|
My tips
and advice for using Metacreations Poser. Part 1
Lots of pro's & semi pro's poo-poo Poser. True it's renderer is rather
basic, it's interface odd but these can be adapted to. The main
criticism for me is the number of unlabelled buttons. Why do we
have to wait for the tool-tips to pop up - the buttons should be
labelled in the first place. Bryce is even worse in this respect.
Poser is an animation tool. Use it to learn the craft of animation. If
you want real quality, then get the Poser Pro Pack then you can
export to your fave renderer - Lightwave or Max (at the time of
writing). Also seriously consider compositing. Many video editors
will allow poser generated matte channels to controll posting poser
video footage over scenes rendered elsewhere.
This is an area that Bryce could be considered for if you are willing
to spend time match lighting in Poser with extra fill-lights.
This set of tips is intended to supplement the manual and fill in to
some extent, the lack of working practice needed to put the tools
to relevant use.
|
|
User Speed
I suspect this is what the trends term "workflow" means in
the CG press. Learn techniques that reduce the time spent using
the interface and more time "on task" - thinking around
your animation. This is the key to not getting confused.
|
|
Keyshorts
Learn the keyboard shortcuts; sadly the current versions of poser do
not allow customisation which is a pain for users of other software
who want to rationalise the shortcuts used in different packages.
Other software can be customised to suit posers keyshorts, which
may be worthwhile if you use both packages in a lot.
Named actors
Give your actors, props lights and the rest relevant names. If you work
with figure 1, figure 2 etc. then expect some confusion sooner of
later. Make sure you name the lights as well (under properties)
with names such as "Sunlight, Fill light, Rim light"
User Interface
Make good use of the User Interface "Dots". These are pre-sets
for your screen layout. It is the quickest way to change views &
move your palettes out of the way at the same time.
|
|
Preferences
In Poser they are not set in the usual way. The dialog box for this
has only a few buttons. However, if you set the parameters in the
interface for your work , then you can "SET PREFERRED STATE"
in preferences. For example, if in Europe, then set the frame rate
to 25fps, and go for a reasonable clip length, like 100 frames (4
seconds) for a typical clip.
Eye targets:
place
an object in the scene which is to be out of view.
Name it "Eye target" in the properties for that object. I normally
use a cube.
Select each eye in turn & use the -
Figure>point at command.
Choose from the list "eye target"
Make sure that the parameter "point
at" is set to 100%, otherwise the eyes stay pointing where
they are- then this rig has no effect.
|
|

Now when animating you never get that ridiculous effect where the eyes
don't look in the right direction. Also both eyeballs converge on
the right distance depending on what you are doing.
|
|
Animation
This is the tricky bit. This is the area the pro's get wrong sometimes.
My main tip here is to maximise your mental agility when you are
animating. Make sure you are not tired, you have enough to eat (avoid
fatty/high protein ) foods. No one is to distract you, but take
breaks in line with your concentration span. then it's down to meticulous
planning, observation and acting it out in your work-room. You'll
look stupid, but your animations won't.
Sketchbook
Good if you can at least draw decent stick men. Personally I prefer to
draw with ellipses making up the figure. Make the joints clear (with
a circle), and various reference lines may help such as an horizon
line, or a path for the motion (top & bottom to envelope the
whole figure).
|
|
Dont
forget- it's shift-click to get rid of a preset dot.
Poses library.
Make use of the Pose library when assembling a sequence. Used in conjunction
with the animation palette (ctrl/shift+V) you can rough out your
animation and adjust the timing after watching the results. The
Pose Dots may have been intended for This role, but I can never
remember what poses I've put in which Dot.
|
| Editors
Spline
curves:
sometimes when you add new keyframes for the object, parameters spring
way out of position elsewhere on the timeline. Watch out for This
Check the graph editor ctrl/shift-G and pan back & forth on
the timeline for bowed out interpolation. 
Break spline
: USE THEM !! For example where a foot is placed
on the floor, use the break spline to keep the foot from attempting
to push below the floor for example. Only when walking on snow does
the foot slide backwards- otherwise - break-spline.
Notice in the above examples, the second one has
a keyframe set close to at f35, This has swept the curve way out
of line at frame 40 and before frame 33. The solution was to break
the spline at frame 34
|
|
Inverse
Kinematics:
Try to keep the IK targets near the extreme of the
limb concerned. This gives a more natural movement & avoids
strange twisting further up the IK chain. Below is the IK end effector
some distance from the limb. Keep it as close as possible, ideally
you should try to hide the end effector altogether- it will flash
as a white cube at moments of stress when you click play preview..
|
|
|
|
|