How to get started with Poser 11?



  • This post is deleted!


  • @Satira-Capriccio Thanks, that's really helpful. I can't see a folder for skin textures. Are you stuck with the one that's supplied?

    PS, I thought I replied already, but can't see it. So this may show up twice. or not.



  • Skin textures (or materials) can be found by clicking the icon that looks like a painting palette. Sometimes they are under Poses.

    0_1532694386762_c09acdc5-7176-4e6d-a43e-0f0e4a8296dc-image.png

    There are two types of clothing, conforming and dynamic. Most likely, you have conforming clothing. There are two ways to load conforming clothing. One is to double click the clothing, in which case it just "lays" on the figure and doesn't follow the pose. So, if you load clothing that way, you then have to "conform" it to the figure. That's done by selecting the clothing and then clicking menu/Figure/Conform To...

    0_1532694718510_681031f2-1f4a-4cc8-9dd3-91c07d0766ba-image.png

    If the clothing isn't conformed yet, it will say None. Click the arrow to get a list of figures in your scene

    0_1532694833847_1aec485d-2bf1-4678-978f-70bf7d94081b-image.png

    And select your figure. (In my scene, my figure is the HiveWire 3D Dawn)

    0_1532694839960_f8c82716-7a5d-4147-9c17-b1d130b8dda7-image.png

    The second (and quicker) way to load conforming clothing is to drag it onto your figure. That will automatically load and conform the clothing to your figure. You just need to make sure that the prompt at the top of Poser says Add and Conform figure to <your figure>

    0_1532695054526_b1581fd7-2d1d-4afd-9ef0-4d416e94c321-image.png



  • @Satira-Capriccio Quick addition. You should alway double check to make sure the clothing conformed and conformed to the right figure. If, for some reason, a mistake was made, just pick the proper figure out of the drop down menu.



  • @Satira-Capriccio Thanks. I'll try again at the weekend. I just started working through the quick start first project. It was going ok (apart from the 'conforming' hair staying put in the middle when I moved the figure into a pose, but then I lost the figure completely.

    I can't find the pan, the wheel zoom works in the opposite direction that CAD does and doesn't centralise the mouse as it zooms (or what's selected.) While clicking on things to try to zoom to the face, the figure suddenly vanished completely. I couldn't find it again.
    Is there a 'recentre on object' option somewhere?
    I'm going to watch Doctor Who for a while.Try again tomorrow.
    Thanks for all the help, (@everyone.)



  • The conforming hair stayed in the middle when you moved the figure into a pose because it had not been conformed to the figure. Until you're more comfortable with Poser, you will want to check that conforming hair and clothing is conformed to your figure like eclark suggests.

    What works best for me is to setup my camera view using the Main camera early on when I'm creating a new scene. From that point, if I need to zoom in to see something closer, I switch to the Face camera. One thing to keep in mind with the Face camera though, is that it is focused on the selected figure. So, you will want to be sure you've selected the correct figure or object before switching to the Face camera.

    If you ever lose the figure, you can always reset your camera xTran, yTran, zTran and yRotate, xRotate, zRotate to 0.

    Turns out, there is a Frame Selected Object option, as well as a Orbit Selected Mode.

    0_1532720983936_0340739a-79e0-472d-aaa3-a6c253ab754d-image.png

    With your figure selected, click the little button (marked as 1) at the bottom of your Camera Control panel. That will recenter the camera on your selected figure.

    To be able to orbit your camera around a selected figure, select the figure, then click the little button (marked as 2) at the bottom of your Camera Control panel. To rotate the camera around your figure, just rotate the ball (marked as 3) with your mouse.

    Thanks for asking about "recentre on object" as I didn't know about Frame Selected Object and Orbit Selected Mode until I tried playing with those two little buttons.

    I tend to move my camera using the three controls at the top of the document window rather than the controls in the Camera Controls panel.

    0_1532721217318_1692a9d7-cad2-4a80-abcc-0d43429770a4-image.png

    From right to left, those camera controls are Camera Move XY (which moves the camera up and down and left and right), Camera Move XZ (which moves the camera in and out or left and right), Camera Rot (which rotates the camera). Frame Selected Object and Orbit Selected Mode controls are to the left of those three camera controls. The last two icons are Render and Area Render (which allows you to draw a box around the area you want to render).

    I only use the mouse wheel to zoom by accident, after I've been working in Silo2, which requires the use of the mouse wheel to zoom. I don't feel I have as much control over the camera using the mouse wheel as I do using the camera controls. But my mouse is the inexpensive Logitech M310, so a more expensive/advanced mouse might give better results.

    0_1532722118320_87169402-33bc-4a5f-9902-8e8f72c31448-image.png

    Page 59 of the Poser Reference Manual explains the Camera Controls.
    Chapter 10, page 291, Poser Reference Manual goes into more detail about the Cameras.

    The Poser Reference Manual is rather daunting. But, it's also extremely helpful with the basic functions of Poser, which can be difficult to find elsewhere. One of the first things I did after I got Poser umpteen thousand years ago, was to read Setting Up Your Workspace (page 50). You have a lot of control over the Poser Workspace and can customize it to your needs rather than how a programmer thinks your workspace should be setup.



