Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 03 1:41 pm)
A lot of really good video tutorials covering the basics of Blender can be found at www.blenderunderground.com.
Download my free stuff here: http://www.renderosity.com/homepage.php?page=2&userid=323368
Hi Are you using the 2.5 release
or the 2.4 version??
Big improvement in the interface in 2.5
Actually wolf359, I'm not using any Blender yet....still watching video tutes. I have seen both interfaces and I must say I'm much more taken with 2.5 than with 2.4...lol. For some reason, 2.5's interface doesn't look quite so "scary" ;o). I hope it's finalized soon.
Thanks for all the links guys...will help a lot ;o).
Laurie
In German, when they need a word, they often tack two words together, which makes for some long words.
In blender,when they add a new function, I swear they add a new menu, which explains a lot...;)
Games, Animation,Modeling, Texturing...sort of a jack of all trades...;)
2.5 is supposed to be a lot easier to navigate. I think you can download the beta right now, from their site.
Considering what I've seen you do in Wings (lots better than I can...;) it will be another learning curve, but you can do it...
I wish I'd said that.. The Staircase Wit
anahl nathrak uth vas betude doth yel dyenvey..;)
Don't invest your time in learning the current stable version (2.49) UI quirks. By the time you manage to master it, 2.6 will be out lol.
Download, for instance, this build of 2.5. It's already production ready for the most part. Obj export/import between Poser is reported to work like a charm (can't check it myself right now).
Go to BlenderCookie. There is a lot of great tutorials there. Start with introduction.
For my part, I do hope they retain the shortcut keys. They have become intuitive (G for Grab, B for draw a Box to select, P for seParate mesh, A to select all - or none). I really hope they keep them as an option (and I can't imagine they would expect the VAST Blender community to suddenly re-train... that would be soooooooo...... MICROsoft... :LOL:
There is still a lot I need to learn, and the tutorials teach you the right way to do it, and shows you shortcuts to doing things more cleverly, but I find knowing the shortcut-keys one of the best things about Blender. People fly through making quite elaborate mesh because of this hotkey vs menu-click approach... once you know the hotkeys - and learning them takes less time than you think - you wish other programmes worked this way. Seriously, you do.
I know I'm not alone in thinking this.
Main Hotkeys: (select an item first - you start in object mode)
TAB - toggles edit-mode / object mode
A - selects all vertices / edges / faces or none
Click on a vertex or edge or face...
G - Grab to move it... constrain movement to an axis with G and X (or Y or Z)
O - proportional edit... you can distort your mesh in a number of ways with this - it's awesome
CTRL W - save!
SpaceBar - all the cool mesh stuff is in this (adding mesh, duplicating, making all normals go one way... sheesh, everything!)
Okay, how many keys? 6 (9 if you count the X,Y, and Z constraints)
Good to start with.... there's a lot more, but those should get you started.
Geeeeeeez I hope it's not going to go to menu driven in 2.5+. Poser is SUCH a drag to go back to when you've worked in Blender for a while... almost like it's a kiddie interface.
Stick with it, Laurie. Seriously, two sessions with hotkeys, and you never go back... you will find other interfaces tedious and long-winded.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
I suppose it boils down to which way you learn better, reading a manual or visually. Personally, I learn better visually so have never sat down to learn the shortcuts. Practically all the functions are available from the menu bars, which show the associated key short anyway, so for those functions you use often you will learn quicker (and only those you need to use).
The only one recommended to learn quickly is the A key (select / deselect all). If you prefer left click select to right click select, this can be changed in User preferences.
After three years, I have only really used the modeling, texturing and mapping functions and when I watch some of Jonathan Williams video tuts at Blendercookie I still find a function that saves me time.
As to whether to use 2.49 or 2.5, remember that 2.5 is still Alpha and a good few of the modeling tools still don't work as they should. I believe they are focusing on the Render side of things at the moment. I agree that the the interface is a lot friendlier now and you can alter the shortcuts in the User Preferences, so which version you use is personal choice.
Blender Foundation recommend that you still use 2.49 for serious work. By the time 2.5 gets on line for real it should be a short transition period but by all means play with it.
Tip: Keep the Wiki manual bookmarked......
