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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 03 8:14 am)



Subject: Poser heaven has arrived?


ProudApache ( ) posted Sat, 13 October 2012 at 1:34 AM

Okay, I'm about to buy the M5 Pro Suite for Poser and I'm hoping it comes with instructions to use it.  I'm confused about where you install the files.  Do I install it to Poser, or DAZ? 


monkeycloud ( ) posted Sat, 13 October 2012 at 3:30 AM

Quote - Genesis in PhilC's Wardrobe Wizard was built based on the Genesis CR2 Export. This is a different process, so unless PhilC updates WW to handle this new Genesis, it isn't going to work. (Due to the nature of the import, I am not sure it is even possible, but PhilC performs miracles on a daily basis. :) )   The addon needed, at this time, to use Mil 4 clothing, is DAZ Studio 4.5 Pro, which is free.

I don't object at all to using DS4.5 as a utility for content preparation, morph transfer etc... for bringing forward things like Gen4, or Gen3, clothing and morphs.

If PhilC was able to build some new Wardrobe Wizard support around the new Genesis + Poser system though... I suspect that would be very useful.

I'm thinking as much about converting any Genesis clothing, I might now buy, to fit Miki4, Tyler or Anastasia, as much as about fitting their stuff, or Gen4 stuff, to Genesis... I guess.


Zev0 ( ) posted Sat, 13 October 2012 at 3:46 AM

Guys for those who want some great free morphs for Genesis, I highly recommend this.

http://www.sharecg.com/v/58198/gallery/21/DAZ-Studio/DieTryings-182-V4-Morphs-for-Genesis.

My Renderosity Store


DavidGB ( ) posted Sat, 13 October 2012 at 8:02 AM

Quote - Okay, I'm about to buy the M5 Pro Suite for Poser and I'm hoping it comes with instructions to use it.  I'm confused about where you install the files.  Do I install it to Poser, or DAZ? 

 

Install to exactly the same place you installed the Genesis essentials content. You should be selecting the directory that contains the runtime with the Genesis.cr2 in it, and a data directory alongside thatnruntime that contains all the Genesis .dsf files.


DavidGB ( ) posted Sat, 13 October 2012 at 8:12 AM

One thing is missing - no universal pose data file for Genesis.

As the universal pose data files are the same as the PuppetMasterBiped data files, I'd make my own, as I did originally for V4 and M4 before the official ones came out (but then kept mine as they were more accurate); but as SmithMicro has refused to update PMB to Poser9/Pro 2012 (and I mean refused, as in i asked them directly and they replied that they would not) I can't. The PMB interface for setting up for a new figure requires loading and manipulating the new figure, I can't load Genesis into Poser 8 with a working PMB; and I can't run PMB in Poser Pro 2012 where I can load Genesis.

 

It would be VERY NICE if SmithMicro would give us a method of setting up new figures for Universal Pose (which is a cut down version of PMB), but oin the absence of that, a universal pose data file for Genesis from SM would be the thing.

Though I'd still like a P9 version of PMB so I could e.g. batch convert folders of poses to the new P9 figures, as well as make my own data files.

Well - I suppose I've still got my script in DS to convert V4 and M4 poses to Genesis, which I can then back convert to Poser pz2s. That's just annoyingly tedious when there was PMB and there is universal pose.


wimvdb ( ) posted Sat, 13 October 2012 at 8:21 AM

Apart from the scaling problem, there also some other issues

  • Queue Manager won't render the genessis figure

  • Preview problems with transparency. Often transparency will not be applied when you use the transparency dial in the material room. The object remains as is. The render os fine however and at some point the material will update in the preview

  • If you save a figure to the library, you should lower the subdivision level. Otherwise you will run out of diskspace (a genesis with a 2 clothing items and a hair piece takes 400MB of diskspace)

 


colorcurvature ( ) posted Sat, 13 October 2012 at 9:05 AM

Can you save it at higher res and make high res morphs for it after you load it back?


wimvdb ( ) posted Sat, 13 October 2012 at 9:13 AM

You save it to the library with the level of subdivision which has been set.

I do not see any reason why you would not be able to make morphs with the figure at that resolution - for Poser it is just a figure with the resolution it has at that moment.

I have no idea what the interaction is between poser and the dson importer after it has been loaded. There is a SubDivision dial in the figure which changes the resolution. As far as I know, there is no way to trigger a python script with a dial (to let the importer know the resolution has to change). I understand it being able to do so at load time, but not after it has been loaded.

If you make morphs in the high resolution, I think the importer will not be able to handle it as with the DSON morphs. So fitting would be a problem

 


colorcurvature ( ) posted Sat, 13 October 2012 at 9:23 AM

Hrm. I need to have a new computer :) Thanks for all the information.


