dgroncki opened this issue on May 21, 2001 ยท 11 posts
corblet posted Mon, 21 May 2001 at 2:52 PM
For us the draw is, simply, Poser cost less than the time spent creating even a single human-type figure mesh using other methods. The animation requirements are extremely tractable, almost exclusively extremeties following small arcs of movement while controlling aircraft. The process of chopping the resultant mesh where needed and decimating the poly count is straightforward in other software once the base figure has been exported, and tagging the joint axes and defining the motion ranges are handled at a different level altogther. Given the nature of this business, the ability to bypass the laborious mesh creation step while obtaining very lifelike shapes is going to be a great asset. The stock figures are more than sufficient, just a bump or two and texturing take care of the finishing details. I confess I've collected a large number of additional Poser "stuff" since we've started using this method, but that's because I'm addicted to playing with the thing in my free time and the only uses to which the results are put are as renders adorning the walls of my kids' rooms. I can't believe I'm the only person who, after watching "Shrek," pulled out the Zygote dragon and took another long look at the "goofy grin" dial to compare, eh? ;-) Seriously, and to get back on track, Poser is an amazingly fast and easy tool for ginning up custom figure meshes, and the cost is so low (compared to 3Ds Max, for example) as to be irresistable. It might not work for FPS-type games, I have no clue and have never spent any time in that arena so can't speak to it, but in flight simming the poly count issues are trivially managed. Yep, Poser is great. :-) Cheers! Mark