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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 18 10:25 pm)



Subject: Feature requests for Poser


DreamlandModels ( ) posted Fri, 25 October 2013 at 1:01 PM · edited Tue, 19 November 2024 at 8:45 AM

Would like to start this thread off by requesting a (render last area) button in Poser.

There is a (render the screen) button and a (render area) button but it would be nice to have a render last area button for testing materials.

Second I would love to see the little leftover line not show in a render in case I want to save the image as a finished render.

Depending on the direction of the selection there are one or two dotted lines showing in the rendered area which is not seen in any other program I have used.

Tom



andolaurina ( ) posted Fri, 25 October 2013 at 1:48 PM

Just as a heads-up, the official Smith Micro feature request threads are over at RuntimeDNA. Smith Micro checks there regularly. Steve Cooper set up forum threads over there for feature requests.

You can also submit this into their Mantis customer support system as a feature enhancement and it will get even quicker attention from the developers (i.e. it may make it into a service release). 

Cool idea! I hope they do it!! :)

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DreamlandModels ( ) posted Fri, 25 October 2013 at 2:44 PM

Don't have time to go to Rnitime DNA. Or anywhere else for that matter. Why I went exclusive with Rendo.

I.E. why I wanted a thread started here.

Glad you like the idea as I think it would be very helpful.

Tom



ashley9803 ( ) posted Fri, 25 October 2013 at 5:31 PM

In light properties, being able to select which characters/objects the light affects.

Turn on "crisp" for all materials in a scene.

And of course a big red button that says "MAKE ART".


DreamlandModels ( ) posted Fri, 25 October 2013 at 6:11 PM

Would be great if the architecture was changed so we can save a light as part of a prop or a figure. Can be done in other programs. I understand that features like these cost money to program but keeping the customer happy is alway a good thing, so get on it!

Just kidding. Would be a great addituion to a very nice tool.

Tom



DreamlandModels ( ) posted Sat, 26 October 2013 at 11:42 AM

I would love for you to add middle mouse (Pan View port) to the tool set as a default.

That way if I am in top view I can move across the scene in a couple moves instead of using the spinners that take forever if the camera sensitivity is set to 1

Tom



svdl ( ) posted Sat, 26 October 2013 at 3:51 PM

Move the atmosphere and background objects to the top of the figure list in the Material room, instead of at the bottom. They're a bear to get to in a complex scene.

Ragdoll physics

Pan by dragging with the middle mouse button.

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DreamlandModels ( ) posted Mon, 28 October 2013 at 12:50 AM

When opening a save dialog such as a prop, could we please have

(Select All) (Select None) and (Select Invert) buttons added?

That would be most appreciated when I am trying save a prop with many, many parts.

Tom



TrekkieGrrrl ( ) posted Tue, 29 October 2013 at 12:54 PM

You do know that you can pan with the mouse by holding the ALT while dragging, right?

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toastie ( ) posted Tue, 29 October 2013 at 1:23 PM

A proper reset and re-centre button for the cameras.

The ability to drag/load/import a figure or prop into the view without having to go looking for it.

A means of selecting multiple items - body parts, materials etc. without having to use loads of extra scripts for this. I really can't believe you can't do multiple selects, it's just weird. I thought my ctrl key was broken when I first started using Poser. Seriously!

(There is a Make Art button, isn't there - it's in with the Wardrobe Wizard stuff. ;) )


RedPhantom ( ) posted Tue, 29 October 2013 at 2:56 PM · edited Tue, 29 October 2013 at 2:59 PM
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DreamlandModels ( ) posted Wed, 30 October 2013 at 5:15 PM

I see that you can use the alt or Shift or Cntl buttons with left mouse button  but I want a middle mouse only pan viewport. :-)



MikeMoss ( ) posted Wed, 30 October 2013 at 11:13 PM

Hi

One thing I'd like to see in the next version of Poser is an easy way to select a whole line in the animation palette horizontally like you can virtically.

If you have a clip that's 4,000 frames long it can be a real pain trying to select a line all the way across to cancel all  movement for an object or something.