MistyLaraCarrara ( ) posted Sat, 13 October 2012 at 9:25 AM

has anyone tried an antomically correct M5?

thanks.

budget decisions today.  :)



♥ My Gallery Albums    ♥   My YT   ♥   Party in the CarrarArtists Forum  ♪♪ 10 years of Carrara forum ♥ My FreeStuff


wimvdb ( ) posted Sat, 13 October 2012 at 9:31 AM · edited Sat, 13 October 2012 at 9:33 AM

Yes, but currently you need to convert it yoourself to DUF format. You can do that if you have DS4.5 installed (latest beta version). That one has a tool to create Poser companion files. I did that earlier today and (and some fighting with the DS4 interface) got them to Poser format. It looks like they work as in DS - this is including the geocrafting. You have to fiddle with the materials and be careful which UV map version you convert (or do moth M5 and M4) otherwise the textures won't fit. V5 UV map is best since that takes the V5 body map as a texture. You still may have to finddle with blending but with the V5 map that is not really necessary since they use the same map

 Edit: I suddenly switched to the V5 genital without realizing it. The M5 genital has its own map and you need to fiddle to make the textures match

 


Male_M3dia ( ) posted Sat, 13 October 2012 at 9:41 AM

Quote - You save it to the library with the level of subdivision which has been set.

I do not see any reason why you would not be able to make morphs with the figure at that resolution - for Poser it is just a figure with the resolution it has at that moment.

I have no idea what the interaction is between poser and the dson importer after it has been loaded. There is a SubDivision dial in the figure which changes the resolution. As far as I know, there is no way to trigger a python script with a dial (to let the importer know the resolution has to change). I understand it being able to do so at load time, but not after it has been loaded.

If you make morphs in the high resolution, I think the importer will not be able to handle it as with the DSON morphs. So fitting would be a problem

  1. Do not make morphs in higher resolution. You will not be able to load them back to Genesis.

  2. Genesis morphs are still in dsf format. The importer reads those definitions to make the cr2; however any morphs you make need to get back to dsf format as well as making sure you're not including other's morphs. Genesis isn't native to Poser so you really need to use DS4 to get your morphs back into the format the importer can read as well as make content until Poser tools supports it natively.

So in short: Now that Genesis is in Poser, can I use Poser's tools to make Genesis content?

No.


CaptainMARC ( ) posted Sat, 13 October 2012 at 9:45 AM

Quote - - Queue Manager won't render the genessis figure

Absolute dealbreaker for me.

I suppose it'd require a major update for QM.


wimvdb ( ) posted Sat, 13 October 2012 at 10:04 AM

You can create morphs in the highresolution figure and save and load the figure with all the morphs in tact. Everything still works as normal. Only thing is that if you save with the morph set to 1, the figure loads it as the zero figure (morph dial at 0, but morph applied). The subdivision still worls, all other morphs still work.
I GoZ genesis in high res, applied a nose morph and got the morph in Poser. Then I saved and loaded the figure after restarting Poser. When loading the figure, the DSON importer worked as normal.

It is another matter whether you can save the morph as an injectable morph for other figures. I think so, but I am not sure what implications and restrictions that would have
To have it play nice with the other morphs you probable have go the DS route.

 

 


colorcurvature ( ) posted Sat, 13 October 2012 at 10:18 AM

Yes, I also would guess, as long as you plan to use the high res morphs in Poser and only on that SubD level its fine. Possibly they cannot be converted to DAZ and might break when you reload the figure with another SubD level, but that requirement could depend on the use case, just like the wish for more polys in the beginning. Autofit of cloth is another question. Does poser Auto-Fit realtime or is it all pre-generated morph targets that come out of the import tool? Thinking of it, the import tool might read all active morph data out of the current figure/or genesis sources and then apply its projection magic upfront, so the cloth is after import just a normal (generated) cloth that contains (generated) morph targets slaved to the genesis figure with common poser technology.


wimvdb ( ) posted Sat, 13 October 2012 at 10:24 AM

Dialing back the sublevel division in the figure does not hurt the morph. But I have no idea of a saved single morph would work with another sublevel (although I think it might)

Autofit is automatic (usually, not always) with the dialled morphs in the genesis figure. If you disl in new morphs, you have to apply a script (Transfer active morphs). This will load all the necessary morphs into ALL the clothing and hair and autofit it. This happens in 1-2 seconds, so it is pretty fast. It works pretty good and better as a lot of conformiing items for V4


Male_M3dia ( ) posted Sat, 13 October 2012 at 10:27 AM · edited Sat, 13 October 2012 at 10:30 AM

Quote - It is another matter whether you can save the morph as an injectable morph for other figures. I think so, but I am not sure what implications and restrictions that would have
To have it play nice with the other morphs you probable have go the DS route.

Yes. Keep in mind what Genesis is. It's a system for creating characters and sharing morphs and clothing within that system. It's not a character; so you can't treat it as a character and create high resolution morphs and expect that to be shared with other genesis items. Currently the DSON format goes between Poser, DS and Cararra. Everything needs to be saved at base resolution, and clothing rigged to the default genesis shape in order for it to work for other shapes and work as expected in other applications.

This is an important note for content developers.


