Forum: Poser - OFFICIAL


Subject: Verdict on ApolloMaximus

kuroyume0161 opened this issue on Jun 22, 2005 ยท 122 posts


kuroyume0161 posted Thu, 23 June 2005 at 2:58 AM

With Poser, 80K poly figures are the answer. Well, the only answer while they use outdated polygon meshes when everyone else is using HyperNURBS and such. I must concur that joints is joints. Once set (hint to Renda), they are not something to be played with. Morphs, alternatively, can be added infinitum (or until your computer screams for mercy). I've just played a little with Apollo and I am very satisfied with what I see. You have definitely done your homework and applied your experience. With respect to the 'elbows above the ears' (At least you didn't say 'knees above the ears'. That's something else entirely!), I agree completely. The standard (and this is from those guys who make figures like Gollum) is that the arms should be defaulted to 45d down (between at your sides and straight out). Now, for some apps this is obviously not optimal since they prefer axially aligned default poses (the 'on the cross' pose - Poser for instance). But from the point of view of anatomy, this is the most natural pose from which to start wrt deformations anyway. Your arms will spend most of their time between these two minor extremes while spending little time raise above the ears or crossed in front of the chest (mainly reserved for Egyptian funerals). I think that it is good that you have designed Apollo from a unique perspective - it appears to have resulted in an optimal Poser figure. Too much caffeine earlier, too much rum later. Hey, it's my bd. I get to celebrate a little! :)

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

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