I'd like to be about to just click before the lead frame and have it select all the frames up to the last key frame that's been set.

While I'm at it I'd also like to have the button for the parameter dials a little larger and farther away from the dials themselves.

Mike 

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MNArtist ( ) posted Fri, 01 November 2013 at 11:00 PM · edited Fri, 01 November 2013 at 11:05 PM

Resume Render function, like in Vue, where you can stop a render and then restart it from where it left off.

Select multiple objects/figures

Apply texture map to all material zones on a figure

Lights that are easier to manipulate (or at the very least, easier to find in a scene!)


MNArtist ( ) posted Fri, 01 November 2013 at 11:02 PM

Quote - In light properties, being able to select which characters/objects the light affects.

 

YES! Love this idea. Again, same as in Vue where you can select which objects are influenced by a light


RHaseltine ( ) posted Sat, 02 November 2013 at 4:31 PM

Quote - Apply texture map to all material zones on a figure

You already can - click the triangle at top-right of the material editor window and check Apply to All. The problem is applying the same settings to some but not all surfaces, as with the head, torso, limb etc. zones on a fourth generation DAZ figure.


wolf359 ( ) posted Wed, 06 November 2013 at 9:33 AM

Fix the IK system..

and everything Mike Moss wrote

and can you bake Cloth sims to PLA yet??

if not add that too.

 

 

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MKDAWUSS ( ) posted Mon, 11 November 2013 at 9:56 PM

Right foot cam and left foot cam.


Disciple3d ( ) posted Mon, 18 November 2013 at 4:42 PM

Quote - Would be great if the architecture was changed so we can save a light as part of a prop or a figure. Can be done in other programs. I understand that features like these cost money to program but keeping the customer happy is alway a good thing, so get on it!

Just kidding. Would be a great addituion to a very nice tool.

Tom

 

I like that idea.

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-Timberwolf- ( ) posted Sat, 23 November 2013 at 5:31 PM

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Add a new rigging technologie , please :)


jamminwolf ( ) posted Mon, 09 December 2013 at 2:15 AM

Huh!!  I had no idea you can pan view by holding ctrl/alt/shift, that makes it much easier for me lol.  Still, it would be nice to pan back & forth slowly with the scrool wheel, it's annoying that it pans about 10 feet at a time.  If there's a way to set that to not go so fast, I'd like to know :)

One idea I would love to have as partial renders is to be able to "lasso" sellect (select only parts you want to render) instead of only rectangle select (with the other idea of not having those blank lines appearing on right/bottom).

Re-rendering an area would be nice too.

...wolfie


basicwiz ( ) posted Fri, 13 December 2013 at 10:16 AM · edited Fri, 13 December 2013 at 10:17 AM

A set of complete, ready to go, presets for the materials room. There ought to be standard shaders that would give decent results for things like water, rocks, asphalt, fur, glass, plastic, cloth of various descriptitons, etc. And there ought to be an easy way for users to save textures that they create into this library. In this way, I could enter the material settings that BB makes into the room ONCE and then, forever after, have it ready to call back into the shader tree.

I know enough about programming to know that if they are already saving all of this stuff when we save a PZ3, then it should be possible to save just that part of the data into a separate library!


RHaseltine ( ) posted Fri, 13 December 2013 at 3:45 PM

Isn't that what Wacros and mt5 files do?


basicwiz ( ) posted Fri, 13 December 2013 at 6:51 PM

I'm talking about a save/load button INSIDE the material room... so that dummies like me don't have to dig out the circuitous path to get there! :)


basicwiz ( ) posted Sat, 21 December 2013 at 6:02 AM

A delete function that wwill remove both PZ3 and PMD files from the scene save directory.


dadt ( ) posted Sat, 21 December 2013 at 2:17 PM

Get rid of reliance on other programs such as Adobe AIR,flashplayer and IE.


glenncarter84 ( ) posted Sat, 21 December 2013 at 3:35 PM

I think:

Volumetric lights, visible lights and other light fx (such as lens flare and so on).