DavidGB ( ) posted Sat, 13 October 2012 at 10:48 AM

Another point - whic users may of course wish to ignore - is that one main reason for the whole Genesis system and a new, non-Poser format for all the files, is that DAZ wanted to get away completely from anything to do with morph injection of any kind.

The principle is that new morphs are supplied as .dsf files that the installation process (using a DAZ installer, or dropping a runtime and associated data folder over the user's runtime and associated data folder as in normal Renderosity installs) drops into place in the Genesis data folder (and any new UV sets as .dsf files also), and then when the user next loads Genesis in DS4.4, or imports into Poser with the importer, the Genesis just has all the available morphs, including the new morps, in it (and all available UV set alternatives likewise). DS or the DSON importer simply scan the data folder on the fly for all available morphs and UV sets every time Genesis is loaded/imported, with all morphs and Uv sets just there for the user. There is no injecting morphs. There are no PBMCC channels and whatnot, there is no reinitializing the figure as with V4 and M4. There is no mechanism for injecting morpsh even if you want to. DAZ really, really wanted to get away from anything to do with morph injections.

(Of course, injection is no problem for us lot who've been doing this stuff for years. But for newbies there's a constant wail of misunderstanings and support requests. They install injection morphs, but don't realise they then have to actually inject them into the figure, or know how. They don't understand that with this character product you don't have to inject the Morphs++ morphs or whatever because the character pose does the necessary injections itself, but with that character product you dfo have to inject the morphs++ first yourself before the character pose will work; and so on.)

So an issue with adding home made poses yourself to the figure in Poser is that if you then get some more .dsf format morphs e.g. from the DAZ store, they wont appear in your Poser saved Genesis that has your morphs in, but will appear in a new Genesis that doesn't have your morphs in.

Of course knowledgeable users will wish to subvert the system; but I find it generally better myself to understand the system I'm subverting. And in this case the system is designed around adding morphs by dropping .dsf files into the right place in the data folder only; it is specifically not designed to use any existing kind of morph injection, as a conscious main goal was to leave the whole concept of injecting morphs to history, and newbs from now on never having to understand what morph injection is.


wimvdb ( ) posted Sat, 13 October 2012 at 10:55 AM

Quote - Another point - whic users may of course wish to ignore - is that one main reason for the whole Genesis system and a new, non-Poser format for all the files, is that DAZ wanted to get away completely from anything to do with morph injection of any kind.

The principle is that new morphs are supplied as .dsf files that the installation process (using a DAZ installer, or dropping a runtime and associated data folder over the user's runtime and associated data folder as in normal Renderosity installs) drops into place in the Genesis data folder (and any new UV sets as .dsf files also), and then when the user next loads Genesis in DS4.4, or imports into Poser with the importer, the Genesis just has all the available morphs, including the new morps, in it (and all available UV set alternatives likewise). DS or the DSON importer simply scan the data folder on the fly for all available morphs and UV sets every time Genesis is loaded/imported, with all morphs and Uv sets just there for the user. There is no injecting morphs. There are no PBMCC channels and whatnot, there is no reinitializing the figure as with V4 and M4. There is no mechanism for injecting morpsh even if you want to. DAZ really, really wanted to get away from anything to do with morph injections.

(Of course, injection is no problem for us lot who've been doing this stuff for years. But for newbies there's a constant wail of misunderstanings and support requests. They install injection morphs, but don't realise they then have to actually inject them into the figure, or know how. They don't understand that with this character product you don't have to inject the Morphs++ morphs or whatever because the character pose does the necessary injections itself, but with that character product you dfo have to inject the morphs++ first yourself before the character pose will work; and so on.)

So an issue with adding home made poses yourself to the figure in Poser is that if you then get some more .dsf format morphs e.g. from the DAZ store, they wont appear in your Poser saved Genesis that has your morphs in, but will appear in a new Genesis that doesn't have your morphs in.

Of course knowledgeable users will wish to subvert the system; but I find it generally better myself to understand the system I'm subverting. And in this case the system is designed around adding morphs by dropping .dsf files into the right place in the data folder only; it is specifically not designed to use any existing kind of morph injection, as a conscious main goal was to leave the whole concept of injecting morphs to history, and newbs from now on never having to understand what morph injection is.

If you save a figure to the library (or to a PZ3), it does not get the new morphs which have been added after the file was saved or the scene was saved. I understand that. But that is a limitation in Poser whether you make new homegrown morphs or not There is no way to save to DSON format without going through DS4.

In other words - that limitation is always there if you want to save a figure and use it later

 


DavidGB ( ) posted Sat, 13 October 2012 at 11:00 AM

Quote - has anyone tried an antomically correct M5?

thanks.

budget decisions today.  :)

 

Specifically on the male Genesis gens - the M5 gens:

It appears to geograft as in DS (which means when you 'conform' it, it doesn't just conform, but the underlying part of Genesis's hip is removed, and the gens mesh is welded to to the Genesis hip, essentially becoming part of the single mesh until/unless you 'unconform' it, at which point it's unwelded and the hip section it replaced reappears.)

Note that as supplied it only comes with M5 UVs, so only textures will only match up if using the M5 UVs on Genesis too and an M5 texture set.

