Forum: Poser - OFFICIAL


Subject: Any breakthrus in Poser character rigging?

operaguy opened this issue on Dec 18, 2005 ยท 48 posts


getjolly posted Tue, 20 December 2005 at 9:24 AM

Im surprised at the level of negativity towards improving Poser/DS rigging style. Improvements in rigging dont just make the naked bird pictures better, but improve posing of clothing, creatures, animals and animation ten fold. Poor weighting really shows up when figures move - and we are not talking about extreme pose either - a 90degree bend on the of knee of any current available commercial characters looks unrealistic. If you dont experiment things wont get any better, if thats the attitude why not stick with Poser1. Anyway who said that advancements have to be more complicated? Poser is not just a hobbyist package it is also used professionally by many. It was the many requests for better rigging on these forums that sent us off experimenting. (The inquisitive mind) The simplicity of use of poser is the beauty of poser, and no one is talking about changing that. Rigging advancements on the whole are invisible to the end user - one click and your off. Even if the back end of the figure contained a full muscle rig, the end user should still pose/animate in the normal way. The solution we would like to see would be the adoption of a generic format for set-up - the widely used FBX format for example. Both Poser and DS have adopted a generic format for the meshes (OBJ) and textures, so why not rigging. This is in essence what we have tried to achieve with the above example. The weighting of the dinosaurs legs is identical in both Maya and Poser, the skeleton is also the same between packages. Incidentally the character that the leg belongs to will not have custom skinning when its released for Poser, as this is an experimental project. For the moment we will still be using standard methods J Jolly

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