I'd really like to see a better way to link products - so say you select an item of clothing - would be useful to make it easier to select materials and morphs for it.

LOD and other expansions to make it easier to produce bigger environments.

Those are mine, anyways.


basicwiz ( ) posted Sat, 21 December 2013 at 7:31 PM · edited Sat, 21 December 2013 at 7:31 PM

Quote -
I'd really like to see a better way to link products - so say you select an item of clothing - would be useful to make it easier to select materials and morphs for it.

If you have Poser 9 or above you can do that right now.

Move the Pose and Prop folders associated with a particular product into the Character folder for it. (You'll need to do this from your desktop, not from within Poser.) They become sub-directories of the folder in Character. You load the product, and all the support files are right there in sub-folders waiting for you.

I have my runtime setup this way and it works flawlessly.


luckybears ( ) posted Sat, 21 December 2013 at 9:51 PM

In the group editor not to have the green lines that mask the polys.

A scroll button on the props list.


grichter ( ) posted Thu, 26 December 2013 at 7:30 AM · edited Thu, 26 December 2013 at 7:31 AM

Hierarchy window pallet-on save remember which are collapsed and which are expanded. Then when the file is reopened the Hierarchy window pallet re-displays as it was previously (not all expanded like it currently does). Plus a button in the Hierarchy window you press once and it collapses all.

 

You now can control how many body actors are displayed (indented or sub folder listing) which cleans that up and makes it a ton easier to find the body actor you want to screw up . :biggrin:

Under both the figure and props menu, allow you to do the same under a grouping. Where say you have 20 items in a group, they are displayed in a sub folder or indented list not one giant long list. Not to pick on the OP, but for example you load one of his city blocks and start adding cars and people and other props and things get crazy trying to locate something real fast. Would be a huge interface improvement especially when working in complex scenes.

 

 

Gary

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wheatpenny ( ) posted Sat, 28 December 2013 at 6:40 PM
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I'd like to see them add the ability to add runtimes en-masse, like you can in Daz Studio.




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glenncarter84 ( ) posted Sun, 05 January 2014 at 6:13 AM

Quote - If you have Poser 9 or above you can do that right now.

Move the Pose and Prop folders associated with a particular product into the Character folder for it. (You'll need to do this from your desktop, not from within Poser.) They become sub-directories of the folder in Character. You load the product, and all the support files are right there in sub-folders waiting for you.

I have my runtime setup this way and it works flawlessly.

Thanks! Will try this out. Still would be good to have natively without having to tinker around with directories, of course.

 

I think they should also sort out the nightmare that is the props list - sub directories as previously suggested or something like this - I like to do bigger scenes and that list soon becomes untenable the more props you have.


basicwiz ( ) posted Sun, 05 January 2014 at 8:37 AM

Quote - Thanks! Will try this out. Still would be good to have natively without having to tinker around with directories, of course. I think they should also sort out the nightmare that is the props list - sub directories as previously suggested or something like this - I like to do bigger scenes and that list soon becomes untenable the more props you have.

I agree that it would be nice were things organized this way natively, but I see no way to automate it. It is a complete reworking of the directory structure. That added to the random manner in which content creators name their directories makes it a manual process, methinks.

As to Props...

Move them to the Character folder and add them to your content breakout there. They will load just fine. I have EVERYTHING in the Characters folder organized by subdirectories like "Buildings and Streets", "Living Spaces", etc.


glenncarter84 ( ) posted Sun, 05 January 2014 at 1:37 PM

I did try it out, and it works well... Thanks for that.

Now to reorganise the other thousand or so items in my runtimes.... :(

 


NanetteTredoux ( ) posted Wed, 08 January 2014 at 9:06 AM

Volumetric materials to make clouds.

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VolcanicMink ( ) posted Wed, 08 January 2014 at 9:08 PM

Hair Room suggestions:

  1. Better collision recognition! Particularly with the shoulders and back. This itself would improve the hair room drastically.

