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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 24 8:11 pm)



Subject: Why can't Poser do this? Or can it?


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wolf359 ( ) posted Sun, 22 December 2019 at 3:51 AM

Actually Curtains bedsheets and table cloths are the only things C4D cloth system can handle well.

I have heard good things about Hitfilm.

I just recently migrated the delivery edit of my animated film from Apple Final Cut over to Davinci Resolve 16 on my new win10 PC as part of my .eventual complete migration over to windows that began with Iclone 5.5 years ago.

Even The free version of Davinci has a node based compositor called fusion but I have yet to explore its features.



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Retrowave ( ) posted Sun, 22 December 2019 at 4:45 AM · edited Sun, 22 December 2019 at 4:50 AM

I can heartily recommend HitFilm, even the free version, though I cannot say how it compares to Fusion, cause while Fusion looks more openly sophisticated, HitFilm looks deceptively simple despite being extremely powerful. I keep reminding myself to try Fusion, and no doubt will do that eventually, but it will have to be seriously good and offer a perpetual licence to sway me away from HitFilm, put it that way.

Have to say, I share Wolf's sentiment regards the animation situation. It's not that Poser cannot be used for animation, it's just that it really needs updating in that department. The animation editing in Poser is far too clunky compared to iClone or even DAZ Studio, and it really need not be like that if only they would take clues from iClone regards the sort of animation features that allow people to generate and edit animation quickly and efficiently.

Poser, like DAZ Studio, appears to be throwing the majority of its eggs into the stills basket, which sadly leaves the animation side of things looking a bit worn and dated. Reallusion on the other hand, have realised that the key to everything in 3D, is immediacy, which is no doubt why it does both animation and stills in realtime.

If I were manager for Poser, this would be my plans for her:

  • Replace Poser's viewport with the realtime EEVEE viewport used in Blender.
  • Upgrade Poser's animation editors and add some form of procedural motion and walk designer.
  • Commission Shane to do a realtime-friendly lower-poly version of his figures and include them.

The difference these three key elements would make to Poser across the board, are quite significant. The reason being that everything you do in Poser will all of a sudden, happen in realtime due to having EEVEE. With this in place, along with specialised lower-poly animation-figures to work with, and a more productive animation system in place, Poser would blast through three hurdles:

  • The holy grail of working in realtime would be present for both stills and animation.
  • The lost animation market would be catered for and attracted back to Poser.
  • The performance would be the biggest draw for selling an upgrade, that Poser ever had.

Well designed, animation-friendly figures that were truly designed with the future in mind, along with a realtime EEVEE viewport and upgraded animation tools, would have Poser truly strutting her stuff again, and would genuinely deserve the slogan ...

POSER IS BACK - BIG TIME!


Retrowave ( ) posted Sun, 22 December 2019 at 6:15 AM · edited Sun, 22 December 2019 at 6:25 AM

Just wanted to add something very important following my post above.

Poser has far too much 'legacy' getting in the way of things, and providing the scenario I mentioned above was actually realised, here is how Renderosity could 'shake' the legacy, increase their profits, be left with a clean slate, and all while still catering to the legacy crowd for those who want it.

  • Remove all current content from Poser's default program download, all of it.
  • Remove the old walk designer, it would no longer be needed in view of the procedural animation generator.
  • Supply only one default animation-friendly male and female by default.
  • Package all legacy content into separate legacy downloads for those who want it.
  • Increase Renderosity's profits by encouraging new content using PBR textures for the new EEVEE viewport.
  • Increase Renderosity's profits by encouraging animation block sales for use in Poser's new animation tools.

Shake the waste, new slate, bang up-to-date!

I was just looking at the topology on Shane's figures again. They're so efficiently designed and well topologised that I doubt they would even need a reduction in poly to become animation friendly. What a shame they are not the default figures, especially if the scenario I described above could be realised.

Only thing I don't like about them are the names given to them. Personally I have always thought the names "Alpha" for the male and "Delta" for the female would make sense, especially as they're software figures. The name "Alpha" is also used as a way to describe a dominant male, and "Delta" is genuinely also a female name (Delta Goodrem for example).

The names "Alpha" and "Delta" also have a very nice ring to them, so just in case these ideas ever see the light of day, I hereby claim the names "Alpha" and "Delta" for my own figures. I have no wish to create such figures, but I'm protecting the names in case Renderosity every do this, in which case, they are most welcome to use them.

So anyway, I reckon Shane's meshes with the names Alpha and Delta are the only human figures that should be included in Poser 12's default download. Because those figures, when used in the sort of Poser I described in my previous post, create a sensible, completely viable framework, in which Poser would expand with great success.


wolf359 ( ) posted Sun, 22 December 2019 at 6:29 AM · edited Sun, 22 December 2019 at 6:37 AM

Retrowave posted at 6:28AM Sun, 22 December 2019 - #4374080

I can heartily recommend HitFilm, even the free version, though I cannot say how it compares to Fusion, cause while Fusion looks more openly sophisticated, HitFilm looks deceptively simple despite being extremely powerful. I keep reminding myself to try Fusion, and no doubt will do that eventually, but it will have to be seriously good and offer a perpetual licence to sway me away from HitFilm, put it that way.

Have to say, I share Wolf's sentiment regards the animation situation. It's not that Poser cannot be used for animation, it's just that it really needs updating in that department. The animation editing in Poser is far too clunky compared to iClone or even DAZ Studio, and it really need not be like that if only they would take clues from iClone regards the sort of animation features that allow people to generate and edit animation quickly and efficiently.

