Open.
6Use the default settings for the OBJ
import dialog and click OK.
Add Shape Interpolation Target dialog.
Note Important: For this tutorial to
work correctly, you must have
installed the new OBJ import/
export plug-in and mesh form
modeler for Ray Dream Studio
5.0.2, which is included with
Poser 4.
Advanced Body Shaping

The figure loads into the perspective view
and into the timeline with the name
lFoot.
To edit the figure’s geometry:
1Select the figure newMaleCasHi in the
Timeline.
2Click to select the figure in the
perspective window, then choose Edit
menu> Jump In.
3Click the Selection tool.
4Click away from the object to make sure
there are no vertices selected.
5Double-click in the figure’s head.
The entire head is selected. This may take
a while.
6With the head selected, choose
Selection menu> Invert to select
everything but the head.
The newMaleCasHi geometry, as shown in the
Perspective window.
The newMaleCasHi geometry, shown in the mesh
form modeler.
The newMaleCasHi figure with head selected.

Poser 4
7Press the delete key.
8Click the Zoom tool.
9Drag a marquee around the head.
10 To switch to the left view, choose View
menu> Preset Position> Left. This
makes the model easier to deform.
Lesson 2: Creating the
Morph Target
To deform the geometry:
1Click the Sphere of Attraction tool.
The default size, 4 inches, is too large for
Poser figures. Compared to standard Ray
Dream Studio units, Poser figures are
very small. However, do not change the
geometry size other than in the manner
you want to morph it.
If, for example, you increase the size of
the entire head, the size increase is
included in the morph target. This is also
true of the position relative to the center.
In some cases, that may be the effect you
The body is deleted.
Enlarged view of the head.
Left view of head.
Advanced Body Shaping

are seeking. In this case, however, you just
want to increase the size of the nose.
2If the Properties palette is not already
open, choose Windows menu>
Properties.
3Change Radius of Sphere unit setting
from inches to millimeters.
4Change the Radius of Sphere value to 1
millimeter.
5Click on the tip of the nose and drag to
the right. You have now created a morph
target.
6Click the Done button in the lower-left
corner of the window.
To save the new morph target file:
1Choose File menu> Save As.
The Save As dialog appears.
2In the Format popup, choose Wavefront.
3Change the name to nosemorph.obj and
save the file in the same folder as the
original, newMaleCasHi.
4Click OK.
A dialog appears warning you that saving
out of Ray Dream Studio format may
result in loss of information.
5Click OK to continue.
6Choose File menu> Close to exit Ray
Dream Studio.
The Properties palette.
The deformed newMaleCasHi head.

Poser 4
Lesson 3: Using the
Target in Poser
To add a morph target in Poser:
1Launch Poser.
2From the Figures category of the
Libraries palette, choose the People sub-
category, if it’s not already selected.
3Double-click the Casual Man preview.
The figure appears in the Document
window.
4Click the Face Camera icon in the
Camera Controls.
5Select the Head, and choose Object
menu> Load Morph Target.
6In the Add Target dialog that appears,
locate and open the file Poser:
Runtime: Geometries:
newMaleCasHi: nosemorph.obj.
7Enter “Nose” in the label field. This
assigns the name “Nose” to the new
Parameter Dial.
8Click OK.
The People sub-category.
The Casual Man in the Document window.
The Face Camera icon.
Advanced Body Shaping

9Use the rotation trackball to rotate the
view slightly to the left or right.
10 Click to select the Head.
11 Drag the Nose Parameter Dial to the
right toward 1.0.
Your morph target is complete.
Figure Joints and
Blend Zones
The joints on a figure control how parts bend,
blend, twist, and bulge. Realistic movement in
a figure is controlled by joint settings. For
example, a human knee joint can’t bend
forward.
A figure’s bending and twisting motion is
created using transformers. Transformers
stretch, skew, or scale polygons in the
transformation zones to produce desired joint
motion.
The transformation zone is defined by the
inclusion and exclusion angles assigned to
each transformation. Polygons in the
exclusion angle are not affected by a
transformation, while polygons in the
A rotated view of the figure.
The morphed Nose.
An example of figure joints.

Poser 4
inclusion angle are affected. In the area
between the angles, or blend zone, polygons
are adjusted to create a smooth transition
between the surrounding polygons.
Joints are controlled using the Joint
Parameters palette. Blend zones are edited
each time you adjust the transformation
inclusion and exclusion angles. Blend zones
can be further refined using Spherical Falloff
zones.
Editing Joint Parameters
The Joint Parameters palette lets you control
both joints and blend zones. You can directly
manipulate joints and blend transformers to
set how a joint works. These advanced settings
can be used to:
Fine tune the bending of existing figures
to suit your needs
Create new types of effects, such as
imitating ‘Mr. Fantastic’ from the
Fantastic Four comics
Customize joints and transformers for
creating your own new figures
Refer to “Creating Custom Figures” on
page 301 for more information on creating
Poser figures.
Each joint on a figure has a set of attributes,
like Bend, Twist, or Side-to-side. The
attributes available for editing depend upon
which joint is selected. Editable attributes are
displayed in the popup at the top of the
palette.
To edit a joint’s parameters, you first select a
joint attribute and then set each of its
parameters. Each attribute has a specific set of
parameters that control how the attribute
affects the joint. For example, the parameters
for the Center attribute let you control the
exact position of the center point.
An example of blend zones.
Note Before making any changes to
a Joint Parameter, turn all IK
Chains off. It is also easier to
see some attributes, such as
the center, if you view them in
outline or wireframe display
mode. If your computer is fast
enough, use Full Tracking to
see the results of your changes
in real-time.
Advanced Body Shaping

To display the Joint Parameters palette:
Choose Window menu> Joint Editor.
The controls available on the Joint
Parameters palette depend on the
currently selected body part or prop.
To edit a joint parameter:
1Select a body part.
2Display the Joint Parameters palette.
3Select an attribute from the popup at the
top of the palette.
4Set the attribute’s parameters.
Using the Joint
Parameters Palette
The Joint Parameters palette contains several
controls to set attributes for a joint. Although
the controls change for different body parts,
the controls common to all body parts are:
Display Deformer: Toggles the graphical
display of the joint on a figure.
Zero Figure: Resets to 0 the rotation (Bend,
Twist, Side-Side, Front-Back) for all body
parts.
Use Spherical Falloff Zones: Toggles on or
off the Spherical Falloff Zones on a figure.
Refer to “Spherical Falloff Zones” on
page 287 for more on falloff zones. The Use
Spherical Falloff Zones control appears on all
attributes except the Center attribute.
Interactively Editing
Joint Parameters
When you select a joint attribute from the
popup in the Joint Parameters palette, a
graphical representation of the parameter
appears on a figure. For example, when you
select the Twist attribute for the leg, a red and
green line appears on the leg.
Center
A body part’s center becomes the outline of
the selected target when you can edit it.
The Joint Parameters palette.
Attribute popup

Poser 4
Twist
When you select the Twist attribute, a line
with two handles appears on the figure. The
red handle represents the starting point of the
twist transformation area, and the green
handle represents the end. Dragging these
handles increases or decreases the Twist area.
Editing Inclusion and
Exclusion Angles
When using Bend or Side-Side/Front-Back,
the red lines represent the exclusion angle,
while the green lines represent the inclusion
angle.
Polygons in the exclusion angle are not
affected by a transformation. Polygons in the
inclusion angle are affected by the
transformation. The area between the
inclusion and exclusion angles is the Blend
zone.
To edit inclusion and exclusion angles:
1Move the cursor to an end point of the
exclusion or inclusion angles until the
cursor changes to a target symbol.
2Drag the angle. If you’re using full
tracking, the effects of your change are
shown as you drag.
Inclusion and exclusion angles exist in three
dimensions, so you can rotate a figure to see
all the areas affected by the transformation.
You can also edit angles in all three
dimensions.
To make sure you’re moving an angle in only
one dimension, use the orthogonal cameras.
For example, using the From Front camera,
moving left and right moves in x. Moving up
and down moves in y. With the From Left
view, left and right move in z, and up and
down move in y.
Bend
To adjust the Bend transformation area, drag
the end-points of the red or green angle. To
change the center of the body part, drag the
center point target.
Side-Side/Front-Back
Like the Bend attribute, both the Side-Side
and Front-Back attributes are edited by
dragging the inclusion and exclusion angle
lines.
A Twist attribute displayed graphically on the figure.
Advanced Body Shaping

Joint Attributes
Each joint on a body part has a number of
parameters that together control how the joint
moves.
Center
The Center Attribute sets the center of
rotation for a selected body part. This attribute
is available for all body parts and props.
The parameters of the Center attribute are:
Center Point: Sets the XYZ position of the
center of the body part. 0,0,0 is located in the
center of the body on the floor.
Orientation: Sets the XYZ rotation of the
axis. Click and drag a dial to rotate the axis.
Option/Alt-click a dial to reset it to 0.
Align: Aligns the axis to the rotation of the
body part.
Twist
The Twist attribute alters the location of the
twist transformer for each body part. The
intensity of the transformation is controlled
using the Twist Parameter Dial or Twist tool.
There is not a Twist attribute for the hip, since
it is the parent of the entire figure. Twisting
the parent is the same as rotating the entire
figure. When IK is enabled, twisting the hip
transforms body parts included in the IK
chains.
The Center attribute.
The Twist Attribute.

Poser 4
By default, the Twist axis runs lengthwise
down the center of each body part. For
example, for arms, the twist axis is the x-axis,
while for legs the twist axis is the y-axis.
Moving and rotating the center of a body part
can alter the position of this axis.
The parameters of the Twist attribute are:
Twist Start, Twist End: Sets the start and
end of a twist area on a body part. Only the
body parts in the twist area are affected by the
twist transformation.
Twist areas can be made larger than the body
part to make a twisting motion appear more
natural. In most cases, you want to include the
body part’s parent.
Bend
The parameters for the Bend attribute alter
the angles of the bend transformers and define
how bulges are created.
The parameters of the Bend attribute are:
Center Point: Sets the XYZ position of the
center of the body part. Bending occurs at the
center point. Changing that point changes the
center of the body part.
Joint Angles: Set inclusion and exclusion
angles for the Bending transformation. The
values in Static A and D together set the
exclusion angle. Polygons in the exclusion
The Twist axes on the body.
The Bend attribute.
Advanced Body Shaping

angle are not affected by the bending. The
values in Dynamic B and C together set the
area of inclusion. Polygons in the inclusion
angle are affected by the bending.
Apply Bulges: When enabled, these
parameters control how polygons in the bend
zone are stretched or pinched to create bulges
or wrinkles. Right and Left dials refer to the
sides of the figure. Neg and Pos dials refer to
negative or positive values for the rotation of
the attribute (for example, a positive value for
the Bend attribute creates bulges as set by the
Right and Left positive bulge dials). Option/
Alt-click these dials to reset them to 0.
Side-Side/Front-Back
The parameters for the Side-Side/Front-Back
attributes control angles of the Side-Side/
Front-Back transformers and define how
bulges are created.
The angles of inclusion and exclusion on a body
part.
Differences in bulges and wrinkles when the body
part center is changed.
The Side-Side attribute.

Poser 4
The Side-Side/Front-Back attributes have the
following parameters:
Center Point: Sets the XYZ position of the
center of the body part. Side-Side
transformations occurs at the center point.
Joint Angles: Set inclusion and exclusion
angles for the Side-Side transformation.
Apply Bulge: When enabled, these
parameters control how polygons in the Side-
Side transformation zone are stretched or
pinched to create bulges or wrinkles.
Scaling
Each body part has parameters that let you
scale the parent and child body parts. The
settings are similar to the Twist parameters,
and follow the Twist axis of the child or parent
body part.
For example, the Right Collar of the Business
Man has scaling controls for the chest (the
parent body part) along the y-axis, and scaling
controls for the Right Shoulder (the child
body part) along the x-axis.
High End/Start, Low Start/End: The
High and Low parameters define a blending
area. For example, when scaling the head you
may also want the top of the neck to scale.
When setting this parameter, only one pair of
settings—the high or the low setting—is
relevant. The unused parameter pair is
automatically set to an out-of-limit number
The Front-Back attribute.
The Scaling attribute.
Advanced Body Shaping

(such as 100.000 or 99.000). This indicates
that the pair is not relevant to the area you
have selected for blending. The out-of-limit
settings should not be edited.
The end of each blending zone is represented
in red, while the start is represented in green.
The effects can be uniform, or can be
controlled by spherical falloff zones. Refer to
“Spherical Falloff Zones” on page 287 for
more information.
Copying Joint Parameters
You can copy joint parameters from one half
of a figure to the other using the Symmetry
command.
To copy joint parameters:
1Choose Figure menu> Symmetry>
choose an option. A dialog appears asking if
you want to copy the joint zone’s setup
also.
2Click Yes to include joint parameters.
Saving Joint Parameters
Changes to joint parameters affect only the
current scene. To save joint parameter changes,
you must either save your scene, or save the
figure in the Libraries palette. Refer to
“Saving to the Libraries Palette” on page 34
for details on saving figures to the Libraries
palette.
The effects of High/Low scaling.

Poser 4
Spherical Falloff Zones
Spherical Falloff Zones are an advanced
method for controlling blending between
body parts. Two spheres, a green “inner”
sphere and a red “outer” sphere represent the
falloff zones.
The green sphere defines the area that is 100%
affected by the transformation. The red sphere
represents the boundary of the transformer’s
effect. The area between the inner and outer
sphere is the “blending” zone. The effects of
the transformation gradually decrease from
100% at the boundary of the inner sphere to
0% at the boundary of the outer sphere.
When adding Spherical Falloff Zones, the
default position of the sphere is 0,0,0.
Displaying Spherical Falloff
Zones
Spherical Falloff Zones can be selected and
displayed using any display mode. To change
the display mode for a sphere, select Element
Styles from the Display menu, then select a
mode. The default display mode for these
spheres is outline.
Wireframe mode lets you view the spheres in
3D and still see the body parts they surround.
Editing Spherical Falloff
Zones
Spherical Falloff zones can be edited using any
of the Edit tools. You can reposition, scale,
rotate, or twist Spherical Falloff zones.
Spherical Falloff Zones.
A Spherical Falloff Zone viewed in Wireframe
mode.
Advanced Body Shaping

14
Hierarchies
How Hierarchies Work
In order to display a figure in the Workspace,
Poser must interpret information about the
figure’s geometry and body part parameters. This
information allows Poser to create bendable joints
between parent and child objects.
A scene’s hierarchy describes the parent-child
relationships of all objects in the scene. Body parts
or props that are physically located at a seam are
generally contained either in a parent object or a
child object. Data like rotation order and IK
relationships are also defined in the scene’s
hierarchy.
A Poser document hierarchy contains:
A list of everything in the scene’s universe,
including figures, body parts, props, lights,
and cameras
Hierarchies

Hierarchical connections (parent-child
relationships) for scene objects
Parameters, including rotation,
translation, Morph Targets, and Point At
parameters.
Any Inverse Kinematics (IK) chains of a
figure
In Poser 4, you can work directly with a
scene’s Hierarchy. The Hierarchy Editor
displays everything in your Poser scene—all
the figures, lights, cameras, and props
currently in the studio.
With the Hierarchy Editor, you can:
Select elements in your scene. When you
select an item in the Hierarchy Editor, it
is selected in the Document Window,
Objects List, and Graph Palette.
Double-click on an object to bring up its
Object Properties.
Set element visibility. Quickly hide body
parts, props, or deformers.
Rename or delete elements and
parameters such as morph targets or Point
At parameters.
Set up or change parent-child
relationships for props.
Set up Inverse Kinematics (IK) chains.
Change rotation order for props or body
parts.
Create new figures. Refer to “Creating
Custom Figures” on page 301 for more
information.
Using the Hierarchy
Editor
The Hierarchy Editor displays a hierarchical
listing of everything in your Poser document’s
universe. You can contract this list to show
only the parent elements in your scene,
expanded elements to show their children,
and expand objects to display their parameters.
Depending upon what you want to select or
modify, you can display it in the Hierarchy
Editor.
To display the Hierarchy Editor:
Choose Window menu> Hierarchy
Editor. The Hierarchy Editor appears.
Using the Hierarchy Editor, you can easily expand/
collapse scene elements.

