nerd opened this issue on Apr 10, 2015 · 112 posts
wolf359 posted Sat, 18 April 2015 at 10:00 AM
"But the problem with that is we don't want people buying iClone
Pro and 3DXchange Pro because of how good they are, we wan't the
opposite effect, for those people to look at Poser and come back to it."
Pardon me but ..,,"we"
Please dont presume to speak for what "we" want
speak only for yourself.
First and foremost Iclone Is not a direct competitor for poser
and does not aspire to be.
Iclone is a direct competitor to Autodesk's Motion Builder
Both programs are essentially realtime game engines
Designed to create/Edit realtime Character motion that is to be
ultimately retargeted to other character rigs in OTHER programs for
final animation rendering.
Now yes, both programs can be used for director driven
previsualization and quick & Dirty OGL DX11 "Machinima" Style Instant Movie making.
However their primary purpose is the create the type of live real
time motion editing that you typically do not find available in the
viewports of the major CG applications.
Both programs do this quite well and have many options for
importing /exporting motion Data to other specific applications
including the Major game engines like unity& unreal
Both programs (MotionBuilder& Iclone) handle human mocap from
the various Motion capture hardware devices on the market today.
My point is that these are dedicated systems
for pure character motion building editing.
and the people who buy& use them are
primarily Character animators.
This notion that Smith Micro is somehow going to
suddenly implement Iclone/motion builder style realtime tools
is utter folly IMHO .
The great Majority of the poser user base are Hobbyists
who render stills for personal use& web galleries
followed by those few professional illustrators.
how may need some ready made people and scenery etc.
The reason we now have to essentially use late 1990's Era
web browser technology to access out runtimes, is because
SM could Not afford to pay Ted ( AKA bagginsbill) the fair rate to
code a proper internal library like we had enjoyed since poser 5,6,7, etc.
Yet I see people endlessly banging on, in this forum, About having
the unreal engine in the poser viewport, Iray,Vray and "particle
systems"as though all of this stuff could be implemented at no $$cost$$
For me Poser still Offers a few Character features that are of great
use to My work:
Auto lipsynch from audio files
Conforming clothing
Dynamic Clothing
and material changes with one click.
But for serious animation, Just use something else.