User Tools

Site Tools

This page exists within the Old ArtZone Wiki section of this site. Read the information presented on the linked page to better understand the significance of this fact.

Toon Teeth


Product: Toon Teeth
Product Code: ps_ac2513b
DAZ Original: No
Created by: Cliff Bowman

Product Information

Required Products: Victoria 4, Aiko 4, Michael 4 or Hiro 4.

Product Notes

The “Toon Teeth” were originally conceived as simple “tooth guard” type prop to produce Manga/Anime style renders, but developed into as a sort of “Swiss Army Teeth” solution to producing simple cartoon teeth for DAZ's 4th generation of “Millennium” human figures with as little preconception as to style as is possible. Making them as lightweight (low polygon) as possible without significantly restricting their flexibility was a design goal which I hope has been met.

Indeed, the Toon Teeth are so packed with features that their intended simplicity is sometimes lost amongst the various options - so let's try to clear up any confusion and make them as easy and fun to use as they should be, by properly documenting them!

Lighting and Materials How teeth appear in a render varies greatly depending on how a scene is set up and what kind of lighting you have - in tests with Poser I found that a pure white diffuse channel often resulted in either teeth that were too bright or too dark for my purposes. By adding some Ambient white I managed to change this so that they were always too bright - hardly an improvement :( I settled in the end for grey diffuse and grey ambient, which add up together to white in many lighting conditions without appearing to glow. This approximation is aimed at being neither too startlingly white nor too dark but a good starting point for your scene - you may well wish to adjust your scene lighting or the Toon Teeth material settings to improve your final render.

Fitting the Teeth The Toon Teeth have a default set of Transform dials - Scale and 3 separate axis Scale dials, 3 axis Rotate dials and 3 axis Tran dials. These can all be used to improve the “fit” for a given figure (using these you could even “fit” the teeth to a figure they were not designed for, although they re unlikely to animate well for figures which are not rigged the same way as Victoria 4, Aiko 4, Michael 4 or Hiro 4). In addition to these there are 3 more Tran dials in the “Morphs → General” section, for further fine-tuning.

However, to make things as easy as possible Toon Teeth come with a number of preset “Fits” for V4/A4 and M4/H4, including just upper or lower sets of teeth or loading a full upper & lower set at once for any of the current (at time of writing) 4th Generation Millennium figures.

Tooth Nomenclature In researching the subject of “teeth” for this project, I found that the nearest I could get to a definitive internally-consistent naming system was a combination of default tooth-type names like “Incisor”,“Canine”,“PreMolar” and “Molar” with a numbering system to represent individual teeth (starting at 1 for the first tooth on a given row and then increasing by one for each neighboring tooth until we reach the last Toon Tooth at #14). When I refer to a group of teeth I shall do so by the tooth type, and when I wish to refer to a specific tooth I will use the tooth number. The upper row of teeth are in fact just a copy of the lower teeth, inverted such that upper tooth #1 will be above lower tooth #14. I chose 14 teeth per row as a compromise between the norms of 10 teeth per row for children and 16 teeth per row for adults - so slightly simpler than realistic adult teeth, but not so much as to appear infantile. Please note that although the nomenclature used is based on real-world tooth nomenclature, these ARE “Toon Teeth” and are NOT anatomically correct (nor are they meant to be). As such the number and shapes of teeth are intentionally different from any human being I've ever seen in real life! :D

Shaping Morphs - General In the “General” section of the morphs are a number of parameters which have “global” effect on the Toon Teeth set that is selected (usually either upper or lower teeth). There are:

Height - This parameter simply makes the teeth taller or shorter. The illustration shows the teeth as the Height parameter is varied from -0.9 to +1 and back. The same effect could be had by using the yScale dial, so this morph is mostly included in order to accompany the “Thickness” morph.

Thickness - here the Thickness dial is varied from -0.9 (the minimum) to 1. In this case the same effect could not be had by using the xScale dial since that would change the width of the whole tooth prop, not the width of the individual teeth themselves.