Poser 4
Controlling what is
Displayed
You can control what displays in the
Hierarchy Editor by selecting display options
at the top of the Editor. Options indicate
what type of scene objects are in the hierarchy
view.When the Hierarchy Editor first opens, a
default set of options are checked.
To set the Hierarchy Editor display:
1Choose Window menu> Hierarchy
Editor to display the Hierarchy Editor.
2Click a display option to display or not
display certain scene elements.
An X appears in the box beside a selected
display option.
Display options are:
Show Figures: display all figures in
the document
Show Cameras: display all cameras
Show Parameters: display object
parameters
Show All Parameters: display all
parameters, as well as a few special
scene level elements, like inner and
outer scene boundaries
Show Props: display all props in the
scene, including the ground plane
Show Deformers: display Magnets,
waves, and Morph Targets
Show Lights: show all lights in the
scene
Collapsing the Hierarchy
Editor
Scenes contain scene elements, including
body parts, props, deformers, cameras, and
lights. This can make for a very long
Hierarchy Editor listing. You can collapse
elements in the list to save space or expand
them to show more detail. When not working
with a particular figure, you can collapse its
listing. This shortens the Hierarchy Editor list
and makes other objects easier to locate.
To collapse/expand a listing:
1Choose Window menu> Hierarchy
Editor to display the Hierarchy Editor.
2Click the minus icon next to an object to
collapse it. The icon changes to a plus
when the element is collapsed.
3Click the plus icon next to an object to
expand it. The icon changes to a minus
when the element is expanded.
Use the display options at the top of the Hierarchy
Editor to control what is displayed.
Hierarchies

Selecting Objects
You can select an object in the Hierarchy
Editor. Selecting an object here is equivalent
to selecting it in the Document Window,
choosing it in the Current Element pop-up at
the bottom of the Document window, or
selecting it in the Graph or Animation palette.
To select an object in the Hierarchy
Editor:
1Choose Window menu> Hierarchy
Editor to display the Hierarchy Editor.
2Click the object you wish to select.
As you select an object, notice that it is
now also selected in the Document
Window.
Deleting Objects
You can delete figures, props, and lights in the
Hierarchy Editor. You cannot delete Poser
figure body parts, cameras, or the ground.
You can delete Morph Targets and Point At
parameters in the Hierarchy Editor. You
cannot delete other object parameters.
To delete objects in the Hierarchy
Editor:
1Choose Window menu> Hierarchy
Editor to display the Hierarchy Editor.
2Select the object you want to delete.
3Press the Delete/del key to delete that
object.
To delete a group of objects in the
Hierarchy Editor:
1Choose Window menu> Hierarchy
Editor to display the Hierarchy Editor.
2Select the objects you want to delete.
Click on an object to select it.
Note You cannot delete just a body
part. If you select and delete a
body part, it deletes the entire
figure, just as it would in the
Document Window.

Poser 4
Renaming Objects
You can rename objects, making it easier to
identify specific body parts and props.
To rename an object:
1Choose Window menu> Hierarchy
Editor to display the Hierarchy Editor.
2Double-click on the name of the object
that you want to rename.
3Type in a new name for the object.
Reordering Objects
Figures
You can reorder props and Deformers in the
Hierarchy Editor. Reordering Deformers can
be useful, especially when they appear at the
bottom of the Hierarchy listing. You cannot
establish new parent-child relationships for
Poser figure body parts.
You can reorder morph targets and rotation
parameters (yrotate, zrotate, xrotate) for figure
body parts. Rotation order affects how a body
part twists or bends. By default, Twist is the
top rotate parameter.
Props, Deformers, Lights,
and Cameras
You can move Deformers and Morph Targets
in the Hierarchy Editor.
You can reorder prop rotation parameters.
Rotation order affects how a prop twists or
bends. You can also do translations for props.
Because the order in which rotation
parameters are interpreted is important, be
careful should you decide to reorder them.
You can reorder prop, light, or camera Point
At parameters. These parameters also appear at
the bottom of the Hierarchy Editor list.
Note Be extra careful should you
decide to change rotation order,
because you can get unexpected
results.
Rotation parameter order affects how figure body
parts twist and bend.
Hierarchies

Displaying Object
Properties
You bring up the properties dialog for an
object right from the Hierarchy Editor.
Accessing object properties from the
Hierarchy Editor can be a real time saver.
To bring up the properties dialog from
the Hierarchy Editor:
1Choose Window menu> Hierarchy
Editor to display the Hierarchy Editor.
2Double-click an object in the Hierarchy
Editor listing to display its Object
Properties.
Changing Object
Visibility
You can change object visibility in the
Hierarchy Editor. When you change object
visibility in the Hierarchy Editor, it’s the same
as changing it in the Object Properties dialog
for that object.
Changing object visibility right in the
Hierarchy Editor can also be a great time
saver. It’s a great way to hide Magnet
Deformers from view while you inspect the
results of the Deformer. Changing object
visibility is also a fast way to hide body parts.
For example, when you load Poser 4 clothing
into a scene, it may be necessary to hide some
body parts so that they don’t show through the
clothing. This is especially true for tight-fitting
clothing. With the Hierarchy Editor, you can
quickly make body parts invisible.
To change object visibility:
1Choose Window menu> Hierarchy
Editor to display the Hierarchy Editor.
2Click the Eye icon next to the object to
toggle visibility on and off. When the Eye
is grey, the object is invisible.
To change visibility for a group of
objects:
1Choose Window menu> Hierarchy
Editor to display the Hierarchy Editor.
2Press Opt/Alt while you click the
Visibility Eye for an object. This turns
Double-click on an object to display Object
Properties for that object.

Poser 4
visibility on/off for that item and all its
children objects.
Establishing
Hierarchical
Relationships
A figure in Poser 4 is essentially a 3D model
that has separate parts for each moving body
part. What makes a Poser model unique is
how it interacts with the controls in Poser. A
3D model in Poser has joints that move
realistically, as in a real person.
Poser mirrors real body movement by adding
joint parameters to each body part. This allows
you to manipulate the figure based on those
parameters. You can then create realistic
motion, using Parameters Dials or the Walk
Designer.
You can change parent-child relationships
between the figures you’ve created and set up
parent-child relationships for props. You
cannot, however, reorder or change parent-
child relationships for Poser figures. Refer to
“Creating Custom Figures” on page 301 for
more about creating new figures. Refer to
“Establishing Hierarchical Relationships” on
page 295 for more about setting up parent-
child relationships.
When you bring a geometry into Poser, the
Hierarchy Editor displays a Universe, followed
by a list of props. Scene hierarchy relates what
should move with what, i.e., children move
when their parent moves.
When you create a figure from the geometry,
Poser uses hierarchy information, to create
joints necessary for figure posing. Unless the
figure was created using standard body group
names, you’ll have to manually establish
parent-child relationships and establish a
hierarchy order. Refer to “Applying the
Standard Hierarchy” on page 299 for more
about applying the Standard Hierarchy to
figures created with standard group names.
Opt/Alt click the Visibility Eye for an object to reset
visibility for that object and all objects indented
under it in the Hierarchy Editor list.
Note You see changes in child/parent
relationships when IK is On verses
when IK is Off.
Hierarchies

To create a parent-child relationship:
1Choose Window menu> Hierarchy
Editor to display the Hierarchy Editor.
2Drag the intended child prop onto the
root object, that is, the intended parent.
A white box highlight surrounds a valid
parent object when the child object is
correctly positioned on top of it. In
addition, the mouse cursor indicates
when it is OK to drop an object.
3Release the child object when the box
highlights the intended parent object.
To reorder objects at the same
hierarchical level:
1Choose Window menu> Hierarchy
Editor to display the Hierarchy Editor.
2Select the prop object you want to
reorder.
3Drag the object to the desired level.
A box highlight surrounds the intended parent
object when the child object is correctly positioned.
The Hierarchy Editor after dropping the child object
onto the intended parent object.

Poser 4
A line is displays immediately before/after
the target object, indicating where the
object will be inserted.
4Release the object to insert it in its new
position.
A line is displayed immediately before/after the
target object, indicating where the object will be
inserted when dropped.
After moving an object to the same hierarchical
level as the target object.
Hierarchies

Creating Multi-Figure
Hierarchies
When posing more than one figure, you may
want to tie the movement of one figure to
another figure. You accomplish this by setting
up a parent-child relationship.
For example, if you pose a female figure on a
horse, you can make the female figure a child
of the horse. This way, when the horse (the
parent) moves, so does the female figure (the
child).
You can attach the child to the entire parent
figure or to just a portion of it. Continuing
with the example, you can make the female
figure a child of the whole horse or just the
horse’s abdomen.
Once a parent-child relationship is set up, any
rotation, translation, or twisting performed on
the parent figure also applies to the child
figure or prop.
To set up a multi-figure relationship in
the Hierarchy Editor
1Choose Window menu> Hierarchy
Editor to display the Hierarchy Editor.
2Select the figure you want to use as the
child.
3Drag the body of the child figure onto
the intended parent. A box highlight
indicates a valid drop location.
To set up a multi-figure relationship
outside the Hierarchy Editor:
1Click the Current Figure pop-up beneath
the Document window and choose the
figure you want to use as the child.
2Click the Current Element pop-up and
choose Body to select the entire figure.
3Choose Figure menu> Set Figure
Parent. The Set Parent dialog appears.
4Select the body part from the hierarchy
selection in the Set Figure Parent dialog.
5Click OK to close the dialog.
Set up a parent-child relationship so figures can be
posed together.

Poser 4
Applying the
Standard Hierarchy
It doesn’t matter how you create the geometry
for a new figure. You can create it in Poser by
grouping and saving groups as new Poser
props. You can create individual figure parts in
another software application and join them
together in the Hierarchy Editor.
Regardless of how the geometry was created,
when you introduce it into Poser, the
Hierarchy Editor displays a Universe, followed
by a list of props or a single prop with groups.
If, however, you created your figure geometry
using standard body group names for human/
bi-ped figures, you can use the Hierarchy
Editor to automatically apply the Poser
Standard Hierarchy to your figure. Applying
the Standard Hierarchy establishes parent-
child hierarchy in one pass. Poser can apply
the Standard Hierarchy to full or partial
figures. Refer to “Naming Groups” on
page 306 for more about creating figures with
standard body group names.
To apply the Poser Standard Hierarchy
to a figure:
1Choose Window menu> Hierarchy
Editor to display the Hierarchy Editor.
2Select the Universe.
3Click the Apply Standard Hierarchy
button.
Applying Standard
Rotation Order
If the props for human/bi-ped figures use
standard body part names, Poser can
automatically apply the standard rotation
settings for each prop.
To apply standard rotation to a figure:
1Choose Window menu> Hierarchy
Editor to display the Hierarchy Editor.
2Select Universe.
3Click the Apply Standard Rotation Order
button to apply the standard Poser
rotation settings to body parts.
Setting Inverse
Kinematics
Kinematics is the study of motion, velocity,
rotation, and position. In terms of jointed
structures, like an arm or leg, forward
kinematics calculates how actions at the root
of the structure affect the position and
Note The Apply Standard Hierarchy
button is not available unless the
universe is selected.
Using the Apply Standard Hierarchy button in the
Hierarchy Editor automatically maps the parent-
child relationships for your figure.
Hierarchies

rotation of those at the end. For example,
when you raise your arm, your hand
automatically moves to a new position and
rotation.
Inverse Kinematics (IK) uses the same kind of
dependency, but in reverse. The extremity
moves, and IK determines how the objects
joined to it (closer to the root) responds to
support the new placement. For example, if
someone was to grab your hand and push,
your arm would automatically bend at the
elbow, while your shoulder would stay fixed in
position.
Poser supports IK for any limb. When IK is
on, you can translate the hands and feet and
achieve appropriate arm and leg positions
automatically. In Poser 4, you can create and
delete new IK chains, using the Hierarchy
Editor.
To turn IK off for a chain:
1Choose Window menu> Hierarchy
Editor to display the Hierarchy Editor.
2Uncheck the IK On/Off checkbox to
turn IK off for that chain.
You can also turn IK Off with the Figure
menu> Use Inverse Kinematics
command.
To create an IK chain:
1Choose Window menu> Hierarchy
Editor to display the Hierarchy Editor.
2Select IK chains, to enable the Create
New IK Chain button.
3Click the Create New IK Chain button.
4Enter a name for the new IK Chain.
A blank IK chain is added to the figure’s
IK chains.
5Drag individual body parts from the
figure you’re creating onto the new blank
IK chain.
6Add nodes to the IK chain in the order of
root to goal, the goal being the
terminating node. For example, in the
arm IK chain, the hand is the chain’s goal.
Note It might be helpful to turn Inverse
Kinematics Off for all existing
chains before setting up IK chains
in the Hierarchy Editor.
15
Creating Custom
Figures
Almost any geometry made up of polygons can be
used as a figure in Poser. When you create a
figure, its appearance has no effect on how it
functions in Poser. It doesn’t even have to look
human.
You can create your own Poser figures, using a
variety of techniques. You can:
Modify existing figures, then save them to the
Figure Library
Combine multiple existing figures into a new
one.
Combine props created with the Grouping
tool that you’ve stored in the Props Library
Create figure geometry in a 3D software
application, like MetaCreations Ray Dream
Studio, then use the Hierarchy Editor to set
up figure Hierarchy information.
Creating Custom Figures

Create figure geometry in a 3D software
application, like MetaCreations Ray
Dream Studio, then manually create a
Hierarchy file.
Modifying Existing
Figures
Starting with an existing Poser figure, you can
make changes to it, then save it to the Library.
Refer to “Body Shaping” on page 137 for
more about modifying figures.
You can:
Adjust proportions to create any type of
body, from lifelike to the absurd.
Shape individual parts to significantly
change body appearance. Give the model
a big belly. Give the model a broad face.
Makes a figure taller. Make a figure
stout—even rotund.
Customize figures by replacing body parts
with props you import into your scene.
You can also attach a prop to a figure,
such as a sword or a pair of wings.
Modify figure height.
Change a figure or clothing color.
Use Poser’s deformer tools to shape body
parts and figures into new and interesting
forms. Stretch a figure’s nose. Make a
figure’s belly bounce as it walks. Add
ripples to clothing.
Use morph targets to add ethnic traits to
your figures. (Poser even includes a full
figure morph target for morphing figures
into superhero form.)
Once you modify an existing Poser figure, you
can create a customized figure in the Library
palette. Because body parts and their
relationships are cloned from standard Poser
figures, Poser automatically creates the joints
necessary for the new figure to operate
correctly in the Poser workspace. Refer to
“Saving Poses” on page 135 for how to save to
and use figures from the Library palette.
You can create exaggerated body types.
You can create exaggerated body types.