Oh, and be prepared for a good few WTF? moments when you hit the wrong shortcut key and don't know what happened
Quote -
Blender Foundation recommend that you still use 2.49 for serious work. By the time 2.5 gets on line for real it should be a short transition period but by all means play with it.
I assumed that OP's goal is to learn Blender not use it for serious work at this point. And there's a lot of things can be done already, just keep in mind saving frequently.
But CTRL Z works as an undo for those WTF moments.
BTW, I just downloaded the 2.5 short-cut/hotkey pdf and it seems most of the key ones aren't going to change. I do use C to centre myself on the 3D cursor a lot (recent learn) and what would I do with Ctrl E? All my Edge-loop menu options... and W? All the stuff you can do with mesh like remove doubles and stuff...
Yes, you can use a menu but they've even made the hotkeys work quicker by remembering which of your menu options you used last... like say you want to slice some edges... and you did K (for Knife) and used Knife (midpoints) before... it will make that the highlighted (selected) option again. A lot of hotkey-driven menus work like that. Incredible.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
I've had a play with 2.5 recently (a few weeks ago) and I wouldn't recommend it... too many functions are still missing, and it isn't anywhere as stable as 2.49b. I would hate for the OP to have my experience with Silo - which crashed incessantly - when a rock-stable version can be explored and when you make the transition to 2.5+, it will be a minimal one.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
Exactly my point, I love the way 2.5 is going but there are still too many things still to work on. I download a build once a week to see what has been fixed but even with the missing and broken stuff its getting sweet and I do enjoy using it for the simple models but for serious work I still use 2.49.
But like anything it depends on which program works with you. I decided to learn Blender initially because it was a challenge to start off with but when I started to learn my way about it just clicked with me and learning the shortcuts just seemed to come naturally, to the point now that I use them without thinking in other programs and wonder why nothing happens?? :-)
The original question was essentially how long does it take to get around in Blender. The answer really is the same as everything else. How much time are you prepared to put into it?
Laurie I believe uses Wings but I could never get on with it so dropped it after a couple of months. Just not prepared to invest the time.
Another thing to remember is that Blender has no automatic save of anything as it assumes that the user knows what they're doing so the maxim save often rings true here. Bad memories of losing nearly two hours of hard work there.....
On a personal note, I think its a brave decision by the Foundation to do a complete core re-write, not something that most companies would do, even if it is really necessary.
iirc, there won't be a "final" 2.5, but a 2.6. not an important distinction (who cares what they call it as long as it works), but it might make finding out about it easier.
i started the Noob to Pro Wiki book, and it was really helpful. that said, i think you've actually learned most of what i had to get from it already. so this is my main suggestions for using 2.49 (or any version):
go over any interface tutorials you can find. 2.4x has the Noob to Pro book, and there are other tutorials out there. the big thing to do is set your interface up so it's comfortable. once i did that and got my head around modeling at all, it was like learning any other application. i actually had less of a problem with it than Hexagon. 2.49 and down are all made to come up as a blank slate you can customize. which is great if you're switching from another 3d studio app, and kind of sucks if you're starting. i'm not sure about the ones for 2.5, but i'm pretty sure i've seen people talk about them.
most of the keys aren't necessary. actually pretty much none of them are. all the functionality is right there in the menus if you need them. but for quick stuff, the keys are useful. these are the only ones i use without either looking them up or just going to the menu instead:
Regular view control: - shift alt lmb - pan around view
Num Pad View controls:
wow, it seems like a lot written out, but i really didn't try to learn them.
you might try having the View Properties (under the View menu) and Transform Properties (under the Mesh or Object menu) floating panels open. they let you type in locations for your 3d cursor, locations for you selection, rotation and scale for your selection, etc. i find them very helpful.
i also find a scene Hierarchy window and a UV mapping window are useful as interface constants. but that's really a personal thing.
if you miss automatic creation of any particular shape, look for scripts for them. they probably exist.
