Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)
God, talk about the usual suspects. Lol. Go Posette!
W10 Pro, HP Envy X360 Laptop, Intel Core i7-10510U, NVIDIA GeForce MX250, Intel UHD, 16 GB DDR4-2400 SDRAM, 1 TB PCIe NVMe M.2 SSD
Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5
My Freestuff and Gallery at ShareCG
Thanks for the comparison. I've recently spent a lot of time rigging original human figures for Poser. I think to the extent that the user wants acuracy in the joints and how they look posed, the use of adjustments to Joint Parameters, weight-painting of the mesh, and using the morph brush - are all solutions to get the correct look, no matter which figure one chooses to use. It is possible with a bit of effort inside Poser; so unless the figure is absolutely horrendously rigged and/or grouped, refinements are always possible. Don't let out-of-the-box limitations define which figure is better for one's own purposes.
Eternal Hobbyist
I'm I the only one that gets the felling that Roxie n Pauline was originally Asian and then they made a European from the Asian mesh ?
would explain why Roxie is so short and her eyes.
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Dark Sphere Mage Vengeance
You've got some dark shadows that obscure the figures in some areas. The comparison makes Allyson and Roxie look a bit better than expected in certain areas. I see you've also included V4 (non weightmapped?). Here's Dawn.
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-Timberwolf- posted at 2:02PM Fri, 20 November 2015 - #4239668
"One of these girls is different from the others, one of these girls, do you know which?" But thanks for your summery. :-)
They're all stock Poser figures except V4. So, right: lets get Judy and Miki1020 in here. Miki1020, not really the best posing, but the best default shape, and as allready mentioned, very good expression morphs.
this was a bit of a rush job so I wasnt worrying about the lights. I did just the smith micro figures, and v4 sicne most people are familiar with her. there are plenty of other female figures
Oh my lineup Posette, Jessi and V4 are NOT weightmapped. All the rest are I believe. I'm not very familiar with sydney
In artistic convention certain ratios of head size to height, arm and leg length have different names. Most of the smith micro figures are 'average', with proportions like a real life person. V4 and Jessi 1 are examples of the 'Heroic' type. They have very long arms and legs and a small head in proportion to their height. This is a bodyshape that artists like drawing. You've seen it around a fair amount, especially in comic books.
Here I have v4, paulie, pauline, v4. The first v4 is default, with feet flat and arms unbent at the lebows. Pauline next to her has been altered to match v4's body propotions. The second Pauline is default, with arms bent down. The last v4 has been altered to match paulines body proportions
I find it interesting to see how altering the proportions can change the look of a figure. No morphs were used here, just scaling on arms, legs, torso and head. It was a little tricky to get the shoulder and neck height right on the scaled pauline as v4 has very squared off shoulders and paulines are rounded.
Lyrra
Interesting. Thanks for the comparisons.
For some reason, in the image of Pauline with her elbow bent, the shoulder looks distorted, when in fact the bend in that pose is nice and smoothe. The shadows must be causing some weird artifacts.
I just wanted to note, however, that when I test figures for poses, I frequently use reference pics of real humans because for my purposes, it gets a bit self-defeating to try to get a figure looking as "realistic" as possible in a pose that no human -- even a contortionist -- would really take. For instance, in the pics with the leg up, every figure has a more or less but clearly prominent bubble-butt, which you don't see in actual women who haven't had cosmetic surgery. But that problem tends to diminish dramatically if you rotate the hip/pelvis forward the way it does when living humans raise their legs. Same thing for the bend-forward, touch your toes pose (which you didn't show). Without a lot of hip rotation, every figure gets a crazy looking bubble-butt, but with a more realistic pose, some look better than others. Also, in any pose with the thigh bent upwards, it looks a lot better with the hips rotated and the torso bent. And the thigh bend does not have to be so extreme. To be sure, there are poses in which the knee will come in contact with the chest. But if you try this yourself, you'll find that you cannot do it unless you rotate your hips forward and bend your torso towards your thighs. Even a real human is going to show distortions -- painful ones at that -- if you try to force the thigh into a bend that it really can't take.
Pauline is far from perfect -- as is the case with every figure, and why every figure needs adjustment morphs for specific poses (like Zev0's bend morphs, etc). But one thing I'm really impressed with is her torso bending. She gets a much more realistic tummy bend than the others.
