Importing and Editing Poser Models Inside Animatek World Builder
World Builder 3.1 includes a special Poser™ Pro-Pack™ importer plug-in that allows you to import
Poser files ( *.pz3 ) into World Builder scenes. It also allows you to modify and save some of the Poser
object parameters that are essential for the World Builder scene: the Poser model position, scale and
materials. This tutorial is based on the Frog animation project that is available here: http://www.digi-
In order to start working with Poser object inside World Builder you'll need the following:
- Poser and Poser Pro-Pack should be installed on your system. The Poser importer plug-in will not
work if Poser and Poser Pro-Pack are not installed.
- Poser project that contains Poser model and animation - *.pz3 file
- Poser importer plug-in for the World Builder. If your version of World Builder
doesn't include the Poser importer plug-in then you will need to download an upgrade from
Digital Element’s web site: http://www.digi-element.com/support_upgrades30.shtml
Import of Poser model into World Builder.
Step 1. Press the PZR button on the creation toolbar on the left (marked as '1' on the picture below).
You can also go to menu Create and select the Poser File Mesh. The Poser File will appear in
Object Tree (2).
Step 2. To load a Poser File into a World Builder scene you need to press the 'Load' button on the
property page for the Poser File and select the *.pz3 file that you want to use (3). After loading the
Poser file you can use the usual Move, Scale and Rotate tools for placing the model in the scene.
Summary of Figure 1:
(1) Poser File import button on the creation toolbar
(2) The Object Tree contains a list of all the objects in the Scene. This is where you select objects
for editing, grouping, and manipulation.
(3) 'Load' button on the properties page for the Poser File object
(4) The current frame in Poser animation
(5) The Track Editor: The Track Editor is a special area of the screen that contains tools for
managing animation tracks and their keys.
(6) The Camera window.
Now we'll take a closer look at Poser File properties page:
Load button – loads the Poser model and animation file (extension *.pz3) into World Builder.
Reload button – will reload the Poser File shown in the 'Poser File' information box.
Remove button – will clean the ‘Poser File’ information box and will delete Poser object from the
Poser Frame – shows the current frame of the Poser model animation.
Import Scale – scales the Poser object during the loading.
Load on project open - if this box is checked then Poser model will be loaded during the opening
of the World Builder project. If this check box is not checked then Poser model will not be
automatically loaded. This is done for saving the time during the opening of the project. If you'll
need a Poser object you can just press Reload button.
Rotate model – Poser axis Z is oriented horizontally while in World Builder it faces up. Check this
option on to rotate Z of Poser model up on import.
Loop animation – loops the animation of the Poser object.
Setting Up the Animation of the Poser Model in a World Builder scene.
Once the Poser object is positioned in the scene via the standard Move, Scale and Rotate tools we
can start setting up the animation. If you don't know how to use Move, Scale and Rotate tools it is
worth browsing through the Quick Start guide.
The body animation of the Poser model should be done inside Poser. The imported object will be
animated but will not yet be moving in the 3D space according to the World Builder scene. You
have to animate the translation of the model manually. Follow the standard procedure that we
briefly describe here. Please refer to quick start guide for more details.
Step 1. Select the Poser object
Step 2. Switch to the move mode - use icon on the top toolbar
Step 3. Turn on Auto key mode – click on the icon in the lower right corner. When you are
in Auto Key mode the icon color changes to red.
Step 4. Move the object to the desired initial location while World Builder remains in frame 0.
Step 5. Move the time slider into the last frame of the animation.
Step 6. Move the model into the final location while remaining in the last frame.
Replay animation to make sure that the model is aligned with the terrain. If you have the sliding
effect, adjust final or initial position of the model. Remember that you need to be in Auto key mode
so that changes apply in the key frames.
Now with the model animated and properly placed into the scene you can build the rest of the
We suggest that you always start with the animating object in Poser and bringing it into the default
scene in World Builder. If you start with the World Builder scene you might end up having hard
time fitting the animated object into the ready scene. It is easier to build scene around the object
rather that tweak the animation to fit the scene.
For example, in the project with the frog, if the frog starts to move in frame number 100 inside
World Builder, that means that frame 0 of the frog animation corresponds to frame 100 in World
Builder scene. In our case the frog is already moving forward in the Poser animation, so all we need
to do is to set the position of the frog in the start and the end frame of the frog's animation. You can
check the position of the frog in each frame by dragging the Time Slider on the animation toolbar.
Poser Object Materials in World Builder.
This is a material dialog for Poser models inside the Poser program:
And this is a material dialog for a Poser model inside World Builder:
Lets take a look at the difference in terminology:
Ambient/Diffuse in AWB corresponds to Object Color in Poser.
Self-Illumination in AWB corresponds to Ambient Color in Poser. If this value is set to 0 (black)
then Poser objects will not glow in the dark. If this value is set to some non-black color then the
Poser object inside World Builder scene will be lit with this color mixed with Ambient/Diffuse
Glossiness in AWB is a constant value that doesn’t correspond to any parameter in Poser
Shininess in AWB corresponds to Highlight Size in Poser. If the value of Highlight Size in Poser is
set to 80, then the value of Shininess in AWB will be 20. So the value of Shininess in AWB can be
calculated from Highlight Size in Poser by this formula: Shininess = 100 - Highlight Size
Specular in AWB corresponds to Highlight Color in Poser.
Texture Map in Poser corresponds to Texture1 in AWB. See the picture below.
Texture Map in Poser has the parameter Strength . Strength corresponds to Value in AWB as
shown on the picture below:
Opacity in AWB corresponds to Transparency in Poser.
Editing Poser object materials inside World Buider.
On the image below we see the Poser Materials page inside World Builder. The Poser Materials
page contains the list of the materials corresponding to the different parts of the Poser model.
If the checkbox ‘Substitute materials’ is checked then the Poser materials that were
modified and saved into the World Builder project will be applied to the Poser model, otherwise
material will be loaded from the poser file (*.pz3).
Lets take a look at one of the materials from this list (see Figure 7). On the page we see the
name of the material (), the name of the Poser model () and the name
of the Poser model part to which this material is assigned ().
For each Poser material there is a corresponding page where we can edit and save the
parameters of this material. For example ,in our list we have separate materials for the skin, eyes,
pupils and the inner mouth.
In order to start editing the Poser object materials you need to select it from the list and on
the property page of the material check the option «Editable».
After that you'll get a material properties sub-tree for the material [Figure 1].[skin] (See
Figure 8) . The difference in terminology between Poser and World Builder materials was
We can convert Poser materials into World Builder ones, so it'll be more convenient for
World Builder users. Right=click on the Photometry page and select the Convert option as
shown in Figure 9.
Figure 10 is the look of the page with the converted Poser material.
Lets go back to Poser material dialog (see Figure 11). If, after the editing of the Poser
material, you want to revert to the original Poser material then all you need to do is press
'Reload' button on the dialog. It will return the original Poser material in the AWB scene.
In order to save modifications in the Poser material in the AWB project, you need to make
sure that the checkbox 'Editable' is checked.
Using Poser Model Hierarchy During The Importing Into World Builder.
Objects in Poser have a certain hierarchy. For example, in case of the frog there are the
following parts: body, head, front legs, back legs, etc.. The Poser importer plug-in allows
to import Poser object into AWB according to selection in the hierarchy list. That means
that we can select one or several parts of the Poser object and load only these parts into