Creating A Poser Figure
Part 1
This tutorial will demonstrate one method of exporting a model out of Amorphium 3,
so it can be set-up and used as a Posable figure in Posers. It does not demonstrate how to build the model in Amorphium.
Just the steps to Export out of Amorphium 3, then import into Posers, build the hierarchy, create the figure, character rigging
and setting up material groups.
Although this tutorial uses Amorphium 3, any modeling program that supports cutting up the model can be used.
Software used:
Amorphium 3
Poser 4
Text editor
About the Model
There are some requirements a model needs to meet, the first is for movable parts, there should be no over lapping polygons.
An example of this would be one object stuck inside another object. Instead they should be flush ( even ) with each other.
For the method used in this tutorial, there should not be any problems with this requirement, since the model will start as
basically one object and be cut up into sections. There may be some instances where polygons are over lap, but are
exported as one object, which will move together in Poser. This can be done for example with a figures mouth & teeth.
The jaw & teeth are two separate objects which over lap, but can be exported together because they will move
as one object in Poser. The benefit of exporting the two separate object as one is: even though there will be
one object in Poser, there will be two groups for them in Poser. A group called jaw and a group called teeth.
Which can easily be assigned to different material groups. Other wise the teeth would have to be made into a separate
material group using the Poser group outline tool which would be very difficult.
Amorphium's internal name for an object ( the name found on the project list ) is basically used only in Poser
to identify groups. But Poser will break any two ( or more ) word or characters used in the name into two or more groups.
So keep Amorphium's internal names to one word or two words with no spaces.
An example of this would be if the jaw & teeth where named ( Bottom Jaw ) & ( Bottom Teeth ) there would be 3
groups in Poser for them. One called ( Bottom ) which would include the jaw & teeth, one called ( Teeth ) and
one called ( Jaw ).
It's easier to set-up the JPs ( Joint Parameters ) in Poser if the figure and it's limps are oriented along the XYZ
axes. So try to model the figure with the limbs as strait as posable, and keep the rotation of the figure to
increments of 90, 180, 270 and 360. This isn't absolutely necessary but it does make the character rigging easier.
This tutorial will also demonstrate how to set-up JPs on limbs that are not oriented to the XYZ axes.
The model should be created, merged or boolean into basically one object ( in Amorphium ) then cut up using the
Tin Hard Delete tools. Making the body parts from tin to start with will make this process easier, and give more control
over where the vertices, lines and loops are located. Keeping the subdivision down as low as possible will make this process
easier for ribs may need to be added to distinctly define joints.
Setting Up The Model In Amorphium
First the body & limps need to made from, or converted to tin. Then boolean/merged into one object. Some body parts do not need to be
added to the mass of the model and can be left as separate objects. Example : teeth, eyes, tongue, eye brows & lashes, finger nails,
toe nails and other secondary objects that really are not limbs. Some object will need to be exported individually, like
eyes and tongue, so they can have there own bones in Poser. Where other objects like nails, teeth and lashes can be exported along
with their adjoining body part, so they will only be identified as a separate group in Poser.
The reason the mass of the body parts need to be made as one object or merged/boolean into one objects is:
1. So there will be no seams.
2. Cutting up the model will insure no polygons over lap.
Scaling & Orienting the Model In Amorphium
After the mass of the model is one object it will need to be scaled and positioned so it's a workable size and
oriented to Poser coordinates system. To make this easier, link any extra parts ( eyes, nails ect...) to the mass
of the figure. Then open the object properties menu for the parent of the hierarchy and set the position XYZ to 000.000.
The head of the hierarchy can be scale manually using the scale tool or numerically using the object properties menu.
Either way it's scaled, it should be done uniformly. The size of the model will vary depending on the type of figure it is.
An easy way to judge the scaling size is to import a default ( OBJ ) poser figure, then zoom the perspective camera in all the way.
And use it as a guide to scale the Amorphium figure.
Once the figure is scaled it's orientation and position will need to be adjusted. This should be done using the object properties menu,
to keep the rotation at 90 degrees increments. Open the menu and rotate the figure so it's standing upright and facing backwards.
Then use the XForm: Object Drop to Floor tool to place the figure's feet so they are standing on top of the grid.
When these steps are complete, unlink any extra parts that where linked to the figure ( eyes, teeth, nails, ect... )
It would also be wise to save the Amorphium Project at this time.
Cutting Up the Model
Any of the Tin Hard delete tools can be used, but it's important that the same vertices, lines or loops do not exist
in any two body parts, for this will create over lapping polygons. So for the most part the same tool will be used
to cut the whole model up. Since there are less loops then lines or vertices, the Hard Delete loop tool is usually
the easiest to use. Also any vertices, lines or loops that are missed ( do not exist in any cut up parts ) would
create holes in the figure when their imported into Poser.
Tips for cutting up the model:
Turn off the show cage option to make viewing the loops/lines/vertices easier.
Select the Hard Delete tool, then to select or unselect,
Loops/Lines/Vertices, hold the Shift key and draw an outline over them.
Create a second modeling window, scale it smaller and fit it on the screen at a location it will not fall completely behind
the primary modeling widow. Then scale the object so all the loop/lines/vertices can be selected/unselected at once.
All the selection can be unselected by holding the shift key and clicking the modeling window in null space.
The selection can be inverted, by drawing an out line over the whole model.
Undo can be done using the Ctrl,Z keys, Redo can be done using the Ctrl,Shift,Z keys.
Export can be done using the Ctrl,E keys.
The model can be cut up starting anywhere, but in the case of a model like this insect where many limbs
are connected to one piece, it is wise to start with the center body piece. Once all the selection for the center
body part is made the project can be saved. Then at any time it's unclear weather a loop belongs to a limb or the center
body, the project can be closed without saving then reopened and the body loops will be selected. which will show
what belongs to the center body.
So here the chest loops have been selected, then the selection is inverted, then the hard delete tool used, which leaves
only the chest ( center body ) piece.
Then the piece is exported as an OBJ. When exporting out of a workspace other than composer, the current object
is automatically selected for exporting in the export menu. Export with textures off, scaling set to the default
1.000 ( which = no scaling ) and turn the tin cage option off.
In the save dialog locate a folder where all the body parts will be saved, then select to save as an OBJ, and
give the body part a distinct name that corresponds with it. This is the name Poser is going to uses for the
body part. So to keep from having to rename the part in Poser, assign a permanent name for it now.
Then use the undo command to bring back the whole figure.
Continue with theses steps of selecting what needs to be deleted and leaving unselected the body part to be exported.
And exporting, until the whole figure has been cut up and exported. Remember to add any secondary parts that are not
part of the body mass when exporting their counter parts. Such as adding the finger nail when the last joint of the
finger is exported.
Then export any remaining part that are not part of the body mass, which will need bones in Poser such as eyes, tongue,
ect..
This will be all that needs to be done in Amorphium 3, next will be importing the parts into Poser.
Continue to Part 2
This character creation tutorial is written and provided by : Stephen Ray