Inner Thickness - this dial adjusts the “thickness” of the tongue space, to provide better fit with tongues of varying shapes and sizes. The animation shows the dial varying from -1 to 1 and back again.

Outer Thickness - as the Inner Thickness adjusts the thickness of the teeth from the “inside” wall of the mesh, so the Outer Thickness varies the thickness from the outside wall. This can be used to avoid “poke-through” with extreme character morphs. the range -1 to 1 is shown.

Inner Gradient - By default the Toon Teeth all have perfectly vertical sides and are the same width - but in a human not all teeth are the same size or shape. The front teeth in particular tend to be thinner and sharper. This dial provides a way to change the “gradient” of the inside surface of the front teeth to provide a better approximation of real tooth shapes without losing the “Toon” styling. Shown is the maximum default range of 0 to 1. The result is more subtle than many of the morphs included with these teeth, so I've shown the animation in wire-frame mode for clarity ;)

This morph should also make it easier to accommodate the tongue in different poses. This can be helpful as the tongue is sized VERY close to the space left by the original - by default thinner - teeth.

Roots Curve Outer - the Root Curve dials are provided primarily as a way of improving the “fit” with whatever shape the gums may be, though it may also be used to give the teeth a more natural curved root shape. The range has been allowed to extend “out” to allow for any oddly wide-bottomed tooth usage that I haven't thought of (I would rather make it easy to do things I haven't thought of but are possible than to make it hard to produce almost ANY look with this product). Shown is -1 to 1. The result is more subtle than many of the morphs included with these teeth ;)

Roots Curve Inner - this dial adjusts the “curvature” of the lower inside of the toon teeth prop. This can be used to provide a better fit with the gums and/or teeth of a figure, or to shape the “roots2 of the teeth rather than have them perfectly straight.

Bulge Outer - this morph bulges the teeth at mid-height on the outer surface of the teeth for stylistic reasons (to make the teeth appear less square and more natural/realistic).

Bulge Inner - this morph is primarily provided as balance to “Bulge Inner” - though presumably it could be used to (rather simply) illustrate the ravages of tooth decay which is usually hidden inside the mouth out of sight behind the teeth themselves and the tongue.

Tip Curve Outer - some toon character are just plain vicious - and this morph provides a way to file those teeth into a sharp cutting tool buy sharpening the outer edge of the teeth. Shown is the range 0 to 1.9 and back.

Tip Curve Inner - this is the companion morph to “Tip Curve Outer”, and allows for sharpening of the whole tooth prop from the inside edge. Shown is the range 0 to 1.9 and back.

Of course, Tip Curve's Inner and Outer can be combined to achieve a mixed look - 0 to 0.9 is shown:

Triangular Gaps - this morph provides some delineation between teeth by providing gaps across the top of the prop for a more detailed, naturalistic look. Shown in the range 0 to 2.

Vertical Gaps - this morph enhanced the definition of the teeth by producing vertical gaps or slits on both the inside and outside of the teeth.

Shaping Morphs - Incisors There are numerous shaping morphs designed specifically for the incisors. There are:

Central Incisor Gap - this can be used to give a varying degree of “gap” between the front two teeth - from none visible to able to hold a thin coin between the teeth!

Central Incisors Raise - essential for that “buck toothed” look used for rabbit-people or social outcasts, this raises the front two teeth. Note that negative values lower or hide these two teeth - as if they've been knocked out, or are just growing in.

Central Incisors Shape - as you may have gather from my naming style to date, this morph shapes the front two teeth to be sharper (or blunter!) than default for a more (or less) natural look.

Central Incisors Out - this dial lets you move the central two incisors in and out of the mouth - perhaps for a slightly buck-toothed look, or for teeth that have been bashed in during a fight but not knocked out? Or of course for simple natural variation between characters.

