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552 comments found!
Thread: Creating a face morph | Forum: Poser - OFFICIAL
Update:
Another way I just tested, which might be a lot easier is to export the head as an obj file and then load it in again as a morph target.
Thread: Creating a face morph | Forum: Poser - OFFICIAL
Whether its the best way to do it or not, or the only way im not sure.
Its a bit hard to explain, but ill try with a step by step guide thingy.
First select the body part where you want the dial to be. Lets say the head (but it can be anywhere even if its a face morph). Select the head of V4 and then select a category headline where you want the Master dial to be, so for instant "Other". In the top of the screen is a small white arrow, next to the "properties" tab, if you click that, you can choose "Create new master parameter", click that and give it a name, this will create a new Dial, which currently doesn't do anything.
When you click ok the "Dependency" menu or what its called will open :) At the top you have two tabs "Keyed dependencies" and "Value operations". You are most likely in the "Value operations" so click on the "Keyed dependencies" tab.
Now what you want to do is to tell Poser which dials this new master should control and how much effect it should have. But you do this by "teaching" it. . Next to the "Start teaching button" it will say "0.0000", click that and set it 1. (If you want a more sensitive dial you can set this to 10 for instant, will make more sense in a second :))
Now press the "Start teaching button" and leave the window open, you can drag it out of the way if needed. Go to V4 and change the values to what you want them to be. Be advised that if you have already set them, you have to set them to 0 first and then to the value that you want them. As you do this you can see they pop up in the "dependencies windows". So go through all the dials that you have changed, until all of them appear in the list. Once you are done. Click the "1.000" in the dependencies menu and set it to "0" again. Then you go through the list in the dependency window line by line. When you select one, it will highlight it in the dial menu on the right. Now you set all of them back to 0 one at the time.
Click the "Stop teaching" button.
Now if you could follow along in this slightly confusing tutorial :D your new dial will now control all of them.
Thread: Poser Pro 11 Path Palette | Forum: Poser - OFFICIAL
Haven't tried the path palette before, so im not an expert. But from what I could figure out from playing around, it seems rather straight forward. You select an object and create a path for it and over a given number of frames it will travel from start to end.
Then you have some pitch, heading and roll settings, which seems useful if you are making a car or plane etc. And you can add more way points that you can place in the scene if you need a more advanced path and tell it to scale or rotate at a given way point.
So if you use the walk simulator and create a walk for La femme, she will walk as she move along the path.
Maybe you are after something more specific? :)
Thread: Poser Has a New Base Figure!! | Forum: Poser - OFFICIAL
Blackhearted posted at 12:35PM Thu, 31 January 2019 - #4344738
3D-Mobster posted at 10:39AM Wed, 30 January 2019 - #4344735
But all in all a very good character which is well needed for Poser :) And again really hope they fix the fingers and add a high dense mesh as well, as it would make her a lot better.
So congrats to those that made her, really well done. :D
Thanks!
A higher density mesh would defeat the whole purpose, and would pretty much nuke all existing content. That is precisely why there are levels of subdivision in poser, an HD morph capability, normal maps, etc. There's absolutely no reason to have a higher resolution base mesh when it's literally one click away. I ordered a mic so I don't have to use my laptop's tinny built-in mic, when it gets here I'll do a tut on making HD morphs.
There are several morphs included that can adjust the hand shape. The hands can be curled a lot more than existing figures because of the metacarpals. Once you start using the metacarpals you'll wonder why figures haven't had them until now.
Subdivision slightly reduces the diameter of the fingers, but I think that people have been looking at V4's horrifically sausageous fingers for too long. Looking at V4's hand is like looking at a bunch of bananas:
I can't believe you just compared her fingers to that, Which I have to disagree with, girls do have meat on there fingers as well :D
But agree with you that the metacarpals helps with curling the hand, I really like that and as you say, I also find it weird why it haven't been added before, its a good feature. I only have the base mesh and see no morphs that can adjust the hand shape, maybe that is from the HD package? Unless you mean the taper, scale etc. Which doesn't do a lot in regards to adjusting the hand shape, except the size I think?
I don't think its the subD that causes the fingers to look skinny, even though as you say it does reduce the mesh slightly. But looking at a hand reference:
To me it seems like the shafts, base and heads are modelled to pronounced or what to say. But anyway guess that is a matter of taste, but personally I would prefer them to be less skinny.
Would be very interested to see how you add HD morphs, especially how you can maintain the details in the morphs from the lowres mesh to the high level one.
Thread: New Poser Version | Forum: Poser - OFFICIAL
ArtofDream do you work in online marketing?
Because making a post with such a headline is one hell of an amazing click bait on a Poser forum. :D
Thread: Poser Has a New Base Figure!! | Forum: Poser - OFFICIAL
Just a quick list of the what I find to be the best and worse things as I see them. But in general I think its a very cool and good quality character, big thumbs up for that. Hopefully those that created her will do some updates for her if needed. Which is why I wanted to give my feedback and so others that might want to know a bit more about her can get some more information.
