Forum: Poser - OFFICIAL


Subject: Any New Poser

arrow1 opened this issue on Oct 18, 2018 ยท 140 posts


moogal posted Sun, 11 November 2018 at 2:43 PM

EClark1894 posted at 3:27PM Sun, 11 November 2018 - #4339502

DAZ Brian called D-Force, a Physics Engine. https://www.daz3d.com/forums/discussion/203201/daz-3d-introduces-dforce-physics-engine

BP's has three Object types, so maybe that's where you got side tracked.

Choreographed dynamic objects is used to define stationary or animated objects in your scene that the dynamic objects will collide with. Such as a ground, tree, wall, etc.

Rigid dynamic objects are those which will interact with other objects, but which will maintain their shape when they collide with other objects in the scene.

A soft dynamic object will change its shape or appearance when other objects collide against it. These are the objects that most people think of, like jiggling breasts, bouncing bellies and cloth objects.

I've never used VWD, so I can't speak to that. I'm also still learning myself, so other than watching a webinar by Chuck Taylor and a tutorial by Renderosity's Mark Bremmler several times I can't speak with any kind of authority other than to say I like what I see and using with the Live Simulation mode is far superior to Poser's Cloth sims.

OK, so you do acknowledge it might be an improvement over Poser's offering. On re-read I see what you likely mean by it not being innovative, as it is an obvious feature whether or not Poser has a similar functionality. "Innovative" is kind of a loaded term in that it can mean different things to different people. For some people it means introducing a technology or functionality that does not exist elesewhere, for others it can just mean improving on an ubiquitous tech or function in a clever and elegant way. E.g. Puppeteer is an innovative improvement over posedots because of the way the strength of the posedot is affected by the path drawn. I inquired some time ago about using VWD with the soft-body sim and was informed it would not work as the cloth sim could not access the results of the bullet sim. Presumably it would lead to the parts affected by the soft body sim popping out of the clothing as the sims would be working independently. I feel that the various Poser devs did do a good job of adding these features over the years, but did not implement them in the most user-friendly ways... It's strange to me, how hard it is to say convert a pose to a figure with different rigging, or convert a body texture from a figure to one with different mapping. I can think of ways to do both that would be more "innovative" than what has currently been implemented.