Poser 4
Combining Multiple
Figures
Starting with an existing Poser figure, you can
make changes, then save parts of that modified
figure in the Library. For example, you can
save several types of heads, arms, legs, and
torsos, just for use in creating future figures.
Refer to “Saving Poses” on page 135 for more
about using the Select Subset option when
you’re saving figures.
To combine multiple figures into a new
figure:
1Load the figures you wish to combine
into your Poser document.
2Choose Window menu> Hierarchy
Editor to display the Hierarchy Editor.
3Set up parent-child relationships to
establish the new figure’s Hierarchy.
Refer to “Using the Hierarchy Editor”
on page 290 for more about using the
Hierarchy Editor to create figure
hierarchies.
4Click the Create Figure button on the
Hierarchy Editor.
If the figures you’ve combined use
standard Poser body parts, Poser follows
the Hierarchy you’ve established to
automatically create the joints necessary
for the new figure to operate correctly in
the Poser workspace.
Combining Props
You can use the Grouping tool to select
specific polygons on a figure or prop. With
this feature, you can create new props. For
example, you could start with the ball or cube
props, modify them, then save a series of props
that, when combined, create a robot body.
Refer to “Using the Grouping Tool” on
page 157 and “Adding Props to the Library”
on page 175 for more details.
Using the expanding/contracting Hierarchy Editor,
you can create new figures.
Creating Custom Figures

To combine props into a new figure:
1Load the props you wish to combine into
your Poser document.
2Position the props to form the new
figure.
3Choose Window menu> Hierarchy
Editor to display the Hierarchy Editor.
4Set up parent-child relationships to
establish the new figure’s Hierarchy. Refer
to “Using the Hierarchy Editor” on
page 290 for more about using the
Hierarchy Editor.
5Click the Create Figure button on the
Hierarchy Editor.
Poser follows the Hierarchy you’ve
established to create a new figure. Once
created, you can use the Hierarchy Editor
to fine-tune rotation order, so that body
parts twist and bend as desired.
Creating Figures
using other Software
You can create your own Poser figure, using
another 3D software program, like
MetaCreations Ray Dream Studio. When you
create figures outside of Poser, creation is a
multi-step process.
Deciding how to Start
Before you begin to create articulated,
bending figures in Poser, you need to make
the following decision.
You can:
Follow specific naming rules for body
groups, then use the Hierarchy Editor in
Poser to automatically apply standard
Hierarchy and rotation order to your
figure.
Use non-standard (or a combination of
standard and non-standard) naming for
body groups and use the Poser Hierarchy
Use the Grouping palette to create your own props.
The Hierarchy Editor Create Figure button.
Tip In addition to parent-child
relationships, the Figure menu>
Point At command can be useful
for controlling the movement of
individual body parts in a robot
figure.

Poser 4
Editor to manually establish a figure
Hierarchy
Use non-standard (or a combination of
standard and non-standard) naming for
body groups, then create a figure
Hierarchy as a text file and convert it for
use as a Poser figure Hierarchy
Regardless of what you decide, the figure you
create must be set up properly and stored in
the correct format. That done, you can move
or pose the model, just as you would any of
the models included with Poser. With the
right setup, you can make anything from an
accordion to a zebra into a poseable figure.
Understanding the
Process
To create a poseable figure, follow these steps.
Create a 3D model of the new figure.
Use the Poser File menu> Import
commands to bring the contents of your
3D figure file into the current document.
Use the Hierarchy Editor to create a
Hierarchy file for the figure (or create a
Hierarchy file as a text file and convert it
to a Poser Hierarchy file).
Adjust any joint parameters of body parts
that twist or bend incorrectly.
Set any necessary body part limits.
Use the Hierarchy Editor to set up
Inverse Kinematics (IK) chains.
Set surface materials for the figure.
Add any desired morph targets for
adjusting the size and shape of body parts.
Save the new figure to the Libraries
palette.
Determining Model
Format
In order to use figure geometry in Poser, you
must store it in a Wavefront (OBJ) compatible
format. With Poser 4, you can import model
files in DXF, BVH, 3DMF, Wavefront OBJ,
3D Studio (Windows), and Painter3D
(Detailer text) formats.
When creating your model, use only
polygons. Nurbs or spline surfaces will not
translate correctly.
Grouping Body Parts
Poser uses group names to identify body parts.
Some Poser features, like the Walk Designer,
require specifically named body parts. The
group name is also the default name for
working with this body part (you can change
that at a later time).
It is important to denote the individual
moving sections. You can store body parts as
individual OBJ files or save the entire figure as
a single file. With either method, plan
carefully how you separate polygons into
individual moving parts.
Creating Custom Figures

You don’t need to move these parts to the
origin individually. You should leave them
where they naturally relate to one another. Set
up local origins later, inside Poser.
When you store the entire body in one file,
you must use “groups” to separate different
parts of the body that represent the moving
Hierarchy. Saving the entire body in one file is
usually the preferred method.
It is very important not to overlap groups.
Wavefront grouping allows polygons to be in
more than one group. If this happens, the
overlapping polygons are duplicated when you
bring the file into Poser and each group is
turned into a separate Poser body part. For
example, if you build a human-like object,
you need to separate model polygons into the
following groups:
• rHand
• lHand
• head
• neck
• lCollar
• rCollar
• chest
• abdomen
• hip
• rThigh
• lThigh
• rShin
• lShin
• rFoot
• lFoot
• rShldr
• lShldr
• rForeArm
• lForeArm
In order to use a figure in the Walk Designer,
or have Poser 4 automatically apply Standard
Figure Hierarchy and Rotation Orders, you
must use the above groups in the figure.
Naming Groups
In a Poser figure file, each body part actually
has two names: and internal name and a user
name. It is important that certain body parts
use standard internal names in order to be
available for specific Poser features. You can set
the user name (specified by the “name” line of
actors) as you wish.
Use the following body part names/Wavefront
group names when available:
rHand for the body part that represents
the base palm of the right hand
lHand for the body part that represents
the base palm of the left hand.
Note When you store each body in a
separate file, specify only one
group in each file. That group
contains all the polygons in that
file.
Note If you plan to create a figure
Hierarchy file outside of the
Poser 4 Hierarchy Editor,
import your figure file as a
prop first, to check that the
geometry imports correctly.

Poser 4
In order for the hand library features to work
completely, the fingers of the hand should be
broken up using the following names
(working from root to tip):
rHand, rPalm, rKnuckles
rThumb1, rThumb2, rThumb3
rIndex1, rIndex2, rIndex3
rMid1, rMid2, rMid3
rRing1, rRing2, rRing3
rPinky1, rPinky2, rPinky3
lHand, lPalm, lKnuckles
lThumb1, lThumb2, lThumb3
lIndex1, lIndex2, lIndex3
lMid1, lMid2, lMid3
lRing1, lRing2, lRing3
lPinky1, lPinky2, lPinky3
Arranging Groups on a
Model
When Poser processes a new model’s
geometry and generates a Poser Figure Library
entry, it automatically adds bending joints
between parent and child objects as specified
in the Hierarchy file.
Joints only bend polygons of the objects that
are contained in the parent or child body part
at any given joint. So, all polygons that are
physically located at a seam must be contained
in either the parent object group or the child
object group. In other words, you cannot have
three groups joining at the same place.
A good rule of thumb to use when creating
groups is: if two objects don’t have a parent-
child relationship, they shouldn’t be touching
each other. It’s important to keep this in mind
when you set up groups, otherwise gaps
appear when you start bending the model in
Poser.
The following example shows the connection
of the abdomen, hip, and upper leg of a horse.
Since the abdomen is a child of the hip and
the upper leg is also a child of the hip, there is
The Hierarchy of the hand.
Ring 2
Pinky 1
Mid 3
In
d
ex 1
Thumb 1
Hand
Thumb 2
Thumb 3
Pinky 2
Pinky 3
Index 2
Index 3
Mid 2
Mid 1
Ring 1
Ring 3
Creating Custom Figures

no parental attachment between the abdomen
and the upper leg. Therefore there can be no
physical attachment between the abdomen
and the upper leg.
Looking inside the Poser
Hierarchy File
You generally create scene hierarchies in the
Poser 4 Hierarchy Editor, but you can create
them outside of Poser in any text editor that
can save documents in a text-only format.
The Hierarchy file describes how the groups
in a figure are arranged. It outlines the parent-
child relationships between groups. Once
created it can be imported into Poser where it
is converted to create a new figure file in the
New Figures library.
The Hierarchy file specifies:
the geometry (OBJ) file to use
the hierarchical connections (parent-child
relationships) of the body parts
the desired rotation order of each body
part
each Inverse Kinematics (IK) chain to be
included in the figure
The wrong way to connect groups on the horse.
Another example of the wrong way to place groups.
The correct way to place groups on the horse.

Poser 4
Following is an example Hierarchy file; it
represents the full Hierarchy for a horse,
including curve channels for the tails.
objFile:Runtime:Geometries:horseHi:
horseHiP3.obj
1 hip zxy
2 abdomen zyx
3 chest zyx
4 lShldr yzx
5 lUpArm yzx
6 lForeArm yzx
7 lWrist yzx
8 lHand yxz
4 rShldr yzx
5 rUpArm yzx
6 rForeArm yzx
7 rWrist yzx
8 rHand yxz
4 lowNeck zyx
5 upNeck zyx
6 head yzx
2 lThigh yzx
3 lLeg yzx
4 lShin yzx
5 lAnkle yzx
6 lFoot yxz
2 rThigh yzx
3 rLeg yzx
4 rShin yzx
5 rAnkle yzx
6 rFoot yxz
2 tail1 zyx curve
3 tail2 zyx curve
4 tail3 zyx curve
5 tail4 zyx curve
ikChainLeftLeg lThigh lLeg lShin lAnkle
ikChainRightLeg rThigh rLeg rShin
rAnkle
ikChainLeftHand lShldr lUpArm
lForeArm lWrist lHand
(continued)
ikChainRightHand rShldr rUpArm
rForeArm
rWrist rHand
The File Header
The first line of the Hierarchy file contains
the “OBJ File” command which specifies the
location of the OBJ file associated with the
new figure.
objFile: Runtime:Geometries:horseHi:horseTex.obj
The file location should be defined using a
Macintosh format file specification (that is,
using colons). The file location is specified
relative to the Poser application folder.
When the Hierarchy file is converted, the text
of the OBJ file is read into Poser where a
geometry resource is created and linked to the
OBJ file. This process results in a new figure
file.
From then on, when Poser uses this figure file,
the geometry resource is used to define the
figure Hierarchy relationships rather than the
text stored in the OBJ file. Reading from the
geometry resource is dramatically faster.
Creating Custom Figures

The File Body
The bulk of the Hierarchy file contains lines
similar to the one shown below:
The first part of the line indicates Hierarchy
level—or the parent-child relationship—of the
body part. In this case, the abdomen body part
is a child of the body part of the part on the
next level up. Hierarchy levels are numbered
in descending order, so the next level up from
this part is 1.
In the following example, the lShin object is
located on the 3rd level of the Hierarchy. The
closest level 2 line above would be the lThigh,
so the lShin is a child of the lThigh.
The indenting of the lines is not processed but
is helpful visually to denote the Hierarchy
levels.
The second part of the line specifies the name
of the body part. In the example the part is
called abdomen. This name must match the
group name in the OBJ file.
The 3-character string at the end of the line
represents the rotation (or gimbal) order of the
body part. A rotation order defined as “zxy”
means that a Z axis rotation occurs first,
followed by the X, then Y axis rotations.
Poser uses the following X, Y, and Z axis
orientations:
A typical Hierarchy file line.
Parent-Child relationships indicated in the
Hierarchy file.
Rotation Order
Body Part Name
Hierarchy Level
2 abdomen zyx
2 lThigh yzx
3 lShin yzx
4 lAnkle yzx
Parent Object
Child Object
The body part name in a Hierarchy file line.
The rotation order in a Hierarchy file line.
The X, Y, and Z planes that make up 3D space.
Body Part Name
2 abdomen zyx
Rotation Order
2 abdomen zyx
Y
ZX

Poser 4
Assigning a rotation order is a three-step
process:
Always place the “twist” axis first. This
axis should be placed lengthwise through
the object. If the object, like a leg, is built
down the Y-axis, specify the Y first, since
that is the axis along which the leg twists.
Of the two remaining rotations, place the
one most likely to become 90 degrees
last. This helps reduce rotation lock
problems that occur when the middle
rotation approaches 90 degrees.
Place the remaining rotation channel
second.
Some objects do not align to the major axes.
In this case, you can align the coordinate
system of the body part later, while adjusting
the joint parameters. For the Hierarchy file,
pick the closest rotation order. When you
align the part later, the twist axis you choose
becomes aligned down the length of the body
part.
When Body Parts are Stored
in Separate Files
If each body part were stored in a separate file,
rather than all body parts being groups in a
single file, you would specify the full path
name for the file at the end of each line. This
path is relative to the Poser 4 folder.
Here is an example of three links using this
method:
1 link1 yzx
:Runtime:Geometries:examples:l1.obj
2 link2 yzx
:Runtime:Geometries:examples:l2.obj
3 link3 yzx
:Runtime:Geometries:examples:l3.obj
Using Curved
Transformations
The Curved flag tells Poser that this link
should use curve transformations. This is a
method of bending designed for the tails of
the animal figures in Poser. Here is an
example used in the Horse figure:
2 tail1 zyx curve
3 tail2 zyx curve
4 tail3 zyx curve
5 tail4 zyx curve
Inverse Kinematic Chains
The last commands in the Hierarchy file
specify the links that compose the individual
IK chains. IK can also be defined by using the
Poser 4 Hierarchy Editor. Here’s how chains
look after they’ve been defined. If you’re
creating a Hierarchy file manually, be sure to
store IK information in the following format:
ikChain chainName firstLink nextLink
nextLink... endGoal
In the example above, the ikChain is defined
as follows:
The name of an ikChain cannot contain
spaces.
An ikChain line in a Hierarchy file.
Chain Name
ikChain LeftLeg lThigh lShin lAnkle lFoot
Creating Custom Figures

Converting Hierarchy
Files
When you create a Hierarchy file manually,
you’ll need to convert it to an actual Poser
Hierarchy file. Once the Hierarchy file is
completed in the text editor, you can import
it into Poser by converting it into a geometry
resource (called a CR2 file).
This geometry resource is then used in
conjunction with OBJ 3D data to create a
new figure file with rotation order and IK
relationships as defined by the Hierarchy text
file.
On Windows, the resource is a separate file
with the suffix RSR. On a Macintosh, the
resource is stored with the OBJ file. If you
need to edit the resource on a Mac, use a
resource editor to remove the text from the
OBJ file, or create a new text file by copying
and pasting from the old one.
If you make changes to the Hierarchy file and
then convert it again, the conversion won’t re-
create the geometry resource if it already exists
in the OBJ file. So if you are trying to make
geometry changes, you must either delete the
resource, or start with a new blank text file
that contains only the text portion of the OBJ
file.
To convert a Hierarchy file:
1Choose File menu> Convert Hier
File. The Open dialog appears.
2Locate the Hierarchy file you created in
the text editor and click Open.
If there are no errors, a Poser Body
Library file is created.
The Hierarchy conversion may take
several minutes if there is a large
geometry file.
The figure file references the geometry
file. If the location is of the geometry file
changes, you must edit the figure file to
designate the new location (specified
relative to the Poser application in Mac
format).
Verifying Hierarchy Files
Once you begin adjusting the joints, you are
not able to regenerate the figure file a second
time and have all your joint changes in place.
Make sure that all parent-child relationships
are correct before editing Joint Parameters.
You can make geometry corrections later, but
you cannot change the Hierarchy without
creating different joints from scratch again.
Adjusting Joint
Parameters
When the Hierarchy file was converted into a
new figure file, Poser automatically added
joints between all the parent and child objects
in the figure. These joints may not work as
you expect them to because they use the
default joint settings.
Before you can pose your figure, you must
adjust each body part’s joint parameters. The
Joint Parameters palette lets you select each
joint, twist, smooth scale, and center
parameter and adjust them for optimal
bending. Refer to “Adjusting Joint
Parameters” on page 312 for details.

