"From trueSpace to the Great Space in Animating" awesome tutorial.
http://united3dartists.com/forum/vi ... 3&start=20" onclick="window.open(this.href);return false;
Here is the process that I use to create the characters with the various morphs including mouth movements.
1) Create the character in TS (Base model)
2) Export it out as an OBJ file.
3) Import it into Argile to do any fine work or touch up.
4) Export it out of Argile as a OBJ file.
5) Import the OBJ file create in Argile into Poser.
6) Using the grouping tool I delete all the groups created.
7) I then go into the setup room turning it into a character.
8) Perform grouping and name all the groups correctly.
9) Import bones or create bones and attach them to the character.
10) Go back to the Pose room and verify that all the joints move correctly and adjust as needed.
11) Export the head as a morph target and I name it base_head.
12) Import the base_head morph target into argile and then using the move tool I open the mouth.
13) I then export that as for example (MouthOpen.obj)
14) Import the MouthOpen.obj into Poser as a morph target for the head and a Dial is created called MouthOpen.
Note: For each mouth movement you want to create you must create a new morph target and import it into Poser.
The same applies for hair movement or eyes blink or twinkle nose or any other morph you want to perform.
You can animate the character in Poser (Key Frame it) and then save the scene as a PZ3.
VUE gives you the ability to bring the animated character in VUE and you can then make your character walk through the dessert or anything else.
Thanks Jeff!!!

Steinie
Rayman posted excellent links showing us how to take our newly morphed Poser objects
and render them in VUE.
http://www.geekatplay.com/tutorials/area51/klank1/" onclick="window.open(this.href);return false;
http://www.geekatplay.com/tutorials/area51/klank2/" onclick="window.open(this.href);return false;
http://www.geekatplay.com/tutorials/echocity/" onclick="window.open(this.href);return false;