Lateral Incisors Raise - As with the other raise dials, this simply raises or lowers both lateral incisors simultaneously.

Lateral Incisors Shape1 - Shape4 - These 4 shaping morphs produce, singly or in combination, a variety of weird and wonderful shapes for your lateral incisors - great for vampires, cannibals, beasts or characters in need of a visit to the local orthodontist. They are shown here together, but in order (from 1 to 4) with fairly extreme values.

Lateral Incisors Out - as you've realised by now, moves both lateral incisors “in” or “out” of the mouth at the same time.

Tooth 06 to 09 Raise - this is where the “standard numbering system” of naming teeth really comes into it's own. These 4 morphs are shown here in combination, adjusting teeth #6 through #9 in a “rolling” animation that will come as no surprise to those of you who associate me with the phrase “everything must go”. Great for raising or lowering an individual incisor for shaping, or for odd little animations like this one (or a mouse playing piano on a cat's teeth?). The philosophy behind these props is to dictate as little as possible, and leave what you will do with them up to the user!

Shaping Morphs - Canines There are numerous shaping morphs designed specifically for the canines. These are:

Canines Out - this morph is used to move the canines further into or out of the mouth.

Canines Raise - this morph is used to raise (or lower) the canines. Could be useful for “Bulldog” type tooth designs, or used for a cartoon James bond villain.

Canines Shape1 - this morph is used to give the canines either a sharp, possibly vampiric, look or a recessed one.

Canines Shape2 - this morph is used to give the canines a smooth but sharply pointed shape - perhaps useful for file-sharpened “cannibal” teeth.

Canines Shape3 - this morph is used to give the canines a more jagged, less artificial but still “pointy”.

Canines Shape4 - this morph is used to move the top inner corner of the canines in and out (with “out” being the default) to make the teeth less “smooth” or “flat” seeming.

Tooth05 and Tooth10 Raise - these two morphs are used - independently - to raise and lower the two canines, as shown here:

Shaping Morphs - Molars There are numerous shaping morphs designed specifically for the molars and pre-molars. These are:

Molars Out - This morph moves the molars in (towards the tongue) or out (away from the tongue).

PreMolars Out - This morph moves the pre-molars in (towards the tongue) or out (away from the tongue).

Molars Raise - This morph raises and lowers both the molars and the pre-molars.

Molar Tops - This morph shapes the molars by creating a dip in the middle as a simplistic molar shape, but in reverse it can be used to give the molars a distinct “pointy” shape.

Tooth01 to 04 Raise and Tooth11 to 14 Raise - These 8 individual tooth raise morphs (shown here as an “wave” of molar teeth) allow you to raise or lower an individual tooth or any combination of molar teeth. These could be used in combination with the “Molars Raise” morph or to affect just the molars or just the pre-molars.

Presets A number of “Shape Presets” have been provided in the Toon Teeth “Pose” folder to get you started with a variety of prefabricated “looks” - from normal Anime to more more western, vampiric, or even metallic jaws!

To apply the shaping presets, select the figure that the teeth are parented to and then double-click the preset in the Pose library. The shaping presets are designed to apply distinct top and bottom styles simultaneously to provide you with a “head start” on setting up your desired options. Here's a quick animation showing the teeth cycling through the various presets (it pauses briefly at each style preset, and “tweens” between presets for about 5 frames each time).

But the presets don't stop there - how the Toon Teeth appear in various programs (from Poser to DAZ Studio to Carrara etc.) varies not only with the how the different programs interpret the materials but also with the scene-specific lighting. So there are 5 MATerial presets which vary the brightness of the teeth in differing ways, to help ensure the teeth fit into your scene as quickly and easily as possible.


Visit our site for further technical support questions or concerns:

Thank you and enjoy your new products!

DAZ Productions Technical Support
12637 South 265 West #300
Draper, UT 84020
Phone:(801) 495-1777
FAX:(801) 495-1787
TOLL-FREE 1-800-267-5170