Poser 4
It’s highly recommended that you work from
the outside of the figure in, making a first pass
through to make sure all origins are located as
desired. If you move the origin point (center
of rotations) of a body part later, it carries
along the other joint changes so the bending
characteristics change. You’ll save yourself
from doing extra work if you specify the
origins (centers) first.
Keep the IK chains turned off until all
adjustments are completed. You can use the
Zero Figure button to quickly set all rotations
to zero while working.
Setting Limits
Limits establish a range of rotation, position,
and scale for a given body part. Limits can be
set for each body part on the figure. However
the most commonly used and logical limits are
Bend, Twist, Side-Side, and Front-Back. For
these parameters, limits are expressed as the
maximum and minimum degrees of rotation.
Limits are set using the Parameter Dial dialog.
Refer to “Using the Parameter Dials” on
page 121 for how to access the Parameter Dial
dialog. Enter the minimum value of the
parameter in the Min. Limit field and click
OK.
Setting Favored IK
Angles
The IK in Poser works from the current
rotations of a body part, so proper IK angles
must be preset in the figure for it to work
predictably. Therefore, the original rotation
values loaded on the joint are important to
help the IK system know which way to bend
some joints.
Before you memorize the default position of
all the body parts, you should bend the ones
that are used in IK chains so that they favor
their natural bending directions. For example,
a human thigh is bends slightly forward and
out. The shin is bends slightly back and in.
Note It’s a good idea to periodically
save your figure to a new
Figure preset as you work so
you can back up if you make
mistakes.
Note Remember to save your figure
as a new figure in the Figures
library periodically as you
work, so you can back up if you
make mistakes.
Favored IK positions.
Creating Custom Figures

Do this while keeping all the IK chains turned
off. Only turn them on after you have set the
favored angles.
Memorizing Default
Positions
Memorizing the settings on a figure sets the
default values and positions for all the figure’s
joints and body parts. The next time you use
this figure, the memorized setting are used.
To memorize the figure’s settings:
Choose Edit menu> Memorize>
Figure.
Setting Surface
Materials
In order to set the preset material for your
figure, you must edit its CR2 file that you
created when you converted the Hierarchy
file.
The preset material cannot be set from the
Poser interface. You’ll need to edit the final
Figure library file with a text editor that is
capable of opening any kind of file. At the end
of the figure file is a block of text that specifies
the preset material colors and texture map. If
you’ve edited the regular material to be what
you’d like, you can copy the information to
the preset material.
The following is a sample of the surface
material section of the CR2 file:
material shirt
KdColor 0.972549 0.988205 0.972549 1
KaColor 0 0 0 1
KsColor 0.00784314 0.00784314
0.00784314 1
TextureColor 1 1 1 1
NsExponent 30
bumpStrength 0
ksIgnoreTexture 0
textureMap "Biz Man Texture.pict”
0 0
Adding Morph Targets
If you have created Wavefront format OBJ files
that have the identical vertex ordering as any
individual body part, you can load them as
morph targets.
Refer to “Setting up Morph Targets” on
page 272 for more information.
Naming Body Parts
The names of the groups you set up in the
OBJ file and Hierarchy file may not be the
most descriptive names you can use. Once the
main parameters are set for the figure, you can
change the name of each body part.
To change the name of a body part:
1Double-click a body part. The Element
Properties dialog appears.
2Enter a new name in the Name field.

Poser 4
Tutorial: Creating a
Figure in Ray Dream
Studio
In this tutorial, a Ray Dream Studio object is
converted into a Poser figure. A pre-made
mesh object included on your Ray Dream
Studio 5 CD is used, but the concepts can be
applied to any of your own models.
Lesson 1: Creating the Initial
Figure
To create the initial figure:
1Place your Ray Dream Studio 5 CD in
the drive and Launch Ray Dream Studio
5.
2Create a new, empty scene.
3Choose Windows menu> Browser to
open the Browser, then select the Objects
tab.
4Choose File menu> Add Folder/
Directory.
5On your CD-ROM drive, select the
Dream Models: Mesh Models folder.
The folder is added at the end on the
right, so you may need to scroll the
window using the scroll bars at the
bottom of the window.
6Drag and drop the Woman2 object into
the Time Line Hierarchy. The Woman2
object is located towards the bottom of
the list.
7The Woman2 object is a group of objects.
You must move all the groups into the
mesh modeler, but retain individual body
parts. Use the OBJ exporter to
accomplish this.
Choose File menu> Save As.
8In the dialog that appears, set the file
format to Wavefront OBJ and click
Options.
9Enable the Export Full Path for Grouping
checkbox and click OK.
10 Select a folder, then click Save.
11 Close the Ray Dream Studio version of
the scene.
Lesson 2: Naming Body
Parts
To name the upper body parts:
1Reopen the OBJ file, using the default
settings for Import options.
2Double-click the object to jump into the
mesh form modeler.
If the set name dialog appears, leave the
default name and click OK.
3Choose View menu> Preset
Position> Front.
4Choose View menu> Preview (Fast).
5Using the Zoom tool, zoom in on the
figure to about a 4:1 magnification.
All the individual objects from the
original Ray Dream Studio groups are
now separate polymeshes inside the mesh
modeler.
6Double-click on the chest with the
selection tool.
Creating Custom Figures

7With the chest selected, choose
Polymesh menu> Name Polymesh.
8Change the name to “chest”, then click
OK.
9Repeat the above for the neck portion of
the figure, naming it “neck.
10 Call the left and right shoulder “lShldr”
and “rShldr.
To match Poser conventions, left and
right should be from the reference of the
figure, opposite to your own left and
right. Also, make sure the selection tool
has selected the entire polymesh before
trying to use name polymesh. If double-
clicking doesn’t select the entire
polymesh, double-click in an deselected
area of the object. If the name polymesh
feature is grayed out, then the entire
polymesh is not selected.
11 Using the same procedure, name:
the left and right upper arms:
“lUpperarm” and “rUpperarm”
the left and right forearm:
“lForearm” and “rForearm”
the left and right hand “lHand” and
“rHand”
To name parts of the head:
1Double-click the forehead of the figure to
select the head.
2Use Name polymesh to name the object
“head.
3Select View menu> Hide Selection.
You may need to zoom in to see the eyes
and mouth now left behind.
4The eyes and mouth are currently a single
object. Use the marquee tool to select the
figure’s left eye.
5Choose Selection menu> Detach
Polygons to make the eye a separate
polymesh.
6Choose Selection menu> Weld to link
the eye to the eyelashes.
7Choose Name Polymesh to name the
object “lEye.
8Make the figure’s right eye a separate
polymesh, link the eye to the eyelashes,
and name it “rEye.
9Double-click on the mouth.
10 Use Name Polymesh to name the object
mouth.
To name the midsection body parts:
1Zoom out, and then zoom in around the
midsection of the figure.
2Double-click just above the belt and
name this section “abdomen.
3Choose View menu> Hide Selection.
4Use the marquee selection tool to drag a
selection around the belt and into the hip.
5Hold down the shift key and double-click
with the selection tool on a deselected
area of the hip.
6Choose Selection menu> Weld to
create a single hip object.
7Make sure you have a polymesh selected,
and then name it “hip.
8Zoom out, then zoom back in on the
legs.

Poser 4
9Double-click on a vertex in the shorts
below the hip.
You can see that both the left and right
side of the shorts are a single object.
10 Use the marquee selection tool while
holding down the Alt-Option/Alt key to
deselect the figure’s left side of the shorts.
You’ll probably want to start from the
outside and slowly deselect inwards until
you reach the space between the two legs.
11 Choose Selection menu> Detach
Polygons.
12 The bottom hem of the shorts is also a
separate object. Select the hem, then
deselect the figure’s left side with the
Ctrl/Alt-marquee selection.
13 Choose Selection Menu> Detach
Polygons.
14 Select just the figure’s right hem.
15 Choose View menu> Hide Selection.
16 Select the polygons that are behind the
hem, which connect the shorts to the
right thigh.
17 Choose View menu> Reveal Hidden
Vertices.
18 Use the selection tool with the shift key
to also select the right hem and right leg
of the shorts.
19 Choose Selection menu> Weld.
20 Repeat the previous two steps for the left
pant objects.
21 Name each side “lPant” and “rPant”
respectively.
To name body parts from the thighs
downward:
1Zoom out, and then zoom in from the
thighs down.
2Select the left and right thigh and name
them “lThigh” and “rThigh” respectively.
3Select the left and right calf and name
them “lCalf and “rCalf respectively.
4The feet are actually broken up into areas
of “foot” and areas of “sandal. For this
tutorial, combine the areas into a single
left and right foot. Double-click the
figure’s right ankle.
5Use the marquee tool with the Shift key
to select the rest of the right foot.
6Choose Selection menu> Detach
Polygons.
7Choose Selection menu> Weld.
8Name the object “rFoot.
9Repeat for the left foot, naming the
resulting object “lFoot.
To name parts in the shoulder area:
1Zoom out, and then zoom back in
around the right shoulder.
2Select the right shoulder.
3Hold down the Shift key and double-
click on the very edge of the hem of the
shirt with the selection tool. This selects
the polygons moving inward towards the
upper arm.
4Choose Selection menu> Weld.
5Rename the resulting object rShldr.
Creating Custom Figures

6Repeat for the left shoulder.
7Select View menu> Reveal hidden
vertices if any are still hidden.
8Click Done.
9Save a copy in Ray Dream Studio format.
Lesson 3: Checking
Geometry Imports
There are still a couple of steps to complete
the object in Ray Dream Studio. Importing
this object as a prop into Poser allows you to
check the import of the geometry for errors.
This part of the tutorial illustrates potential
problems you may have in your models, and
how you might fix them.
To check for geometry errors in Poser:
1Select Save As and set the file type to
Wavefront.
2Locate your Poser folder on your hard
drive, then open the Runtime:
Geometries folder.
3Make a new folder called rdswoman.
4Open the rdswoman folder and save the
file as woman.obj.
5Open Poser.
You may need to close Ray Dream
Studio first in order to have enough
memory.
6Click and drag on the Translate In/Out
tool to move the figure away from the
camera.
7Select File menu> Import: Wavefront
OBJ.
8Open the woman.obj file. Use the default
import options.
9Use the Translate tool to drag the figure
up.
Lesson 4: Fixing Surface
Normals
You may notice that some areas seem to have
holes or appear inverted. This is because the
surface normals are flipped. You should see
holes in the eyes, neck, abdomen, thighs, and
calves. You can fix this in Ray Dream Studio.
To fix the surface normals:
1Close Poser, then restart Ray Dream
Studio (if necessary).
2Reopen the woman.obj file.
3Double-click the object to enter the
modeler.
4Use the selection tool with the Shift key
to select the eyes, neck, abdomen, thighs,
and calves.
You’ll probably need to select and hide
the head to get to the eyes.
5Choose Polymesh menu> Reverse
Polymesh Normals.
6Choose View menu> Reveal Hidden
Vertices.
7Click Done.
8Select File menu> Save As.
9Set the file type to Wavefront.

Poser 4
10 Click Options.
11 Turn on the Export Texture Maps option.
Although there are no maps assigned in
Ray Dream Studio, the Export Texture
Maps option allows you to set a material
color for each body part in Poser. With
this option turned off, the entire figure is
considered one surface.
12 Save the file as womanfinal.obj into the
rdswoman folder.
13 Close Ray Dream Studio. You do not
need it for the remainder of this tutorial.
Lesson 5: Creating the
Hierarchy File Manually
In Poser 4, you can create parent-child
relationships in the Hierarchy Editor. If you’d
rather create them manually, here’s how to do
that. Refer to “Using the Hierarchy Editor”
on page 290 for how to use the new
Hierarchy Editor.
To create the Hierarchy file manually:
1Using a text editor, create your Hierarchy
file to appear as follows:
objFile:Runtime:Geometries:RDSWoman:w
omanfinal.obj
1 hip zxy
2 abdomen yxz
3 chest zyx
4 neck yxz
5 head yxz
6 lEye yxz
6 rEye yxz
6 mouth
yxz
4 lShldr xzy
5 lUpperarm xyz
6 lForearm xyz
7 lHand xyz
4 rShldr xzy
5 rUpperarm xyz
6 rForearm xyz
7 rHand xyz
2 lPant yxz
3 lThigh yxz
4 lCalf yxz
5 lFoot zxy
2 rPant yxz
3 rThigh yxz
4 rCalf yxz
5 rFoot yzx
ikChain lArm lShldr lUpperarm lForearm
lHand
ikChain rArm rShldr rUpperarm rForearm
rHand
ikChain lLeg lPant lThigh lCalf lFoot
ikChain rLeg rPant rThigh rCalf rFoot
2Save the Hierarchy file into the
rdswoman folder and name it
womanfinal.phi.
To scale the new figure:
1Open Poser
2Select File menu> Convert Hierarchy
File.
A new figure is created in a group called
New Figures.
3Open the library window and click on
the figure tab.
4Select the New Figures category.
Creating Custom Figures

5Double-click the new figure (with the
shrugging Poser figure icon).
6The figure is initially very large. Select
“body” from the Current Elements pop-
up menu.
7Double-click the scale parameter dial and
change the value to 4.2%.
To adjust body part color:
1Choose Figure menu> Drop to Floor.
2Each body part is a different color. Use
the color tool on the body parts to better
organize the figure.
3Use a similar color for the chest,
abdomen, left shoulder and right shoulder
to form the shirt.
4Use a similar color for the hip, left pant,
and right pant to form the shorts.
5Use a similar color for each foot.
6Color the mouth red and each eye white.
7Use a skin tone for the remaining body
parts.
8Select Edit menu> Memorize:
Figure.
9Add the figure to the library, naming it
Womanfinal.
Lesson 6: Setting Joint
Parameters
If you use the Poser 4 Hierarchy Editor, you
can have Poser set joint parameters based on
the Hierarchy you define. Even so, you will
may want to make adjustments to joint
parameters.
Your first task is to set the center of rotation
for all body parts. If you change this later, it
affects all other bending parameters for parent
and child body parts.
To set the hip center of rotation:
1Switch to outline display mode.
2Open the Joint Parameters window.
3Click on Zero Figure.
4Start by selecting the hip.
5Change the Center point x and z values
to 0.0.
6Set the y value to 0.9.
7Set the End Point y value to 0.8. The x
and z value should be 0.0.
Note Before adjusting joint
parameters, always check that
IK Chains for the figure are
turned off.

Poser 4
To set the centers of rotation for pant
body parts:
1Select the right pant body part.Look at
the center of rotation.
2Select the right thigh body part.
3Drag the center of rotation up towards
the edge between the right pant and the
hip. This gives the effect of the thigh and
the pant leg moving together.
4Repeat this for the left thigh.
To set the center of rotation for the
abdomen:
1Select the abdomen.
2Drag the center of rotation down, slightly
into the hip.
To set the center of rotation for the
chest:
1Select the chest.
2Drag the center of rotation up slightly,
within the bottom of the chest.
To set the center of rotation for the
arms:
1Select the right upper arm.
2Move the center of rotation towards the
joint of the shoulder.
3Repeat this for the left upper arm.
To set the center of rotation for the
head:
1Select the head.
2Switch to the face camera.
To set rotation values:
1In the Joint Parameters Window, switch
from center to yrot.
2Swap the twist start and twist end
positions. You can test your settings by
adjusting the yrot Parameter Dial in the
Parameter Dial Window. The twist end
(in green) should be above the chin. The
twist start (in red) should be below the
chin and into the neck. This blends the
rotation of the head into the neck.
3Switch to the camera from the right, and
zoom in on the head and neck.
4Switch from yrot to xrot in the Joint
Parameters Window.
5Drag the static handle on the left (in red)
down below the chin.
6Drag the dynamic handle on the right (in
green) counter-clockwise till it is also
below the chin, but still higher than the
static handle you dragged in the previous
step.
Notice that as the dynamic handle hits
the static handle, the static handle is also
moved.
7Drag the static handle counter-clockwise
until it is at the top of the back of the
neck.
8Test your settings by adjusting the xrot
parameter dial.
Creating Custom Figures

To adjust scale values:
1Switch from xrot to neck_scaleY. This
controls the blending zone for the y-axis
scaling of the neck when scaling the head.
2Set Low start to 5.97 and Low end to
6.14.
This sets the blending to within the neck,
below the chin.
3Select the mouth_scaleY.
4Set Low start to 6.4 and Low end to 6.27.
5Select lEye_scaleY.
6Drag the High end up towards 9.
7Repeat this for the right eye.
8You can now scale the head to see the
effects.
You can now set limits for each body
part.
To set remaining limits.
1Repeat the above procedures for the
remaining body parts, so that your figure
moves and bends realistically.
2Set the default IK angles. Memorize the
default position.
3Save the figure to the library.
16
Using Poser 4
with Other
Applications
Using Poser with
Ray Dream Studio 5
Poser adds features to Ray Dream Studio’s Mesh
Form Modeler. The Mesh Form Modeler lets you
edit an object’s surface directly, by editing the
points that define its surface. For a full description
of the Mesh Form Modeler, refer to the Mesh
Form Modeling chapter in your Ray Dream
Studio manual.
The following Mesh Form Modeling features
have been added to the Selection and Polymesh
menus.
Using Poser 4 with Other Applications

Selection Menu
Name Polygons
Name Edges
Name Vertices:
Apply group names to selected polygons or
edges. Poser uses these group names to name
body parts when importing Hierarchy files to
create new figures. Refer to “Creating
Custom Figures” on page 301 for more
information.
Detach Polygons: Separate the current
selection into a new polymesh. The edges and
vertices in common with the original and the
new polymesh are duplicated, so that no
polygons are lost. This is useful for breaking
up a solid object into individual sections for
use as body parts in Poser.
Polymesh Menu
Name Polymesh: Similar to name polygons,
this option works on an entire Polymesh. It
creates a group name for the polymesh; Poser
uses this name when importing Hierarchy files
to name body parts. Refer to “Creating
Custom Figures” on page 301 for more
information.
Reverse/Standard Polymesh Normals:
When you export geometry in an OBJ file,
Ray Dream assigns each polygon a direction,
called a surface normal.
For some objects, Ray Dream Studio may
assign normals in the wrong direction. In this
case, it appears that you are seeing the interior
of the object from the front instead of the
front faces. Select these parts of the model in
the Mesh Modeler, and then select Polymesh
menu> Reverse Polymesh Normals. The
OBJ exporter flips the normals when
exporting.
The Selection menu.
The Selection menu.

