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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 11 12:18 am)



Subject: Game Development


EClark1894 ( ) posted Fri, 28 November 2014 at 11:36 AM · edited Sat, 11 January 2025 at 12:44 AM

I'm curious to know if anyone has an example of a game that used or uses elements that were made in Poser, Daz Studio or Blender. If so, could you please post a link to it so I can see it?




pumeco ( ) posted Fri, 28 November 2014 at 12:53 PM

Not a game as such (but it's a game using them sometimes), I see Poser elements being used every week on the self-serve machine at the supermarket when I pay for my weekly shopping.  It's one of those things where you scan and pack your own shopping instead of using a checkout with a person.  Anyway, it has a screen, and there's an animation on it and I'm pretty damn sure it's Poser's Posette that is demonstrating how to use the machine.

I scanned a six-pack of crisps (or chips as you crazy Americans call them) last week, had to scan it around twenty bloody times before it registered on the total, but the lovely Posette didn't seem phased by it at all, she just kept asking me if I wanted to pay cash or card, and finally, in the end it registered so I put it in the carrier.  But no, as soon as I did that she switched her big red light on and started shouting "TAKE IT OUT OF THE BAG!"

Bloody machines, but yup, I see Poser elements every week and it's definitely a "game" when I do :-P


hornet3d ( ) posted Fri, 28 November 2014 at 4:13 PM

Not a game as such (but it's a game using them sometimes), I see Poser elements being used every week on the self-serve machine at the supermarket when I pay for my weekly shopping.  It's one of those things where you scan and pack your own shopping instead of using a checkout with a person.  Anyway, it has a screen, and there's an animation on it and I'm pretty damn sure it's Poser's Posette that is demonstrating how to use the machine.

I scanned a six-pack of crisps (or chips as you crazy Americans call them) last week, had to scan it around twenty bloody times before it registered on the total, but the lovely Posette didn't seem phased by it at all, she just kept asking me if I wanted to pay cash or card, and finally, in the end it registered so I put it in the carrier.  But no, as soon as I did that she switched her big red light on and started shouting "TAKE IT OUT OF THE BAG!"

Bloody machines, but yup, I see Poser elements every week and it's definitely a "game" when I do :-P

I had a similar experience in my local DIY shed, no real people on the tills so I struggled to get the auto till to scan and then it wanted me to put the item in the bag, trouble was it was a six foot fence panel.  The help assistant tried to get the machine to play ball and after ten minutes she had the bright idea of opening a till.  Doesn't matter how good the figure used is, or how well they bend, if the figure is programed by an idiot it does idiotic things.   Oh and that was over a year ago as I have never been back, now use one of the sheds that have this old fashioned idea of using people, you know the ones you can talk to and get an intelligent response.

 

 

I use Poser 13 on Windows 11 - For Scene set up I use a Geekcom A5 -  Ryzen 9 5900HX, with 64 gig ram and 3 TB  storage, mini PC with final rendering done on normal sized desktop using an AMD Ryzen Threadipper 1950X CPU, Corsair Hydro H100i CPU cooler, 3XS EVGA GTX 1080i SC with 11g Ram, 4 X 16gig Corsair DDR4 Ram and a Corsair RM 100 PSU .   The desktop is in a remote location with rendering done via Queue Manager which gives me a clearer desktop and quieter computer room.


hornet3d ( ) posted Fri, 28 November 2014 at 4:15 PM

 Getting back on topic a little it would be interesting to see what response SM had to their trawl of people using Poser for game work.  Would be good to see some of their work or even work in progress.

 

 

I use Poser 13 on Windows 11 - For Scene set up I use a Geekcom A5 -  Ryzen 9 5900HX, with 64 gig ram and 3 TB  storage, mini PC with final rendering done on normal sized desktop using an AMD Ryzen Threadipper 1950X CPU, Corsair Hydro H100i CPU cooler, 3XS EVGA GTX 1080i SC with 11g Ram, 4 X 16gig Corsair DDR4 Ram and a Corsair RM 100 PSU .   The desktop is in a remote location with rendering done via Queue Manager which gives me a clearer desktop and quieter computer room.


pumeco ( ) posted Fri, 28 November 2014 at 6:29 PM

Poor Hornet, lol, but I actually choose to use the machine rather than the standard checkout because I got sick of their underhanded practices, pricing things on the shelf differently to what they cost at the checkout - bang at it they are.  Barely a week goes by where they haven't tried it on with at least one item I'm buying.  They never get away with it now though, because I can see, in my own time, what I'm getting charged as I scan them.