  2. Style options. Ability to make braids, ponytails, etc.

 


wheatpenny ( ) posted Fri, 10 January 2014 at 4:50 PM
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I'd like a way to rearrange the order that the runtimes appear in the list, without having to edit the XML file.




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Burpee ( ) posted Thu, 16 January 2014 at 1:51 PM

Anyone who really wants Smith Micro to see what they want should post to RuntimeDNA.  There's some really good ideas here and I have one myself but it would be better if Smith Micro actually sees it.  Not just a wish list hanging out there in the wind.


Navi ( ) posted Thu, 16 January 2014 at 4:58 PM

Quote - In light properties, being able to select which characters/objects the light affects.

This would be great :)

Things I'd like to add :

  • a PAUSE render button, or a way to stop/resume rendering (on non-pro versions)

  • A 64 bits firefly for non-pro version too (Poser must be the only software on the whole internet for which you have to pay a higher price to get a 64 bits version of the program Oo ...).

  • A better way to check camera focus. Could be made by adding 2 lines to the current black lines we have (1 horizontal, 1 vertical, would help, and it should be easy to do).


basicwiz ( ) posted Thu, 16 January 2014 at 5:05 PM

Quote - Anyone who really wants Smith Micro to see what they want should post to RuntimeDNA.  There's some really good ideas here and I have one myself but it would be better if Smith Micro actually sees it.  Not just a wish list hanging out there in the wind.

I don't think this is the case at all. Smith Micro employees Thinkcooper and Teyon are both quite active in this forum. 


Burpee ( ) posted Fri, 17 January 2014 at 3:01 PM · edited Fri, 17 January 2014 at 3:06 PM

My apologies then. 

I should also put my wish here.

 I would like to have the option of materials (or objects) to NOT accept shadows.  Bryce can do this.  A feature I've used a lot.

 You often want shadows enabled but have an object in the background that you want to look further away than it is.  Having a near shadow fall across it spoils the effect.


Dale B ( ) posted Sun, 26 January 2014 at 6:24 AM · edited Sun, 26 January 2014 at 6:28 AM

This is a repost of features I'd like from Rosity (to RDNA and now back), with some editing and additions:

There is more than a little frustration amongst the animators, though. With an exception or two, the controls we have are -exactly- the same as we had in P4. It is way, way past time there was some attention paid to those who make things move. A better workflow and more capable tools would increase Poser's usage as an animation tool considerably.

  1. Poser's current 'all or nothing' coding for the IK system is trouble. A lot of newbies use it, switch it in the middle of an animation, and the results pretty much destroys all the work they did unitl that moment. If they didn't back up the file before, then they lose their work. The ability to toggle IK without damaging interpolation and keyframing would make it =far= more useful.

1a) If they got the IK toggle working properly, then they could add IK pinning. This would let you add a 'pin' to an IK chain, doing a runtime redesignation of just where a particular chain ends. What good is that? Example. You run a ragdoll sim, and set it up where the figure is thrown. Floppy doll, so what? You step through the sim, choose a point, stick a 'pin' into the right elbow. That 'pin' becomes the temporary end of the right arm IK chain; set a flag for stationary, and the ragdoll's motion modifies depending of the force of its action, around the stationary 'pin'. The body pivots, a few frames later you remove the 'pin' or disable the stationary flag, and let the sim run. What you wind up with is a body thrown, which pivots around the right elbow and off into another direction. Insert a stretched cylinder into the place where the elbow is being pinned and wa-la. You have a figure being thrown by something, who snags a pole and swings away to safety. Such a full IK/FK system would permit a lot of things to be done that people think require collision detection, and if the system permitted you to toggle IK anywhere on the dopesheet, you would have the tools to shape chaotic events into seemingly planned actions without destroying the work done before. This is a long overdue feature upgrade. (edit#2: Oh. And with IK pinning in this example, the right forearm and hand would not be affected in any way by whatever motion the figure IK chains imposed. So this could also permit you to set a hand pose (say around a weapon of some sort) and not have to worry about kinematics destroying it, forcing frame by frame correction of the issue).