Good
Very light mesh only around 26k poly, which makes it a joy to work with so if you need a lot of characters in you scene or doesn't have the best computer in the world its a very good choice I think..
Good control of the varies body parts and features. Such as inner, mid and outer eye brows. You can control the ears as well, so in general a lots of facial control which you would expect in a character today. She seems to bend very well, and for those that are used to V4, La femme have an extra waist bone, which allow for smoother bending of the torso, which is nice.
Material setting for both Firefly and Superfly, using a lot of procedural nodes. whether this is considered good or bad, probably comes down to an individual taste. Obviously you can get a lot of details into the skin that way, but if you are not strong in the material room, it might not be easy to control individual settings. Also it can appear sort of like noise in the skin, which might require higher render settings.
Good feet and toe control, very cool.
Bad
I hope they are still planning on updating her and would definitely suggest that the fingers are smoothed out a bit and made less skinny to give them a more natural look as seen in the last image.
In regard to the hand, which is not really a bad thing as its like that in all models as far as I know. But the ability to curl the hand, simply to add more flexibility, especially when posing hands interacting with objects.
Even though the character have a very light mesh and that is good, which rely on subdivision during rendering to get the smooth look, I would have liked if the character had shipped with a higher polygon mesh as well. Maybe with twice or three times the amount of polygons. Simply to make it possible to better customize the character using Zbrush or some other tool. Working with such a low mesh can cause issues if to huge changes to the mesh is made or details are added. Making you rely on normal maps, which can only go so far. So hopefully they will add that option.
There seem to be some dial issues with certain sensitivity dials not being the same. So these need to be corrected, either by saving the character again with the changes or fixed in notepad++ or simply ignored.
But all in all a very good character which is well needed for Poser :) And again really hope they fix the fingers and add a high dense mesh as well, as it would make her a lot better.
So congrats to those that made her, really well done. :D
Thread: Maximum Number of Figures in One Scene | Forum: Poser - OFFICIAL
No clue how many figures I can have in a scene, wouldn't count on a lot :D However it made me wonder whether it would be possible or interesting for Poser to have an Xref functionality. For those not sure what that is, its basically that you load in a very simple dummy object instead of the real model, but as you render the real model is used instead.
Could be nice for making huge crowds, so you would basically get a very simplified character that you had animated or posed before hand and you could simply place them in the scene, without hurting performance. Would welcome such feature :D
Thread: Why are you still using V4? | Forum: Poser - OFFICIAL
wolf359 posted at 6:11PM Tue, 29 January 2019 - #4344480
Well they did release an update to "Pauline" but where is poor paul?? the "John Galt" of male poser figures.
They shuttered their "Content Paradise" store. And left the creation and marketing of poser content to a third party who subcontracts to a dwindling loose informal, confederation of lingering merchants who by and large seem to think that yet another set of Panda makeup for V4 is a sustainable business model.
When all that is done, then focus on improving UI, performance etc.
You make no mention of updating the animation tools to a functional IK system or nonlinear motion clip system or a spline graph editor with more than three interpolation methods and tension controls or key frame culling to cleanup imported mocap.
I see very little potential for Market growth in the area of still image pin up portraits.
Even with the updates to the characters, it is simply not good enough for a program which is based on working with characters. A lot of programs can use and render 3d objects, so at least to me when you shave off everything, character and working with them is the strong point off Poser and Daz3d (Maybe Iclone as well, don't know it that well). SM when they release Poser need to have characters in them, so potential customers look at them and want them and therefore buys Poser. The tools available to 3D artists capable of modelling humans (which are not few) are really good, so at least to me, there is no excuse for SM not to hire a good freelancer to do it for them.
The reason I didn't mention all the things I thought they should focus on, were just to keep it short :)
I don't think they should neglect animation, but I don't agree that there are no potential in still images. I do however agree that images of just characters standing there doing whatever have little potential, but honestly I think its more general thing and not just 3D, at least to me such images offers very little in terms of inspiration for the viewer as they rarely tell any story or have emotions attached to them.
In regards of Poser Dev version, them integrating it into Poser pro, doesn't really count as being their game dev version as I see it. But simply a way for them to make it vanish, and my guess is that the feedback they got, showed them that this is not something they want to support or expand on in the future. SM have a history of releasing a confusing amount of Poser versions, which is basically the same with features turned on and off depending on what name it should have. To me this is also a very poor way of releasing Poser. They should release a single version containing all the features available for that release instead. As I doubt they actually benefit from such way of releasing it, as it simply causes confusion for no reason and in general give off a bad impression I think.
Thread: Why are you still using V4? | Forum: Poser - OFFICIAL
wolf359 posted at 2:17AM Tue, 29 January 2019 - #4344435
Any guesses on what Smith Micro's STRATEGIC MARKET PLAN might be???
I would love to hear them.
Im not so sure that SM should or would benefit a lot from venturing into the gaming market and despite the numbers you mentioned in gaming industry, which is huge no doubt there.