(oops, sorry, major x-post).,
One of the things I find incredible about this programme is that I can run it in both Linux and Windows... here's Ubuntu Linux:
and Windows XP Pro:
[
](http://www.tightbytes.com/Poser/CobaltDream/BlenderInt.jpg) Fast and stable... gotta love it... a programme that works the same in both environments is incredibly attractive.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
Oh, I'm quite used to learning shortcut keys...Quark XPress had quite a few and frankly, if you didn't learn the shortcuts in a production environment, it was gonna be a slow go for you. Having said that, I don't think I've ever used a program with so many shortcut keys as Blender...lol. Quark's took me awhile until I had them down and that was from using the menus and always looking at the shortcut listed beside it...lol. After awhile they sink in no matter what you do, even if you aren't trying to memorize them ;o). I was just curious as to how long it takes until you can get around in it comfortably in most folks experience. I learned Wings very quickly (as well as it's shortcut keys, which I use exclusively), but there isn't nearly the functionality in Wings as in Blender. Blender just seems to go on and on and on...lol.
I was intending to start with 2.49 as I've never had much luck with beta and dev versions - including Wing's current dev. Buggier than an anthill (for me) and I get frustrated quickly. I was actually playing with K3D for awhile - I love the functionality and what you can do with it, but it didn't have native obj export and it was buggy as well. But it was closer to Blender than Wings is ;o).
Wish me luck. I'm a little overwhelmed with the program right now. There's just so much to it that I see a very steep learning curve ahead. I learned to use Quark Xpress in a week though while I worked for a commercial printer, so who knows?...lol.
Laurie
I don't get you people! ........What is so freaking hard about Blenders?!
plug into wall
place carafe on base
remove lid
add Patron
add triple sec
add fresh squeezed lime juice
a splash of tonic water
replace lid
push button
after 15 seconds release button
remove carafe from base
remove lid from carafe
pour contents into prepared glasses
transfer contents into self
You are now ready to approach the other Blender in a calm and relaxed manner conducive to learning in a stress free environment.
Should the second Blender begin to generate unwelcome stress simply reapply the steps outlined for the first Blender as required. (This will vary on a person to person basis.)
I'm a Blender user too. The clothing I made for Antonia are done in Blender. There are many good on-line tutorials for you to learn. Once you used to the shortcut key and the user interface, you will find it is not too hard. I admit it is not easy as Wings. If you want to use it to make Poser stuff, I would like to suggest that you scale a item, otherwise, your item is too small to use some of the Blender feature due to the precision. You may want to use 10 Blender Unit = 1 Poser Unit.
Quote - I'm a Blender user too. The clothing I made for Antonia are done in Blender. There are many good on-line tutorials for you to learn. Once you used to the shortcut key and the user interface, you will find it is not too hard. I admit it is not easy as Wings. If you want to use it to make Poser stuff, I would like to suggest that you scale a item, otherwise, your item is too small to use some of the Blender feature due to the precision. You may want to use 10 Blender Unit = 1 Poser Unit.
Thank you making that point, Aimee. I just imported V4 without scaling and wondered why I was having such a rough time with stuff.
So you scale the Poser figure up tenfold... on importing to Blender3D, then scale your export obj down tenfold prior to importing into Poser.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
And you probably even told me so, m... I can be so scatter-brained at times. Sorry I missed it when you told me... :blink:
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
he! i think i did. i can be scatterbrained, too. and here's a trick a non-Blender user might not know: i make sure to scale by the cursor rather than by the midpoint or anything, and have the cursor at 0, 0, 0. also, i keep my exported .obj singular, but let my scaled duplicates pile up. that way if i want to go back a few versions, i just scale one of the tiny duplicates up.
Well, for clothing that you want to conform to V4 with obj2cr2, will that work? This is on place where how you export from Blender determines how PhilC's thingie is going to behave, I think. V4 has to be in her relative place in Poser. No idea how scaling her is going to behave.
I suppose on could have a scaled-up version of V4 in one layer in which you actually make the clothing, then you scale it down and fit it to you pristine, untouched, purely imported version in another layer when you have it all done and don't need to take advantage of Blender's hi-tech stuff anymore.
Any thoughts on this babble from the sickbed? (pounding headache and Advil is only turning my brain to mush so I don't notice it so much...)
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
it's scaling by cursor that keeps everything in the relative place. when you import V4 (or whoever) into the scene, she'll be centered either at 0,0,0 or wherever you exported her from (if you exported her from Poser rather than used her source obj). so putting the cursor there and scaling from there makes sure that everything stays where it's supposed to. if you just scale about midpoint or some of your other choices, your clothing will scale about its middle and will be high above the head of that unscaled V4 (which i never use). you'll have to bring it down to fit, and that's no fun.