Poser 4
Importing and Exporting
OBJ Files
The OBJ file format can be used between
Ray Dream Studio and Poser to:
Create new figures from scratch using
Hierarchy files
Edit Poser geometry to create new
morph targets
Create objects in Ray Dream Studio to
use as props in Poser
Importing OBJ Files
When importing OBJ files, the available
options are:
Group Information: Although Wavefront
objects can have a First or Last name
associated with each group, Ray Dream
Studio requires a single name per group. The
Group Information option lets you choose the
name to use within Ray Dream Studio. To
import an object as a single polymesh, you
must select the Make Only One Group radio
button.
Scaling Factor: Define the unit conversion
between Ray Dream Studio units and OBJ
units. If you are importing Poser geometry to
create morph targets, always use the default of
4.00 inches.
Create Meshform Objects: If None is
selected, the object imports as an external
object, with the minimum modeler as its
default modeler. If One is selected, the object
imports as one meshform object. The object is
still broken up by its group names as
individual polymeshes within the modeler if
you did not use Make Only One Group from
Group Information. If One for Each Group is
selected, an individual object is created for
each group.
Transpose Coordinates: Compensate for
the difference in world coordinates between
other programs and Ray Dream Studio. Ray
Dream Studio has the y and z coordinate axes
transposed from other programs, including
Poser.
To import an OBJ file:
1Select File menu> Import or File
menu> Open to open an OBJ file.
2Set the file type to Wavefront (*.obj).
3Select the OBJ file and click Open.
Exporting OBJ Files
When exporting OBJ files, you are presented
with the following options.
Export Normals: Toggles exporting of
surface normals on and off. You almost always
want this setting turned on.
Export UV values: Toggles exporting of UV
texture data on and off. Turn this on to enable
texturing in Poser. Poser only supports UV
mapping of figures and props.
Export Full Path For Grouping: If you are
saving a number of Ray Dream Studio objects
that have been grouped, the groups are saved
as Wavefront groups.
Note Use the default settings when
importing Poser figures.
Using Poser 4 with Other Applications

Export Texture Maps: Creates a Wavefront
Material file to be used with the OBJ
geometry file. This file describes how objects
are textured. It creates one material for each
group.
Transpose Coordinates: Compensates for
the difference in world coordinates between
other programs and Ray Dream Studio. Ray
Dream Studio has the y and z coordinate axes
transposed from other programs, including
Poser.
Degree of Tessellation: Controls the
smoothness of the exported object.
Textures Format: If the Export Texture
Maps option is turned on and the objects have
attributes which must be converted to texture
maps, this controls the format of the texture
files and their resolution.
To export an OBJ file:
1Select File menu> Export or File
menu> Save As.
2Set the file type to Wavefront (*.obj).
3Click on the Options button to alter the
export options.
Using Poser with
Painter 3D
You can export a figure as an OBJ file from
Poser and then paint on it as you would any
other model.
To use a Poser model in Painter 3D:
1Create and pose a figure in Poser.
2Choose File menu> Export>
Wavefront OBJ.
3In the dialog that appears, select the
Single frame option.
Poser figure.
Select Single Frame.

Poser 4
4In the Hierarchy Options dialog that
appears, click OK to use the default
settings.
5Launch Painter 3D.
6Choose File menu> Acquire >
wavefront obj.
The figure appears in the model
window.
7Create a texture map for the body and
hair.
8Save the texture maps as pict files for use
with your Poser model in other
applications.
Poser figure in the Painter 3D model window.
Painter 3D texture map.
Painter 3D hair texture map.
Painter 3D texture map applied to figure.
Using Poser 4 with Other Applications

Using Poser with
Bryce 3D
You can import Poser Figures as OBJ into any
Bryce scene.
To use a Poser model in Bryce:
1Create and pose a figure in Poser.
2Choose File menu> Export>
Wavefront OBJ.
3Select the Single frame option.
4In the Hierarchy Options dialog that
appears, click OK to use the default
settings.
5Launch Bryce.
6Open or create a scene where the Poser
figure is to be placed.
7Choose File menu> Import Object to
add the figure to the scene.
Poser figure.
Select Single Frame.
The unrendered scene.
The rendered scene.

Poser 4
8Scale and position the figure
appropriately.
The figure is placed in the scene with a
default gray texture attached.
9If the figure has hair, the hair and body
import into Bryce as a group. To map
each part:
Ungroup the hair and body by
clicking the ungroup button, which
appears beside the object when
selected.
Select the body to map it first.
To apply a texture map to the figure:
1Click to select the figure.
Click the Edit Materials icon in the
Edit Palette.
The Materials Lab appears.
2Click column A for Diffuse and Ambient
channels.
Scale and position the figure.
The default gray texture.
The Materials Lab.
Select Diffuse and Ambient channels.
Using Poser 4 with Other Applications

3Click the Image Texture button in
material A.
4Set the mapping mode to parametric and
click the Texture Source Editor button in
material A.
The Texture Source Editor appears.
5Click Load (above the first large pict
box).
6Apply texture map(s) with one of the
following methods.
Select and open the pict file texture
you created in Painter 3D. Refer to
“Using Poser with Painter 3D” on
page 326 for details on creating a
Painter 3D texture file for a Poser
model.
To use the default texture from Poser,
open Poser:Runtime:Textures and
select the appropriate texture. Poser
renders as a multiplication of the
texture and body part color.
Open the Poser pict file in an image
editing application (such as Painter or
Photoshop), edit the colors, add
patterns, then save the file as a new
pict file for use with your figure.
Use Bryce’s textures to create surreal
figures (such as rock or glass).
The Image Texture button.
The Texture Source Editor button.
The Texture Source Editor. Open the Painter 3D texture file.

Poser 4
7Click on the black dot above the second
large pict box to delete the mask.
8Click on the check mark to accept the
deletion.
9Adjust other material channels
appropriately.
For this scene, the specularity and
reflection were increased to make the
swimmer look wet.
10 Click on the check mark to accept
material.
11 With the hair selected, repeat these steps
to apply the hair texture.
Using Poser on the
World Wide Web
If your computer is connected to the Internet,
you can access the World Wide Web directly
from Poser. You can exchange information
with other Poser users, visit the
MetaCreations site, or view the latest
technical support information.
Internet Connection
You must have an Internet connection and a
browser package to use the Web-based features
of Poser. If you have an account with an ISP
(Internet service provider), such as EarthLink,
AOL, or other provider, you are ready to go.
Otherwise, acquire an Internet account and
install a modem on your computer. Once you
have a connection, you can start using Poser’s
Internet-based features.
If you have an e-mail only account with a
provider such as Juno, you will not be able to
use all of the Web-based features of Poser.
Using a Browser
The two most common browsers are Internet
Explorer and Netscape Navigator.Use version
4.0 or greater of either browser to take
advantage of interactive HTML features.
The final result.
Using Poser 4 with Other Applications

Windows Users
If your computer is running Windows 95,
Windows 98, or Windows NT 4.0 or greater,
you should already have Internet Explorer
installed. If not, you’ll need to install it. Once
you have an account with an ISP, you can start
using the Web-based features of Poser.
Macintosh Users
Once you have an account with an Internet
provider and a browser software package
installed, you can start using the Internet-
based features of Poser.
Accessing the Web
Poser now has a “Links” menu that will launch
your default browser and take you to the one
of the Poser-related Web links in your links
list. You can update this links list to add your
own links and delete any default links you do
not use.
In addition, you can also export both still files
to the Web using the Export Image or Render
to Disk options on the File menu. You can
export animations through the Render
Animation feature.
To select a Web link:
1Choose Help menu> MetaCreations
Web Links> choose a link for links to
MetaCreations Web pages
or
Help menu> Other Web Links> choose
a link for links to Poser Web sites.
2Poser launches your browser and opens
the desired link.
Modifying Poser Web Links
You can create, delete, or edit Poser Web Link
files. Each link is a simple ASCII file that
contains a line with the link’s URL.
To add, delete, or edit Web links:
1From your desktop, open:
Poser:Runtime:Weblinks:
MetaCreations/Other Web Links.
Link files appear in these folders.
2Do any of the following:
To change the name of a link,
highlight the filename and enter a
new name.
To delete a link, drag its file to the
Trash/Recycle Bin.
To create a new link, open a text
editor such as Note Pad or
SimpleText. Enter the URL on the
first line of the file, and save the file
in the Poser:Runtime:Weblinks:
MetaCreations/Other Web Links
directory.
To change a link, open the link file in
your text editor, enter the new URL,
then save and close the file.
3Restart Poser.
Your menu reflects the new links.

Poser 4
Using Poser with
MetaStream
You can export Poser scenes to MetaStream
format files for use on web sites.
To export a Poser scene to MetaStream
format:
1Create and pose figures and objects in
Poser.
2Choose File menu> Export>
MetaStream.
Two file formats are generated:
HTML: embeds MetaStream output
generated by Poser using the
EMBED tag.
MTS: contains compressed geometry
and textures.
Double-click the HTML file to open the
output.
Use MetaStream objects as embedded objects
in an HTML page. This gives the page author
full control over a wide range of rendering
and interaction options described at the
MetaStream Web site:
http://www.metastream.com
If you open a raw MTS file, the plug-in runs
with all attributes set to default values.
Textures generated by Poser are already lit (by
real light) and do not need additionally
shading by synthetic lights, so set texture
shading to off.
Using Poser with
Canoma
Canoma models can be exported in the OBJ
format for import into Poser.
Exports to Poser Prop command within
Canoma exports a .pp2 file and several .bmp
(Win)/.pict (Mac) textures.
To use a Canoma model in Poser:
1Manually copy or move the .pp2 file to
any immediate subfolder of Runtime:
Libraries:Props.
2Move or copy all the .bmp or .pict files
to:
PoserAppDirectory:Runtime:Textures
Note If Infini-D is installed on your
computer, MTS files appear with
an Infini-D icon. Double-clicking
this icon launches Infini-D. If an
error message appears, make
sure the Infini-D path information
in the HTML file is correct and
that all required libraries are
available.
Using Poser 4 with Other Applications

The Canoma-generated object or scene
appears in the list of props (without a special
icon) and with the name you give the prop.
You can place and work with the prop like any
other.
A word of caution: do not give two Poser
generated props the same name or you will
overwrite part of one prop’s textures.
Tip Keep shortcuts and aliases for the
Poser texture and prop type
folders handy to where you
generate the prop file, then drag
the files onto the shortcuts. This is
faster than hunting down the
directory.
A
Troubleshooting
Installing Poser
If you have trouble with your installation, be sure
to read “Installing Poser” on page 15.
Poser (Windows) locks up the
first time you launch it
Many video cards cannot use hardware
acceleration at the high setting in any screen depth
other than High Color or 16-bit. There are two
ways to correct this problem:
To set your display to High Color or 16-bit:
1Right-click on your desktop.
2Select Properties.
3Choose the Settings tab.
Troubleshooting

4Change the color palette to High Color
(16-bit.).
To lower the graphics hardware
acceleration setting in Windows:
1Select the Window Start button.
2Choose Settings.
3Open the Control Panel.
4Double-click the System Icon.
5Select the Performance tab.
6Click Graphics.
7Adjust the Hardware Acceleration slider
to a lower position.
8Test your system using this method until
you find the level of hardware
acceleration compatible with Poser.
Poser (Windows) does not
accept your serial number
This problem may be related to your video
drivers. You can set your display to VGA (256
color). Or on NT, reboot and choose NT
VGA mode.
To allow for CD-ROM support and
16-color video:
1Right-click on your desktop.
2Select Properties.
3Choose the Settings tab.
4Change the color palette to VGA (256
color).
If this procedure does not work, enter the
serial number in all fields (name, serial
number, etc.).
Poser (Macintosh) does not
accept your serial number
Create a custom extension set according to the
instructions in “Macintosh Installation” on
page 15.
Macintosh Extension
conflicts
Create a custom extension set as described in
“Macintosh Installation” on page 15, add
extensions, and test Poser to see if the conflict
is resolved. Some culprits of extension
conflicts are scheduling applications, task bars,
and RAM doubling type applications.
Interface corruptions are caused by bad fonts
(such as system 8-8.1’s charcoal). Update older
versions of Adobe Type Manager (ATM), as
they can have conflicts.
B
Glossary
Aliasing A visual artifact caused by low-
resolution sampling that can cause hard edges or
areas of high frequency in an image to look
jagged. Refer also to Anti-aliasing.
Angle Falloff The amount of diminution in the
brightness of a spotlight toward the edge of a light
cone.
Animation Controls A control panel located at
the bottom of the Poser Workspace that lets you
quickly set up and preview animations using a
simple click and drag interface.
Animation Duration The amount of time that
an animation lasts.
Animation Elements List A list that displays all
figures, lights, cameras, and props currently in the
studio. The Animation Elements List is accessed
on the Animation palette and is used during the
editing of animation keyframes.
Glossary

Animation Frame Count Refer to Frame
Count.
Animation Frame Rate Refer to Frame
Rate.
Animation Frame Size Refer to Frame
Size.
Animation Graph Palette Refer to Graph
Palette.
Animation Palette A comprehensive dialog
which lets you edit keyframe positions, create
complex animations, animate individual body
parts, and edit keyframes within an animation.
Refer also to Animation Elements List.
Anti-aliasing The process of eliminating
aliasing by higher resolution sampling, so that
hard but jagged edges appear smooth and
clean.
Auxiliary Camera An additional camera
view. Like the Main camera, the auxiliary
camera rotates around the center of the studio.
AVI A PC file type used for saving movies.
Axis A hypothetical linear path. The X, Y,
and Z axes (width, height, and depth,
respectively) define the directions of the 3D
universe. The axis along which an object is
rotated is the axis of rotation. An object’s axes
are parallel to its bounding box.
Box Tracking A tracking style that displays
figures and objects as boxes at all times. Refer
also to Figure Tracking, Fast Tracking, and Full
Tracking.
BMP A Windows file format for bitmapped
or pixel-based images.
Break Spline Interpolation A type of
animation interpolation which has no
intermediate poses. Position changes abruptly
only at the keyframes. Refer also to Constant
Interpolation, Linear Interpolation, and Spline
Interpolation.
Bump Map A type of surface material that
determines the shape of bumps or dents on an
object’s surface.
Camera Plane The plane that a camera
moves along.
Child An object that is linked to another
object (its parent) in a hierarchy. When the
parent is moved, the child moves with it.
Refer also to Parent.
Chain Break A tool that breaks the chain of
parts affected in a translation.
Constant Interpolation A type of
animation interpolation that maintains a
keyframe position, then instantly changes to
the next pose. Refer also to Break Spline
Interpolation, Spline Interpolation, and Linear
Interpolation.
Deformers Properties that can be applied to
an object (or group of objects) to deform its
geometry. In Poser, deformers include
magnets and waves.
Depth Cueing An effect which creates the
appearance that elements far away are dimmer
than elements closer to the camera.
Display Style A style that determines how
figures, elements, or the document are
displayed in the Document window.

