Tutorials



Using Poser Figures in Mimic

Requirements: Poser 6 and Mimic are required.

DAZ Productions' Mimic application allows Poser users to generate animated speaking poses, based on imported sound files or direct voice input. This provides a great way to create talking characters easily, without the need to hand-animate the characters' speech. However, using a Poser 6 figure within Mimic presents a couple of challenges, as Mimic can't read certain Poser file types. Read on to see how to set things up...Although the Miki figure is not Mimic-friendly in that she has no phoneme morphs available, James and Jessi are both usable in Mimic if you set them up properly. It helps to understand the technical issues involved. Mimic analyzes the sound files that are loaded and applies appropriate phoneme morphs over time to the current figure, to make it "speak". Thus, the figure to be used in Mimic must have phoneme morphs available.

The major hurdles to getting a Poser 6 figure to work in Mimic are twofold. First, Mimic cannot read Zlib-compressed files of the type that Poser 6 (and Poser 5) installs; while Mimic can only read CR2 and OBJ files, recent editions of Poser install CRZ and OBZ files. Thus, in order for Mimic to be able to use recent Poser figures, their files must first be decompressed.

Second, Poser 6 introduced external binary morph files, using the PMD suffix, to store morph information efficiently and allow it to load more quickly. Mimic can't read PMD files, so for it to be able to get to the facial morphs, including the essential phoneme morphs, those morphs must be written back into a CR2 file.

Thus, in order to set up Poser 6 figures for use in Mimic, the process is as follows-

  1. Use the Misc. tab in Poser's General Preferences to turn off both the Save Files Compressed and the Use External Binary Morph Targets options.

  2. Use the UnCompress Files Python script (in the Utility Funcs section of the Python Scripts palette, available from the Window menu) to decompress the CRZ and OBZ files of the chosen figure (or as an alternative, one could decompress the entire Runtime).

  3. Bring the desired Poser figure into a scene, ensure that it has phoneme morphs available for its head, then save that figure back into the Library as a new figure- choose a name and location that you'll remember. This will create a new CR2 file containing all the requisite morphs; decompressing the CRZ and OBZ files will have already created an OBJ for the figure to which Mimic can refer.

  4. In Mimic's Session Manager, choose this newly-created figure as the figure to use- it should now function normally and Mimic should be able to animate it properly.

  5. Once you generate a speaking pose, you can then save that pose into Poser's library for integration into a Poser scene.



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