Sorry Clarkie, for the OT


RorrKonn ( ) posted Fri, 28 November 2014 at 7:27 PM

haven't seen any poser or daz characters in games.
there's some venders at daz that sell game license but it's a bit steep and then ya would need to remesh the characters.
I just have pro 14 but what I've seen and herd .
if you look at games ya don't see a lot of what ya see at daz poser stores. 

I know there's a lot of stuff to buy at the stores but very little looks like it belongs in a game.
be best to make a game mesh and sell it as a game mesh for daz poser max etc etc .
it's very easy to make ya own game meshes thou.
a lot of app's for it so ya can have ya own original game mesh .
that's why there's very few game meshes at turbosuide.

on blender forums ya can talk to gamers that make there own game meshes.
& there's game forums like polycount.com etc etc 

 

have seen Vicky used as a guide for comic artist 

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


pumeco ( ) posted Fri, 28 November 2014 at 8:07 PM

"... that's why there's very few game meshes at turbosuide."

I was just about to hit the sack but couldn't resist quoting this one, honestly RorrKonn, your freaking typos are side-splitting!
Well, goodnight then :-D

"Turbosuide" - LMFAO!


RorrKonn ( ) posted Sat, 29 November 2014 at 2:33 AM

Content Advisory! This message contains nudity

 

file_045117b0e0a11a242b9765e79cbf113f.jp 

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


pumeco ( ) posted Sat, 29 November 2014 at 6:04 AM

What the hell, very nice, RorrKonn, alright then I'll forgive you :-D


ssgbryan ( ) posted Sat, 29 November 2014 at 9:23 AM

Games take a bit longer to develop than a render.  I wouldn't expect to see anything anytime soon.  OTOH, I see the SM figures pop up in the most interesting places.  I last saw them while flying with American Airlines, they are all in the evacuation cards..



Teyon ( ) posted Sat, 29 November 2014 at 9:44 AM

There were a couple (literally, I think there were two) on PSN for the Playstation 3. They were downloadable indie games. One was pool game, if I recall... I forget what the other one was. They both used Poser characters. They were still shots of James and Sydney if I recall, in the pool table one.


AmbientShade ( ) posted Sat, 29 November 2014 at 10:46 AM · edited Sat, 29 November 2014 at 10:49 AM

"it's very easy to make ya own game meshes thou.

a lot of app's for it so ya can have ya own original game mesh .

that's why there's very few game meshes at turbosquid".

scratches head

If they aren't game meshes, then what do you think they're being used for?

...

There is a lot of potential for cg artists in the indie game market. Not just anyone can build a functional model, and even fewer can build one that's worth using. I'm hoping 'rosity will soon start trying to tap into that market, as there is a lot of growing profit potential there. 

Also, 2D sprites are still alive and well, especially for web and mobile games. Those don't require low poly counts, cause they're renders of animated 3D models.



sixus1 ( ) posted Sat, 29 November 2014 at 12:32 PM

Over the last few years, our studio has turned out around 60 or 70 animated character pieces for the augmented reality apps attached to books from Brian Haberlin's Anomaly productions. Most of that started with assets he had put together and customized inside Poser in some way. Since a lot of that came from our catalog of monsters and aliens to begin with, it was a good fit for us to come on board and help finish out those productions, but Poser was definitely the starting point. In the past, as well, we've actually used Poser as a low cost animation tool where we would build custom game res figures, rig them for Poser while making sure to have certain compatibilities across the characters that would then allow us to use Poser's pose/animation capabilities to repurpose a lot of animation data across as many as a couple hundred characters in the course of one particularly large production. 

Currently, we're making extensive use of the new Game Dev version of Poser (albeit in conjunction with a lot of in house tools built up through the years) to produce a 1v1 fighting game for Skystorm Studios/Afterburn publishing. Again, most of what we're doing is custom built pieces, but there are some very unique aspects of Poser which, combined with our experience and in-house tools for content production make it an obvious part of our pipeline. -Les


pumeco ( ) posted Sat, 29 November 2014 at 2:14 PM

"Sprites"

Oh wow, now there's a word that brings back fond memories of learning AMOS BASIC on the Amiga :-)
Well now, Amiga, you goddess, that's some "Sprites" and some damn responsive screen-mode switching you got going on there!

