Forum: Poser - OFFICIAL


Subject: Is the Poser user base shrinking?

randym77 opened this issue on Aug 03, 2014 · 237 posts


Dale B posted Sun, 17 August 2014 at 6:36 AM

Quote - "@ Wolf

Drop the "un" and we agree. LOL.
Did you try?
It works like a charm in an Animation."

LOL!! no offense but this tool, which I have used extensively,
is a POSING tool.

Understand this; Animation in the 21st century is not done through **"pose setting"**with the Direct manipulation tool OR the parameter dials, auto balance, center of mass or any other viewport manipulator.

It is most effectively done using the spline graph editor manipulating the figures X,Y,Z channels over a RANGE of frames

Now yes, there is this form of vestigial animation called "pose to pose" where by you may have your guy/gal standing and set a keyframe.
then go to frame 65 etc. and repose his arms and set a key frame.
The computer interpolates &create the frames in between
those two poses and his arms move.

This is a carry over from the old days of drawing pictures of each frame on paper during the "Golden Era" of Disney et al.

NO ONE in 2014 animates this way in a CG app because it is slow and produces wildly unpredictable results.
it was only done that way in the past, because back then, only the most uber expensive pro apps had usable Spline graph editors that accessed every channels X,Y,Z Axis's and had a proper Dope sheet to grab and manipulate large blocks of key frames at a time.

In this beginner tutorial
I create a simple short arm animation without touching any of the view port manipulation/posing tools.
http://vimeo.com/4933364

The trend today is even moving away from graph editors& Dopesheets and more towards powerful motion generator& mixing system like the ones linked to by pumeco

Now you are free to use the Direct manipulation tools to create
pose to pose animation if you are so inclined.

Just as you are free to try and build a realistic "rotting flesh"
Shader without learning anything about how the math nodes work.
and Bagginsbill and I can both have a bit of Amusement.

The whole point that the animators continually make is that the tools =are not evolving=. The graph editor is exactly the same as it was in P4. As is the dopesheet. As is the manipulation tools. As is our pernennial favorite, the global IK, which in and of itself has caused more people to throw up their hands and drop Poser as a motion tool than any figure's shortcomings ever dreamed of. The days of the 'Poser Twelve' joke are long gone; there are a lot who manage to use Poser in an animation pipeline (Yay RvB & RWBY!), and a lot more who -want- to....only to slam into the hard equation of Time budget per frame being anywhere from excessive to 'Are You F-ing Kidding Me?' We can do things in Poser's accessible architecture that the big boys either can't or won't. But the longer in the tooth the basic tools get, the more marginal the whole package becomes. They are running out of goodies to offer the still frame crowd; that leaves the motion geeks. The latest Poser version may be aimed at 'game development', but there are a lot of machinima makers who started drooling at the potential there. But who are going to slam hard against the tool limitations. Not the best way to build your user base; glass celings hurt, and the frustration of them leads to backlash....and if a competitor gets a foot in the door, it could get nasty....