Edit: By the way, I really like your morph and scaling set for Pauline. I haven't picked it up yet, but it's clearly very much an essential package! Thank you!
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
randym77 posted at 9:40AM Fri, 20 November 2015 - #4239784
Dawn compares really well the others. She bends the best, IMO.
I like Pauline's general proportions, but oy, those drinking draw arms.
Yep. The elbow bend is.... old style. LOL. Fortunately, it's actually quickly fixable with some smoothing swipes with the morph brush.
Had to do this quickly to get in before I couldn't edit this comment any more. Some smoothing, one small delicate "pull", and another couple of smoothing swipes.
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
Oh, and I agree. Dawn is definitely worth picking up. Pauline looks like she might have a more easily morphable face. Hard to know until you've really played with them both and given it a try.
Edit: I do note that her default shape is a bit too slender for such a rounded elbow. That would be quite a bit trickier to fix with the morph brush, I think.
I wouldn't buy P11 just for Pauline, though. That's far too much to pay just for a figure.
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
Trickier, but doable. Just a quick attempt. Animators would want a JCM.
Pauline morphs very easily, by the way. It's not like I'm any damned good with the morph brush or anything. But that was surprisingly easy to do. Edit: And I think that's where the real strength lies. Not in how well she bends, necessarily. But in just how simple it is to morph her to fit whatever pose or body style you're rendering. That's actually better than relying solely on a pack of fixes -- because they never cover every possible need.
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
I know other people are working on HD morphs including elbow fixes. Pauline is a very nice base to work with, and out the box most of her bends are pretty good. She takes scaling and morphs very well. I only had to make a scant handful of fix morphs for when I scaled her down so far the mesh started to buckle. For taking a 5 and a bit tall woman and making her 24 inches tall .. that is not too bad.
One of the things I like the least about the new shapes coming from DAZ recently is how lumpy/detailed they are. This is great for those chasing super realism, but for artists who prefer more stylised looks this is less helpful. I'd rather add the sharp detail where and when I need it.
If I'd known the silly thread would get so much learned commentary I would have done better renders lol
I agree that the SIlly Walk pose I used is unrealistic, since humans don't do that sort of thing naturally. I was mostly showing the results of specific degrees of bend on certain joints. Historically the arms up, elbow bend, leg up and knee bends have had the most issues on 3d figures.
For torso flexibility I tend to think V4 actually is the loser. Its not just having a 3 part torso, its her abdomen/hip bend being so high up. This makes it look like her lower vertebra are fused. I think of the lot Roxie has the best torso bend range. I really dislike bending the hip on a figure because it rotates the entire figure. I understand why, but it generally messes up my entire positioning, which I find less than helpful.
On elbow bends ... the fold depends on how much soft tissue the person has when they bend their arm. A heavier person will get much more elbow fold than a thin person. Unless you make a bazillion conditional JCM's there is not really any way to control how it ends up for every morph. I prefer to leave fixit morphs like that to the end user to apply as needed. I made a free morph set for Jessi and later for Roxie that contain morphs, scaling and joint fixes. Jessi needed a lot of help, Roxie very little. In both I left the fixit morphs under manual control.
The smoothing morph brush is one of my most used tools these days :) oh and you can now mask by both group and material in the morph brush. Made the teeth and fingernail morphs much less of a giant hassle!
Lyrra
Lyrra posted at 12:16PM Fri, 20 November 2015 - #4239815
I know other people are working on HD morphs including elbow fixes. Pauline is a very nice base to work with, and out the box most of her bends are pretty good. She takes scaling and morphs very well. I only had to make a scant handful of fix morphs for when I scaled her down so far the mesh started to buckle. For taking a 5 and a bit tall woman and making her 24 inches tall .. that is not too bad.
One of the things I like the least about the new shapes coming from DAZ recently is how lumpy/detailed they are. This is great for those chasing super realism, but for artists who prefer more stylised looks this is less helpful. I'd rather add the sharp detail where and when I need it.
If I'd known the silly thread would get so much learned commentary I would have done better renders lol
I agree that the SIlly Walk pose I used is unrealistic, since humans don't do that sort of thing naturally. I was mostly showing the results of specific degrees of bend on certain joints. Historically the arms up, elbow bend, leg up and knee bends have had the most issues on 3d figures.