Heh, now I know why I grew-up perfectly normal :-D


Teyon ( ) posted Sat, 29 November 2014 at 3:11 PM

http://blog.smithmicro.com/2014/11/06/poser-3d/hoyle-casino/

Here's a blog post we did about one game using Poser content.


RorrKonn ( ) posted Sun, 30 November 2014 at 12:01 AM · edited Sun, 30 November 2014 at 12:05 AM

* Ravenn's quote "it's very easy to make ya own game meshes thou.*

a lot of app's for it so ya can have ya own original game mesh .

that's why there's very few game meshes at turbosquid".

 

AmbientShade quote .If they aren't game meshes, then what do you think they're being used for ?

 

videos & stills.

 

when I say game mesh I mean a low poly count mesh that can be used in a real game
with real time render engines. 

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


seachnasaigh ( ) posted Sun, 30 November 2014 at 12:30 AM · edited Sun, 30 November 2014 at 12:31 AM

     Well, I would only expect the occasional new game to be made.  I would think that it would be far more common for someone to import a GameDev model into an existing game as their personal custom avatar or whatnot.

     My own plans are to use GameDev output as resource-efficient background/filler characters in massive Poser scenes, both stills and animations.

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


moriador ( ) posted Sun, 30 November 2014 at 6:45 AM

Does Second Life count as a game? Because a lot of content was ripped off and used on their servers, and it wouldn't surprise me if some of that were SM's property. 

If the meshes are good enough -- when repurposed -- to run real time on a server with a high user base, surely they'd work in other venues.


PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.


RorrKonn ( ) posted Sun, 30 November 2014 at 3:59 PM

As far as I can remember I've never worked on or played second life. 

second life characters polycount would be under a 1000 I would think.

all online real time games like second life, war  craft half to have small polycounts

and small textures .or ya get lag.

I'm guessing  second life has standard characters but cloths ,building etc. etc..

they could reduce posers polycount and texture size for second life pretty easily even with blender & gimp.

if it's on the web ,well then ,somebodys going to use it one way or the other .
it's why photoshop ,max and all are going to subscriptions.
there latest anti thief attempts.

 

there's a old saying
locks are to keep honest people honest.

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


moogal ( ) posted Sun, 30 November 2014 at 7:55 PM

Well, I think the OP is talking about Poser characters being used in 3D games...  I've seen a few Poser looking figures (2D) in indie and web based games as well.

I'm using Poser to create art for a 2D game at the moment myself.  Not using any characters though, just importing props and rendering in Poser.  My familiarity with Poser and its library structure led me to using it for this game as I have multiple environments with their own light presets but which also share in-game objects.  I wanted to keep my Scene/Props/Lights/Materials organized and Poser is already set up to do that quite nicely.  It's likely at some point I will be creating custom figures and rendering them for use in this project.

I do have a few Poser figures I'd like to run through PoserGD.  I want to try getting them into iClone 6 when that is released and maybe UE4, which I plan on messing around with sometime soon.  If I have any luck getting figures out of Poser I plan to start making custom figures inside of Poser (I've pretty comfortable with the set-up room, just haven't made anything complex yet).  I want to be able to use the same figures in both Poser and iClone and also a game engine (likely UE4 or Unity).  Getting them out of iClone would require 3DXchange Pipeline version, and that's just bit out of my range ATM.


DarkEdge ( ) posted Sun, 30 November 2014 at 9:19 PM

I've had a few conversations with people about this subject, and though I personally see the promise in using game engines; particularly cry and unreal because of their lighting and animation capabilities, the end user market is really geared more towards recreational artists and make art button pushers. For those that really know what they are doing in regards to figures, rigging, etc...it's just as easy to create what you want yourself and go from there.

Some would consider that re-inventing the wheel but there is more involved than just pressing fbx export.

