<title>Thank you for purchasing Superhero Moves Volume 1</title>
<font face="Arial, Helvetica, sans-serif">
<table width="80%" border="0" cellpadding="5">
<td colspan="2" ><a href="http://www.daz3d.com/i.x/support/0/-/?&_m=d" target="_blank"><img src="pics/dazlogo.jpg" border="0" alt="DAZ3D" /></a></td>
<td rowspan="7" valign="middle" align="center"><div align="right"><img src="pics/10860.jpg" /></td>
<td bgcolor="#D7E1E1"><a href='http://www.daz3d.com//i.x/shop/itemdetails/-/?item=10860'>Superhero Moves Volume 1</a></td>
<td bgcolor='#D7E1E1'><a href="http://artzone.daz3d.com/wiki/doku.php/azproduct/10860" >Product Documentation</a></td>
<td bgcolor='#7E9E9D'><b>Created By:</b></td>
<hr width="85%" align="left" />
<table width="80%" border="0" cellpadding="5">
<td bgcolor="#7E9E9D"><font color="#FFFFFF"><b>Product Information</b></font></td>
<li><a href="ProductLists/FileList_10860_1_dpc_SuperheroMovesVolume1_1.txt">File List</a></li>
<li><font color='#AA3009'>Required Products:</font>
<li><strong>Michael 4 Base</strong></li><li><strong>Victoria 4.2 Base</strong></li></ul>
Notes from the artist:
<li>You can find new icons for loading this product in the following Poser Libraries:
<li>Pose: "Posermocap\M4\Superhero Moves"
<li>Pose: "Posermocap\V4.2\Superhero Moves"
<li>You can find new .BVH files for this product in the following Folders:
<li>"Posermocap\Superhero Moves Volume 1"
<li>You will find the PoserMocap animated poses with in the Pose folder of the Runtime directory where you installed them in Step One. The animated poses are organized by character, then by Moves Pack, so this way you will be able to easily navigate between moves for a particular character.
<li>Apply the animated pose to your character by double-clicking on the chosen animated pose. That's it! You're now animating in Poser.
<li>How to Eliminate Pokethrough:
<li>As many Poser clothes were designed for stills, rather than for animation, they will sometimes allow the underlying character's body parts to "poke through" the clothing. Aside from being a real distraction when watching an animation, they can also be time-wasters as you adjust the clothes and re-render the animation. There are two simple ways to eliminate pokethrough in all Poser figures, and you may need to use one or both techniques depending on the clothing.
<li>Turn off the Visibility of the character's body parts that are covered with clothing. This is a very simple fix where you select the character's body part and go to the "Properties" tab. There, you will see check-boxes for "Visible", "Visible in Raytracing", and "Casts Shadows". Make sure that these three boxes are un-checked and that will make the body part invisible.
<li>Transparency Map. This is a more involved process that will need to be applied where the clothing does not cover a great deal of the body, or the areas covered do not correspond to the character's body parts. You will have to paint a black and white image in an image processing program (like Photoshop, Paint Shop Pro, GIMP, Dogwaffle) where white areas are the places on the body that you want opaque and black areas are those that you want transparent. Most figures come with texture template images that you can use for reference but -- and this is important -- MAKE SURE THAT YOU DO NOT SAVE OVER THOSE TEMPLATE IMAGES! We are not responsible for any losses that you might incur because you saved over a texture map or texture template file.
<li>When you have your black and white image (your "transparency map") completed, save it to a texture directory in your chosen Runtime.
<li>Then, in the Materials Room, select your figure and go to the body part that you want as transparent. Create a new node by right-clicking and choosing "New Node>2D Textures>image_map from the contextual menu. Click on the "None" in "Image_Source" and then browse to and select your transparency map. Connect the image_map node to your Transparency channel and set the value of the channel to 1.0.
<li>Repeat this process as needed for any additional body parts where you need a custom transparency map.
<li>The animated poses in this Moves pack are all done assuming the character is in bare feet or with feet flat on the floor. For female characters, and to a lesser extent male characters, their shoes will lift the heels upwards and point their toes downwards. The easy solution for uses these poses with characters wearing high-heeled shoes is to use Poser's Animation Layers tool.
<li>Load up your character, but do not apply an animated pose yet.
<li>Select the Right Foot and make sure that the Rotational Channels (Twist, Bend, and Side-Side) are all set to Zero. Do the same for the left foot.
<li>Load up your footwear of choice.
<li>Turn off IK in both legs. You won't need it. (Figure>Use Inverse Kinematics>Left Leg and Figure>Use Inverse Kinematics>Left Leg)
<li>Select the Right Foot of your character and adjust the Bend dial until the heel and toes are level. They will be below the floor at the moment, but we'll fix that later. Do the same for the toes if necessary to ensure that the heel and toes are level. In one test, we had to adjust the bend by +33 degrees in the foot and -29 degrees in the toes to get the foot level.
<li>Make a note of the bend angle(s) on the foot and, if necessary, the toes.
<li>Adjusting the Figure Height
<li>Open up the Animation Palette (Window>Animation Palette or press Shift+Ctrl+V) and click on the "Layers" Tab.
<li>Click on the "New" Button to create a new layer. Set the layer's compositing method to "Add" and name the layer something descriptive like "Height Adjustment"
<li>Select the character's Body and adjust the Body's yTran dial until the character is standing on the floor. Incidentally, by adjusting the Body's x, y, and z position and its yRotate values, you can place your character anywhere you want in the scene and have them walk in any direction you want.
<li>Reset the bend in both heel and foot to zero.
<li>Click on the "Layers" Tab of the Animation Palette and select the Base Layer. Make sure that you are on Frame 1 of the animation. Apply the animated pose file.
<li>Create a new animation layer. Set the layer's compositing method to "Add" and name the layer something descriptive like "Foot Angle Adjustment".
<li>13. Make sure the "Foot Angle Adjustment" layer is selected and then go to the keyframes tab.
<li>Go to the Keyframes Tab and make sure that you're at Frame 1. Select the Right Foot adjust the Bend Angle of the Right foot to match the angle you noted down in Step 5. If the Pose file has added an angle into the foot, then you will have to combine the pose's angle with the angle that you found in Step 5. For example, if the pose adds in a Bend of -10 degrees, and you noted that you needed a bend angle of 30 degrees to get the foot level, then adjust the foot's Bend angle until it reads 20 degrees (i.e. -10 + 30 degrees = 20 degrees).
<li>Go to the last keyframe in the animation and adjust the Bend Angle in the Right Foot in the same way as in Step 14.
<li>Repeat the process in Steps 14 to 15 for the Left Foot and if necessary, Right and Left Toes.
<li>Thanks again for buying this Moves Pack.
<li>If you would like to see additional information on how to animate with Poser, learn how to make animated movies, and keep up-to-date with what new products we are developing, visit us at www.PoserMocap.com. If you want to get advance word on new product releases, discounts on purchases at our online store, and free Solo Moves, then sign up for our mailing list, also at www.PoserMocap.com.
<hr width="85%" align="left" />
Visit our site for further technical support questions or concerns: <a href="http://www.daz3d.com/i.x/support/0/-/?&_m=d">DAZ Support</a>
<p>Thank you and enjoy your new products!</p>
<b>DAZ Productions Technical Support</b><br />
12637 South 265 West #300<br />
Draper, UT 84020<br />
Phone:(801) 495-1777<br />
FAX:(801) 495-1787<br />