  1. Dopesheet improvements. The animation pallette (hence called dopesheet, as this is what the industry calls it) is hard to read, lacking in customization options, home to all of 2 forms of interpolation, and kind of touchy. There really needs to be an 'animation room' where the motion-specific features actually live. Keep it for the Poser Pro users if you must; most of us making animation have at least dual monitors, so having a discreet 'room' that we could open in a second monitor, leaving viewport, dials, camera and lighting controls on the other would be excellent. Being able to 'lock out' all but the highlighted bodypart from manipulation would solve a lot of issues people have with the dopesheet (a row of buttons with a top mounted 'clear all' that enables the whole pallette, and a button or box by each named animateable part, so that if you click it, only that part is adjustable. All others are locked, preventing accidents). Adjusting the size of the font in the dopesheet, so that you can clearly see what you are messing with (mostly on bodyparts listing window). More interpolation types.

 3) Multiple Animation Graph Windows. This would be wonderful. Say 3 windows; you select a bodypart, and you get the X,Y,Z translations for that part. Each would have the pulldown list, so you could get into the morph controls and rotations, but being able to see how the position relates to the other involved axis', makes things easier to diagnose when you have a mesh tie itself into knots. Another option is to expand the current graph window and color code the XYZ timelines. Then you would still have the one window, but the X,Y, &Z lines would be, say, red, blue, green. Heck, you could also make it so that the colors used are user definable in the setup options; that would cover anyone with issues with certain colors.

3a) Possibly combining the dopesheet and graph editor. You start with the dopesheet, choose a bodypart, then toggle over to the graph (This one is a 'maybe'. If we got better dopesheet function and a more capable graph, it might be best to keep them separate).

3b) Manipulation gizmos in the viewport. The ability to choose translate/rotate, and have the gizmo beside the body part to make it easier to handle things grossly without the dials. You would also then be able to color code the vectors to match what you see on the graph editor, making the association easier. I personally like the scheme that Vue uses. The gizmo has small square icons associated with it. Click one, and you get the translation controls; click another, and the rotation sphere comes up. And =only= the selected function is enabled. So when you are translating, no rotation is permitted. Likewise with rotation; you can spin things to your heart's content, but can't translate it so much as a nanometer. That would eliminate the issues we have with current gross figure manipulation: namely, everything can move, and one twitchy mouse signal can send a limb into chaos.

 4) A quaterion correction toggle. This is a nifty thing that Messiah has. Quats do not run from 0 to 360 degrees; they run -180 to +180 degrees (the traditional sine wave). THE most common cause of animation chaos is when you exceed those values. The algorithm tries to correct by interpolating to the nearest value (and there is no automatic order to that; the algorithm picks the -closest- value, not the most logical value). Depending on the keyframes, this might cause a limb to twist around itself multiple times to reach a point the algorithm accepts is proper. The toggle in Messiah looks at the quaterion values, and resets them to the proper numerical range (at least so long as you don't try and force the interpolation curve back with keyframes. That can create more damage than good). It's not a one size fit all solution, but it does fix about 80% of the mesh crunches with one click of a button.

 5) A clamping function. Another issue is that there is no way to restrict the spline curves. One missplaced keyframe and a tame, simple curve that never strays above or below say .8 in value suddenly shoots to 20 or more. And if you do it just wrong, there can be multiples. A way to set a clamp value on the graph editor, so that your splines are forced to remain within your set limits would be valuable. Particularly when dealing with mocap data that doesn't quite behave itself. This would also cut down the need to use break splines to control spline curves.

  1. The option to bake cloth sims to PLA (point level animation) data. Poser's cloth engine is amazing, flexible, and can and has produced better results than MAXON's current offering. If we could bake a successful sim, that would make it FAAAAAAAAR easier and faster to correct errors in uninvolved body parts. And if the saving of that data were possible, it would open up a =potential= area in the marketplace. The dataset could be sold with or as an add on to a certain clothing object, any you wouldn't need to rerun the sim, and the user would get a nice, swishy dress on their figure.

