Forum: Poser - OFFICIAL


Subject: Poser debate on spaceship scales

numanoid opened this issue on Mar 10, 2004 ยท 33 posts


Gareee posted Thu, 11 March 2004 at 8:32 AM

I think scale is important for things like 1-10 man vehicles, because you might want to get a shot with the character on, of in them, but once you get past the dropship size, it's all smoke and mirrors. I rendered a scene in lightwave many years ago, with a character in the foreground, and a viper/cylon battle behind them (and a Enterprise behind that). I used the full scale ships, but just scaled them WAY down for the scene, so I woldn;t have to mess with DOF and such. In real life, the enterprise was probably 10 ft long (so it would fit in the shot), and the vipers and cylon raiders were probably 2-3 feet long each. If you are going to do a long term series of animations, then relativity becomes very important. For playing around, or one of two shot deals, fakery is the way to go. While it would be possible to do something like a short film with poser5, I can't imagine how long the actual render times would end up being, and poser would definitly NOT be my choice app for it... the additional work time alone in trying to emulate what more expensive packages do would make them become actually affordable. LOL!! Plus, while it's nice to have poserable ships, I can't think of many ships that don't already exist in formats for the various 3d animation programs already. I do like your project idea, but Poser just isn't the best platform to develop it for, so I think work arounds and such are in order.

Way too many people take way too many things way too seriously.