Alright you two quit over complicating this thing.:tt2:
If you want to make clothes in Blender for V4 as an example.
Open Blender.
With the cursor in the 3d window press the 1 on the numberpad.
Import the V4 mesh from the geometries folder.
Right click on the V4 obj.
Press S and enter 10 to scale up 10x.
Press the decimal point on the numberpad.
Split off a new window and set it to Outliner.
In the outliner window click the cursor symbol to make the mesh unselectable, this prevents moving V4 from the default position by accident.
Save this set-up as V410xBase.blend or some such so that next time you won't have to do the above steps.
You are ready to start making clothes.
When the clothes are modeled, mapped, etc. turn selection back on for V4.
Select the clothes objects and the V4 object.
Press S and enter .1
Select and export the scaled down clothing mesh as required
in my experience, doing that without scaling around the cursor will make it not work. i'll either get my clothes up in the stratosphere, or have to use the drop to floor, and have to move around the mesh to try to make it fit. not really optimal, imho, but if it works for someone else...
well, and i never scale V4 back down. that seems totally unnecessary and complex to me.
oh, and i don't do the importing of the figure and scaling and all that all the time. i just save a mannequin file. really simple.
V4, M4, etc import into Blender with the origin/center at the 0,0,0 point so there is no need to muck around with changing from the defaults for the basic scaling discussed here.
I use the base file set-up method I mentioned creating for every clothing item and prop I make and it works properly every time for every figure.
If you import an existing clothing item that has a different origin point than 0,0,0 then scaling around the cursor works well but the discussion at hand concerns making new items.
The problem with scaling around the cursor is that if you get off just a hair when placing the cursor then your finished clothing item will be just a bit off when you import into Poser for rigging. Don't get me wrong I use scaling around the cursor frequently just not for the basic set-up.
Scaling works to the origin point of the active object in multiple selected objects so by selecting the clothes with V4 as the last selected object this makes V4 the active object in the group with the origin at 0,0,0 ensuring that the parts scale to the proper location and import correctly into Poser. Every clothing part maintains it's own origin and location but this doubly ensures that those locations are in the correct relationship to the base figure prior to export.
The mannequin file you mention saving is the same as the V410xBase.blend I mention so we're on the same page there but we both know if it's not specifically noted some people would go through the whole process every time. (I did that myself a couple of times when using Compose to make vertex joined and merged meshes to sculpt on before the light came on and I saved the base meshes to re-use.)
My reason for naming the base blend as I suggested is so I know by the file name what the scale factor is because I have base files for various things that are at different scales, keeps me straight. (I've found that Fluid dynamics involving Poser/DS characters work better at a 5x scale rather than a 10x scale for example)
The end result is that you and I both have created a base file to use for item creation that works.
The difference is my method is less prone to introducing user error during the set-up of that base blend because the Blender default settings are used.
I set up figure base files in Wings as well, as I combine the figure's groups, lock it and delete all it's materials before starting on an item of dynamic clothing. I then open one of those files and do a Save As when I start something new. Saves a little time ;o).
So, you're saying that if you scale the clothing item WITH Vicky (or whatever figure you happen to be using), it will line up correctly in Poser? If that's so, I'll have to write that in my running "Blender/Poser tips" text file ;o).
Laurie
Back on the actual topic of the thread.
Laurie, just start with the basic stuff. Use the default cube to get a feel of how to manipulate things in Blender because it's a simple object and easy to see what's happening and why.
The list of Hot keys KobaltKween posted are the most pertinent with the addition of E to extrude and N to open the floating properties panel that was mentioned.
Beyond that it's kinda hard to say what to do until you try things out and find the specific spots that cause you problems. Once you've found your sticking points someone can point you to more detailed info on the problem areas.
Quote - I set up figure base files in Wings as well, as I combine the figure's groups, lock it and delete all it's materials before starting on an item of dynamic clothing. I then open one of those files and do a Save As when I start something new. Saves a little time ;o).