However, somebody - can't remember who ATM - almost immediately produced a remap of the M5 gens figure to M4 UVs and released it as a freebie. So if you get that you can use M4 UVs and textures on genesis and use the corresponding M4 textures on the M5 gens. (Note also that DS, since DS3, has a funtion to convert textures between any UV sets a figure has; so you cna actually convert M4 textures to M5 mapping wiht a few clicks in DS4.5; and if you get the M5 Gens M4 UV remap and have both maps on the one gens figure, the n you can convert M4 grn maps to M5 and vice versa.)

The V5 Genesis female gens actually comes with V4 UV map as well as a V5 map, so you can just switch them to the V4 maps to use V4 textures with both Genesis and the female gens. There is an extra material zone for the actual vagina part, but that can be textured as with the V5 materials when using the V4 mapping.


DCArt ( ) posted Sat, 13 October 2012 at 11:10 AM · edited Sat, 13 October 2012 at 11:11 AM

In other words - that limitation is always there if you want to save a figure and use it later

Hmmm ... only way I can think of is to save it as a PZ3 in the Scene library. At least, then you can find it later if you want to reuse it in Poser.

However, that won't do much if you want to distribute it (will be huge, and will probably also include stuff that isn't distributable)).  Content that will be out there for distribution should be developed through the DS4.5 route.

 

(oops ... scratch that, just read the post below this one)



Male_M3dia ( ) posted Sat, 13 October 2012 at 11:10 AM

Quote - If you save a figure to the library (or to a PZ3), it does not get the new morphs which have been added after the file was saved or the scene was saved. I understand that. But that is a limitation in Poser whether you make new homegrown morphs or not There is no way to save to DSON format without going through DS4.

If you're willing pay the added cost, Dimension3d has a DSF Toolbox that allows you to add morphs without DS4. You'll navigate to the base dsf of the morph that it is for and then your obj. In this case, that obj has to be the unsubdivided morph in order for it to work. There is no need to really subvert the subd.

Quote - In other words - that limitation is always there if you want to save a figure and use it later

But you can't distribute that morph in that manner; that's why the DSON standard is there. If that morph isn't going farther than your computer, then if it works for you fine. However, if you want that morph to be shared or sold in a product, then you need to provide it in a format DSON recognizes.


PrecisionXXX ( ) posted Sat, 13 October 2012 at 11:16 AM

Hmm.  Reading a few pages of this, what I get is:

It works.

But not really.

You can autofit and it works.

Maybe.

Nothing said about Poser dynamic clothing working, deal killer right there.

Needs DS installed and another kludge to convert it to something Poser can read, another deal killer.

"SM has to---"  No, SM isn't the one that came up with the idea, it's not their place to scramble to make it compatible with Poser.  I have some thought that to do so would require changing the core of Poser so much it would become unstable even without the genesis figure.

DAZ record of updating plugins is perhaps less than stellar, why would we believe this is going to be different? 

Or. I'll pass until I think it has a chance of working with no more hassle than any standard or Poser weight mapped figure.  As long as it requires DS to use, no possible way. 

And I confess to reading quickly and in a disinterested manner.  If it did not require jumping through an endless series of hoops, maybe.  But I'm not learning to jump through hoops to get something no better than what I now have.

D.

The "I" in Doric is Silent.

 


Male_M3dia ( ) posted Sat, 13 October 2012 at 11:17 AM

Quote -   However, somebody - can't remember who ATM - almost immediately produced a remap of the M5 gens figure to M4 UVs and released it as a freebie. So if you get that you can use M4 UVs and textures on genesis and use the corresponding M4 textures on the M5 gens. (Note also that DS, since DS3, has a funtion to convert textures between any UV sets a figure has; so you cna actually convert M4 textures to M5 mapping wiht a few clicks in DS4.5; and if you get the M5 Gens M4 UV remap and have both maps on the one gens figure, the n you can convert M4 grn maps to M5 and vice versa.)

The remap works well although there will be a seam that you will need to postwork out. There are two materials to it, the hip and the genital area. Also if you have a hair prop, you can parent that and that could cover up the seam area.

Once added, you should transfer morphs like you would clothing, so it adds the current body shape.


DavidGB ( ) posted Sat, 13 October 2012 at 11:23 AM

Quote - If you save a figure to the library (or to a PZ3), it does not get the new morphs which have been added after the file was saved or the scene was saved. I understand that. But that is a limitation in Poser whether you make new homegrown morphs or not There is no way to save to DSON format without going through DS4.

In other words - that limitation is always there if you want to save a figure and use it later

 

 

Actually there is a way to create DSON format  pose files from an obj without using or even having installed DS.

Domension3D has a program for sale in the DAZ store called DSF Toolbox. Amongst other things it will:

Create on obj from the mesh on a dsf file like the base Genesis dsf file. You can then import the obj into Zbrush or whatever.

