Poser ProPack Tutorial:

Attaching Bones to Preexisting Parts.

Introduction

Loading the Object

Laying Out the Bones

Attaching the Bones to the Parts

Modifying the Joint Parameters

Saving the Finished 'Shroom

Download the tutorial HTML as a .zip file for off-line viewing (104K).

Download the mushroom.zip tutorial object and texture.(204K)

Introduction

This tutorial is an attempt to show an alternate to the "Auto Group" function to attach Pro Pack bones to a new figure's polygons. Auto Group often works really well and it allows you to create the various Poser parts all inside ProPack, without the need for an external modeler. But if you do have a modeler and it has good tools to select, separate and name polygon groups, it's often easier and faster to do all the "prep" work there. Then in ProPack, use the Element Properties dialog to "manually" attach the bones to the pre-created parts. The reason for this is that Auto Group often leaves large numbers of polygons attached to the wrong bone. While this can be fixed, it relies on Poser's rather basic tools and with certain types of objects, can easily become quite time consuming (and sometimes downright frustrating!).

So... the goal of this tutorial is to bone a simple mushroom that consists of 4 pre-created parts, then "manually" attach the bones to the parts and do a few basic adjustments to the Joint Parameters.

No previous ProPack experience is necessary but I'm presuming that the reader knows how to select various cameras and be able to manipulate them; how to change Display Styles and how to use the Translation dials.

Loading The Object

1) Download the mushrooomfiles.zip file (204K) and expand it. You should now have a folder with 3 files: mushroom.obj, mushroom.mtl and mushroom.jpg. To keep things simple drag these files out of this folder and put them in the same folder as the ProPack application file.

2) Load ProPack and create a New scene (File>New). Now Import the mushroom.obj. In the Import dialog deselect the "Centered" and "Percent of Standard Figure Size:" boxes and hit OK. You should now have a fully textured, single part mushroom.
3) Select the Front camera and adjust the camera so the mushroom looks something like the image at right. Don't worry about matching the Display Style, we'll be changing that in a minute anyway.

Laying Out the Bones
1) Click the Setup Tab at upper right and click OK to turn the object into a figure. After a short wait this will drop you into the Setup interface.
2) You should now see the same Front Camera view of the mushroom. You can do the boning in any of the Display Styles but I prefer to use the Outline mode because it shows only the important features when boning with this method.
3) Click the Grouping Tool and click in the top popup in the Group Edit window. This gives a list of the parts, selecting any item highlights that part. So if you don't remember what you named them or the names are unknown, you can always check them here. Now close the Group Edit window.
4) Click the Boning Tool. Move the cursor (now "Bone" shaped) to the bottom center of the mushroom, then click&drag to the center of the line above, as shown at right.
5) Move the cursor to the tip of the first bone and drag out the second bone. Continue this method for the 3rd and 4th bone but on the last one only extend the bone to the center of the mushrooms cap, as shown below.

 

Attaching the Bones to the Parts

1) Now that we have our bone structure, select any Translation Tool (so we don't accidentally add new bones!) and double click the first, bottom bone. This brings up the Element Properties Dialog for what's currently called bone_1. The Internal Name field tells ProPack which part to use with this bone. So, since the first mushroom part is named stem1 type that in. The Name field is the name that appears when you select the part in Poser. This can be anything you like, but again to keep things simple, just enter stem1 and hit OK.

2) Continue double clicking up the bone structure and enter stem2, stem3 and cap in the two fields for each of the remaining3 bones.

3) Select the Grouping Tool and click the top pop-up again . If you've done everything correctly all of the part names should now all be bold face, which means that there is a bone attached to that part. If you have any regular case items, it's probably a spelling error! So just go back and double click the problem part and correct it in the Element Properties.
4) Now click the Pose Tab to reenter the main Poser Interface. Congrats! You just boned the mushroom.

 

Modifying the Joint Parameters
1) Now, click some of the parts and try changing the X and Z Rotation dials. Not too bad, but the current mushroom doesn't bend that well, especially the cap part. This is easily fixed with the Joint Editor.
2) Again in the Front Camera view, switch the Display Style to Wireframe and select stem2. We start at stem2 because stem1 is the first bone and has no Joint Parameters. Now open the Joint Editor (Window>Joint Editor). First, to be sure all the dials are zeroed, hit the "Zero Figure" button. Now select zRotate from the top popup.
The Wireframe now has 2 green and 2 red lines. The polygons (white boxes) between a green and red line are what get "bent". In this case a relatively few polygons lie in this zone. Try typing in 45 in the zRotate dial - a rather sharp bend, as shown below.
3) Click the Zero Figure button again. Now move the cursor to the very end of the left green line until it turns into a bullseye. Click&Drag the green line to the edge of the mushroom. This increases the size of the zone and adds more polygons for Poser to bend. Now do the same process for the other 3 lines until they look something like the image at right. Now type 45 into the zRotate dial again. Now we have a much broader bend, as shown below.

4) Now switch to the Left Camera and select xRotate item from the top Joint Editor popup and move the lines just like you did above.

5) Now repeat the *whole* zRotate/xRotate process described in steps 3&4 for stem3.

6) Now select the cap part, select zRotate from the popup and the Front Camera view. Set the zRotate dial to 45. Uck! In this case we want the whole cap to bend not just the edges.
7) Zero the figure and drag the green lines below all of the polygons in the cap part. Also drag the red lines in toward the object to create a smoother bend with stem3. Do the same thing with the xRotate popup item in the Right Camera view. Now the whole cap bends because we have excluded most of the cap's polygons.

Saving the Finished 'Shroom

Ok, now we want to save the mushroom into a library, so we can pull it up whenever we want.

1) Zero the figure and close the Joint Edit window.

2) Select a nice Display Style and camera view - what's in the main window is what gets saved as the Library Preview.

3) Now Memorize the figure (Edit>Memorize>Figure). This is the only time you need to do this, from here on out any library saves will use this memorized data.

4) Open the Libraries Tab (Window>Libraries) and select a Figure Category to place it in.

5) Make sure to have the Mushroom selected and hit the "+" at the bottom of the Figure Category window.

Now any time you need it just load it from this library. Here's an example of a "posed" mushroom done in Bryce 5: