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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 27 5:12 pm)



Subject: Any New Poser


RorrKonn ( ) posted Fri, 09 November 2018 at 2:03 AM

LOL , guess you forgot about Unity n Unreal

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FlagonsWorkshop ( ) posted Fri, 09 November 2018 at 10:57 AM

Open source just means the source code is available. It doesn't have anything to do with licensing for the use of the code. Blender has a GPL License. Unity has a proprietary license. Blender can't go to a subscription model ever with the license it has.


RorrKonn ( ) posted Fri, 09 November 2018 at 4:25 PM · edited Fri, 09 November 2018 at 4:31 PM

diogenese19348 posted at 5:21PM Fri, 09 November 2018 - #4339425

Open source just means the source code is available. It doesn't have anything to do with licensing for the use of the code. Blender has a GPL License. Unity has a proprietary license. Blender can't go to a subscription model ever with the license it has.

LOL, Don't tell Poser being they sell us both Open source Blender and Open source Pixar.Think theres something about a Flash also.

Heres to hoping they sell us eevee to ;)

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

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
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-Timberwolf- ( ) posted Fri, 09 November 2018 at 6:14 PM

RorrKonn posted at 1:12AM Sat, 10 November 2018 - #4339452

diogenese19348 posted at 5:21PM Fri, 09 November 2018 - #4339425

Open source just means the source code is available. It doesn't have anything to do with licensing for the use of the code. Blender has a GPL License. Unity has a proprietary license. Blender can't go to a subscription model ever with the license it has.

LOL, Don't tell Poser being they sell us both Open source Blender and Open source Pixar.Think theres something about a Flash also.

Heres to hoping they sell us eevee to ;)

No, they sell us Physics, GoZ and a not full working cycles render engine. ?


FlagonsWorkshop ( ) posted Fri, 09 November 2018 at 8:11 PM

The GPL license allows you to sell GPL'ed software, it's just that any changes you make to it have to be open source also, and have to be licensed under the GPL which means anybody can compile it for free, give it away for free, etc.

Cycles license specifically says it can be used in commercial software:

"Cycles is an physically based production renderer developed by the Blender project.

The source code is available under the Apache License v2, and can be integrated in open source and commercial software. Cycles is natively integrated in Blender, Poser, and Rhino. The Cycles4D plugin for Cinema4D and a plugin for 3ds Max are available as well." (From https://www.cycles-renderer.org/ )


EClark1894 ( ) posted Sat, 10 November 2018 at 12:37 AM

-Timberwolf- posted at 1:30AM Sat, 10 November 2018 - #4339464

RorrKonn posted at 1:12AM Sat, 10 November 2018 - #4339452

diogenese19348 posted at 5:21PM Fri, 09 November 2018 - #4339425

Open source just means the source code is available. It doesn't have anything to do with licensing for the use of the code. Blender has a GPL License. Unity has a proprietary license. Blender can't go to a subscription model ever with the license it has.

LOL, Don't tell Poser being they sell us both Open source Blender and Open source Pixar.Think theres something about a Flash also.

Heres to hoping they sell us eevee to ;)

No, they sell us Physics, GoZ and a not full working cycles render engine. ?

Bullet Physics is the same that Blender and Maya use. And Both Bullet Physics and Cycles have standalone versions you could use instead.




moogal ( ) posted Sat, 10 November 2018 at 1:55 PM

EClark1894 posted at 2:46PM Sat, 10 November 2018 - #4338936

I don't know if DAZ "created" D-Force or not, but it's hardly an "innovative" move. Poser has had the Bullet Physics engine for several versions now. I'll concede that SM's no marketing genius, But D-Force isn't doing anything that Bullet physics can't. In fact. I believe even Maya and Blender both use Bullet Physics. As for new figures to use. Poser has them. Again, hiring a marketing genius might help. Even Reallusion sees the potential in Dusk and Dawn, the Hivewire figures. I certainly do.

D-Force is a dynamic cloth solution for Studio, I was not aware that people were using Bullet for cloth simulations in Poser. My understanding was that initially only Bullet's rigid body sim was exposed in Poser, and the soft body sim was exposed later. But I'm pretty sure Bullet wasn't integrated in an attempt to address the shortcomings of Poser's dynamic cloth but rather, in the case of rigid bodies, to allow for figures dropping items, knocking items over etc. and, in the case of the soft body solver, to simulate body mass effects such as jiggle and bounce. Either way, VWD seems to me superior to both Poser's cloth dynamics and using Bullet for cloth in Poser. Can Poser or Daz apply soft body effects to a figure's body and then sim the dynamic clothing with respect to the underlying soft body simulation?


EClark1894 ( ) posted Sat, 10 November 2018 at 4:41 PM · edited Sat, 10 November 2018 at 4:42 PM

moogal posted at 5:17PM Sat, 10 November 2018 - #4339495

EClark1894 posted at 2:46PM Sat, 10 November 2018 - #4338936

I don't know if DAZ "created" D-Force or not, but it's hardly an "innovative" move. Poser has had the Bullet Physics engine for several versions now. I'll concede that SM's no marketing genius, But D-Force isn't doing anything that Bullet physics can't. In fact. I believe even Maya and Blender both use Bullet Physics. As for new figures to use. Poser has them. Again, hiring a marketing genius might help. Even Reallusion sees the potential in Dusk and Dawn, the Hivewire figures. I certainly do.

D-Force is a dynamic cloth solution for Studio, I was not aware that people were using Bullet for cloth simulations in Poser. My understanding was that initially only Bullet's rigid body sim was exposed in Poser, and the soft body sim was exposed later. But I'm pretty sure Bullet wasn't integrated in an attempt to address the shortcomings of Poser's dynamic cloth but rather, in the case of rigid bodies, to allow for figures dropping items, knocking items over etc. and, in the case of the soft body solver, to simulate body mass effects such as jiggle and bounce. Either way, VWD seems to me superior to both Poser's cloth dynamics and using Bullet for cloth in Poser. Can Poser or Daz apply soft body effects to a figure's body and then sim the dynamic clothing with respect to the underlying soft body simulation?

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.




Male_M3dia ( ) posted Sun, 11 November 2018 at 7:44 AM

moogal posted at 8:42AM Sun, 11 November 2018 - #4339495

EClark1894 posted at 2:46PM Sat, 10 November 2018 - #4338936

I don't know if DAZ "created" D-Force or not, but it's hardly an "innovative" move. Poser has had the Bullet Physics engine for several versions now. I'll concede that SM's no marketing genius, But D-Force isn't doing anything that Bullet physics can't. In fact. I believe even Maya and Blender both use Bullet Physics. As for new figures to use. Poser has them. Again, hiring a marketing genius might help. Even Reallusion sees the potential in Dusk and Dawn, the Hivewire figures. I certainly do.

D-Force is a dynamic cloth solution for Studio

No, D-force is a physics solution; the first implementation for it was cloth simulation.


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.


wolf359 ( ) posted Sun, 11 November 2018 at 4:27 PM · edited Sun, 11 November 2018 at 4:34 PM

The overwhelming majority of the poser & Daz userbase are still render makers.The rigid body bullet physics ,introduced in poser pro 2014 are wasted on still renders IMHO.

Posers bullet physics is a perfect example of Smith micro being clueless about this market segment.

We few poser animators back then already had this as an option. I was doing rigid body collision animations,in poser, back in the poser 6 days with Paul Kinnane's $49 USD "poser physics" plugin that used Python.

I was easily mixing Rigid body, Cloth dynamics and Character ragdoll in the same simulations.

See this 9 Year OLD video from back then, that I recently moved over from my vimeo page to youtube.

https://www.youtube.com/watch?v=pFVVVUjlkQY

On the matter of soft bodies ...again ..Wasted on still render makers who only need them to create stills of tight clothing pressing into the soft flesh. Something that could like be Faked with the poser morph Brush I would imagine.

Someone recently introduced a ,formerly Carrara only, plugin for Daz studio called "fluidos"

It is like having nextlimits Realflow animated fluid sims right in the Daz studio viewport.

The very first question asked was :

How do we use this for stills??

At least Daz has the wisdom to introduce the cloth simulation

Aspect of their "Dforce" engine,as this gave the PA's something new to sell in the form of pre weight mapped "Dforce ready" hybrid dynamic clothing.... to "drape" for stills.



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RorrKonn ( ) posted Sun, 11 November 2018 at 5:05 PM · edited Sun, 11 November 2018 at 5:08 PM

Would be nice if every app called the same tools by the same name.C4D calls subdivide hyperNURBS ,call it what you want it's SubD's to me .

Male_M3dia If it walks like a duck n quacks like a duck ... it's still dynamic cloth no matter what its called.

wolf359 cool vid ,Alt to try that in Blender ,it would be awesome.

I wish Renderosity would upgrade there spell checker.

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Even if you never know their name ,your know their Art.
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EClark1894 ( ) posted Sun, 11 November 2018 at 6:52 PM

wolf359 posted at 7:25PM Sun, 11 November 2018 - #4339552

The overwhelming majority of the poser & Daz userbase are still render makers.The rigid body bullet physics ,introduced in poser pro 2014 are wasted on still renders IMHO.

Posers bullet physics is a perfect example of Smith micro being clueless about this market segment.

We few poser animators back then already had this as an option. I was doing rigid body collision animations,in poser, back in the poser 6 days with Paul Kinnane's $49 USD "poser physics" plugin that used Python.

I was easily mixing Rigid body, Cloth dynamics and Character ragdoll in the same simulations.

See this 9 Year OLD video from back then, that I recently moved over from my vimeo page to youtube.

https://www.youtube.com/watch?v=pFVVVUjlkQY

On the matter of soft bodies ...again ..Wasted on still render makers who only need them to create stills of tight clothing pressing into the soft flesh. Something that could like be Faked with the poser morph Brush I would imagine.

Someone recently introduced a ,formerly Carrara only, plugin for Daz studio called "fluidos"

It is like having nextlimits Realflow animated fluid sims right in the Daz studio viewport.

The very first question asked was :

How do we use this for stills??

At least Daz has the wisdom to introduce the cloth simulation

Aspect of their "Dforce" engine,as this gave the PA's something new to sell in the form of pre weight mapped "Dforce ready" hybrid dynamic clothing.... to "drape" for stills.

I can't refute much of what you're saying Wolf. You've got a point... up to a point. Remember that Poser was basically conceived as a "posing" tool. And posing is a natural aspect of still life, but not the only one. Over time, Poser has added other layers of realism to the world of still life renders. I admit, Poser caught my eye for it's animation tools, but I was literally only thinking of using it was a quick and easy way to tell stories. My Android webcomics attest to that. Of course, from what I knew about animation back then to what I know now, I saw animation as something that would take enormous amounts of time. I still don't do much animation. Cloth sims, bullet physics, and fluid sims is my idea of dipping my toes in to get my feet wet.

But I also have to agree with you that Poser's marketing sucks. So if the users don't know what Poser can do, that's not the user's fault... that's Poser's.




RorrKonn ( ) posted Sun, 11 November 2018 at 10:51 PM

Didn't rooster teeth used Poser back in the day to start RWBY. Back in the Poser 6 or 8 days.They may still be using Poser.

I know Veggie Tales was started in TrueSpace ,Think version 5.Then they went to LW ,Don't know about now.

Have you seen blenders sintel video

I swear you could make blue vs red in any 3Dapp ,even Poser 3

We have alot of 2018 tools to make what ever we want.

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Even if you never know their name ,your know their Art.
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Male_M3dia ( ) posted Mon, 12 November 2018 at 10:15 AM · edited Mon, 12 November 2018 at 10:17 AM

RorrKonn posted at 11:12AM Mon, 12 November 2018 - #4339554

Male_M3dia If it walks like a duck n quacks like a duck ... it's still dynamic cloth no matter what its called.

Again, if you paid attention, I said the first implementation of this physics engine was dynamic cloth, meaning that's not the only thing it can do, it's the only thing you can see right now. 😀


prixat ( ) posted Mon, 12 November 2018 at 10:24 AM

RorrKonn posted at 4:22PM Mon, 12 November 2018 - #4339554

Would be nice if every app called the same tools by the same name.C4D calls subdivide hyperNURBS ,call it what you want it's SubD's to me .

C4D changed from "HyperNurbs" to the more common "Subdivision Surfaces" a couple of releases ago!

regards
prixat


moogal ( ) posted Mon, 12 November 2018 at 2:09 PM · edited Mon, 12 November 2018 at 2:11 PM

RorrKonn posted at 2:27PM Mon, 12 November 2018 - #4339554

Would be nice if every app called the same tools by the same name.C4D calls subdivide hyperNURBS ,call it what you want it's SubD's to me .

Male_M3dia If it walks like a duck n quacks like a duck ... it's still dynamic cloth no matter what its called.

There's actually a good reason for doing this. Let's say that software "A" implements Catmull-Clark subdivision and calls it "SubD". You are the developer (or on the team) of software "B" and have decided to implement Doo–Sabin subdivision. Do you call it SubD also, as it's the closest functional equivalent in your program to the tool in software "A"? Or do you call it something slightly (or even very) different, say "ObjSmooth" because the tool returns a discernibly different result? Give the tool the same name and you will be expected to answer why the resultant mesh does not look the same as the mesh returned by another software.

In the simplest sense, dynamic cloth is a non-rigid mesh that attempts to cover an underlying mesh as it is posed. Dynamic cloth can be simulated by a robust soft-body solver, and/or by attempting to maintain the distance between the cloth and underlying meshes (possibly then smoothing/relaxing the result). That does not mean every physics sim capable of simulating dynamic cloth is a cloth solver. Beyond just covering the underlying mesh, a cloth simulation should both model friction against the underlying mesh and also incorporate a response to wind/gravity for simulating skirts/dresses, capes, coattails etc. More importantly, to be called a cloth solution, the implementation needs to model cloth-specific traits like sheer resistance, fold resistance, elasticity, etc. These parameters are what allow the simulation to return different results that approximate silk, denim, spandex, etc. IMHO, for the majority of users clothing figures, especially in game development, these parameters can be overkill. 90% of the time we just want the clothing to move with and always cover the underlying figure(s). Folds and wrinkles for example can be modeled into the mesh (or painted into the texture and/or bump maps) and will be persistent as the clothing inherits the underlying mesh's pose. It seems logical to assume that we'd all use a full featured cloth solver whenever possible, that simplified solutions are vestiges of when more accurate simulations required too much RAM and too many CPU cycles to use exclusively. But there are other reasons why an accurate solution might not be desired. If your character wears a hood, you may not want the hood blowing off your figure's head because the wind caught it a certain way. And you probably don't not want Lara Croft's skirt doing the ol' Marilyn Monroe when she steps into one of those subterranean updrafts, either. This is why I have long argued for a hybrid conforming/dynamic solution that is specifically focused on covering the underlying figure as that is what most people want from clothing above all else. But if you want to animate your character changing/swapping clothing, or to be able to heap their clothing in a pile on the floor, you'll likely want a more full-featured cloth-specific simulation.

There's a huge difference between the needs of the pin-up artist working with long glamorous dresses and blouses with long flowing sleeves, and the sci-fi animator/game developer whose cast of characters are mostly wearing form-fitting pants, undershirts, and vests.


wolf359 ( ) posted Mon, 12 November 2018 at 4:58 PM

This is why I have long argued for a hybrid conforming/dynamic >solution that is specifically focused on covering the underlying >figure as that is what most people want from clothing above all >else

Technically Daz "Dforce " is a hybrid system.

The Cloth physics of Iclone are a Hybrid system as well allowing you to decide how much the brim of a sun hat will move in the wind without blowing off the entire hat from the head

All in realtime viewport playback.

https://www.youtube.com/watch?v=xvOb_Nhi8NI



My website

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RorrKonn ( ) posted Mon, 12 November 2018 at 6:02 PM

The future of are CGI universe https://www.youtube.com/watch?v=FlgLxSLsYWQ

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The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
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EClark1894 ( ) posted Mon, 12 November 2018 at 6:17 PM

wolf359 posted at 7:16PM Mon, 12 November 2018 - #4339644

This is why I have long argued for a hybrid conforming/dynamic >solution that is specifically focused on covering the underlying >figure as that is what most people want from clothing above all >else

Technically Daz "Dforce " is a hybrid system.

The Cloth physics of Iclone are a Hybrid system as well allowing you to decide how much the brim of a sun hat will move in the wind without blowing off the entire hat from the head

All in realtime viewport playback.

https://www.youtube.com/watch?v=xvOb_Nhi8NI

You can do the same thing in Bullet Physics. Maybe it's the way you have to set up the simulation.




RorrKonn ( ) posted Tue, 13 November 2018 at 3:28 PM

XXR_GR_R_002.jpg

My awesome garage cycles render .LMAO ,Well it's what I've learned on youtube so far.