So, you're saying that if you scale the clothing item WITH Vicky (or whatever figure you happen to be using), it will line up correctly in Poser? If that's so, I'll have to write that in my running "Blender/Poser tips" text file ;o).
Laurie
So the idea of a base file is familiar to you, good, makes things easier. The concepts that you already practice will transfer over to Blender so you'll just need to learn the tool set, shouldn't be much of a problem for you.
Scaling down with the base figure as the active object of the selection set just guarantees that you are scaling back to the original starting point.
By having the figure mesh set to un-selectable throughout the creation process you can be sure that this point has not changed and that the clothes will definitely be in the right place when imported into Poser.
I'm inherently lazy so I tend to make things as simple as possible over the long run as I can, which sometimes means a bit of work on the front end.:biggrin:
I keep my figure locked at all times in Wings as well. Since I'm building over it, if it's not locked, I'm constantly selecting verts on the figure as well as the object I'm building ;o). Locking the figure eliminates this, so I'm familiar with that concept too...lol.
For all those that may be wondering why I started this thread in the Poser forum, rather than the Blender forum, it's because I plan to use Blender (or any modeler for that matter) to create content for Poser. Invariably, there are more Blender users hanging out in the Poser forum than there are Poser users hanging out in the Blender forum if that makes sense...lmao.
Laurie
actually, i find your method way more open to user error, but that's probably because of my setup and how scattered i am. so in your version, i have to make sure i select the figure last. which might work if i never ever got interrupted. if i get interrupted (or more likely, interrupt myself) right before exporting, i'm not going to be sure of what order i selected my items. for me, user error is much more of a problem when the difference between right and wrong is invisible and totally dependent on process.
in mine, i just look at my screen. the View Properties panel has the cursor location. one glance, and i know where my cursor is and how i'm scaling. if it's off, i quickly put it where it's supposed to go. no muss, no fuss, no guess work. and if i scaled my mannequin, well, user error would be much more of a problem. mine is never altered, never scaled. i don't edit it at all. i keep it locked all the time. if i used your method, i can almost guarantee i'd mess it up making anything with more than one piece.
but to each their own, and if your process works for you, that's great.
in terms of your concerns, Laurie, first of all, no, if you scale something with Vicky, it won't necessarily line up. if you scale it with Vicky and select Vicky last, it will line up. if you don't select Vicky last, they won't line up properly. bob1965, i know you said that and were clear, but it's so important i just wanted to repeat it to keep anyone from getting confused. oh, and you then have to select just your scaled item, so you just export that and not anything else. so, assuming no duplication of items (bob1965 please correct me if this is wrong or i'm missing something),
that said, you don't have to scale. not knowing what you've done with Wings, i can't say that you'd need to scale to do what you do now. i scale because i like to use the sculpting tools, i often use remove doubles, and use mirroring and other functions that are dependent on some unit of measurement. also, when i want to do anything precise, it's a little easier if i can work with 0.5 instead of 0.05.
oh, that's just an import and export option. Rotate 90. you can see it in the last image of the vertex group export process i posted in the dynamic thread.
just make sure you chose Wavefront (.obj), not OBJ... in the import menu. i never noticed the latter until recently, and trying it, it doesn't seem to have a lot of options.
Quote - One thing I've noticed while watching a video tute is that Blender's Z and Y axis are opposite of Poser's. How do you handle that?
Laurie
You do not have to "handle" anything in regards to the orientation.
Try the following so you can see for yourself:
Open Blender.
You will see the default cube, the Y axis and the X axis.
This is top view.
RMB click on the default cube, delete.
File>import>wavefront(.obj)>C:....:blMilWom_v4b.obj
Do not change any of the Import options.
Press the numberpad 1
You are now in front view
RMB click on V4 to select
File >Export>Wavefront (.obj)>C:...test.obj
Leave the export options at default for the moment, export.
Open Poser.
Import the test.obj into Poser deselecting Centered and Percent of standard figure size check boxes.
You will see V4 in the proper location, orientation, and size. You can verify this by loading V4 or importing the original V4 mesh.
Where is this OBJ option in the Import menu list of file types? I'm running 2.49b and it doesn't show in my list. see the attached screenshot.