Create a .dsf morph file from an obj. So if you send Genesis to Zbrush or whatever, morph and send back as an obj, DSF toolbox will then create the .dsf morph file ready to be dropped into the Genesis morph folder in the data folder. The DSF Toolbox will also let you set the channel attributes befopre saving, or edit them afterwards.

Create a UV set .dsf file from an obj, so if you've exported Genesis to a UVmapping app and made your custom UV set, export as obj and DSF Toolbox will create from that .dsf Uv set ready to go in the Genesis UV folder in the data folder.

Of course it costs, whereas DS 4.5 will let you do all these thibgs for free. But then again DSF Toolbox gives you a simple interface for just these functions, wheras in DS4.5 you have to learn to find the relevant parts of the extensive interface.

But I think my previous post was aimed more towards suggesting that while an experienced user might to do injterjection-y things with Genesis just for their own use, a PA intending to sell Genesis products to users of all ability levels would do well to consider the merits of going with the Genesis system for their products rather than trying to poserize it. (Poser materials for Genesis would of course be something to do purely in Poser format with Poser files.)

And I'm also just trying to help any only-Poser users who not surprisingly are looking at this with 'Poser eyes' and trying to  understand this in terms only of Poser tech, that it's actually a quite different tech in many respects, developed that way for very particular reasons. It's certainly easier for me to think about how to leverage Genesis in Poser when I actually have a basic understanding of the Genesis/DSON system for itself.


Male_M3dia ( ) posted Sat, 13 October 2012 at 11:30 AM · edited Sat, 13 October 2012 at 11:31 AM

Quote - Hmm.  Reading a few pages of this, what I get is:

It works.

But not really.

Err, it works.

Quote - You can autofit and it works.

Maybe.

There is no autofit in Poser.

You mean transfer morphs? That works. However if a content maker used a lot of smoothing and collision from DS, you will have to use a magnet or morph brush to compensate because those functions aren't in the plugin.

Quote - Nothing said about Poser dynamic clothing working, deal killer right there.

Dynamics work. Use the subd bone to collide against.

Quote - Needs DS installed and another kludge to convert it to something Poser can read, another deal killer.

DS doesn't need to be installed. If have clothing you want to convert or don't want to wait on an update to a genesis item to be updated to DSON, then yes you'll have to open DS to convert it yourself. Just depends on how bad you want that item on Genesis.

Quote -   And I confess to reading quickly and in a disinterested manner.  If it did not require jumping through an endless series of hoops, maybe.  But I'm not learning to jump through hoops to get something no better than what I now have.

Yeah you did read it a bit too quickly 'cause you missed a lot of stuff. ;)

Now I'm not a poser user, but you know, I knew enough to install the poser files in a new runtime, install the plugin, then add that runtime into poser and loaded genesis right up.

Managed to get EZSkin on a character and about an hour later after setting up lighting and a scene, I got this:

A good morning

So if I could get it set up, that's not a lot of hoop jumpin'. ;)


wimvdb ( ) posted Sat, 13 October 2012 at 11:39 AM

Quote - > Quote - If you save a figure to the library (or to a PZ3), it does not get the new morphs which have been added after the file was saved or the scene was saved. I understand that. But that is a limitation in Poser whether you make new homegrown morphs or not There is no way to save to DSON format without going through DS4.

If you're willing pay the added cost, Dimension3d has a DSF Toolbox that allows you to add morphs without DS4. You'll navigate to the base dsf of the morph that it is for and then your obj. In this case, that obj has to be the unsubdivided morph in order for it to work. There is no need to really subvert the subd.

Quote - In other words - that limitation is always there if you want to save a figure and use it later

But you can't distribute that morph in that manner; that's why the DSON standard is there. If that morph isn't going farther than your computer, then if it works for you fine. However, if you want that morph to be shared or sold in a product, then you need to provide it in a format DSON recognizes.

I mentioned the possible restrictions and limitations in my original post. You have to think of those if you want to redistribute.

But for anyone else there is no problem.
The limitation you mentioned (No new morph in saved figures) is there for every morph - no way around that. Both in saving to the library as saving in a Pz3

I use saved figures all the time (figures+morphs+textures+clothing+hair). Whether I include my own morphs or not makes no difference here. D3Ds tool will not help here either since it only adds the morphs to the DSON pipeline and it still requires you to recreate the figure. The only way to bypass this problem of not being able to read the new morphs is if Poser or the Importer would do the save as well.

But this is a problem I can live with

 


monkeycloud ( ) posted Sat, 13 October 2012 at 11:43 AM

Quote - Dynamics work. Use the subd bone to collide against.

Cool - thanks for the info 😄


DavidGB ( ) posted Sat, 13 October 2012 at 11:58 AM · edited Sat, 13 October 2012 at 12:01 PM

Referring to a couple of posts earlier about distributing figures and characters for Genesis and not breaking copyright:

There's a difference here because the DSON files as types and everything else have no simple correspondances to the Poser file types.

All DSON user-facing files are .duf filetype. there is no pose filetype, figure filetype, material filetype etc. You can pretty much put anything you want into a .duf file in terms of describing aspects of a figure or scene and/or calling assets to be loaded.