Poser is never going to be Messiah, or Houdini, or any other higher end app. But it is used for much, much more than NVIATWAS. And its ease of use in animation is pretty impressive in that field. But there are lots of things that could be done to enhance the power and capability in making things move.

MKIII. ;)  

 


Dale B ( ) posted Sun, 26 January 2014 at 6:37 AM

Oh, and if anyone is interested is learning some of the tricks that Rooster Teeth use in RWBY, search youtube for 'Animating the Rooster Teeth Way'. It's a panel from Australia, and a few of Monty Oum's tricks and concepts are revealed. As well as a peek at some of the tech goodies to look for in Vol 2 (he shows a rig of Yang with bullet physics goodies integrated. And yes, that does include boob physics....). It's a nice way to kill some time and wonder 'why didn't I think of that?!'.


chud ( ) posted Tue, 28 January 2014 at 6:56 PM

Copy and paste materials via keyboard shortcuts without switching to the material room!


ockham ( ) posted Sun, 02 February 2014 at 11:01 AM

Content Advisory! This message contains profanity

file_501472.jpg

Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. Collapse the fucking hierarchy. This has been requested for 24 fucking years and still not done.

More recent problem, seems to have started in P9.  The number-typing area has become tightly restricted and hard to find.  I constantly think I've hit it, type in a number, and find that the number has done something crazy like selecting another figure or spinning the cameras around.

Alternatively, prevent typed numbers from doing crazy things.  I doubt that anyone actually uses those typed number shortcuts.

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mikegg ( ) posted Fri, 07 February 2014 at 10:30 PM

My two big requests are

1: being able to use the arrows on the keyboard to change numbers in the dialog boxes, like photoshop or Vue. and shift arrow would be by 10's

  1. A real collision detection system in a single frame, that would prevent body parts from going through the rest of the body in unusual poses. It would prevent hands from going through thighs or arms going through the stomach, Or prevent hair going through shoulders or faces when you pose the character, etc. Even better, objects going through bodies, unless you wanted that to happen.

  2. Oops one more...a better grouping system. IE...create a box around objects with the mouse and create a group. Or cntr click different objects to create a group, like most other programs do it. The way poser does it is very confusing and awkward and non-standard.

Mike


Cage ( ) posted Sat, 22 February 2014 at 10:30 PM · edited Sat, 22 February 2014 at 10:32 PM

I notice that a few of the newer features could be improved somewhat.

  1. When copying morphs or weights from one X-symmetrical actor to another X-symmetrical actor, shouldn't the result be symmetrical?  We know Poser is doing morph symmetry quite well, with the Morph Brush.  The same principle should be applied when copying morphs between figures.

  2. Again, a morph symmetry issue.  When dealing with transfer between two X-symmetrical actors, the line of central vertices should not end up zig-zagging all over the place, in the final transferred morph.  Such vertices should remain zeroed on X, assuming they were so-treated in the original morph.

  3. Morph and weight map transfers are very messy, when running "uphill" from a lower-res actor to a higher-res one.  Some smoothing should be applied by the copying process, to ensure better results.

  4. Why are we not permitted to apply morph transfer using props which are not parented to figures?  Add more accessibility and flexibility to the morph transfer capabilities and Poser's toolkit will be greatly improved.

  5. Open up all of this geometry comparison and transfer stuff to Python.  Not just the surface features, the actual morph and weight transfers, but the actual ability to compare one geometry to another, quickly and easily.  Give us that in Python and we, the users, will do things the Poser Team never thought of, with the capability.