(The Wavefront (with lightmap) (.obj) that shows in my list is an add-on importer for [Giles])
wow, did you do something to yours? yours has a lot fewer options. i'm running 2.49b, too, and i have a whole slew of import options you don't. and afaik, i've always had more than that, even going back to 2.43 and on the Mac. i don't think i ever had a list that short. on mine, OBJ is after the Nendo and NetImmerse options you don't have and before the OpenFlight option you do have. you don't seem to have Poser .cr2 import, either. which doesn't seem to work very well, by the way.
No, I'm running the straight BF release with the one additional importer so that's most likely what anyone new to it will run also.
By any chance are you running Kai's pimped Blender2.49b? It has just about every additional script known to man!:laugh:
Some of the experimental builds have different options and of course import/export scripts can be added as I did with the [Giles] lightmap importer.
The CR2 importer is not a standard release item and as you've noted is not much use. Even the collada importer is basically non-functional unless you install the Sept 2008 version found at BlenderNation.
The multiplicity of versions is part of what causes chaos and confusion for a lot of new people so I tend to run the BF stable release to simplify answering questions. I do run some of the experimental builds for my own purposes.
On the subject of scripts, have you been keeping up with Blended Cities? It is really taking off and becoming useful.
Oh yeah, don't mistake the Renderosity join date as my start in 3d.:biggrin:
no, i don't think i am. i've added a few simple things in terms of scripts, but just little things here and there. it definitely doesn't have every script known to man, and i think i still have several scripts i've been meaning to install and just haven't gotten around to.
i don't do the whole experimental build thing. i'm not as worried about other people's questions as i am instability and confusion on my part.
oh, i hadn't even looked at your date. the issue is more that for several versions of Blender, i've had significantly more import options than the list you just posted. and i only started adding scripts to this version.
and nope, hadn't even heard of Blender Cities. i'll look it up; thanks for the info.
Quote - ...that said, you don't have to scale. not knowing what you've done with Wings, i can't say that you'd need to scale to do what you do now. i scale because i like to use the sculpting tools, i often use remove doubles, and use mirroring and other functions that are dependent on some unit of measurement. also, when i want to do anything precise, it's a little easier if i can work with 0.5 instead of 0.05.
Well, so that's why I did sort-of manage in Blender without scaling. I've been able to make several items, in fact. But those things you mentioned, m, were exactly what never worked properly, and it was a scale issue.
Thanks for clearing that up... was sort-of wondering if it was cause and effect.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
I like Blender sculpt but......
Sculptris spanks it silly for speed.
3DCoat wins hands down for features and capability..
ZBrush is the standard.
Modo has made significant advances in their sculpting.
Silo, nothing much to say there...all you hear is crickets chirping in the dev area.
Mudbox...ridiculously overpriced like the rest of Autodesk products.
Blender is my preferred software to use however must keep sight of the realities.
Well if it's any consolation to anyone, Blender is so far the only 3D modeler where I can't figure out how to do diddly squat. Not even a stupid BOX.. And it irks me but I've decided it's Blender's fault ;) as I found both Max and Hexagon and z-brush (which are all very different) easy enough to get started with. (I left Z-brush again because... that interface makes my hair smell singed...) but I really DID give Blender a chance because it looked like it was at least somewhat like Max.. only.. well it isn't. L
These days, I use Hexagon almost exclusively. THERE'S a program that is easy to learn and which doesn't have zillions of menus or bells and whistles you aren't using anyway.
I know Blender can do a lot of things, just like all the high end programs, but if all you want is to MODEL something (and not animate or render it as well...') then Hexagon does the trick and a lot easier too :)
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You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
Using Poser since 2002. Currently at Version 11.1 - Win 10.
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Ok all you Blender people....tell me. How did you learn how to do it? I'm looking at the Blender reference guide and not only is it as exciting as watching paint dry, but all the keyboard shortcuts are making me bleed from the ears...lol. How long, in general, does it take to learn enough just to get around in this program? I know a lot of Poser users use it to make content. It looks like it would do just about anything I'd want, but I'm starting to feel like I'm gonna need a college course...lol. All I wanna do is make content for Poser, not be the next star of Pixar ;o).
I'm not as scared of it as I used to be, but I'm starting to feel a little bit like I've taken the red pill...
;o)
Laurie