Comitted to excellence through art.


moogal ( ) posted Mon, 01 December 2014 at 6:42 PM

The end user market is probably made mostly of people wanting the best results with the least effort.  A lot can go wrong over the course of an animation, and things that look good in preview may not look so good when rendered.  I imagine a lot of people try animation only to find the results often are not worth the time invested.  Game engines might not look as good as a typical firefly render, yet I can't help but see them as the future of animation on the desktop.


moriador ( ) posted Tue, 02 December 2014 at 12:34 PM · edited Tue, 02 December 2014 at 12:39 PM

The end user market is probably made mostly of people wanting the best results with the least effort.  A lot can go wrong over the course of an animation, and things that look good in preview may not look so good when rendered.  I imagine a lot of people try animation only to find the results often are not worth the time invested.  Game engines might not look as good as a typical firefly render, yet I can't help but see them as the future of animation on the desktop.

I think you're right. For animations, totally. I got half way through making a machinima music-video of Skyrim clips I'd coordinated before I kinda... (and this is sad)... ran out of hard drive. LOL.Even with having to go through a complex workflow and taking multiple "shots" of the same few seconds, AND having a very limited number of "poses" -- it was miles faster (and intuitively much easier) than anything I could have done with Poser. You can approach machinima pretty much exactly the way you would approach actual filming: with a script that hopefully the "actors" follow the way you expect them to and cameras that you control -- and you compile only the very best of the hundreds and hundreds of the individual clips you might save into a whole. None of this slaving over a simple walk cycle and having to make everything absolutely perfect because it's going to take you 3 months to render 1 minute of animation. 


PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.


pumeco ( ) posted Tue, 02 December 2014 at 2:47 PM

I thought I was the only one that ran out of disk space these days!


moriador ( ) posted Tue, 02 December 2014 at 4:05 PM

Thought this was interesting. Not much to do with Poser directly. But it seems that console games are moving away from very low poly meshes for everything.  Shows game specs for Killzone Shadow Fall. Apparently, they're using 40k poly meshes for their closeup LODs. The lighting and shaders look spectacular, too. :)

http://www.guerrilla-games.com/presentations/Valient_Killzone_Shadow_Fall_Demo_Postmortem.pdf


PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.


wolf359 ( ) posted Fri, 05 December 2014 at 8:59 AM

"I do have a few Poser figures I'd like to run through PoserGD.  I want to try getting them into iClone 6 when that is released and maybe UE4, which I plan on messing around with sometime soon.  If I have any luck getting figures out of Poser I plan to start making custom figures inside of Poser (I've pretty comfortable with the set-up room, just haven't made anything complex yet).  I want to be able to use the same figures in both Poser and iClone and also a game engine (likely UE4 or Unity).  Getting them out of iClone would require 3DXchange Pipeline version, and that's just bit out of my range ATM"

Hi We are in the process of a major pipeline overhaul 

which includes,( among many things), a partial migration from Mac OSX to windows 7 and the addition of Real Illusion Iclone Pro & 3D Exchange.,DAZ studio pro 4.7

as well as a long awaited activation of our seat of Endorphin By Natural Motion.

Just a few caveats regarding  an Iclone pipeline 

it only will import outside character rigs in FBX format and prefers FBX 2012.and rigs under 30,000 polys

Any character (other than DAZ genesis) will have to be manually bone mapped in 3D Exchange.

Once bone mapped you can send it to iclone where you can animate it using Iclone's incredible  nonlinear,event based, real time animation system that makes poser's animation system look like even more like the vestigial relic from the 1990's that it truly is.

you can export your Iclone Character back out as FBX via 3DXchange

But we dont have poser pro 2012 so I cant comment on any effort to bring it back to poser with animation data.



My website

YouTube Channel



moogal ( ) posted Fri, 05 December 2014 at 10:44 AM · edited Fri, 05 December 2014 at 10:47 AM

you can export your Iclone Character back out as FBX via 3DXchange But we dont have poser pro 2012 so I cant comment on any effort to bring it back to poser with animation data.

I think you need the much more expensive Pipeline version to do that though...  My plan was to keep my figures Poser ready and export to iClone when needed.  Going Poser to iClone back to Poser just seemed like a recipe for disappointment.  I still haven't yet looked at rigging in 3DXchange though...  I wonder how it compares to Poser's Setup room?


pumeco ( ) posted Fri, 05 December 2014 at 3:04 PM

Love iClone, and that new cloth system looks absolutely spot on, it's exactly the sort of thing I wanted to see in Poser!