Male_M3dia I was paying attention.Physics have been around a long time.

If what to use Physics in a still "like a water fall" just save a frame.

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The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
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Male_M3dia ( ) posted Tue, 13 November 2018 at 6:02 PM · edited Tue, 13 November 2018 at 6:05 PM

RorrKonn posted at 6:57PM Tue, 13 November 2018 - #4339728

Male_M3dia I was paying attention.Physics have been around a long time.

That's good. I just want to make sure you're not spreading misinformation, because it is a physics engine.. that's a fact. Opinions should not be passed around as fact just because someone feels some type of way about a product. 😃

But again we're getting away from the main topic.


EClark1894 ( ) posted Tue, 13 November 2018 at 9:40 PM · edited Tue, 13 November 2018 at 9:42 PM

Male_M3dia posted at 10:28PM Tue, 13 November 2018 - #4339745

RorrKonn posted at 6:57PM Tue, 13 November 2018 - #4339728

Male_M3dia I was paying attention.Physics have been around a long time.

That's good. I just want to make sure you're not spreading misinformation, because it is a physics engine.. that's a fact. Opinions should not be passed around as fact just because someone feels some type of way about a product. 😃

But again we're getting away from the main topic.

No, we're not. The OP asked if Poser users are being left behind. To fairly answer that question invites a comparison of similar features in different software packages. Now, I don't know who developed Studio's D-Force engine, but Poser uses Bullet Physics. The biggest difference between the two I can see is that BP is primarily a Game Physics engine. That's why Blender, Maya, and yeah even Poser, I suppose, initially added it. D-Force, at least as far as I know, for the moment, appears to be using theirs primarily for Cloth simulations. So I'd say we're right on topic.




RorrKonn ( ) posted Wed, 14 November 2018 at 12:49 AM

2001 ? LW7 we called it dynamic cloths I think. If you youtube dynamic cloths you get different apps .I guess dynamic cloths is a general term like .obj . I would think you would have to have a physics engine to run dynamic cloths in any app. Like you need a 3D app for .obj's. I've never been Poser vs DAZ .I've always been Poser and DAZ But Poser n DAZ is nothing but plugins to me so I'm sure not going to get riled up over plugs.I'll use any CGI software I can get my hands on. CGI is Magic to me.

While where waiting on the new Poser might as well make some new meshes for the new Poser and all the other app's while where at it. Learn all we can about CGI.

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

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


shvrdavid ( ) posted Wed, 14 November 2018 at 8:40 AM

RorrKonn posted at 8:30AM Wed, 14 November 2018 - #4339391

Houdini is known for there proceuduals FX . There not known for the Characters support.

Really ? Since when?

Houdini supports more types of rigging than most other 3D apps put together. Auto rigging that actually works for biped and quadrapeds. Export thru Houdini Engine to games, other 3d apps, etc. Muscle rigging, Implicit rigging,dual quaternion, bone deform,etc, should I go on?

Saying Houdini doesn't support characters is a tad odd. Houdini can do basically every type of rigging out there.



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wolf359 ( ) posted Wed, 14 November 2018 at 9:19 AM

D-Force, at least as far as I know, for the moment, appears to be

using theirs primarily for Cloth simulations. So I'd say we're right

on topic.

Daz would have been foolish to introduce rigid body dynamics first.

Pre weight mapped "Dforce ready" hybrid conformers help store sales.

People knocking down bowling pins with poser bullet physics do not provide very many opportunities for poser content devs.

BTW, I have poser pro 2014, and it does not do the same thing as the Iclone's realtime hybrid conformer cloth physics demonstrated in the video I posted.



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RorrKonn ( ) posted Wed, 14 November 2018 at 12:37 PM

shvrdavid posted at 1:27PM Wed, 14 November 2018 - #4339802

RorrKonn posted at 8:30AM Wed, 14 November 2018 - #4339391

Houdini is known for there proceuduals FX . There not known for the Characters support.

Really ? Since when?

Houdini supports more types of rigging than most other 3D apps put together. Auto rigging that actually works for biped and quadrapeds. Export thru Houdini Engine to games, other 3d apps, etc. Muscle rigging, Implicit rigging,dual quaternion, bone deform,etc, should I go on?