Aside from that, I just want Poser to be stable and have most of its legacy bugs fixed.  Poser Pro 2014 is quickly catching up with Poser 8 as the record holder for most crash-prone Poser release, in my experience.  Almost anything can cause it to crash.  Fix these bugs and problems, fill in the gaps in the existing toolsets, and Poser will really be somewhere.  Like, it will be pretty much where they claimed it was when they sold me Poser Pro 2014.  Hmm.  :unsure:

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piersyf ( ) posted Sun, 23 February 2014 at 12:02 AM

Some things I would like to see (some may not be possible);

A better response from Firefly to mesh lighting so we don't have to wait a week for  a render that still has blotchy artifacts (in other words, keep developing Firefly and IDL)

A way to group lights to a single control. IDL works best when you have lights that are where the real lights would be. Many models of new houses use multiple downlights. Sure we can duplicate the lights and move them into position, but how much nicer it would be if I could then group them to a single control (even if it was just on and off).

Lights come from mathematical points or from a direction. Can they come from a mathematical line? This would enable normal lighting like neon tubes; just specify the line length.

I am aware that if SM fix point one, points 2 and 3 will also be remedied...

I'm getting used to the hierarchy table, but having it searchable (if you know the name of the object) might be useful, and/or having a selection tool like the one for the material room. I hate having to fish around for the active sweet spot of items (that may be nowhere near the item) to select them. A picker, same as in the material room... click anywhere on the mesh, it is selected and highlighted in the hierarchy menu.

Keep working on memory management. It's getting better, but is still the worst program on my machine. Texture cache for one does NOT empty even after closing the program (although it might when I open it again)... anyway, the program will just stop after a few hours of working on different scenes, just cycling as it tries to load a texture... even a 'clear cache' option when you've closed a scene...

Just a few off the top of my head...


piersyf ( ) posted Sun, 23 February 2014 at 1:29 AM

Forget my request for grouping lights... I just found the master parameters section in the manual, so Poser already CAN group light controls...


seachnasaigh ( ) posted Sun, 23 February 2014 at 11:23 AM · edited Sun, 23 February 2014 at 11:34 AM

.

  •  network rendering of a singleton render
  •   multithread everything we can (cloth dyn sims, physics, all render passes...)
  •   "mesh light" property setting - the object would cast IDL in proper proportion to its ambient strength
  •    particles - with my own UV-mapped OBJs, and with "mesh light" properties set on a per-material basis
  •     option to keep imported OBJs remotely referenced (not embedding the geometry into the pp2)

1  By networking out a singleton, I mean Queue Manager distributing buckets amongst the remote nodes (aka "RenderCows", "render slaves").  Vue's HyperVue network render controller does this.  Most Poserites don't animate, but everybody makes big final renders.  Networking a singleton by distributing buckets would suddenly make Queue Manager very attractive even to users who never animate.  Imagine being able to add the power of your old computer, the laptop, and your hubby/wife's computer to help your main work computer on finishing a high quality wallpaper render.

2  Multithreading:  just look for any processes which are  time bottlenecks due to single-threadedness, and multithread those processes if feasible.

3  How many times have I seen someone struggle to make a glowing object, because IDL does not respond to high ambience as our eye sees it?  The item doesn't effectively cast light unless it is hyper-ambient (several times greater than 1), but if you set the visible prop with this much ambience, it burns out to a white silhouette.  So, a "mesh light" property tick box would tell Firefly to cast much more light from this object (or material zone) for a given value of ambience.  Thus, your mesh light lamp could have a soft warm glow with an ambience of 0.67 and it would cast an effective amount of light in IDL.

4  Particles - the old utility only used procedurals and one mat zone (preview).  I want to be able to use my own OBJs, retain their UVs and multiple material zones, and to make flames which actually cast light, I  want to be able to designate mat zones as "mesh light".

5  Let's relieve the content maker of several unnecessary work steps.  When I import an OBJ and save it as a prop, I want Poser to offer the option to retain the OBJ (and its .mtl file for users of other studios) as a remotely referenced OBJ, to be placed and named as I choose.

Poser 12, in feet.  

OSes:  Win7Prox64, Win7Ultx64

Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5


Khai-J-Bach ( ) posted Sun, 23 February 2014 at 11:38 AM

improved import functions (eg fix the OBJ importer to remove the smudge bug)

make Collada import for ALL versions (whats the point in exporting it, if you cannot import it? (check how many apps acutally import Collada... lots export, few import)



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