For torso flexibility I tend to think V4 actually is the loser. Its not just having a 3 part torso, its her abdomen/hip bend being so high up. This makes it look like her lower vertebra are fused. I think of the lot Roxie has the best torso bend range. I really dislike bending the hip on a figure because it rotates the entire figure. I understand why, but it generally messes up my entire positioning, which I find less than helpful.
On elbow bends ... the fold depends on how much soft tissue the person has when they bend their arm. A heavier person will get much more elbow fold than a thin person. Unless you make a bazillion conditional JCM's there is not really any way to control how it ends up for every morph. I prefer to leave fixit morphs like that to the end user to apply as needed. I made a free morph set for Jessi and later for Roxie that contain morphs, scaling and joint fixes. Jessi needed a lot of help, Roxie very little. In both I left the fixit morphs under manual control.
The smoothing morph brush is one of my most used tools these days :) oh and you can now mask by both group and material in the morph brush. Made the teeth and fingernail morphs much less of a giant hassle!
Lyrra
Yes, exactly! (I understand about the Silly Walks -- I should have made that clear. Sorry. I was mainly making the point so that people who get the impression that Pauline can't bend realistically will realize that some adjustments to the pose itself can yield very good results.) You really need fix morphs to suit very specific situations and body types, and as a result, it's really good when the figure is easily morphed by the end user. Pauline seems to be such a figure. As I demonstrated, fixing Pauline's elbow took me less than five minutes, and I'm far from a pro -- which is why in the past I've hesitated to make a tutorial showing how to do that sort of thing. But with Pauline, it's so fast, even I might be able to put out a vid or two. Using the morph brush really ought be something that every Poser user is willing to get comfortable with, I think. It's just too useful to ignore, and it's not a pro-only feature.
However, as you point out, some morphs will need a bit more expertise. And that's why we really appreciate your hard work! :)
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
When watching the Poser 11 webinar yesterday Charles used the new measurement tool to put Pauline at 6'3". She made me feel inadequate, lol.
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false1 posted at 12:26PM Fri, 20 November 2015 - #4239826
When watching the Poser 11 webinar yesterday Charles used the new measurement tool to put Pauline at 6'3". She made me feel inadequate, lol.
Now, now. I remember watching a documentary about "The Seven Foot Club." There was one guy in the UK who was just itching to get into it. He'd measured himself, and he was, indeed, seven foot tall. But when he got an official measurement, he was "only" 6'10". Apparently, he'd spent so much time stooping to avoid hitting his head, that his cervical spine had bent causing him to lose a couple of inches of height. It was heartbreaking. Point being, no matter how tall you are, you can feel inadequate.
There was also a woman from the US who was 6'11". She didn't play basketball, as many would expect, but she was a volleyball player. She wasn't suffering from acromegaly or anything like that. Just extremely tall. But very athletic -- even with her 40 inch waist, she had a flat tummy. She said she tried to date very tall men, but there were so few that she was overlooking other men's better qualities and was dating incompatible tall men just for their height. When she gave that up she was much happier, and she ended up marrying a guy who was something like 5'9".
I'm married to a tall guy, and while he's wonderful, it's not his tallness that does it. Height, much like breast/pec size or waist and hip size, has been way over valued, IMO.
Edit: I know you were making a joke, btw.
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
moriador posted at 3:56PM Fri, 20 November 2015 - #4239831
false1 posted at 12:26PM Fri, 20 November 2015 - #4239826
When watching the Poser 11 webinar yesterday Charles used the new measurement tool to put Pauline at 6'3". She made me feel inadequate, lol.
Now, now. I remember watching a documentary about "The Seven Foot Club." There was one guy in the UK who was just itching to get into it. He'd measured himself, and he was, indeed, seven foot tall. But when he got an official measurement, he was "only" 6'10". Apparently, he'd spent so much time stooping to avoid hitting his head, that his cervical spine had bent causing him to lose a couple of inches of height. It was heartbreaking. Point being, no matter how tall you are, you can feel inadequate.
