Poser Tutorials


Working with Morphs in Poser Pro

Requirements : Poser Pro is required

When creating morph targets to be used with your poser character you always want to use the mesh that has the body parts created. This will ensure that you retain the correct index information for the mesh and the morph targets will work properly. If you try to create the morphs on another uncut version of your character you will change the index array of the mesh and if it isn't separated identically to the poser version of your mesh the morphs will either explode the mesh or will not work at all.

There are four methods of loading morphs onto your character inside of Poser. The first method is creating your morph in an external program and then load it onto your figure through the parameter palette, the second way it to use Poser's magnets to create a morph and then spawn your morph target, the third way is to use Poser's morphing tool to create the morph and then load it and the final way to it combine pre-existing morphs to create new morphs and spawning the new morph target. This section will also cover how to split a morph target into two opposition morphs, how to delete morphs from your character inside of poser and how to organize them into groups.

To load a morph that you created from an external program select the body part that the morph was created for. Select the head actor then go to the parameter palette and select the properties tab. You will see a button labeled Load Morph Target.

When you click this button you will open up a dialog box prompting you to find and load your new morph. Click the top button at the top with the three "..." this will open a new window to locate your morph.(LoadWindow.png) After you have your morph located Poser will automatically label the morph according to the name that you have saved the morph target, but you can change that label if you wish. The box below labeled "Attempt vertex correction" can be checked if you think that during your creation of the morph you may have changed the vertex order of the mesh. This is important because morphs work off of the original mesh and vertex order of your character so if that changes and you try to use the morph it will cause the mesh to explode.(BrowUP.png) After the morph is loaded a new group appears on the parameter palette labeled Morph with your new morph listed below. You can now turn the dial and test the morph to see if it is working correctly. One thing to note about Poser's morphs, the program allows you to turn the dial in a negative direction that will allow you use the morph to create a new effect for your character aside from the one you intended.

To create a morph from Poser's magnets select the head of your character then go to the Object menu and select Create Magnet. When you do this you will see that poser creates the magnet on the selected body part. Poser's magnets are made up from three elements: magnet base, magnet and magnet zone. The magnet base is the anchor for the magnet so moving and re-sizing it will also move and resize your magnet. It is also the origin of the deformation of the mesh. The magnet will actually deform your character. The magnet zone is a sphere that, like the spherical falloff zones in the joint parameters, will allow you to isolate how much of the mesh you wish to deform through location and size of the zone. The magnet zone is also independent of the magnet base so if you move the base the magnet zone will not move along with it.

Now position your mangiest base and zone over the area you wish to create your morph from and make sure to resize both accordingly. For Nathan I have positioned and re-scaled them over the bridge of his nose to create a bump morph for the nose.

Now select your magnet and through the use of the translation and scaling dials on the parameter palette deform your mesh to create your new morph.(NoseBump.png) When you are satisfied with the look of your new morph go to the Object menu and select Spawn Morph Target. You will get a dialog box prompting you to give your morph a name. Once you have done that select ok.

You will see your new morph listed on the parameter palette of the head actor. After you have created your morph target you can now delete the magnet by selecting the magnet base and hitting the delete key. This will delete all the magnet elements. If you wish to create a morph that crosses over to another body part working with magnets will allow you to do this. To demonstrate this feature let's select the character's right shoulder and create a magnet it. Now reposition and size the magnet base and zone so that the cover the biceps area of the arm.

Next select the magnet and open the properties tab on the parameter palette and click on the Add Element to Deform.

This will open a hierarchy window, scroll down until you find the rCollar actor. Select this actor and click ok.

Now your magnet will deform the right collar actor as well as the right shoulder. After you have manipulated your man get to achieve your desired morph spawn it as before for the right shoulder and then select the right collar and spawn that morph as well. Now you have a morph that crosses over body parts.

Poser has a very powerful tool that can also allow you to create your own custom morphs for your character, the morphing tool.

When you click on this tool a control panel opens. To learn more about this powerful tool you can see the Morphing Brush Video in the Tutorials A-Z section. This video covers all the features of working with morphing tool, so for this tutorial I just cover how to quickly create a new morph target for your character. Let's select the head actor and set the morphing tool to "pull" leave the Relative to: "surface", select the first soft brush, set your radius to a small amount, set the magnitude dial also to a small amount. Uncheck Accumulate, keep Stroke checked.

Now lets draw across the right brow of the character, each stroke across the mesh pulls it out by a factor set in the magnitude settings, this is why you should use a small setting there to keep from exaggerating the morph too much.

Once you are satisfied with the morph and wish to replicate it to the other side simply click the mirror button in the morphing tool controls and select the "-x to +x" and this will mirror your morph to the left side.

Now to spawn your morph target click the Save a copy as button in the controls, a dialog box will open for you to name your morph target. You can now close the morphing tool controls or continue to work in it creating morphs. You will see you new morph listed on the parameter palette for the head actor as well as a morph target called Custom_Morph which is already set to 1. This morph is a duplicate morph target that later we will delete from the character. For now reset the dial to zero.

Unlike working with magnets, the morphing tool will not allow you to cross over to other body parts. The tutorial video covers this and how to work around it.

Lets take a couple of the morphs and combine them to create a new morph target. Select two or three or how ever many morphs you wish to combine and start moving the dials until you get a nice combination to spawn a new morph from. In this case I selected the BrowUp morph and the NoseWrinkle morph and combined them to give Nathan a bit of a mean evil look. Now, just like with the magnets, go to Object>Spawn Morph Target and give your new morph a name. Then reset your original morphs to zero and test your new morph.

If you have a morph target that effects both sides of the head but want to create morphs that effect each side separately you can split the morph inside of Poser. Simply select the morph you wish to split and click the arrow next to the morph dial. This will open a menu up, select the Split Morph option.

You will receive a dialog box telling you that you are about to split your morph into left and right sides and the original morph will stay intact. Select ok and now you will see that Poser has created two new asymmetrical morphs from the original morph target you created.

When we used the Morphing tool to create a new morph target we saw that Poser created a duplicate morph called Custom_Morph. Since we have our named copy of this morph we will delete this from the character. To do that click on the Custom_Morph dial and then click the arrow next to it and select Delete Morph, you will get a dialog box asking if you wish to delete the morph and that this action will be undoable. If you are sure you wish to delete it select ok.

The final thing we will cover in this section is how to create groups in Poser to organize your morph targets. To create a new group right click on the parameter palette and select "Create new group" from the list and give your new group a name.

You will see that Poser has created your new group on the parameter palette. You can also continue to create new groups and nest them into other groups to organize your morphs even better so they are easy to locate when using. To create sub-groups just click on the group name you wish them to be contained in and then repeat the process of creating groups. This will create the new groups as sub-groups. Now to organize your morphs into these new groups by selecting each morph target and while holding down the left mouse button drag and drop them into each group you wish to contain them.

If you wish to delete a group, select it and then right click and select "delete selected groups" from the list. After you have all your morph targets created and grouped you can collapse the groups and save your character to the library.

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