All you do is paint a weightmap onto any object you want to be cloth, and it's dynamics are effected by the weight map you paint on it.  Simple, perfect, and "realtime" as well.  Maybe now people will understand why I hate the Poser Cloth Room so much.  And what's even more amazing is that just like in iClone, the same system can be used for dynamic hair, making dynamic hair "realtime" and damn easy to do as well.  That would mean Poser's awful Dynamic Hair would finally bite the dust as well as the Dynamic Cloth - they could "kill two birds with one stone" as they say.

Anyway, that's a bit OT, but hurry up Cooperman and the rest of you, please add this stuff, you're getting clobbered in the area of animation :-(


wolf359 ( ) posted Sat, 06 December 2014 at 9:29 AM

"I think you need the much more expensive Pipeline version to do that though...  My plan was to keep my figures Poser ready and export to iClone when needed.  Going Poser to iClone back to Poser just seemed like a recipe for disappointment.  I still haven't yet looked at rigging in 3DXchange though...  I wonder how it compares to Poser's Setup room"

We have the Pro version and the separate "3D exchange" Application.

Iclone itself (standard or Pro) cannot import or export anything

any custom rigs in FBX format must be brought into 3D exchange and sent to Iclone from there

within 3D exchange there three built in one click auto rigging presets:

3D Max biped types 1& 2

Maya human IK

and DAZ genesis

Any other FBX rig will have to be manually bone mapped as a custom iclone figure

the bone mapping procedure is quiet straight forward

involving clicking on the bodypart bones of the custom template and assigning it to the matching bone in your fbx import.

Once inside Iclone your custom imported figure can now be animated using Iclone's superior animation tools and the BVH Data can be Exported (Via 3D Exchange) for use in poser or DAZ studio.

My advice is the search Youtube for videos on the animation tools of Iclone. it is quite extraordinary to work with.

Now on the Matter of the thread topic specifically

Having now installed the  free Unity4.6 on my new windows 7 PC,

also Make Human (which exports FREE OPEN SOURCED Maya Human IK rigs FOR Iclone and Unity ).

Add to that the ease at which I can send my DAZ studio 4.7 people

( including my legacy DAZ Mike & Vicky 2,3&4 et al, to iclone and /or unity,

I see no logical reason why anyone would spend $400 US dollars to start with poser pro GD or even upgrade for $39 or whatever as an existing poser pro user.

I Understand the myopic view of those who say" I prefer my familiar poser interface"

but if you are planning on actually trying ones hand at Game dev you are going to

to have to leave that "familiar poser interface" for Unreal or unity etc. at some point.

Just my opinion of course ,but with its lack of modern, real time character animation tools and comparatively high cost, I personally dont see "poser pro Game dev"as being a major player in the Gaming content industry.



My website

YouTube Channel



moogal ( ) posted Sat, 06 December 2014 at 12:37 PM

I see no logical reason why anyone would spend $400 US dollars to start with poser pro GD or even upgrade for $39 or whatever as an existing poser pro user. I Understand the myopic view of those who say" I prefer my familiar poser interface"

but if you are planning on actually trying ones hand at Game dev you are going to

to have to leave that "familiar poser interface" for Unreal or unity etc. at some point.

Just my opinion of course ,but with its lack of modern, real time character animation tools and comparatively high cost, I personally dont see "poser pro Game dev"as being a major player in the Gaming content industry.

I hadn't really thought about it from the point of view of a new user.  The GD features are certainly a welcome addition to the Poser tool set, and it inspires a certain confidence that the devs are aware both of their competition and also other markets for Poser in addition to the hobbyist illustrators that first come to mind.

For longtime Poser users with a lot of custom content, Poser GD greatly expands the options for how to use that content.  But if iClone 5 were a shot across the bow of the Poser/D|S ship, I wonder what iClone 6 will turn out to be?


dreamcutter ( ) posted Fri, 12 December 2014 at 4:18 PM · edited Fri, 12 December 2014 at 4:24 PM

haven't seen any poser or daz characters in games.<<
I wont profess to be the best game developer, however these will give you an idea what can be done with decimated DAZ & Poser figures.  Here are several 3D games that you  can play real-time on the web, or droid devices at http://1-ogg.com/

Check out :

Repstar's Papparazzi Shake - Featuring V6.

oggie_parade_pose_640.pngand Bone Flute Hop featuring DAZ 3D's Undead Fiend

papa_slash_1024x768.png



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