Anthony Appleyard opened this issue on Jul 03, 2014 · 39 posts
wolf359 posted Thu, 10 July 2014 at 10:49 AM
"The Poser eco-system has created far more assets that would be perfect for game deployment than any other system to date, Turbosquid included. All that's needed are some tweaks to those items inside a tool like Poser, so they comply with best practices for poly-counts, textures, animation data, morph targets and rigging.
We hope to open up a huge new space for content developers, without having to recreate anything they've previously built."
Just curious but this would only include content makers who agree to legal distribution of their models to game engine's ,even in a decimated state, going forward correct??
so most of the huge library of legacy poser compatible Daz content will likely not be allowed for this purpose unless all of their PA's ,past and present, get on board.
"Keith, it's the former - Poser Pro Game Dev will essentially be Poser Pro 2014 with the new Game Dev version features added to it. All current Poser Pro 2014 features and functionality will be included in the Poser Pro Game Dev version"
Just My Opinion but Why not release a trimmed down purpose built game dev version to attract developers OUTSIDE the current poser community who would have no interest in paying for a full version of poser pro?
and offer a reasonable "Sidegrade" price for the existing poser user who may want to just get access to the low poly figure CR2 creation export .
BTW single mesh single textured figures would be a boon for animators particularly for Sci-Fi armored figures eliminating of the overhead of multiple conformers.
It is the multiple conformers that made Daz studios older FBX/ Collada exporter unusable for all "dressed" figures.
"Oooh, it sounds like the motion end of things is getting a bit of specialized attention..."
It will have to if one has any expectation that the game dev community to adopt it.
At a minimum the IK solver will have to be updated
SM has already Coded in Animated constraints in poser for dynamicly pinning objects to different hands etc.
it should not be too much of a programming leap to fix the IK system as IK is really just a dynamic constraint system ,after a fashion.
Also a no linear motion mixer like the one in DAZ studio Animate+.
A modernized dope sheet and graph editor
Texture&lightmap baking of an entire scene of course.
and the ability to bake poser animation&cloth simulation to PLA/MDD or baking to Alembic would be great.