There was also a woman from the US who was 6'11". She didn't play basketball, as many would expect, but she was a volleyball player. She wasn't suffering from acromegaly or anything like that. Just extremely tall. But very athletic -- even with her 40 inch waist, she had a flat tummy. She said she tried to date very tall men, but there were so few that she was overlooking other men's better qualities and was dating incompatible tall men just for their height. When she gave that up she was much happier, and she ended up marrying a guy who was something like 5'9".
I'm married to a tall guy, and while he's wonderful, it's not his tallness that does it. Height, much like breast/pec size or waist and hip size, has been way over valued, IMO.
Edit: I know you were making a joke, btw.
The first guy should have seen a chiropracter, might have "straightened" him out.
Any 5'9" guy who could handle a 6'11" woman is a giant among men.
LOL
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LOL. Indeed. I was wrong, though. It turns out the guy she married is 6'2". Still, that's nine inches shorter than her. But even in this case, he's must have succeeded in getting over any fears of inadequacy.
Here she is (Alana Renaud). She looks sweet.:
Btw: I think tall girls rock. They're not freaks. They're just tall. So I'm totally happy with a 6'3" Pauline. :)! (And as Lyrra showed, she can be scaled.)
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
Pauline's geometry looks fine. Her skin map is fine too; her shader, also fine. The only real problem she has is her bends, which leave something to be desired, to put it mildly. More accurately, they are a sin against anyone that has ever smashed their head against the desk in frustration whilst trying to get a rig right. Let's hope she gets some real upgrades when they release Paul, or very shortly thereafter.
In the beginning the Universe was created.
This has made a lot of people very angry and been widely regarded as a bad move.
Black__Days posted at 8:42PM Fri, 20 November 2015 - #4239864
Pauline's geometry looks fine. Her skin map is fine too; her shader, also fine. The only real problem she has is her bends, which leave something to be desired, to put it mildly. More accurately, they are a sin against anyone that has ever smashed their head against the desk in frustration whilst trying to get a rig right. Let's hope she gets some real upgrades when they release Paul, or very shortly thereafter.
Her diffuse skin map is very rudimentary. Have a look at it in a graphics editor. For distance renders it's fine. For close-up, you'll want something with a bit more detail. The height maps are nice, though. The shader could be upgraded for Firefly as well -- though it works well enough in Superfly. She's relatively low poly, but morphs easily, so that's a plus. And, yeah, the rigging is not ideal. Fix via morphs or re-rig the trouble spots (elbows, shins, deltoids), I guess. One thing that makes her much better than Roxie, IMO, is that she has much, much better geometry around her eyes. Real upper and lower eyelids. Plus you can move them around with the facial movement controls.
Edit: Since her default map and obj are licensed as merchant resources, anyone who wants to re-rig her and distribute that is welcome to do so without hassle, I'm guessing. :)
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
No tea and cookies? Lol. I'm sorry, lol. I couldn't resist.
W10 Pro, HP Envy X360 Laptop, Intel Core i7-10510U, NVIDIA GeForce MX250, Intel UHD, 16 GB DDR4-2400 SDRAM, 1 TB PCIe NVMe M.2 SSD
Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5
My Freestuff and Gallery at ShareCG
moriador posted at 1:51AM Sat, 21 November 2015 - #4239936
Edit: Since her default map and obj are licensed as merchant resources, anyone who wants to re-rig her and distribute that is welcome to do so without hassle, I'm guessing. :)
I wish Blackhearted would give her the Girl Next Door treatment.
In the beginning the Universe was created.
This has made a lot of people very angry and been widely regarded as a bad move.
Black__Days posted at 7:25AM Sat, 21 November 2015 - #4239864
Pauline's geometry looks fine. Her skin map is fine too; her shader, also fine. The only real problem she has is her bends, which leave something to be desired, to put it mildly. More accurately, they are a sin against anyone that has ever smashed their head against the desk in frustration whilst trying to get a rig right. Let's hope she gets some real upgrades when they release Paul, or very shortly thereafter.
I know some people have requested to see her topology. No one has posted images yet as far as I know. I'd be curious to take a look. Anybody?
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I was playing around with some of these older meshes, and I could not get over how much I like James and Allyson (until you try to lift allyson's arms or pose James in pretty much any way) Aside from that though, the anatomical detail in the mesh is delightful. James with the muscle morph on and Allyson with GND2 on are both beautiful to look at. I spent a few hours playing with James adding weightmaps and was able to get some decent looking movement out of his shoulders. Not really sure how any of this is relevant though.. so shuttin up now lol
Thanks for posting the mesh Lyrra. Interesting to see the progression. Pauline reminds me of V3 I think, with extra detail in the face.
