AntoniaTiger opened this issue on Feb 11, 2005 ยท 29 posts
maxxxmodelz posted Fri, 11 February 2005 at 5:35 PM
"Just to point out that if they use new joint technology, it probably wouldn't support the old (ya know like other programs don't support other joint tech) and if it did, then why bother with old. and vice versa." There are programs (plugins) out there that can translate a Poser rig and import a fully jointed, skinned, and "ready-to-animate" character into high end apps like 3dsmax. In fact, I think it's only available for 3dsmax. It's called, GestureMax. It basically automates the rigging of a Poser figure from a PZ3 into native 3dsmax bones or Biped. The translation is not perfect, mind you, and still requires lots of tweaking on most figures, but it can save lots of time. Anyway, my point is simple. If 3rd party developers can find a way to translate the Poser rig to a more modern standardized rig, then surely Curious Labs can find a way to do the same (and much better) in their own native program. In other words, you'd be able to use all the old figures with the new joint system once you translated it over. Or, just use the old one on the old figures, and the new one on the newer figures. It's not an impossibility.
Tools : 3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender
v2.74
System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB
GPU.