Poser 4
Distance Falloff The distance from a
spotlight itself to the point where the light has
no effect.
Distant Light Refer to Infinite Light.
Document Display Style Refer to Display
Style.
Dolly A camera view where the camera
moves around in 3D space as if gliding on the
surface of a sphere surrounding the Poser
studio.
DXF Originally developed for use with
AutoCad, this is the most common 3D file
exchange format.
Fast Tracking A tracking style that displays
figures and objects as boxes only when they
are moving. Refer also to Box Tracking, Full
Tracking, and Figure Tracking.
Figure Ring The ring that surrounds a
figure and allows you to select the entire
figure (as opposed to its elements).
Figure Tracking A feature used during the
posing and shaping phases that changes the
display of an object as you reposition its parts.
Refer also to Box Tracking, Fast Tracking, and
Full Tracking.
Flyaround View A camera view that lets you
see all the contents of the studio at once. In
this view the camera moves around an
imaginary track above and away from the
center of the studio.
Focal Length A camera control that changes
the camera perspective in the studio.
Decreasing the Focal Length increases the
sense of perspective. Increasing the Focal
Length “flattens” the sense of perspective.
Frame Count The total number of frames
in an animation.
Frame Rate The number of frames used
during one second of animation.
Frame Size A width or height value for the
animation output set during Animation Setup.
The aspect ratio of the Document window
determines the other value.
Full Tracking A tracking style that uses a
display style at all times, resulting in a slower
motion as you manipulate poses and shapes.
Refer also to Box Tracking, Fast Tracking and
Figure Tracking.
Graph Palette A palette that lets you
perform precise edits on keyframes and adjust
the interpolation methods used in an
animation. The palette is made up of two axes
and a graph. The horizontal axis displays frame
numbers which represent time in your
animation.
Grouping Tool An editing tool that allows
you to select specific polygons on an object
and group them.
Group Edit Palette A dialog that
accompanies the Grouping tool. The Group
Edit palette includes various options for
grouping and creating props.
Hierarchy A tree structure that lists the
objects in the scene and shows their logical
relationships to other objects.
Glossary

Horizon Line A reference line in a studio
that shows perspective.
Implicit (UV) Mapping Refer to UV
Mapping.
Infinite Lighting A lighting control that
shines light into the studio the same way the
sun or moon shines on the Earth. The light
rays from a distant source are parallel as they
enter the Poser studio.
Interpolation An animation process by
which Poser fills in the gaps between
keyframes to create the illusion of motion.
Refer also to Break Spline Interpolation,
Spline Interpolation, Linear Interpolation, and
Constant Interpolation.
Inverse Kinematics (IK) A feature which
determines the dependency of jointed
structures in movement. When an extremity
on a figure moves, IK determines how objects
joined to it respond.
Keyframe A representation of one point in
time in an animation. Keyframes store changes
in position for each body part in the figure, as
well as changes in scale, color, lighting, or
camera position.
Keyframe Animation The process of
assigning different poses to different keyframes
during an animation.
Keyframe Interpolation The method Poser
uses to calculate the “in between” position of
objects or elements. Refer to Spline
Interpolation, Linear Interpolation, Break
Spline Interpolation, and Constant
Interpolation.
Libraries Palette A Poser library dialog by
which figures, poses, props, lights, cameras,
and animations are saved and retrieved.
Light Control A control used to create and
position lights in the Poser Workspace. The
Light control is located by default in the top
left corner of the Poser Workspace.
Light Indicator A visible representation of a
light source. The infinite light indicator
appears as a ring around the figure. The
Spotlight indicator appears as the outline of a
Spotlight.
Linear Interpolation A type of animation
interpolation that places intermediate poses at
equal increments so the motion is smooth and
straight. Refer also to Break Spline
Interpolation, Spline Interpolation, and
Constant Interpolation.
Magnet A deformer that distorts an object as
if it were being affected by a magnet.
Memorize A feature that sets a default value
for a Parameter Dial.
Memory Dots A graphical control that
allows you to save multiple poses, cameras,
and UI configurations within a file.
Morph A change made to the form or
character of an object.
Morph Targets A parameter added to an
object that allows you to gradually reshape it.
Natural Light Refer to Infinite light
OBJ A file format used in many 3D graphics
programs.

Poser 4
Orthogonal A camera projection of a scene
which has no perspective distortion.
Object Any 3D volume or other item that
appears in the universe, including cameras and
lights. When objects are grouped, their group
is also described as an object.
Orbit Refer to X, Y, Z Orbit.
Orientation The direction an object faces as
defined by the compound effect of the
object’s pitch, yaw, and roll. Usually, the most
important aspect of an object’s orientation is
its relation to other objects. An object’s
relation to the viewpoint can be changed by
moving the current camera.
Origin Refer to Prop Origin.
Parameter Dimensions or encompassing
characteristics applied to a figure or object to
define its relationship to itself or other objects.
Parameter Dial Movement controls that
allow figure posing using precise numerical
increments. By dragging a dial you can move
a body part in small increments, allowing for
precise poses.
Parent An object that is linked to another
object (its child) in a hierarchy. When the
parent is moved, the child moves with it.
Refer also to Child.
Phoneme A linguistic term for the position
of the lips, teeth, and tongue as they make
sounds that produce specific letter sounds. In
Poser, you can create the appearance of
phonemes to create realistic facial animations,
simulating speech.
PICT A standard Macintosh file format for
pixel-based images.
Pitch The aspect of an object’s attitude that
describes its angular deviation along its
vertical (top-to-bottom) axis.
Point of View (also viewpoint) The
position and angle from which a scene is
viewed. The point of view (POV) is always
through a camera. You may add several
cameras, positioned and angled differently, and
switch the Universe window POV between
them. When you render an image, you choose
the POV from which the image should be
taken.
Properties A collection of characteristics
applied to (or available for) an object.
Properties for an object appear in its
Properties dialog.
Prop Origin 3D cross-hairs that represent a
prop’s center of rotation and scale. When you
rotate a prop, it moves around the origin
point.
QuickTime A standard Apple file format for
movies.
Reflection Map A type of surface material
that determines what is reflected on an
object’s surface.
Render The process of building a 2-
dimensional bitmapped image from the
information contained in a 3-dimensional
scene.
Roll A camera command that tips the Dolly
camera to the left or right.
Glossary

Scale A value that describes the space an
object occupies; synonymous with Size,
though Size implies an absolute space.
Scrubber A control which represents the
current period of time on the Animation
Timeline. By positioning the Scrubber at
different points in time, you can move
through time to set up keyframes.
Smart Prop A prop setting that describes a
specific location for a prop in relation to
another object. The location is found when a
smart prop is retrieved from the library.
Spline Interpolation A type of animation
interpolation which places intermediate poses
(and settings) on a curve. The element or
object accelerates and decelerates in and out of
the motion. Refer also to Break Spline
Interpolation, Constant Interpolation, and
Linear Interpolation.
Spotlight A light that is cast in a specific
direction along a cone-shaped path, creating a
“stage spot” effect.
Spread The amount of space between the
fingers, controlled by the Spread Parameter
Dial. Higher values spread the fingers out,
while lower values push the fingers together.
SMPTE ISO standard acronym to describe
time by hours:minutes:seconds:frames.
Surface Materials Rendering controls that
let you apply texture characteristics to an
object.
Symmetry A menu control that allows pose
characteristics to be copied from one side of
the body to another.
Taper Adjusts the scale of one end of an
element only—the other end does not change.
Texture Map A type of surface material that
determines the texture of an object’s surface.
TIFF A graphics file format used for still-
image bitmaps.
Timeline A graphical representation of time
located in the Animation Controls.
Tracking Refer to Figure Tracking.
Translate In/Out Tool An editing tool that
moves a selected part or figure in the z
dimension.
Translate/Pull Tool An editing tool that
moves a selected part or figure vertically or
laterally (in the x and y dimensions).
Translation A manipulation of the position
or attitude of an object. Also, an extrusion in
which the cross section remains at one angle,
regardless of the curvature of the sweep path.
Transparency Map A type of surface
material that determines what is reflected in a
transparent object’s surface.
Turbulence A Parameter Dial that defines
the roughness of a wave pattern. Go from a
smooth pattern, to a jagged, turbulent one.
UI The User Interface (UI) is what appears
when you launch Poser. The screen is the
interface between the user and all of the
features of the application. It contains buttons,
pull-down menus, and paths to the features
themselves.

Poser 4
URL Uniform Resource Locator (URL) is
the string of locations in a Web address. The
URL for MetaCreations, for example, is:
http://www.metacreations.com
Use Limits A feature that keeps body parts
within a natural range of motion. Use Limits
does not apply to parts involved in IK (Inverse
Kinematics).
UV Mapping A 3D coordinate mapping
system. UV coordinates are used in parametric
mapping to align points on the shader with
points on the object.
Vanishing Lines A guide used to achieve a
realistic perspective when matching the view
of a figure with the perspective in a
background image.
Vector A line of movement defined by its
end points or by the current position and one
other point.
Vertex A control point on a path. Paths
begin, change angles, and end at vertices.
Viewpoint Refer to Point of View
VRML Virtual Reality Modeling Language
—a file format that can be imported and
exported in Poser.
Walk Designer A dialog that allows you to
experiment and control motion creating a
realistic walking gait. The designer also
provides a real-time preview of the walk.
Wave A deformer that distorts an object as if
it were being affected by a wave.
Waveform The graphic representation of a
sound file.
Wavefront A file format designating
Wavefront OBJ.
xOrbit A camera control that tilts the camera
forward or backward.
Yaw The area the Dolly camera points at as it
rotates 180 degrees on its y-axis.
yOrbit A camera control that tilts the camera
to the left or right.
zOrbit A camera control that orbits the
camera around the studio. The camera
continues to point at the center of the studio
as it orbits.
Glossary

Index
Numerics
2D rendering 259
3D programs
props and 167
3D Studio file format
exporting 48
importing 47, 166
3DMF file format
exporting 48
importing 47, 166
A
Accessing the web 332
Add Element to deform button
magnet object
properties 146
wave object properties 151
Add Keyframes button 213, 218
Add Morph Target
body parts 42, 126
Prop properties 170
Adding
animations to library 230
chain breaks 120
figures to studio 33
hair 163
infinite lights 193
keyframes 213, 218, 228
lights 193
poses to the library 135
props 166
spotlights 193
Adjusting light indicators 196
Advancing keyframes 220, 221
Aiming
infinite lights 194
lights 193, 197
spotlights 194
Aliasdefined 337
rendering 262
Alignhead 237
joint parameters 282
All Elements option 218
Deleting keyframes 219
Next Keyframe 221
Previous Keyframe 221
Allocating memory 25
Always Complete Last Step 237
Ambient color 257
Amp Noise dial, waves 150
Amplitude dial, waves 150
Angle Falloff
defined 337
spotlights 201
Animals
heads and 133
posing 133
Animating checkbox
Light properties 192
Animating On/Off icon 181
Animation
adding keyframes 213, 218
adjusting current time 212
adjusting scrubber 212
align head 237
All Elements button 219
Always Complete Last Step
237
background and 211
break spline
interpolation 206, 225
BVH files 242
cameras 181, 237, 239
changing Timeline
Ruler 217
clearing keyframes 219
clip sound file 240
constant interpolation
206, 224
controls 206
copying keyframes 222, 223
creating 209
Current Frame
Indicator 227
cycle repeat 237
deformers and 208
deleting keyframes 213,
219, 220
designing walks 234
Dolly camera 238
duration 210, 337
editing 206, 213
editing graph 227
editing interpolation 225
editing keyframes 217
editing sound files 240
editing walks 235
Elements list 215, 216, 337
Face camera 238
faces 207
figures and 205, 206
frame count 215, 339
frame rate 214
frame size 210
go to keyframe 221
green keyframes 225
Hand cameras 238
hands 207
how it works 206
indicator 239
Index

interpolation 206, 224
interpolation graph 226
Inverse Kinematics and 207
key-shaped indicator 239
lights 239
linear interpolation
206, 224
loading walks 236
magnet deformers and 208
Main camera 238
morph targets and 209
motion 232
moving keyframes 221, 222
navigation controls 220
Next Keyframe button
220, 221
palette 206, 213
previewing 206
Previous Keyframe
220, 221
props and 208
red keyframes 225
rendering 264
saving walks 236
selecting elements 216
selecting keyframe
range 228
selecting keyframes
217, 227
setting dimensions 210
setting duration 210
setting up 210, 214
simulating speech 207
Sound Display 241
sound files 240
sound range 240
spacing keyframes 231
spline interpolation
206, 224
syncing sound 240
techniques 231
This Element button 218,
219, 220
timeline 211, 217
timing keyframes 223
Transition options 237
turn camera off 239
walk in place 236
walk paths 233
walking 233
wave deformers and 208
waveforms 241
window size ratio 210
Animation Controls 209
command 214
defined 337
scrubber 211
understanding 24
Animation Palette 24
Animation palette 213
add keyframes 218
adding keyframes 218
clearing keyframes 219
current time and 215
defined 338
delete keyframes 219
Elements List 215
frame numbers 215
show graph display button
225
This Element button 219
Timeline 217
Animation Setup command
210, 214
Animations
adding to library 230
advanced features 224
cameras and and 187
creating 205, 209
current time 215
current time and 211
lights and 203
looping 229
multi-frame 230
playing 228
poses and 35, 48, 135, 157
previewing 228, 229
saving 265
speed 210
stopping 228
techniques 231
Answering questions 13
Anti-alias
defined 338
Document render 263
rendering 262
Apply Bulges parameter 284
Apply Bulges parameters 285
Apply standard rotation order
299
Applying
preview modes 40
standard hierarchy 299
symmetry 125, 142
walks 236
Arms, selecting 43
Articulated Hand model 128
Aspect ratio, rendering 261
Auto Balance, posing with 134
Auxiliary Camera 179, 338
AVI background 211
defined 338
Footage command 211
importing 47, 211
rendering and 264
Axis, defined 338
B
Background
animation 211
image 211
movie 211
Background color
Rendering and 262
setting 29
Background Picture 262
Backgrounds
clearing 44

Poser 4
color 194, 262
pasting figures onto 44
rendering and 262
Workspace 28
Bend dial 122
Bend option, Element
Properties 42, 126
Bending
body parts 122
figures 127
joint parameters 281, 283
props 12
Black, rendering and 262
Blend zones 278
Blink, posing for 131
Blocks, selecting keyframes 222
BMP file format 251
defined 338
importing and 47
rendering and 264
Bodies
scaling 142
sizing 142
Body parts
attaching to prop 172
bending 42, 122, 126
casting shadows 42, 126
front-to-back
movement 123
grouping 305
hiding 42, 126
locking 134
morph targets and 42, 126
naming 42, 126
options 126
Parameter Dials and 141
pointing 134
properties 42
replacing with props 173
scaling 140, 141
selecting 43, 114
side-to-side movement 122
surface materials and 245
tapering 141
turning 123
twisting 118, 122
Body shaping 138
Box Tracking 30, 338
Break Spline interpolation 206,
225, 338
Breasts, changing size 141
BRLarge 141
Brow parameter 132, 153
Browser 331
BRSmall 141
Bryce 3D, using with Poser 328
Bump maps
converting PICT 248
custom 247
defined 338
loading custom 248
painting 248
props and 171
rendering with 263
Strength slider 247
templates 248
BumpNose parameter 132, 153
BVH file format 47
Importing BVH files 242
C
Camera Controls
understanding 21
using 181
viewing figures and 36
Camera parameters
Focal Length 183
Pitch 184
Roll 184
Scale 184
xOrbit 184
Yaw 184
yOrbit 184
zOrbit 184
Camera Plane
controls 181
defined 338
Camera Selection control 180
Cameras
animating 181, 237
animation indicator 239
auxiliary 179
category 32
controls 21
Dolly 179
face 179
flyaround view 180
focal length and 183
hand 179
Hand Cameras 127
how they work 177
locking 186
main 179
memory dots 37, 187
options 185
Orthogonal 179
parameters 183
pointing 186
Posing 179
posing and 110
properties 185
roll 183
rotation trackball 182
saving positions 37, 186
saving to library 186
scaling 183
See also Libraries
selecting 36, 180
shortcut icons 180
switching 180
turning animation
on/off 239
Canoma, using with Poser 333
Cartoon style 39
Cartoon w/Line style 39
Casting shadows 201
Index