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everyone is worried about the elbow... an elbow is a very straightforward joint to fix with a single JCM... to be honest i'd be more surprised if a figure didn't have #%@$ed elbows and feet.
im more worried about this. not sure i want to deal with fixing stuff like this. does her thigh always bend like this - are you certain this isn't some anomaly due to a twist or morph?
Well that explains why when we asked to see examples of how she bends, nobody wanted to post examples......Oh well.....Hope they fix that problem.
Well she's open source, so anyone can change her rig or her mesh to whatever they want, but as far as market appeal, the way she loads by default is what most people will be basing their support decisions on. At least until someone else gives her a (desperately needed) makeover that is widely adopted.
Well she's open source, so anyone can change her rig or her mesh to whatever they want
Why when it should be done right as a standardized platform out of the box? People changing rigging etc to fix issues is going to cause headaches for content compatibility for those that choose to support her.
I agree, and that's pretty much what I just said. But that's just how it is. Maybe she'll get lucky and get the blackhearted treatment at some point ;) Fixing her rig isn't that difficult. I've messed around with it a bit myself. Shvrdavid has a nice one he's been working on. Not sure if he's going to release it or not though. We'll just have to wait and see what happens and who does what with her.
******At the other site, I released an improved object file : TaulineB for Pauline, for free for all.
http://forum.runtimedna.com/showthread.php?102354-GIFT-TaulineB-for-Pauline
For our part? SM can release a dog, and call it a cat.
We will turn it into a cow , (but only on blue mondays)
By midweek it will be a lion, and a tiger, but only when it rains.
With snow, we will turn it into a bear. ( but only on uneven W-End days, and if there was thunder on friday)
As long as they provide the tools, we"ll have lots of fun, and Wings, anim8or, and Blender are free for all.******
Vilters? Does your TaulineB bend any better? No, because it is a FBM for a broken base. You guys really failed as testers not picking up these obvious rigging and bend issues but released it anyway. Whatever state the base is in, will filter down to all content based on it, unless somebody specifically releases a fix for it. In my opinion this should be an official fix to ensure standardization. Doing so after a public release is risky, as it could break existing content support if not implemented properly, and that, is the quickest way to end support.
@ Zev0 You know there are things we can not talk about, so I will not.
@ richardphotos Thanks for the compliment. At RDNA there are special treads including answers by SM about black renders. (or true white renders) Most older material room setups will render fine in FireFly as before. But if you want to render in SuperfFly, you will have to adapt older material room setups to the new render engine.
BLACK usually means you are running into the limitations of your GPU. A first work around ; try reducing bucket size. => if that does not help reduce the number and or sizes of the textures used. Mostly you will have to adapt the material room setup to optimise for SuperFly But ; SuperFly can be set up using VERY little nodes.
I do not think it is a GPU problem , as the render at 2800 only took maybe 2 minutes with V4 by herself and the indirect function at about 50%.
thanks for your speedy reply. I will seek out those threads and see if an old man can grasp the situation. I have been using poser since poser 4 pro and never had to adapt like I am with poser pro 11
Zev0 posted at 7:54PM Wed, 25 November 2015 - #4240968
You guys really failed as testers not picking up these obvious rigging and bend issues but released it anyway.
Testers can only point out all the issues they find - and trust me, they did. They have no control over whether or not those issues get fixed.
So then it's the Poser teams fault? Anyways it doesn't matter now. She was released the way she is. It's a real pity because it could have been handled differently. Anyways I just expected more of an effort this time around. There was a lot riding on these new figures.
While I agree that her bends aren't as good as I had wanted... this is a bit of a pet peeve of mine.. I think there should be some sort of requirement for people to post pictures of themselves assuming a pose before they hack down a rig for not being able to.
Not trying to be a bitch guys.. but nobody bends this way.. not in the thigh and not in the shin. And not a single one of you guys taking shots here doesn't know it full well, bad form guys.
The figure has enough well deserved shots against it that you don't need to fabricate or exaggerate issues to tear it down.
