Forum: Poser - OFFICIAL


Subject: Poser's demise.. are we working towards ...?...

RobynsVeil opened this issue on May 30, 2008 ยท 267 posts


Dale B posted Tue, 17 June 2008 at 5:24 PM

Here's a first installment on that animation wishlist.... ;) Linear keyframing Catmull-Rom Interpolation Bezier interpolation. Beta Splines Quaternion interpolation. dockable triple graph view (for XYZ curve viewing of selected item); adjustable scaling and size. Clickable curve handles on each keyframe, to manipulate tangents (see the Vue 6 Infinite dopesheet for an example). Dopesheet style keyframe panel (similar to Poser/Vue's dopesheets. Global IK on/off. 'sticky' IK (being able to pin any bone along a chain in place, make motion adjustments, then 'unstick' I see you're already talking about bounding box collision; you might want to make this a toggled function. If you can model, you can create low poly forms to attach to the body to get a more precise lay to the dynamic. But the import and generate idea for the bounding box is a good one. It would be like illumination baking. Selectable manipulators. Maybe even make this a scriptable event. Provide a Poser-ish kind of dial, a slider, on OpenGL manipulator directly on the bodypart. Maybe a combination of the first two; a dial for coarse amounts, then a slider for fine movement. That woud avoid the issues both controls have. A robust dynamic force generator. Poser's wind force is pretty much a thick molasses fluid. Being able to introduce turbulence and vector changes without a tremendous amount animation of the generator object would be very nice. As well as being able to set actual numeric values when certain effects are in place (activate the pulse effect, and you get a window to enter pulse duration, for example. Other numerical values could be % of turbulence, an upper and lower velocity for a wind effect, etc). A 'vanishing room' feature. There would be an animation 'room' that would never render out, and all props & primitives that are grouped with that 'room' also never render. That would allow you to construct a stage that you can render a character in, then render the character and wind up with stills and alpha masks for compositing in another program. The old Poser boning system and a more modern weightmapping one; if they can work together, it would up the odds of legacy content being upgraded at some time or other. A dynamic cloth engine that is capable of easily being used in 'hybrid' style clothing. Multithreading and distributed calculation of both hair and cloth. The mulitcore crowd would benefit, and those of us with renderfarms likewise.