Casts Shadow button,
properties 42, 126, 170
Center Point
joint parameters 282,
283, 285
Center, joint parameters
280, 282
Chain break
adding 120
posing and 120
removing 121
tool 120, 338
Changing
defaults 46
play range 229
prop origin 169
Timeline Ruler 217
views 180
Characters, figures 153
Cheeks parameter 132, 153
Child
defined 338
parent and 296
See also Parent, Hierarchy
Chin parameter 132, 153
Clear Background Picture
44, 211
Clearing
background 44
keyframes 219
Clipping sound files 240
Clothing
conforming to
figure 12, 165
figures and 164
hiding skin under 166
without a figure 166
Collapsing
elements list 216
Hierarchy Editor 291
Color controls
Document window and 29
Color dot 199
Color tool 28, 139
Colors
adding 139
ambient 257
backgrounds 194
Document window 29
figures and 139, 199
highlight 256
Light properties 192
lighting and 199
object 255
props 171
reflective 254
setting 255
Combining props 304
Conforming
clothing to figures 165
figures and clothing 12
hair to figures 164
Constant interpolation 206, 224,
338
Contacting
Technical support 14
Controls for animation 206
Copying 13
blocks of keyframes 223
joint parameters 286
keyframes 222, 228
poses 125
Copying and Pasting 143
Count, changing 215
Create Meshform Objects 325
Create Walk Path command 233
Creating
animations 209
figures 301
figures from props 304
library sub-categories 34
motion 232
prop parameters 169
props 168
walk paths 233
Current Element menu
props and 168
selecting and 113
Current Figure menu
animals and 133
Current Frame Indicator 227
Current time
adjusting 212
for animations 211
moving 215
scrubber 211
Custom figures 301
Custom morph targets 154
Customer service 14
Customizing
bump maps 247
reflection maps 254
texture maps 250
transparency maps 252
Cycle repeat 237
D
Darkness of shadows 202
Defaults
changing 46
restoring 46
Deformer Tools 143
Deformers 12
animating 208
defined 338
grouped objects, using
with 159
magnets 144
wavess 149
Deforming props 168
Degree of Tessellation 326
Delete Keyframes
button 213, 219

Poser 4
Delete Prop command 168
Deleting
infinite lights 193
keyframes 213, 219, 228
libraries 35
props 168
range of keyframes 220
spotlights 193
Workspace layouts 28
Deleting object groups 292
Deleting objects 292
Depth Cueing 30
defined 338
Designing
walk paths 234
Destination, rendering and 261
Detach Polygons
Poser modeler 324
Detail, surface 262
Detailer text file format
exporting 48
Dimensions of animation 210
Display Deformer
joint parameters 280
Display Origin
magnet base 146
props 170
Display Styles 22, 37
about 13
applying 40
cartoon 39
cartoon w/line 39
defined 338
elements and 41
flat lined 39
flat shaded 39
hidden line 38
lit wireframe 38
outline 38
resetting 41
silhouette 37
smooth lined 40
smooth shaded 40
texture shaded 40
wireframe 38
Displaying
guides 44
Hierarchy Editor 290
Libraries palette 32
object properties 294
Distance Falloff
defined 339
spotlights 201
Document Display Style 37
understanding controls 22
Document Preference 26
Document Style command 37
Document window
color 29
moving 29
repositioning 27
resizing 29
setting up 28
texture 31
understanding 20
Document Window Size
command 29, 210
Dolly Camera 179
animating 238
defined 339
DollyX dial, cameras and 185
DollyY dial, cameras and 185
DollyZ dial, cameras and 185
Dotscolor 199
Drop to Floor command
125, 168
Duplicating
keyframes 228
Duration of animation 210
DXF file format
defined 339
exporting 48
importing 47, 166
E
Edit Falloff Graph
magnet zone
properties 146, 152
Editing
animation 206, 213
animation setup 214
frame rates 214
interpolation graph 226
keyframes on graph 227
libraries 35
sound files 240
walks 235
Editing tools 42
selecting parts with 43
understanding 23
using 114
Element pop-up
selecting body parts and 43
Elements
animating 216
display style 41
properties 42
restoring 46
scrolling 216
Elements List 215, 216
collapsing 216
Establishing hierarchical
relationships 295
Ethnicity 153
Exit command 49
Expanding
Elements List 216
Hierarchy Editor 291
Export Full Path For
Grouping 325
Export Normals 325
Index

Export Texture Maps 326
Export UV values 325
Exporting
3D Studio file format 48
3DMF file format 48
BVH files 242
DXF file format 48
files 47
including/excluding
items 48
OBJ file format 48
OBJ files 325
props 48, 166
Wavefront file format 48
Eyebrow parameters 131
Blink 131
Left/Right Brow
Down 131
Left/Right Brow Up 131
Left/Right Worry 131
EyeRoundness parameter
132, 153
Eyes, posing 131
F
Face Camera 179
animating 238
Facesanimating 207
Blink 131
category 32
eyebrow parameters 131
Frown 130
Left/Right Brow
Down 131
Left/Right Brow Up 131
mouth parameters 130
MouthF 130
MouthM 130
MouthO 130
OpenLips 130
parameter dials 130
phonemes and 132
posing 129
posing eyes 131
See also Libraries
Smile 130
TongueL 131
TongueT 131
using 133
Worry Left/Right 131
zooming into 36
Facial positions 207
Factory state 26, 27
Falloff graph
magnet zone 146, 152
Falloff zones
spherical 287
Fast forward button 228
Fast Tracking 30
defined 339
Feet, selecting 43
Figure Height command 139
Figure joints 278
Figure Ring
defined 339
posing and 114
scaling and 142
Figure tracking 30, 339
Figures
adding clothing 164
adding to studio 33
animating 205, 206
applying surface
materials 245
bending 127
category 32
changing types 138
color 199
combined props 304
combining to create
new 303
conforming 12
conforming clothes to 165
conforming hair to 164
creating 301
creating outside Poser 304
deforming 143
genitals 139
heads 45
height 139
hiding 44
hiding/showing 44
locking 134
modifying to create
new 302
moving 124
options 126
pasting onto background 44
perspective of multiple
figures 45
placing in studio 32
posing 113, 114
previewing 37
properties 41
props, and 161
range of motion 113
renaming 41
restoring 174
rotating 115, 123, 124
saving 160
scaling 138, 142
See also Libraries, Body
parts, Bodies
selecting parts 43
shaping 138, 140
showing all 44
sizing 142
translating 118, 119
twisting 118
viewing 36
visibility, changing 41
width 140
Figures category 138, 160
Files exporting 47
importing 47, 167
printing 47

Poser 4
saving 48
Files, large 16
Flat Lined style 39
Flat Shaded style 39
FlatFace parameter 132, 153
FlatNose parameter 132, 153
Floor. See Ground plane
Flyaround View 37
defined 339
Flyaround view 180
Focal Length
cameras and 183
defined 339
dial 183
Foreground color 29
FPS 210, 214
Frame Count 210, 339
Frame number 211
Frame Rate 210, 214
animation and 265
defined 339
editing 214
Frame Size 210, 339
Frames
count, changing 215
moving 228
navigating 220
number of 210
rate 210
selecting 217
sizing 210
spacing 231
Frames per second 210, 214
Frames per second (fps) 232
Freq Noise dial
waves 150
Fresco license 363
Front-Back
joint parameters 281
Front-Back joint parameters 281
Front-to-Back dial 123
Frown, posing for 130
Full Tracking 30, 143
defined 339
G
General Preferences 26
Genitalia command 139
Genitals 139
Geometry, importing 304
Go to, specific keyframe 221
Graph palette 226
defined 339
interpolation and 226
sound 240
sound and 241
waveforms 241
Graph Parameter Dials 122
Grasp dial, hands 128
Green keyframes 225
Ground
color 29
plane 44
plane,understanding 21
Group checkbox
magnet zone properties 146
wave zone properties 152
Group Edit palette 339
Group Information, OBJ
files 325
Grouped objects, deformers
and 159
Grouping
body parts 305
surface materials and 246
Grouping tool 13
creating props with 303
defined 339
using 157
Groups
arranging on model 307
hierarchy file and 306
Guides
command 44, 125
displaying 44
ground plane 44
head lengths 45
hiding 44
hip-shoulder relationship 45
horizon line 45
understanding 44
vanishing lines 183
H
Hair adding 163
category 32
conforming to figure 164
posable 163
poseable 164
See also Libraries
Hand Cameras 179
animating 238
posing 127
Hands 128
animating 207
category 32
Grasping 128
locking 128
Parameter Dials and 128
posing 127
presets 129
See also Libraries
selecting 43
Thumb dial 128
zooming into 36
H-Anim file format 48
Headanimals 133
selecting 43
Index

Head lengths 45
HeartFace parameter 132, 153
Height, figures 139
Hidden Line style 38
Hide Figure command 44
Hiding
body parts 42, 126
figures 41, 44
guides 44
prop origin 169
props 170
skin under clothing 166
Hierarchical Relationships 295
Hierarchies, multi-figure 298
Hierarchy
defined 339
how it works 289
See also Parent, Child
Hierarchy Editor 12, 289, 299
apply standard
hierarchy 299
apply standard
rotation order 299
changing object
visibility 294
collapsing 291
controling display 291
creating relationships 295
deleting object groups 292
deleting objects 292
displaying 290
displaying object properties
294
expanding 291
Inverse Kinematics 299
parent-child
relationships 296
renaming objects 293
reordering objects 293
selecting objects 292
using 290
Hierarchy File
Body 310
converting 312
Header 309
verifying 312
Hierarchy file
curved transformations 311
Inverse Kinematic
Chains 311
Hierarchy File, inside 308
Hierarchy Selection list 34, 48,
135
High End/Start joint parameters
285
Highlight Color 256
Highlight Size slider 256
Highlights 171
Hip-shoulder relationship 45
Horizon Line 45, 340
I
IK. See Inverse Kinematics
Image size, rendering and 261
Images, rendering 263
Implicit (UV) mapping 171,
247, 340
Import command 47, 240
Importing
3D Studio file format 47
3DMF file format 47
AVI files 211
background footage 211
BVH file format 47
DXF file format 47
files 47
OBJ file format 47
OBJ files 325
Painter 3D file format 47
props 166, 167
QuickTime files 211
sound 240
Wavefront file format 47
Importing geometries 304
Importing motion capture 242
Inclusion and Exclusion Angles,
editing 281
Infinite light
indicator 195
moving 196
Infinite Lighting
defined 340
Infinite lights 190
adding 193
aiming 194
deleting 193
Infinite/Spot radio buttons
Light properties 192
Inherits bend of parent
props 172
Inside the Hierarchy File 308
Installation 14
Macintosh 15
tips 16
Windows 16
Installing Poser 15
Intensity, lighting 12, 200
Interface Preference 27
Internet connection 331
Internet Explorer 331
Internet, Poser and 331
Interpolation 224
break spline type 206
choosing 225
constant type 206
defined 340
editing 225
graphs and 226
linear type 206
spline 206
Interpolation graph
editing 226
Interpolation types 206
Inverse Kinematics 299

Poser 4
animation 207
chain break tool and 120
defined 340
setting 112
turning on/off 112
understanding 110
J
Joint Angles
joint parameters 283, 285
Joint parameters 278
copying 286
editing 279, 280
saving 286
Jointsattributes 282
setting attributes 280
JPEG file format
importing and 47
K
Keyframe
advance to next 220
animation 206, 340
controls 214
count 215
counter 209
defined 340
interpolation 224, 340
Keyframes
adding 213, 218, 228
advancing 221
clearing 219
copying 222, 228
copying blocks of 223
deleting 213, 228
editing 227
go to 221
green 225
interpolation and 225
moving 221, 228
moving multiple 222
preferences 224
previous 221
red 225
repositioning 228
rewinding 221
selecting 217, 227
selecting a range 228
selecting multiple 222
spacing 231
timing 223, 241
viewing 229
walking and 236
Key-shaped indicator 239
L
LashLengh parameter 132, 153
Launching Poser 25
Layouts, saving 28
Left/Right Brow Down dial 131
Left/Right Brow Up dial 131
Legs, selecting 43
Length, heads 45
Libraries
Cameras category 186
command 32
deleting 35
editing 35
Face category 133
Figures category 138, 160
Hands category 129
Lights category 203
Poses category 135
posing and 110
Props category 166
saving items to 34, 175
Libraries palette 23
adding poses 135
animations and 35, 48, 135,
157, 187, 203
defined 340
displaying 32
faces 133
hands 129
loading from 33
resizing 33
saving 34
sub-categories 33
using 136
using figures from 32
using poses for
animating 229
License agreement 363
Light Controls 191, 194
animaing 239
defined 340
understanding 22
Light indicator 192, 195
defined 340
infinite 195
scaling 196
spotlight 196
Lighting
adding 193
adding infinite lights 193
adding spotlights 193
adjusting indicators 196
aiming 193
ambient 257
animating 239
animating option 192
color 192, 199
color parameters 200
controls 191, 194
deleting infinite lights 193
deleting spotlights 193
features 12
how it works 189
indicators 195
infinite lights 190
multiple figures 190
naming lights 192
pointing 199
Index

properties 191
rendering and 189
rotating 196
sets, saving 203
setting color 199
setting intensity 200
setting options 191
setting parent 193
setting parents 202
shadows 192
shadows and 201
spotlights 191
turning on or off 192
twisting 196
type of 192
visible or not visible 192
visual indicators of 192
Lights
adding 193
adding infinite 193
adding spotlight 193
adjusting indicators 196
aiming 193
animating 192
casting shadows 201
category 32, 203
deleting infinite light 193
deleting spotlight 193
determining type 192
intensity 12
making indicator visible 192
moving 197
naming 192
pointing 199
rotating 197
saving sets of 203
See also Libraries
selecting color 192
setting color 199
setting intensity 200
setting parent 193, 202
turning on or off 192
turning on shadows 192
using Point At 199
Limits
Parameter Dials and 113
using 113
Linear interpolation 206,
224, 340
Links menu 332
LipSize parameter 132, 153
Lit Wireframe style 38
Loading
Figures from a Libraries
palette 33
walks 236
Lock Hand Parts command 127
Locking
body parts 134
figures 134
hand parts 128
magnets 147
Locking, cameras 186
LongFace parameter 132, 153
Loop button 229
Low Start/End joint
parameters 285
M
Macintosh
custom extensions 15
extension conflicts 336
installation 15
memory usage 16
Poser and 336
setup 25
system requirements 15
Magnet
defined 340
Magnet base 144
properties 146
Magnet deformer 12
animating 208
Magnet object 144
properties 145
Magnet tool 144
Magnet zone 144
properties 146
Magnets
locking 147
moving 145
parameter dials 145
properties 145
repositioning 144
rotating 144
scaling 145
twisting 144
Main Camera 179
animating 238
Make Movie command 260, 264
Map Size dial 202
Mapping, UV 171
Materials command 245
Max Limit 122
Memorize command 46, 340
Memorizing Parameter Dials 122
Memory dots
cameras 37, 187
defined 340
pose 136
posing 114
UI 28
Memory, allocating 25
MetaCreations
license agreement 363
MetaStream file format
importing 47, 166
Min Limit 122
Model Format 305
Morph 340
Morph targets 12
adding 156
adding to body
parts 42, 126
animating 209