Edit: OK with effort I can get my shin to bend that far.. sort of.. her proportions seem off, i feel like the heel should land towards the base of the buttocks, but hers is way up near the top of the buttock. still the thigh bend is completely unfair
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Content Advisory! This message contains nudity
Greetings!
I think a lot of people have seen the new Poser girl Pauline by now. But like any new Poser figure she has features that I think not everyone knows about.
So I have decided to make some renders of all the poser girls lined up so you can see them together.
Here we have the first lineup
From Left to Right
Poser 4 nude woman aka Posette, Jessi1, Alyson2, Sydney, Roxie, Pauline and Victoria 4
These are the figures as they load right out of the runtime, IK turned off and poses zeroed before the arms were bent down. As you can see a range of body ratios, polycounts and heights going on here.
Here I have scaled all the figure to about the same height with an allover Body Scale.
First pose test
The all important arms up test. This checks the range of the collar and shoulder rotation. most figures have some sort of hidden correction going on to fix the bends here and you can see why.
The ministry of Silly Walks brings you pose test 2 - 150 degree bend on thigh and 120 degree bend on shin. Arms up and forearms bent to 90 degrees. As you can see these bends cause a lot of problems which some figures solve and some well ... don't.
So how is all this done you ask?
Well there is a lot more going on under the hood then you can first see. First I'll explain some terms for the confused and then I'll go through and mention which figures have what features.
Joint Deformers - Joint deformers are things like magnets that are built into the figure. They are coded to activate when certain bends reach a specific point. These figures have a 'magnetise' pose with them to add the deformers effect to their clothing. This is what causes the v4 breasts to pop out in some poses, and why the magnetise pose fixes it.
Joint Correction Morphs - also known as JCM's are morphs that will fix crumple and other issues when a certain rotation reaches a specified point. Usually the end user needs to do nothing, it just happens magically. Clothing creators though need to make sure they have matching JCM's in their clothing where needed. Pauline has particular hefty thigh fixing JCM's to keep an eye on.
Buttocks Parts - As you can see on Posette the full human range of motion does nasty things to a figure rigged with hip - thigh - shin. For a while people tried a buttocks part as a buffer to help things out, and it does help.
Torso Sections - Humans can have very flexible spines, leading to a range of bending in the torso difficult to emulate. Most figures have three torso sections - hip, abdomen and chest. Some have added a fourth part usually called 'waist'.
Bodyhandles - Bodyhandles are invisible or hidden parts, usually with no geometry, that allow you to adjust parts of a figure without morphs. You see this often on long skirts, but some poser figures have had them here and there. Easy to miss if you are not looking for them.
Pelvis - The pelvis part has no geometry of its own, so it acts kind of like a bodyhandle, but it is in the main hierarchy of the rigging. This acts as a buffer zone for bends like Buttocks did.
Breast Location - People keep changing their minds on this. Should breasts be on the collars left and right, or on the chest.
Weightmaps - Weightmaps are another method of smoothing the bends. Again this is invisible and in the rigging. This technology uses a painted map to tell the program what squishes, what doesnt and how much.
Posette - breasts on chest. 3 part torso. no buttock. No JCMs
jessi 1 - breasts on chest. 3 part torso. no buttock. No JCMs
Alyson - breasts on collar. 4 part torso. no buttock. Joint correction deformers. invisible pelvis part
Sydney g2 - breasts on chest. 4 part torso. buttock part. Joint correction deformers.
Roxie - breasts on collar. 4 part torso. no buttock. invisible pelvis part. Invisible buttock and breast handles. Joint correction deformers.
Pauline - breasts on collar. 4 part torso. no buttock. invisible bodyhandles for breasts, labia, buttocks, and full face rigging. JCMs
Victoria 4 - breasts on chest. 3 part torso. no buttock. Joint correction deformers. JCMs
Pauline has one notable unique characteristic - instead of using morphs for facial expressions she has a full range of handles on her face for a full face rigging. so you can wiggle her ears and scrunch her eyes and all sorts of things just by moving those around.
Okay I think I've blathered on long enough. I hope that answered some questions about the various figures.
About Judy - yes I left her out. She does not currently ship with poser, so I figured people didnt need to know. She falls in the lineup right after posette and before Jessi 1.
Lyrra Madril