Forum Moderators: Staff
Poser Technical F.A.Q (Last Updated: 2024 Dec 04 2:47 am)
Welcome to the Poser Technical Forum.
Where computer nerds can Pull out their slide rules and not get laughed at. Pocket protectors are not required. ;-)
This is the place you come to ask questions and share new ideas about using the internal file structure of Poser to push the program past it's normal limits.
New users are encouraged to read the FAQ sections here and on the Poser forum before asking questions.
looks good so far!
i had my fingers crossed that it would be a Mac application, but alas..
anyway, not sure if you're looking to develop a poser-like app or what, but there's an interesting link here that you may have already checked out:
http://www.renderosity.com/messages.ez?Form.ShowMessage=1463372
yeah, just noticed you posted that.. d'oh!
thanks.
good to hear that you're trying to keep windows out of your app as much as you can.. i had momentarilly lost hope when i read Goser was developed in Delphi, and thought you might be doing the same..
i'm curious what your intentions are for your program?
(perhaps you'd rather a private discussion of this matter..?)
keep on truckin'
Well, the first thing I need is a quick .obj viewer I can use for double-clicking files from explorer. This app is almost there now. The camera controls need more work, I want textures, and I may add a feature to dump the uv map template to a file... Longer range I'm thinking along the lines of an interactive game engine using Poser rigged characters... Although it looks like even Posette is a drain on the system. She only gets 25 fps on my system, Maydoll is about the same. The P4 lowres mesh runs over 200. I haven't tried V3 yet.
Attached Link: http://www.kuroyumes-developmentzone.com/cr2_ufilespec.html
Some more info at the link - hope it helps. "I haven't tried V3 yet." You might want to think in terms of seconds per frame, rather than fps... ;) But seriously, mesh density is only one drawback. The Poser meshes are copyright, and you probably wouldn't be able to distribute a game made with them.E.B., Thanks for the link! Just on a whim I pulled in blMilWom_V3_V2.obj (V3's mesh) it took forever to load, but it pulled 7 fps... these rates are for static .obj's, once the anim stuff starts getting applied between every frame... I woulda posted a screen shot, but with no mtl file it looked like an alpha channel, just pure black and white. Gotta add default material code... I realize Poser meshes are copyright, I'm playing with caswoman and posette because I have them and they are colored (meaning they generate intresting mtl files) and look o.k. without textures applied. I'm not going to make and bone meshes for vaporware ;). If this project starts coming close to fruition there are several options for meshes; Mayadoll is free for use and redistro by individuals and group colaborations, licenses from CL, DAZ or other artists, rolling my own, etc.
CL might be willing to let you use some figures, and might even be able to help with some cash and expertise. DAZ millenium figures are probably out of the question. As you know, the trend is to use low-res barebones figures, then add detail on the fly with displacement maps. P.S. Nosfiratu was Antonio Hernandez, who is writing a book IIRC.
Message edited on: 11/22/2004 12:51
I called the folks at DAZ, and the basic license does not allow you to distribute the 3d models in any binary format. So you couldn't use them in a game.
Bill,
The cart is waaay in front of the horse here!
If (and that's a big if) something saleable comes of this project, licenses for meshes would have to be negotiated with whichever company, probably on a percentage/royalty basis.
My current line of thinking is to use Poser compatible models directly from disk so it would be possible to distribute the software and leave it up to the end users to obtain meshes, by going to DAZ and downloading them or buying a copy of Poser. That is what DAZ is doing with DAZ Studio.
It really depends on how this project comes together.
JentRon
Hi Jentron. I played around with using Poser figures in the Ogre 3d engine - with the long term view of doing a game. That was about 12 months ago - and the code is still in OpenSource at Ogre. The end result was that 1) V3 was too-high poly - around 20fps at best on my Geforce 3. Don and V1 were around 80 fps from memory - the performance depends a lot of the materials and textures. 2) I was also importing the skeletons, and the joint parameters were a nightmare. In the end, I determined it wasn't feasible to use these models for a game. But the code is all sitting there is you want it....
Creator of PoserPhysics
Creator
of OctaneRender
for Poser
Blog
Facebook
Hi Paul,
I've never heard of Ogre3D. Googled a website at www.ogre3d.org. Is that it? I looked at the CVS repository and saw one poser exporter "PoserTools" by KayNine. Looking through the forums I found a project this same KayNine is working called Ragdoll Editor: www.ogre3d.org/phpBB2/viewtopic.php?t=3898
This is the same username for the PoserTools: www.ogre3d.org/phpBB2/viewtopic.php?t=3424, www.ogre3d.org/phpBB2/viewtopic.php?t=3050, www.ogre3d.org/phpBB2/viewtopic.php?t=3357, ww.ogre3d.org/phpBB2/viewtopic.php?t=2781 and probably more..
Are you KayNine, and is this the source you mentioned or did I miss with my search.
Thanks,
Ron
Dammit, my cover is blown. Yes - I am KayNine - and yes, that is the source I mentioned. The code is getting a little long-in-the-tooth now, but there might be something you can salvage. The rag-doll stuff was great - imagine combining that with Poser! Unfortunately I discovered blender, and Poser, and...etc, etc.
Creator of PoserPhysics
Creator
of OctaneRender
for Poser
Blog
Facebook
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
Hi,
I'm looking for documentation of the Poser file formats. Searching here and on Google led me to alot of dead links...
Apparently Nosfiratu created such a document a few years back?
I'm working on an OpenGL project and want to pull in some data like materials, lights, cameras, joint setups, morp targets...
Thanks
Ron