Poser 4
custom, creating 154
defined 340
ethnic 153
props and 170
superhero 154
Motion
creating 232
syncing with sound 240
Motion Capture Files 242
Motion graphics programs 241
Mouth parameters 130
Frown 130
MouthF 130
MouthM 130
MouthO 130
OpenLips 130
Smile 130
TongueL 131
TongueT 131
MouthF, posing for 130
MouthM, posing for 130
MouthO, posing for 130
Moving
current time 215
Document window 27, 29
figures 124
keyframes 221, 228
magnets 145
multiple keyframes 222
props 168
tools 27
waves 150
workspace background 28
Moving infinite light 196
Moving lights 197
Moving spotlight 196
Multi-Figure Hierarchies 298
Multi-frame animation
saving 35, 48, 135, 157,
187, 203
Multi-frame animations 230
Multiple figures
in perspective 45
lighting 190
relative sizes 142
Multiple keyframes
moving 222
selecting 222
N
Name
Edges 324
Light properties 192
Polygons 324
Polymesh 324
Vertices 324
Name field
figure properties 41
magnet base properties 146
magnet object
properties 145
magnet zone properties 146
wave object properties 151
wave zone properties 152
Naming
body parts 42, 126
props 170
Natural Light. See Infinite Light
Navigating frames 220
Netscape Navigator 331
Next Keyframe button 213, 220,
221, 227
O
OBJ file format
defined 340
exporting 48
importing 47, 166
See also Wavefront
file format
OBJ files
Create Meshform
Objects 325
Degree of Tessellation 326
Export Full Path For
Grouping 325
Export Normals 325
Export Texture Maps 326
Export UV values 325
exporting 325
format 325
Group Information 325
importing 325
Scaling Factor 325
Textures Format 326
Transpose Coordinates
325, 326
Object color, setting 255
Object properties 169, 170,
174, 294
Object visibility, changing 294
Object, defined 341
Objects
renaming 293
reordering 293
Offset dial, waves 150
On checkbox
Light properties 192
OpenLips, posing for 130
Options
cameras 185
rendering 260
Orbit, defined 341
Orientation
defined 341
joint parameters 282
Origin
changing 169
for props 169
Index

Origin. See Prop Origin
Orthogonal Cameras 179
defined 341
using 179
Outline style 38
P
Painter 3D file format
importing 47, 166
Palettes
Animation palette 213
Graph palette 225
Libraries palette 32
Paper texture 31
Paper Texture command 31
Parameter Dials
body shaping and 141
cameras 183
defined 341
hands and 128
magnets 145
naming 122
numeric values, setting 121
posing and 121
properties dialog 122
range of motion and 113
Scaling and 142
shadows and 202
understanding 23
waves 150
Parameters
aiming lights 197
defined 341
for scaling the body 142
light color 200
light intensity 200
shadow 202
shadows 202
Parent
childr and 296
defined 341
prop 171
See also Child, Hierarchy
setting for light 202
Parent-child relationships 296
Partsposing 113
rotating 115
selecting 113
Paste onto Background
command 44
Pasting 13
poses 125
Pause button 228
Perspective
focal length and 183
multiple figures and 45
vanishing lines, and 46
Phase dial, waves 150
Phonemes
defined 341
posing for 132
presets 207
PICT file format 251
defined 341
importing and 47
rendering and 264
Pitchdefined 341
dial 184
Planes
ground 44
Play button 228
Play range, setting 229
Playing animations 228
Plug-in architecture 166
Point At
aiming lights 199
body parts 134
cameras 186
Point of View, defined 341
PointedNose parameter 132, 153
Pointing
body parts 134
lights 199
Pose memory dots 136
Poseable hair 164
Poser, installing 15
Posesadding to Libraries
palette 135
applying 136
category 32
Libraries palette 229
saving 135
See also Libraries
Posing
animals 133
Auto Balance and 134
cameras and 110
copying and pasting 125
eyes 131
faces 129
figures 113
hands 127
libraries and 110
memory dots 114
Parameter Dials and 121
parts 113
phonemes and 132
symmetry 124
undoing 114
Posing camera 179
Positioning
magnets 144
spotlight 198
waves 149
Positions, saving camera 186
Preferences 26
keyframes 224
rendering 260
Preferred state 26
Preview Controls 228
Preview modes
applying 40

Poser 4
figures and 40
Previewing
animations 206, 228, 229
figures 37
Previous keyframe 221
Previous Keyframe button 213,
220, 227
Previous State 27
Printing files 47
Prop origin
defined 341
hiding 169
Prop parent 171
Properties
Bend 42, 126
body parts 42
Camera mode 185
defined 341
figures 41
lighting 191
props 170
props and 174
shadows 201
Properties command 41, 42,
126, 169, 170, 185
lighting and 192
shadows and 201
Props 171
3D programs and 167
adding 166
animating 208
applying surface
materials 247
attaching to figures 172
bending 12, 172
category 32
color 171
creating 168
creating parameters 169
defined 161
deforming 168
deleting 168
exporting 48, 166, 167
hiding 170
how they work 161
importing 166, 167
morph targets and 170
moving 168
naming 170
origin 169, 170
parents 171
parents and 175
properties 170
replacing body parts 173
resizing 168
rotating 168
saving 175
See also Libraries
setting parent 171
setting parents 170
smart props 175
surface material 171
Props category 166
Q
Quality, animation and 264
Questions 13
QuickTime background 211
QuickTime file format
defined 341
importing 47, 211
rendering and 264
QuickTime Footage
command 211
Quit command 49
R
RAM usage 16
Range of keyframes, deleting 220
Range of motion 113
Rates, frames 210
Ray Dream Studio 323
Red keyframes 225
Reflection map
clearing 254
color 254
custom 254
defined 341
loading 254
Reflective color 254
Relative size 142
Removing
chain breaks 121
keyframes 219
Renaming objects 293
Render commands 263
Render Options command
142, 261
Render over 262
Render to
image size 261
New Window 261
Rendering 259
animation 264
anti-alias 263
aspect ratio and 261
defined 341
how it works 259
images 263
lights and 189
options 260
saving animations 265
setting up 260
shadows 263
surface material 262
Reordering
objects 293
Replace Body Part with Prop
command 173
Repositioning
Document window 27
keyframes 228
tools 27
workspace background 28
Resizing
breasts 141
Index

Document window 29
Libraries palette 33
props 168
See also Scaling
Resolution of shadows 202
Resolution, animation and 264
Restore command 135
Restoring
defaults 46
elements 46
figures 174
Retime Animation
command 223
Retiming keyframes 223
Reverse Polymesh Normals 324
Rewind button 229
Rewinding keyframes 221, 229
Rollcameras and 183
defined 341
dial 184
Rotate tool
lights and 196, 197
magnets 144
posing and 115
waves 149
Rotating
lights 197
magnets 144
on several axis 117
on X axis 117
on Y axis 117
on Z axis 117
posing and 115
props 168
waves 149
Rotation Trackball 22
cameras and 182
understanding 21
RoundFace parameter 132, 153
RoundNose parameter 132, 153
S
Save As command 49
Save command 48
Saving
camera positions 37, 186
figures 160
files 48
items to library 34
joint parameters 286
Libraries palette 34
multi-frame animations 35,
48, 135, 157, 187, 203
Parameter Dial settings 122
parts of a scene 34
poses 135
props 175
rendered animations 265
walks 236
Saving positions of cameras 186
Scale Dial
light indicator and 196
Scale dial 184
Body mode 142
magnets 145
Pose mode 141
waves 150
Scale tool
Body mode 142
magnets 145
Pose mode 140
waves 150
Scaling
bodies 138
body parts 140, 141
breasts 141
cameras 183
defined 342
figures 142
joint parameters 285
light indicator 196
magnets 145
parameters 142
Pose mode 140
proportionally 140
waves 150
Scaling Factor, OBJ files 325
Scene hierarchy 289
Scrolling elements list 216
Scrubber 209, 212, 342
Select Camera pop-up 180
Selecting
body parts 43, 114
cameras 180
elements 216
frames 220
keyframes 217, 227
multiple keyframes 222
objects 292
parts 113
parts of a scene 34
range of keyframes 228
Sensitivity Parameter Dials 122
Sequence Type 264
Set parent
lights 193
magnet zone 146
props 170
wave zone 152
Sets, lights and 203
Setting
keyframes 212
light color 199
Setting up
Document window 28
Macintosh computers 25
Poser Workspace 27
surface materials 171
textures 171
walk paths 234
Setup Controls 214
editing 214
Shadows 31
adjusting darkness 202

Poser 4
casting 42, 126, 170
creating 201
Light properties 192
parameter dial 202
parameters 202
rendering with 263
resolution 202
tools 29
Shaping
bodies 138
body parts 140
copying 143
deformer tools 143
figures 140
magnet tool and 144
tapering 141
wave tool and 149
Show All Figures command 44
Show Graph Display button 225
Show/Hide Background
Picture 211
Showing figures 44
Side-Side joint parameters 281
Side-to-Side dial 122
Silhouette style 37
Simulating speech 207
Sinusoidal dial, waves 150
Sizing
bodies 142
Document window 210
frames 210
See also Scaling
Sketch designer 13
Skip Frames button 229
Smart props 175, 342
Smile, posing for 130
Smooth Lined style 40
Smooth Shaded style 40
SMPTE 342
Software license 363
Sound display 241
Sound files
clipping 240
editing 240
importing 240
syncing with motion 240
Sound Range bar 240
Sound syncing 240
Spacing keyframes 231
Speech
phonemes and 132
simulating 207
Speed of animation 210
Spherical falloff zones 287
Spline interpolation 206, 224,
342
Spotlight
positioning 198
Spotlights 12, 191
adding 193
aiming 194
angle falloff 201
defined 342
deleting 193
distance falloff 201
indicator 196
moving 196
Spread
defined 342
dial 128
Spread dial 128
Square dial, waves 150
SquareFace parameter 132, 153
Standard hierarchy 299
Standard Polymesh Normals 324
Standard rotation order 299
Step Forward button 229
Step Reverse button 229
Stop button 228
Strength slider
Texture maps 254
texture maps 250
Stretch dial, waves 150
Sub-categories
creating new 34
Libraries palette and 33
Support 14
Support URL 14
Surface materials
applying 245
defined 342
dialog 171, 244
grouping and 246
props and 171, 247
reflective color 254
rendering 262
setting 171
texture maps 249
transparency maps 252
transparency sliders 253
turning off 245
Symmetry
applying 125, 142
body shape 141
command 125, 141, 142
defined 342
pose 124
Syncing sound 240
System requirements
Macintosh 15
Windows 15
T
Taper
defined 342
dial 141
tool 141
Tapering body parts 141
Technical support 14
Phone support hours 14
Telephone support 14
Templates
Index

for bump maps 248
for texture maps 251
Texture maps
applying 249
custom 250
defined 342
loading 250
props and 171
rendering with 263
templates 251
Texture Shaded style 40
Textures Format 326
Textures, paper 31
This Element button
adding keyframes 218
deleting keyframes 219
next keyframe 220
This Element option
next keyframe 220
Thumb dial 128
TIF file format 251
importing and 47
rendering and 264
TIFF file format
defined 342
Time Span, animation and 265
Timeline 209, 217
area 214
defined 342
ruler display 217
working with 211
Timing keyframes 223, 241
Toggle Sound Display
button 241
TongueL, posing for 131
TongueT, posing for 131
Tools
editing 114
repositioning 27
Tracking
defined 342
figure 30
Transferring. See Importing,
Exporting
Transition options 237
Translate In/Out tool
body shaping and 142
defined 342
magnets 144
posing and 120
waves 150
Translate tools
props and 172
Translate/Pull tool
defined 342
magnets 144
posing and 119
waves 149
Translation
chain break tool and 120
defined 342
Inverse Kinematics and 110
poses and 118
Transparency Falloff 253
Transparency map
applying 252
clearing 252
custom 252
defined 342
loading 252
Transparency Max 253
Transparency Min 253
Transparency sliders 253
Transpose Coordinates 325, 326
Triangular dial, waves 150
Troubleshooting 14
Turbulence
defined 342
waves and 150
Turn dial 123
Turning body parts 123
Twist End parameters 283
Twist joint parameters 281, 282
Twist Start parameters 283
Twist tool
lights and 196
magnets 144
posing and 118
waves 149
Twisting
body parts 118
magnets 144
using parameter dial 122
waves 149
U
UI Memory Dots 28
UI, defined 342
Undo command 46, 114
URL 14, 343
Use Inverse Kinematics
command 112
Use Limits
command 113
defined 343
Parameter Dials 122
Use Spherical Falloff Zones
control 280
User Guide conventions 14
Using
Hierarchy Editor 290
images from Libraries
palette 33
other software 304
Workspace layouts 28
UV mapping 171, 247, 343

Poser 4
V
Value, Parameter Dials 122
Vanishing lines
cameras and 183
defined 343
understanding 46
Vector, defined 343
Vertex, defined 343
View controls 21
Viewing
face 36
figures 36
hands 36
keyframes 229
Viewpoint. See Point of View
Views
changing 180
flyaround 180
switching 180
Visibility of objects,
changing 294
Visible button, properties
126, 170
Visible checkbox
element properties 42
figure properties 41
Light properties 192
magnet base properties 146
magnet object
properties 145
wave object properties 151
wave zone properties 152
Visiblecheckbox
magnet base properties 146
VRML
file format importing 47
VRML file format
defined 343
exporting 48
importing 166
W
Walkalign head 237
Always Complete Last
Step 237
cycle repeat 237
paths, creating 233
transition options 237
Walk Apply Dialog 235, 236
Walk Designer
command 234, 236
defined 343
Walk in place 236
Walking 233
Walks
applying 236
designing 234
editing 235
loading 236
saving 236
Wave deformer
about 12
animating 208
Wave object 149
properties 151
Wave tool 149
Wave zone 149
properties 152
Wave, defined 343
Waveforms 241, 343
Wavefront file format
defined 343
exporting 48
importing 47, 166
See also OBJ file format
Wavelength dial, waves 150
Waves
moving 150
parameter dials 150
properties 151
repositioning 149
rotating 149
scaling 150
twisting 149
Web Links 332
Web support 14, 332
What’s new 12
Width, figures and 140
Window size 210
Windows
installation 16
Poser and 335
system requirements 15
Wireframe style 38
Workspace
backgrounds 28
color, changing 28
figure, changing 28
saving layouts 28
setting up 27
understanding 20
World Wide Web, Poser and 331
Worry dials, posing with 131
X
X and Y camera controls 182
X and Z camera controls 182
X axis, rotating on 117
xOrbit
defined 343
dial 184
xRotate
waves 150
Index

xRotate dial
figures and 123
lights and 197
magnets and 145
posing and 123
xScale dial
cameras and 184
figures and 141, 142
magnets 145
waves 151
xTran dial
magnets and 145
posing and 124
waves and 150
Y
Y and Z camera controls 182
Y axis, rotating on 117
Yawdefined 343
dial 184
yOrbit
defined 343
dial 184
yRotate dial
lights and 197
magnets 145
posing and 123
waves 150
yScale dial
Body mode 143
Camera mode 185
magnets 145
Pose mode 141
waves 151
yTran dial
magnets 145
posing and 124
waves 150
Z
Z axis, rotating on 117
Zero Figure joint parameters 280
Zooming
face 36
hands 36
zOrbit
defined 343
dial 184
zRotate dial
figures and 124
lights and 198
magnets and 145
posing and 150
zScale dial
Body mode 143
Camera mode 185
magnets 145
Pose mode 141
waves 151
zTran dial
magnets and 145
waves and 150

Poser 4
MetaCreations Limited Use License Agreement
By using this software you are agreeing and indicating your
acceptance of these terms and conditions. If you do not agree
with them you should return the software to the dealer from
whom you purchased the product and your money will be
refunded. If the dealer from whom you purchased this package
fails to refund your money, contact MetaCreations Corp.
immediately at the address below. MetaCreations Corp.
(hereinafter referred to as Company), a Delaware-based
Corporation, provides the computer software (hereinafter referred
to as Program) contained on the medium in this package and
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the Program to achieve your intended results and for the
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License
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Term
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Except as stated above in this section, the Program and
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License

purpose. You assume entire risk as it applies to the quality and
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Rights in Technical Data and Computer Software Clause at
DFARS 252.227-7013 or subparagraph (c)(1) and (2) of the
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General
This Agreement is governed by the laws of the state of California
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©1999 MetaCreations Corp. All rights reserved. The
MetaCreations logo is a trademark of MetaCreations Corporation.
MetaCreations and Poser are registered trademarks of
MetaCreations Corporation. All other product names mentioned
in the Program, manual or other documentation are used for
identification purposes only and may be trademarks or registered
trademarks of their respective companies. Registered and
unregistered trademarks used herein are the exclusive property of
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