Saying Houdini doesn't support characters is a tad odd. Houdini can do basically every type of rigging out there.

I did not say Houdini doesn't support characters. "I said Houdini is known for there proceuduals FX . There not known for there Character support."

Was in the zbrush paragraph but it aplies to every thing "Compare galleries n gather info on forums. Give them a test run for your self."

"Houdini proceuduals is not like any other CGI app."

another info video on CGI app's https://www.youtube.com/watch?v=-RQ7lxph72I&t=0s&list=PL4gh8o-Mzp4fd6juut4e9EyDtQQvy9Icf&index=10

I've always suggest get all the cgi app's. But if that's not for u ,I always suggest follow the studios. Stuidios have been useing Maya for character animation.But who knows maybe tomorrow there use The new Poser,Blender,Houdini.

The only known about CGI ,tomorrow ,there will be big changes.

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

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Even if you never know their name ,your know their Art.
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CHK2033 ( ) posted Wed, 14 November 2018 at 2:10 PM

Both Bullet Physics and Cycles have standalone versions you could use instead.

Good luck finding that,unless you compile it yourself ,I haven't found recent ones yet ? Any links to any working standalone versions of either ? (Actually just the standalone cycles one don't really care for the bullet one ,Playing around with nvidia' physx at the moment )

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shvrdavid ( ) posted Thu, 15 November 2018 at 8:21 PM

Seems odd that someone would say that Houdini is not known for character support. Every version from 10 up has added tons of character tools, and 17 is getting even more of them.

https://youtu.be/MIcUW9QFMLE



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RorrKonn ( ) posted Thu, 15 November 2018 at 11:53 PM · edited Thu, 15 November 2018 at 11:56 PM

shvrdavid posted at 12:37AM Fri, 16 November 2018 - #4339962

Seems odd that someone would say that Houdini is not known for character support. Every version from 10 up has added tons of character tools, and 17 is getting even more of them.

https://youtu.be/MIcUW9QFMLE

Oh no I didn't mean Houdini didn't support characters .SideFX seem to be trying realy hard to catch up to the CGI app's that's been around a lot longer then them.

I meant Houdini is not known for character support buy the movie studios. Houdini FX tools are known from the movie studios. Maya's characters tools are known from the movie studios.

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

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Even if you never know their name ,your know their Art.
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EClark1894 ( ) posted Fri, 16 November 2018 at 6:41 AM

wolf359 posted at 7:39AM Fri, 16 November 2018 - #4339808

D-Force, at least as far as I know, for the moment, appears to be

using theirs primarily for Cloth simulations. So I'd say we're right

on topic.

Daz would have been foolish to introduce rigid body dynamics first.

Pre weight mapped "Dforce ready" hybrid conformers help store sales.

People knocking down bowling pins with poser bullet physics do not provide very many opportunities for poser content devs.

BTW, I have poser pro 2014, and it does not do the same thing as the Iclone's realtime hybrid conformer cloth physics demonstrated in the video I posted.

Can you be more clear? What does it not do that Iclone does? Because all I saw in the video were things that appeared to be blowing up and rag dolls flying around.




RorrKonn ( ) posted Fri, 16 November 2018 at 6:39 PM · edited Fri, 16 November 2018 at 6:42 PM

EClark1894 posted at 7:33PM Fri, 16 November 2018 - #4339976

wolf359 posted at 7:39AM Fri, 16 November 2018 - #4339808

D-Force, at least as far as I know, for the moment, appears to be

using theirs primarily for Cloth simulations. So I'd say we're right

on topic.

Daz would have been foolish to introduce rigid body dynamics first.

Pre weight mapped "Dforce ready" hybrid conformers help store sales.

People knocking down bowling pins with poser bullet physics do not provide very many opportunities for poser content devs.

BTW, I have poser pro 2014, and it does not do the same thing as the Iclone's realtime hybrid conformer cloth physics demonstrated in the video I posted.

Can you be more clear? What does it not do that Iclone does? Because all I saw in the video were things that appeared to be blowing up and rag dolls flying around.

If you want to play with some killer physics, Blender :) The new 2020 Poser alt to be Poser intergraded into Blender plug.