For a distributable character file you would have a .duf file that calls Genesis to be loaded, sets  morph values, which UV set to be used, material settings to be applied, any initial pose to be adopted, and - if necessary - any custom rigging for characters that need animated joint centres or what not for trolls or watever.

Unlike a Poser cr2 file, this .duf file contains no copyright material at all (presuming you haven't pinched someone else's morph settings or custom rigging). It refers to, but doesn't contain (like a cr2 refers to but doesn't contain geometries) the Genesis mesh, default rigging, Uv sets, morphs along with channel info, ERC and dependent parameters etc. But that is all in the data folder alongside the runtimes, not in the character .duf.

So you can distribute the .duf freely - it doesn't contain any copyright material, just your choices. And when the user clicks on the duf itself in DSm, or the helper cr2 that calls the python to load the duf in Poser, it will load Genesis and try to turn it into the character from the user's data folder. If they have n't got some of the .dsf morphs called and used, then the final laoded character will miss those, as with any referred to textures not there, a custom UV set they haven't got or whatever - the load will produce the character if the user has all the requirements, otherwise as close as it can.

So, distributing characters is easy without breaking  copyright - a character .duf doesn't contain copyright info the way cr2s do.

Also, a regular .duf will, if applied to an already loaded Genesis, change that genesis into what is described in the .duf (changing rigging, changing UVs, dialling the morphs, setting the materials), wheras if it is loaded while no Genesis is selected, it wil load a fresh Genesis and turn it into the described character.

So it's kind of like a MATMOR pose that can also, as required, change the UVs and rigging, and if the figure it's for isn't already there in the scene will load load the figure for you and then apply to it.

For a Genesis version of a normal kind of character product at Renderosity - a custom head morph combined with some genesis Evolution head morphs and Genesis evolution body morphs plus textures and, say, made for the V5 base shape with V5 mapping, the PA would then provide to the purchaser:

textures and Material files as usual in a runtime structure

a .dsf of the custom head morph in the data/Genesis..... folder alongside the runtime

in the runtime a fake cr2 (or pz2) that calls the python script, and the python script that triggers the load from the DSON Importer

a .duf that describes the character, which Uv set (V5 in the example), the morph settings for the Genesis evolution morphs and the V5 shape and the custom morph, and the materials for DS users. duf doesn't contain anything that's someone else's copyright, just references to the DAZ copyright evolution morphs and V5 morph and UV set.

PA states requirements using character needs V5 and Genesis Evolution Head and Body morphs the way pproducts now may say product needs Morph++ or whatever.

 

As for own personal use of characters - if you want the character from a Genesis onto a new Genesis that has new morphs you've just added, simply copy the character over - MAT/MOR/POS - no morph injecting to do so hardly takes long. And if you get the character as .duf, you can then  have it so you can apply the character in one click to the genesis you've just loaded, or have it load the Genesis too.


Eric Walters ( ) posted Sat, 13 October 2012 at 1:43 PM

Thanks for my morning laugh!!! Well written! "And now your sister will pass among you and take up a collection, for verily, momma needs a new temple."

HAHAHA!! And true.

Quote - Who said there are no happy endings?

Geni sat quietly in the bottom of the pit as the Church debated loudly about who should cast the first stone. As they argued, a man rode up quietly on a small donkey. He spoke. “My name is Joe Carpenter, but you can call me J.C..

One of the children suddenly dropped his little golden calf and pointed up at the sky. The Congregation gasped in wonder as they saw fiery letters blazing across the firmament saying, "Behold, I have sent you D Son. Don't cross him!"

The man reached down and lifted Geni out of the pit. He placed his hand on her head and proclaimed, "I command you demons, leave this woman!" There was a flash of light and the crowd cried out. Her wretched rags had disappeared and she stood before them clad in new raiment, a Diane Von Furstenberg wrap dress, Manolo Blahnik pumps, and holding a Prada bag. "It is a miracle," they exclaimed in wonder!

The man spoke thusly unto them, "Let there be peace in the world and let it begin with thee. Let the lion lie down with the lamb. Let the Lohans kiss and make up - Amen." Motioning for Geni to open up her bag he said, "And now your sister will pass among you and take up a collection, for verily, momma needs a new temple."

The Congregation was hushed as they dropped their stones and pulled out their purses. The children laughed and rushed to throw their calves into the bag. A lone dissenter on the back pew rose up to protest, but he was suddenly transformed into a pillar of salt. No one noticed that the man and the donkey had disappeared, or that the writing in the sky, now fading in the twilight, had changed. It now read simply, "Blessed are the peacemakers.”

No trace of the strange man was seen again, though years later, some who were there swore that they found the tracks of what appeared to be three camels … heading west.

And to all, a good night.