  • Thanks.
    So in this program, the camera view is the same as your own view? You can't change the view without moving the camera? Isn't that a bit awkward when it comes time to render, or does it render the scene as you're looking at it rather than the scene through a specific camera?

    Last time I played with a 3d modelling program (an old version of Blender) the view you had while working was not the same as the view through the camera. The render worked through the camera so you could set the camera in the right place, then scroll about and play with the scene and the render would still be the view through the camera.



  • @archaeologist said in How to get started with Poser 11?:

    Thanks.
    So in this program, the camera view is the same as your own view? You can't change the view without moving the camera? Isn't that a bit awkward when it comes time to render, or does it render the scene as you're looking at it rather than the scene through a specific camera?

    Last time I played with a 3d modelling program (an old version of Blender) the view you had while working was not the same as the view through the camera. The render worked through the camera so you could set the camera in the right place, then scroll about and play with the scene and the render would still be the view through the camera.

    Poser has several camera views listed under the DISPLAY menu. I personally like to use the main Camera as my Render view Camera. So it will be the one I'm looking through when it comes time to render or Animate. For working on the figure I like to use the Posing camera. It is important to note that unless you parent one camera to another Each camera sees it's own viewpoint. So moving a camera or changing how it "views" the world will NOT affect any other camera. HOWEVER, just as if you close one of your eyes and move an object from left to right, when you switch to your other eye, the object will have changed positions there as well.



  • Exactly. The Camera view, your view, as well as the render view, is the camera you have selected. And, what you see is what will be rendered.

    You can change your view by selecting a different camera and by adjusting the selected camera. If you switch back to another camera, the view from that camera is unchanged by the adjustments you made to the previous camera.

    This is why I do not use the Main Camera to make adjustments to the scene once I've got it positioned as I want my scene to be rendered. Instead, I use other cameras for tweaking the scene. I switch back to the Main Camera when I want to see my render view and when I'm ready to render. I think of the Main Camera as my rendering camera and all other cameras as scene adjusting cameras.

    Once you get used to having multiple cameras rather than one camera, and learn to switch between them, it doesn't seem so limiting or awkward. Just remember to switch back to your "rendering" camera before starting your render.



  • And do't forget the camera dots! You will see what looks like a grid of dots usually near the bottom left hand corner of the interface. It will be labelled Ui but includes a drop down menu which lets you change it to camera or pose. If you change it to camera when you have your camera how you want it, click on one of the dots and it will be filled. Now if you move your camera around you can bring it back to the original position by clicking on the filled dot.
    I use this because on big scenes I quite often render from the pose camera but also use this to tweak poses.


  • Poser Ambassadors

    Also, do not forget that Poser comes with a 1000+ page comprehensive manual that you can find in your documentation folder.

    PS, clicking on a dot saves the pose, or camera or UI and Alt + Clicking a dot clears it again.



  • @archaeologist said in How to get started with Poser 11?:

    ps, this forum isn't letting me reply very often. It's almost midnight so I'll log off once I can actually post this reply.

    I've upvoted a couple of your posts. That should take care of the posting delay (I hope)



  • @j.naylor73 I wish I'd seen this earlier. I spent ages looking for them. The tutorial (which lies hidden off the Window drop down - peculiar place to put it) said to click a dot, and the video showed that grid, but the default view didn't have that panel anywhere.
    I found it eventually.



  • @trekkiegrrrl Thanks. Testing it now



  • @Satira-Capriccio So is there no view where you can just look at the scene, zoom in and out and pan and orbit around easily with a mouse? You have to do it through an individual camera and keep switching? That'll be a steep learning curve.

    I had a migraine all weekend so haven't been able to do much. Won't have time now until next weekend.
    Working through a camera feels like pushing my head through a small hole.

    Thanks for the help.



  • @Satira-Capriccio Thanks for finding the frame selected. That'll be useful; I've lost my objects several time.



  • You don't have to switch cameras to zoom in and out, pan, and orbit. You can do all that with the same camera. I switch to a different camera because I prefer to not mess with the camera I plan to render with.

    You can use the scroll wheel to zoom in and out, and apparently, the left button will move the camera up/down and left/right. You'll need to dig through the manual to see if you can customize the mouse to also orbit around.

    If it's a panel, like Room Help, Quick Start, and Project Guide, it will be under Windows.

    0_1532953326660_f7603b13-3b81-4c65-abc1-176080ee0f99-image.png

    But the manual itself, which is a pdf file, is accessed through Help and is also found on your computer.

    0_1532953309705_d0855195-3a4f-49d5-83f6-1d0daf644014-image.png



  • Uhm ... I've been using Poser for 20 years, so I almost dare not ask ... but ... can you add a camera besides the ones already there? And if so ... how?



  • @trekkiegrrrl 0_1532962773018_Screen Shot 2018-07-31 at 12.59.11 am.png
    When they're saved in a scene, Poser tags them as User Created, so you can tell them apart from the default scene cameras.

    In every new scene, I create a new Dolly Camera, and then apply a python script which adds orbiting features to it, so one camera can do either Dolly, or Orbiting movements, and be animated to switch between the two. (Basically just ERC with pre-calculated Sine and Cosine values every 10 degrees for a total of 720 degrees)



  • @anomalaus Damn, beat me by thaaat much! :)