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

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


wolf359 ( ) posted Sat, 17 November 2018 at 5:38 AM

EClark1894 posted at 5:38AM Sat, 17 November 2018 - #4339976

wolf359 posted at 7:39AM Fri, 16 November 2018 - #4339808

D-Force, at least as far as I know, for the moment, appears to be

using theirs primarily for Cloth simulations. So I'd say we're right

on topic.

Daz would have been foolish to introduce rigid body dynamics first.

Pre weight mapped "Dforce ready" hybrid conformers help store sales.

People knocking down bowling pins with poser bullet physics do not provide very many opportunities for poser content devs.

BTW, I have poser pro 2014, and it does not do the same thing as the Iclone's realtime hybrid conformer cloth physics demonstrated in the video I posted.

Can you be more clear? What does it not do that Iclone does? Because all I saw in the video were things that appeared to be blowing up and rag dolls flying around.

@Eclarke I mean this video from my other post

https://www.youtube.com/watch?v=xvOb_Nhi8NI

Can poser bullet physics do this with cloth & wind in realtime? If so.. please post a link to an example.



My website

YouTube Channel



knyghtmare2021 ( ) posted Sat, 17 November 2018 at 5:44 AM

New 2020 Poser?? Did I miss an update???


tonyvilters ( ) posted Sat, 17 November 2018 at 6:55 AM

No you did not miss anything. As stated in the official SM Forum => The Poser team is working on a next maintenance update for Poser11 / PoserPro11 rightfully concentrating on fixing many reported and some internal unreported bugs.

Best regards and have a nice W-End all, Tony


EClark1894 ( ) posted Sat, 17 November 2018 at 7:36 AM · edited Sat, 17 November 2018 at 7:37 AM

wolf359 posted at 8:31AM Sat, 17 November 2018 - #4340068

EClark1894 posted at 5:38AM Sat, 17 November 2018 - #4339976

wolf359 posted at 7:39AM Fri, 16 November 2018 - #4339808

D-Force, at least as far as I know, for the moment, appears to be

using theirs primarily for Cloth simulations. So I'd say we're right

on topic.

Daz would have been foolish to introduce rigid body dynamics first.

Pre weight mapped "Dforce ready" hybrid conformers help store sales.

People knocking down bowling pins with poser bullet physics do not provide very many opportunities for poser content devs.

BTW, I have poser pro 2014, and it does not do the same thing as the Iclone's realtime hybrid conformer cloth physics demonstrated in the video I posted.

Can you be more clear? What does it not do that Iclone does? Because all I saw in the video were things that appeared to be blowing up and rag dolls flying around.

@Eclarke I mean this video from my other post

https://www.youtube.com/watch?v=xvOb_Nhi8NI

Can poser bullet physics do this with cloth & wind in realtime? If so.. please post a link to an example.

I believe so, BUT I could not find a video directly on point. For sure you can use wind and dynamics in the Cloth room. I can only say I THINK you can use wind force and Bullet Physics together during a live simulation at this point. At this time, this was the closest thing I could find to what you're asking. https://www.youtube.com/watch?v=iN-G4yxPOXs&t=55s




EClark1894 ( ) posted Sat, 17 November 2018 at 10:54 AM · edited Sat, 17 November 2018 at 10:55 AM

Okay, looks like I spoke to soon. I knew I had seen this one before, but couldn't remember which one it was. Here's your video.




shvrdavid ( ) posted Fri, 23 November 2018 at 2:27 PM

I meant Houdini is not known for character support buy the movie studios.

No offense, but your clueless. Look up studios like RISE, etc. They use Houdini for basically everything.

I could list many more studios that use Houdini exclusively for their pipeline. But it is very obvious that you know far more about it.......



Some things are easy to explain, other things are not........ <- Store ->   <-Freebies->


RorrKonn ( ) posted Fri, 23 November 2018 at 7:04 PM

shvrdavid posted at 7:56PM Fri, 23 November 2018 - #4340510

I meant Houdini is not known for character support buy the movie studios.

No offense, but your clueless. Look up studios like RISE, etc. They use Houdini for basically everything.

I could list many more studios that use Houdini exclusively for their pipeline. But it is very obvious that you know far more about it.......

Well appeartly I'm outdated .You know CGI ,Blink and ya 10 years behind.

Happy Thanks giving n Merry xMas.

Dear Santa A new spell checker for xmas would be killer :)

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

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


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