In order to make a figure bendable, it needs to be attached to a skeleton that moves the polygons in the geometry. In order to attach the polygons (or “skin”) to the bones, the polygons in the geometry must be named the same as the bones in the underlying skeleton.
To utilize as many of Poser’s posing and morphing capabilities as possible, there are specific naming conventions that should be followed. Most human Poser figures follow a hierarchical structure that uses the hip actor as its root. Internal body part groups must always begin with a lower-case letter, with right and left body parts always beginning with a lower-case r (for right) or l (for left) to work with Poser’s Symmetry commands properly.
The internal group names that are used by the Alyson and Ryan figures are shown below in their correct hierarchical structure. Alyson and Ryan have additional groups (shown in bold italics) which control the top and bottom teeth, several levels for the tongue, and an extra joint for each of the fingers and toes to allow for better bending. Other Poser figures may have more or less groups, but the basic arrangement of the bones will be similar to that shown below:
hip
waist
abdomen
chest
neck
lEye
rEye
TopTeeth
BttmTeeth
Tongue1
Tongue2
Tongue3
Tongue4
Tongue5
Tongue6
lCollar
lBreast
lShldr
lForeArm
lHand
lThumb1
lThumb2
lThumb3
lIndex0
lIndex1
lIndex2
lIndex3
lMid0
lMid1
lMid2
lMid3
lRing0
lRing1
lRing2
lRing3
lPinky0
lPinky1
lPinky2
lPinky3
rCollar
rBreast
rShldr
rForeArm
rHand
rThumb1
rThumb2
rThumb3
rIndex0
rIndex1
rIndex2
rIndex3
rMid0
rMid1
rMid2
rMid3
rRing0
rRing1
rRing2
rRing3
rPinky0
rPinky1
rPinky2
rPinky3
lButtock
lThigh
lShin
lFoot
lToe
lBigToe1
lBigToe2
lIndexToe1
lIndexToe2
lMidToe1
lMidToe2
lRingToe1
lRingToe2
lPinkyToe1
lPinkyToe2
rButtock
rThigh
rShin
rFoot
rToe
rBigToe1
rBigToe2
rIndexToe1
rIndexToe2
rMidToe1
rMidToe2
rRingToe1
rRingToe2
rPinkyToe1
rPinkyToe2
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