JohnDoe641 ( ) posted Sat, 13 October 2012 at 1:57 PM

Poser heaven? Not for me, I don't care about Genesis but I'm glad the people that do can now have it working in Poser. :)


DCArt ( ) posted Sat, 13 October 2012 at 2:10 PM

Content Advisory! This message contains nudity

file_487609.jpg

One thing that initially struck me about V5 was that her head seemed way too small when I first loaded her up. I did a little research and it seems the norm is 7.5 to 8 head lengths for the overall height of a human.  V5 is a very solid 8 head lengths.

I scaled her head up  to 107%, which would bring it closer to 7.5 head lengths.  I think it looks much more natural ... what do you think?



aldebaran40 ( ) posted Sat, 13 October 2012 at 2:16 PM

I install Dson and then install the basic content (both content basic files) in a separate location (c: /Dson) but when I open the poserprop2012 SR3 I get a sign  "An error occurred importing addon Dson" obviously if I try to load genesis comes another error and does not allow it , anyone have any similar problem ? (same error in 32 and 64 bit - each on it respective  location)


monkeycloud ( ) posted Sat, 13 October 2012 at 2:17 PM · edited Sat, 13 October 2012 at 2:17 PM

If V5 is a fairly tall lady, then nearer the 8 might be more correct, I guess?

If more like the height of Miki4, then 7.5 looks more correct, perhaps?


LaurieA ( ) posted Sat, 13 October 2012 at 2:19 PM · edited Sat, 13 October 2012 at 2:20 PM

I actually think her default head looks more right.   Those gams could use a shrink tho. LOL

Laurie



DCArt ( ) posted Sat, 13 October 2012 at 2:20 PM · edited Sat, 13 October 2012 at 2:31 PM

I think the following are "artistic" standards (which I found on Wikipedia, by searching Body Proportions)

The proportions used in figure drawing are:

  • An average person, is generally 7-and-a-half heads tall (including the head).
  • An ideal figure, used when aiming for an impression of nobility or grace, is drawn at 8 heads tall.
  • A heroic figure, used in the heroic for the depiction of gods and superheroes, is eight-and-a-half heads tall. Most of the additional length comes from a bigger chest and longer legs.

These seem to be the standards used in the Poser-verse.

 

So it makes sense that I would prefer the "average person" proportions, because I usually try to go for a real-world look rather than an artistically ideal figure.

Interesting how we each have our preferences. It's cool that our tools can cater to them. 8-)



richardson ( ) posted Sat, 13 October 2012 at 3:01 PM

I scaled her head up  to 107%, which would bring it closer to 7.5 head lengths.  I think it looks much more natural ... what do you think?

Looks fine. Scaling up a head kind of reduces the height of a figure in a way. Especially if you lengthen the neck. I struggle all the time with Daz mesh.

I think they went for a monumental/heroic  proportion with their head sizes. I know women who are over 6 feet tall and their head size is the same as one at 5 feet 4".


richardson ( ) posted Sat, 13 October 2012 at 3:27 PM

file_487614.jpg

...OT,,

That fellow was 8'11" but look at his proportions when I cropped him next to a normal man. We are born with a big noggin and then we grow legs for it...;)


CaptainMARC ( ) posted Sat, 13 October 2012 at 3:30 PM

Quote - > Quote - Hmm.  Reading a few pages of this, what I get is:

It works.

But not really.

Err, it works.

 

 

Errrrrr, no.

It doesn't render in Queue Manager.

So "It works. But not really." is an entirely accurate statement.

Hope that clears things up.

Listen up, I am dead chuffed that Daz have made an effort. Good on them, seriously, well done, and really not bad for a starter. But, as an animator, anything that doesn't work in QM is totally useless to me. To me, it doesn't work until, hopefully one day, that is fixed.


monkeycloud ( ) posted Sat, 13 October 2012 at 3:41 PM · edited Sat, 13 October 2012 at 3:41 PM

Is the Queue Manager issue in Poser 2012 SR3.1 too?


DCArt ( ) posted Sat, 13 October 2012 at 3:47 PM

Quote - ...OT,,

That fellow was 8'11" but look at his proportions when I cropped him next to a normal man. We are born with a big noggin and then we grow legs for it...;)

8'11" !!!! Holy moley!

His head does look a TAD smaller, but not much.  Very interesting photo.



Male_M3dia ( ) posted Sat, 13 October 2012 at 4:11 PM · edited Sat, 13 October 2012 at 4:12 PM

Quote - > Quote - > Quote - Hmm.  Reading a few pages of this, what I get is:

It works.

But not really.

Err, it works.

 

 

Errrrrr, no.

It doesn't render in Queue Manager.

So "It works. But not really." is an entirely accurate statement.

Hope that clears things up.

Listen up, I am dead chuffed that Daz have made an effort. Good on them, seriously, well done, and really not bad for a starter. But, as an animator, anything that doesn't work in QM is totally useless to me. To me, it doesn't work until, hopefully one day, that is fixed.

Well you know the wind force just got fixed in SR3.1 which was broken. That's something can be looked at in updates where getting Genesis to work in clothroom, material room, etc is where most people will be spending their time. Queue manager is a TINY part of poser when you're talking about getting a full suite of morphs and clothing to work. Queuing up renders is quite nitpicky in comparison to what does work.