But I don't think a huge amount of those goes to the graphic prefab market. Most of the money goes to big gaming studio which I doubt buy assets, the largest amount probably goes to the mobile market and again I doubt a lot of successful mobile games or games in general contain bought assets. Most are designed specifically for the game internally or maybe through freelancing using common tools in 3D. Like 3ds max, substance painter as you mentioned and so forth.
I highly doubt that Poser or Daz3d have anything to offer to the pipeline of creating games. Which is most likely also why none of them seems to really be used a lot here or talked about as viable tools. So I perfectly understand why SM won't support or sell Poser game dev anymore, it was a bad idea back then and still is :D Unless they can make a tool so unique that game developers can't live without it, they would have to spend so much money and manpower to make anything competitive, which might have a slim chance of success at best.
So to me they should keep focus on what they are, and have said it before but will again :D Keep improving getting better integrated with Blender and the rest of the 3D market and they have to start selling Poser with high quality human/animal models and assets in general. Lets be honest SM have slacked on this for a long time, leaning on Daz characters, which to me is still a complete mystery as their whole software is based on easy to use, good looking assets. Lacking here must have costed them a lot, I would guess. What type of new character and how good quality would be possible to make, should be the first and only concern to begin with when deciding to make a new Poser version, if they then figure out that these characters need some new technology or changes, then they should be concerned about adding that.
When all that is done, then focus on improving UI, performance etc.
Thread: Character changing clothes in timeline? | Forum: Poser - OFFICIAL
Sorry misread what you wrote, thought you were doing an animation :D
But if its not an animation and you are using conforming cloth and the change of cloth is happening off camera, why does the number of frames then matter? don't really understand that. But you could maybe just change the scale of outfit A to 0 at frame 44 that should make it so small that you can't see it and then you scale outfit B into the correct scale at frame 55.
Thread: Character changing clothes in timeline? | Forum: Poser - OFFICIAL
There are two ways I think can think of.
Add both outfits to your character and just hide the one you don't need. So lets say you want to do outfit A first, then you hide outfit B, render the animation from frame 1 to 44. When that is done, you hide outfit A and unhide outfit B and then you render Frame 45 to XXX and then you combine the two animations in a video editor.
Probably the way I would prefer doing it. Is to save or duplicate your project into two separate files so one for Outfit A containing that segment. And another containing outfit B. When you are done rendering outfit A you just open project Outfit B and render that as well. That way you avoid ruining or screwing up one animation part with another.
Regardless of which way you do it, I would strongly advice that you render your animations as image files rather than videos if you ain't already. So in case something goes wrong you can simply render those frames again instead of the whole animation, it can save you a lot of time.
Thread: Why are you still using V4? | Forum: Poser - OFFICIAL
elfguy posted at 5:28PM Thu, 24 January 2019 - #4344202
I use Poser 7 and Vue 6.5, and I also have over a thousand bought items for V4 and M4. Trying to "upgrade" to the latest Genesis would likely mean completely replacing all of this, along with learning a brand new way of doing things. That's thousands of dollars of software/assets and hundreds of hours of practice.
At this point in time I'm fine with V4, until there's a seamless upgrade path. I think she looks great, and my only real complaint is the lack of new products for her.
I think its a general problem with characters regardless of who they are. A lot of stuff is being made for G8 etc now. But when G9 or whatever is released people will end up with the same problems.
To me a lot of it comes down to what type of stuff you prefer creating. For the most part at least when I look at images with G8 characters, its seems to be mostly close up images which they are very well suited for. But if you are trying to build a scene with more than just a character in focus that is wearing armors or clothing etc or maybe some sort of comic book where you know that you are going to manipulate the final render anyway and might not need in your face renders. Then I see little benefits of using the G8 characters compared to using V4/M4 as they are much lighter to work with in the viewpoint if you need a lot of characters.
Thread: Why are you still using V4? | Forum: Poser - OFFICIAL
I think its somewhat incorrect to say that all the characters look the same, whether its V4 or Genesis, as if it somehow defines the limits a character might have. To me it sort of like saying that Batman look the same whether you see him in a movie or a cartoon. The way he looks even with some minor changes to his suit is what defines him as Batman and makes it possible to spot him as a character. Its the same with V4 or Genesis, if you add slightly different textures and only minor changes to them, you can spot them just like batman. But V4 have more than enough polygons in her mesh, that you could make her look like a troll if you wanted and on top of that add normal maps and new textures, making it impossible to know that its based on her.
Thread: Why are you still using V4? | Forum: Poser - OFFICIAL
TheDarkerSideOfArt posted at 8:40PM Fri, 04 January 2019 - #4335602
No because Christiania is no longer the same....so why even go, Im on a Denmark strike for now. ? I'll just send my support.....from afar lol ?
Christiania is pretty much back to normal and sells hash just as before :D. So as expected when a government comes up with a "good" idea, it gets caught up in political issues and things fall apart. So all they manage to do were to get it spread throughout the whole city and start a drug war between two gangs just where I live, so one group on each side of me. So that's is just excellent :D
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Thread: Custom UI possible? | Forum: Poser - OFFICIAL