Forum: Poser - OFFICIAL


Subject: Which would you rather have?

EClark1894 opened this issue on Sep 24, 2014 · 84 posts


DrNewcenstein posted Sun, 19 October 2014 at 2:23 PM

I would like to see SM buy out Marvelous Designer, or at least license the product for inclusion inside Poser. It's hilariously easy to make clothes with this program, as quite a few merchants have been using it over the years to make Poser content (once you get into the program, you'll spot a few things that are too similar to be coincidence).

 

The Cloth Room and Hair Room are fine, they just need to be fixed:

 

The Cloth Room's default settings are for everything to behave like water. It's a CLOTH Room, not a BATH Room.

 

The Hair Room needs a great deal of explanation. Back when we had printed manuals and got software on disks in boxes, even then there was a one page blurb that said "click this tab to enter the Hair Room. Click anything else to leave it."

Yes, it's the bane of Poser users everywhere, and while I'm no fan of Blender, I'm shocked that a freeware app beats the pants off Poser's Hair Room. They've had 15 years to make it right (it used to be an Easter Egg in Poser 3 in 1998 - you typed "hair" to access it, along with "tree" to access a basic plant-making program that didn't work).

But, with any luck I should be able to get at least one tutorial on the Hair Room uploaded soon. Been killing it all weekend, and I think I've finally made it my bizatch :lol:

It's actually simple once you get the right work flow going, but it's time-consuming, tedious, and really, really repetitious. And it's easy to bjork it all up.

 

 

Lupus: Poser as a simple (heh) mesh editor is already built-in, by way of the Grouping Tool. While you can't generate a mesh from vertices as with TrueSpace et. al., you can very easily take any imported mesh apart piece by piece with the Grouping Tool. I've even modded Skyrim assets with it (though getting it back into Skyrim is a PITA involving 3 other programs and a laundry list of hacks you need to make to the mesh itself).

 

Obviously there are other mesh-editing tasks it can't do, such as surface sculpting and whatnot, unless you really tweak the living crap out of something with magnets and deformers and parent it onto a common base object with some degree of surface separation, but yeah, simple Boolean operations would be nice to have natively in Poser.

 

-Quietrob: As for generating worldspaces, there is an item that claims to do that for Poser. I'll have to find the link I ran across the other day. It's not that Infinito at Daz, it's something else.

However, the "without disappearing" part is probably not possible unless you're on a very high-end system. Games are designed to not render that which is beyond the player's current view, and to load low-detail assets at the farthest range (depending on the system's power) and gradually increase the resolution of those assets as you get closer. Poser, not being a simulator, can not possess this functionality, nor make use of it. If you've got items disappearing from view in Poser, you may want to tweak the camera properties. I have imported large-scale assets into Poser and had to back the camera way off to even see them, and then scale and manipulate the other camera settings to keep it from disappearing.

 

Speaking of which, I'd really like to see Poser abandon the MicroCosm scale factor and get on board with the industry standard sizing. Assuming there is one, of course. If not, there needs to be one so that import/export functions between anything that can import/export 3D meshes does so at the exact same scale.

 

-wimvdb: lupus was talking about the render buffer, not parceling out render work to something else. The render buffer is the little strip of most-recent renders to the left of the main window.