Poser, like DAZ Studio, appears to be throwing the majority of its eggs into the stills basket, which sadly leaves the animation side of things looking a bit worn and dated. Reallusion on the other hand, have realised that the key to everything in 3D, is immediacy, which is no doubt why it does both animation and stills in realtime.

If I were manager for Poser, this would be my plans for her:

  • Replace Poser's viewport with the realtime EEVEE viewport used in Blender.
  • Upgrade Poser's animation editors and add some form of procedural motion and walk designer.
  • Commission Shane to do a realtime-friendly lower-poly version of his figures and include them.

The difference these three key elements would make to Poser across the board, are quite significant. The reason being that everything you do in Poser will all of a sudden, happen in realtime due to having EEVEE. With this in place, along with specialised lower-poly animation-figures to work with, and a more productive animation system in place, Poser would blast through three hurdles:

  • The holy grail of working in realtime would be present for both stills and animation.
  • The lost animation market would be catered for and attracted back to Poser.
  • The performance would be the biggest draw for selling an upgrade, that Poser ever had.

Well designed, animation-friendly figures that were truly designed with the future in mind, along with a realtime EEVEE viewport and upgraded animation tools, would have Poser truly strutting her stuff again, and would genuinely deserve the slogan ...

POSER IS BACK - BIG TIME!

Hi , first the Davinci software products are all perpetual as Black Magic design is a quality Cinema/TV production Hardware company primarily.

I only have poser pro 2014 on my older win 7 rig, However I am given to understand that the game dev features were folded into poser 11.x so users should be able to create thier own "game res" figures for lightweight viewport performance and save the animated .pz3 to apply to the hi res actor for the final renders ..correct??.

This brings up to the main problem in updating the poser animation toolset to competitive standards and why I am doubtful of it happening.

FIGURE COMPATIBILITY

Right now Bondware is effectively "crowd sourcing" poser figure development ( again)

With all due respect to the various,talented figure makers in contentionfor the mantle of "Flagship" poser figure. not a single one of them have shown any interest in having thier figure used for animation nor do they have a uniform standard bone rig.

Not that it would matter because the current tool set ( ie talk designer ,walk designer), was made for the vestigial P6 "Jessi & James" and "talk designer" only works with their default face morph during speech

I must assume these animation features work for Paul &Pauline however ...where are they in the current poser scene??

A single poser user trying to make a dialogue heavy short film with Lefemme or the exotic "project E" figure will have to manually hand animate every spoken syllable.

Every Character animation feature of iclone pro works with the current Iclone Avatars including their audio based lipsynch as well as their 3D camera based facial mocap system for full facial performance realtime recording

The same is now true for Daz genesis figures and the current Daz studio animation tool set.

This is easy to accomplish when the company that develops /owns the platform also develops/owns the primary figures and can enforce uniform standards & ensure constant program feature & figure compatibilty.

This also makes it possible for industrious third parties to further enhance the animation tools via the publicly available SDK.

Third parties such as the RMP merchant "lola69" who sells a simple bit of Daz script that enabled me to unlock the closed format of the optitex Dynamic cloth plugin and use MY OWN MODELED Clothing meshes for my animated cloth sims in Daz studio ( pictured below)

Until the current poser native figure Quagmire is resolved, somehow, there will be no clear direction for truly modernizing the Character animation tools IMHO. dynpants.jpg



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Retrowave ( ) posted Sun, 22 December 2019 at 6:38 AM · edited Sun, 22 December 2019 at 6:39 AM

Sorry Wolf, looks like we crossposted. I hear you, but check the post you just missed, I think the answer is Alpha and Delta 😁


wolf359 ( ) posted Sun, 22 December 2019 at 9:22 AM

We agree
the primary figures should be 100% under the control of whomever owns the core software .



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Glitterati3D ( ) posted Sun, 22 December 2019 at 10:45 AM

Renderosity should start charging for the DS advertisements in this thread alone.


Retrowave ( ) posted Sun, 22 December 2019 at 10:50 AM · edited Sun, 22 December 2019 at 10:55 AM

Who is advertising DS?

I personally mentioned it for comparison, but I find it an absolute frustration to use, always have, which is why I don't use it.


Dale B ( ) posted Mon, 23 December 2019 at 11:21 AM

Yeah, Hitfilm is impressing me on the tests I've been doing, enough that I'm springing for the chroma key and particle effects plugins. Just the fact it imports numbered frames instead of being limited to the video file formats like a lot of the so called 'movie editors' are is a godsend.

I'd agree with most of that on the Poser animation front. If there were some way to do it though, I'd keep the legacy if there were enough interest in past figures, and have a switching arrangement to keep the new system isolated. My approach to the figures is that they are actors to me. Content. It's what I can do with them in the pipeline that matters to me, not the experimental nature of most of them. And there are certainly enough open source systems to implement, one stage at a time, for a reinvention of the animation tools. But there does need to be consistency with the figures; that was what put V4 into such a commanding position.

Almost as important is maintaining the Poser-Vue interconnection. Which once I get the ol rendergarden upgraded to load the Cows onto, I'll be cranking out fly throughs with various figures and whatnot to get back in the swing of that end of the pipeline. Very little can compare to Vue when it comes to end stage rendering involving large outdoor environments


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