Grouping

Ensure that your figure will bend correctly by creating named polygon groups and assigning the appropriate polygons to each group. Each existing bone or body part needs an identically named polygon group on the figure. Each joint causes polygons to bend where parent and child groups meet. Poser uses the bone's internal names, allowing the visible names to be localized to different languages. If you had a pre-existing figure selected when entering the Setup room, the necessary body groups will already be available and may already be properly set up.

The Auto Group button in the Group Editor palette is the easiest way to assign group names to the polygons of an imported prop for the first time. The Group Editor palette displays when the Grouping tool is selected. Only use the Auto Group button after creating and positioning a bone system. This function completely regroups every polygon in your model; you will lose all pre-existing group assignments which match bone names.

Once all required groups exist, you can fine-tune the automatically created groups by manually assigning polygons to different groups. Do this by selecting a group and selecting polygons you wish to include in that group. The Grouping tool automatically removes polygons from other named body parts as you assign them to new groups. This is not true for Group Editor palette commands. Removing polygons from a body part group adds them to a group called NO_BONE, which allows you to easily rectify this situation before leaving the Setup room.

Leaving the Setup room with polygons that are not attached to a bone maintains those polygons as a prop attached to the figure. They will be available for grouping when you return to the Setup room.

Keep in mind that joint bending only occurs between an object and its parent. Bends do not progress to other children or above the parent in the hierarchy. Create your groups and tweak your joint zones with care to ensure proper articulation.

Back to Setup Room Help