Poser provides a number of different ways that you can combine body morphs to create unique characters. For example, you can use the Object > Spawn Morph Target command to create a parameter dial for body parts and props that have been modified with deformers. The Figure > Create Full Body Morph command allows you to create a single master dial in the Body to drive morphs in several different body parts. Additionally, you can use Dependent Parameters to create master parameter dials that, in turn, create more realistic interactions between body parts and rotations.
The Figure > Spawn Full Body Morph command creates like-named morph targets on Poser Unimesh figures for all body parts, and then creates a matching master parameter. You can use this command to capture deformations that are created through simulations such as soft body dynamics or the Cloth Room.
The general steps are as follows:
You can export this character from Poser to FBX format and use the morph as a blend shape in the Unity Inspector.
In addition to the Edit tab on the Morph Editor palette, you can also create morph targets in Poser directly from the Properties palette. Selecting Object > Spawn Morph Target creates a morph target from deformed objects (body parts, props) in your scene. You will be asked to name your new morph target, and a dial with your specified name will appear in the object’s Parameters palette.
Shape an element using any combination of deformers you like to get the results you want. Shaping multiple elements on a body part includes all changes in the shape in the morph target.
Assigning a name to a custom morph.
Numbers greater than 0 apply the morph to the selected element(s), and vice versa. A value of 1 means the morph target is fully applied, a value of -1 means the morph is completely inverted, and numbers greater than +/-1 create exaggerated effects. Using the Bulging Bicep example, a value of 1 applies the bulge fully, a value of -1 applies a full concavity (the reverse of the original morph), and so on.
You can save multiple body parts and then save the entire pose as a full-figure morph target, also known as a Full-Body Morph (FBM). The new morph target encompasses all of the parameters for that pose, meaning that everything morphs at the same time.
Only morph channels combine into a full-body morph. Deformers are not automatically turned into morph targets for full-figure morphs, nor are scales, rotations, and translations.
When you create a full body morph, the master parameter dial in the BODY will be set to a value of 1, and the dependent parameter dials in each individual body actor will be set to 0, which is more in line with how full body morphs are typically set up manually.
To create a full-body morph target:
When you select the figure’s body again, a parameter dial with your new morph target will appear. This morph functions just like any other morph: Numbers greater than 0 apply the morph to the selected element(s), and vice versa. A value of 1 means the morph target is fully applied, a value of -1 means the morph is completely inverted, and numbers grater than +/-1 create exaggerated effects. Using the Bulging Bicep example, a value of 1 applies the bulge fully, a value of -1 applies a full concavity (the reverse of the original morph), and so forth.
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