Hope that clears things up more. ;)


randym77 ( ) posted Sat, 13 October 2012 at 4:36 PM

This has come up more than once over the years.  Vicky is an Amazon.  Always has been, probably always will be. 

I usually scale up her head, too.  Unless I want the character to look like an Amazon.  Or a fashion model. 

 

 


monkeycloud ( ) posted Sat, 13 October 2012 at 4:49 PM

Quote - Well you know the wind force just got fixed in SR3.1 which was broken. That's something can be looked at in updates where getting Genesis to work in clothroom, material room, etc is where most people will be spending their time. Queue manager is a TINY part of poser when you're talking about getting a full suite of morphs and clothing to work. Queuing up renders is quite nitpicky in comparison to what does work.

Hope that clears things up more. ;)

I'd be surprised if SM's Poser Team doesn't get whatever SR3 enhancement, to the core Poser program, is required here (I'd have guessed this is what is required, eh?) replicated into Queue Manager fairly quickly now?

Haven't used QM for a bit, but I'm pretty sure there have been other render discrepancies between it and Poser, that needed fixed previously?


CaptainMARC ( ) posted Sat, 13 October 2012 at 4:57 PM

Quote - ... Queue manager is a TINY part of poser when you're talking about getting a full suite of morphs and clothing to work. Queuing up renders is quite nitpicky in comparison to what does work. Hope that clears things up more. ;)

I really don't want to sound aggressive.

But you are totally wrong.

QM is a tiny part of Poser FOR YOU. I said before, I am an animator, so I am not being "nitpicky". It doesn't work in QM, so for me it is totally, utterly, pathetically useless because, as another poster said: "It works. But not really."

You disputed that statement, but on that count, you are completely WRONG.

To emphasize another point in my post, I congratulate Daz yet again on their effort. A good first attempt, that hopefully gets a few problems sorted out soon, just like SR3 needed a SR3.1 - but at the moment it doesn't really work.

I appreciate I am nothing more than a poor animator, and therefore in your eyes a total nothing compared to the myriad of users who create stills with skimpily dressed fantasy figures holding a sword with default lights and no shadows.

But, get a grip. It doesn't really work. FACT!

That doesn't mean it's rubbish. To go forward, you need to push the envelope, Daz and SM have done this, and found limits, I hope they can go further.

It works for you. Cool. But that doesn't mean it works. In fact, it doesn't.


CaptainMARC ( ) posted Sat, 13 October 2012 at 5:00 PM

Quote - Haven't used QM for a bit, but I'm pretty sure there have been other render discrepancies between it and Poser, that needed fixed previously?

Indeed, QM, fab though it is, seriously needs a little bit of love.


DCArt ( ) posted Sat, 13 October 2012 at 5:08 PM

Quote - This has come up more than once over the years.  Vicky is an Amazon.  Always has been, probably always will be. 

I usually scale up her head, too.  Unless I want the character to look like an Amazon.  Or a fashion model. 

Don't get me wrong .. I like V5, just after working with a more petite character for so long and then going back to V5 it seemed way different.  First thing I did was reach for the Head Scale dial. 8-)



monkeycloud ( ) posted Sat, 13 October 2012 at 5:10 PM

Quote - > Quote - Haven't used QM for a bit, but I'm pretty sure there have been other render discrepancies between it and Poser, that needed fixed previously?

Indeed, QM, fab though it is, seriously needs a little bit of love.

I'd guess this particular issue will be down to SM to resolve... e.g. in SR3.2... or whatever.

If the Genesis, via DSON Importer, renders in Poser itself, then there must be something missing from QM's code stack, that is in the main Poser program...

I don't know, but since, both Poser itself and QM use the separate Firefly program to render... the missing stuff must just be to do with scene file interpretation within QM?

Or maybe whatever's missing is from the Poser program code that passes data to QM... either way, I can't imagine SM won't address it pretty sharpish?


wimvdb ( ) posted Sat, 13 October 2012 at 5:19 PM

Poser writes a temporary file with all assets which QM reads and renders. The render engine is the same. I think there is something wrong in the pipeline with either missing data in the scene file or missing assets or it is something which the DSON Import designers haven't thought about

 


monkeycloud ( ) posted Sat, 13 October 2012 at 5:22 PM

Quote - > Quote - This has come up more than once over the years.  Vicky is an Amazon.  Always has been, probably always will be. 

I usually scale up her head, too.  Unless I want the character to look like an Amazon.  Or a fashion model. 

Don't get me wrong .. I like V5, just after working with a more petite character for so long and then going back to V5 it seemed way different.  First thing I did was reach for the Head Scale dial. 8-)

Yeah, and I'd probably scale down her body a lot of the time too... if I remember. LOL :lol:

Haven't got V5 yet myself.

But a fair number of the V4 characters I've got recently came with Genesis versions... and I already got the Evolution Morphs too, a while back... before I even realised I couldn't use them in Poser, indeed (doh!)... but now I can.

So plenty to play about with for now 😉


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