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26 comments found!
1600x1200 -- but you need either a really large screen or an extremely crisp LCD (the latter, in my case). Its a great resolution for graphics apps, though.
Thread: Experimental Poser #5 - Poses Without Posing (Sneak Peek) | Forum: Poser - OFFICIAL
Cool application of GA to a 3D problem. Genetic Algorithms have definitely proven to be great at stochastic optimization over constrained problems with very large search spaces. Have you considered trying to optimize over time as well, for animation purposes? Probably pretty difficult, as the search space explodes even more and a fitness function is probably harder to define. Might make for some interesting research tests though :) -Jeremy
Thread: Open Source DAZ Studio is what we really need! | Forum: DAZ|Studio
A few thoughts:
Building an application like Poser or DS is a very large undertaking. Having designed and built a 3D application of a comparable scale to what you are talking about, I can tell you that you are looking at a minimum of a couple years of development with a dedicated core of at least several developers. The time it has taken DAZ to get to a decent alpha on studio is a testament to this, as is the overall amount of time that has gone into Poser over the years. Could this project be done as an open source project? Sure. It is just a very large job, and regardless of the number of overall contributors, would depend on a few very competent and dedicated core developers to drive it and push it along. Given that, it's certainly possible.
If I were to think of building such a project from scratch, I would probably build on top of wxWindows rather than QT, but QT is certainly up to the task as well -- it's more of a personal preference. I would also probably build on top of an existing open source scene graph rather than building my own (unless you want to do it just for the experience). OpenSceneGraph is a decent open source scene graph that wraps OpenGL, and it can integrate easily with wxWindows. Building a C/C++ plugin interface would of course be ideal, though it is a fairly difficult thing to do well, but integrating Python is simple to do. Actually building a good Python API takes a good deal of time, as the auto-API-generators don't usually quite give you quite what you want, but its a straightforward process.
If you are greatly concerned with having full control over the core of the 3D application itself then rolling your own is certainly the way to go. However, I would have to agree with what some others have said in this thread. You may find it a more rewarding expenditure of time and energy to either write plugins to DS when the SDK becomes available, or extend Poser via the Python interface (the recent work from WeirdJuice gives an idea of how far you can actually take this). Or, if you want to build a whole new posing engine, it may be more rewarding to build a character posing and/or animation plugin for a general 3D app. That way you do not have the burden of building the supporting framework of the entire 3D application, but rather just the part that you want to do well. If you're not into targeting an expensive high-end app like Maya, MAX, Lightwave, Cinema, etc., even something like Carrara has a pretty good plugin SDK. This approach at least gives you a (fairly) stable basis to build on, rather than having to construct all that yourself.
I also have to wonder if ryamka is largely correct regarding the community that would like to see an open source poser-like program built. I would think that if the community were full of software engineers with a background in 3D programming that we would see a much larger group of people creating Python-based extensions for Poser itself. Those I know of that do have the abilities seem to be generally involved in commercial projects. Maybe a misconception -- I dunno.
Anyways, just felt like dropping my $0.02 on the subject.
-Jeremy
Thread: Blurred shadows with ray traced shadows...how? | Forum: Poser - OFFICIAL
I guess another way to do something similar to what I've done here is to duplicate each light and set one copy of each light to raytrace and one copy of each light to shadow map. Then you get a shadow-mapped shadow overlaying your raytraced shadow within a single render. In a quick test, that doesn't produce quite as nice of a result as blending the two different renders on one's own, but would be a little easier to automate, and does look better than either just raytraced shadows or just mapped shadows, at least in an image like the one above. Raises the render time, of course.
Thread: Blurred shadows with ray traced shadows...how? | Forum: Poser - OFFICIAL
Thread: Blurred shadows with ray traced shadows...how? | Forum: Poser - OFFICIAL
Thread: Blurred shadows with ray traced shadows...how? | Forum: Poser - OFFICIAL
-Jeremy
Thread: Which 3D Modeller for this particular user?? | Forum: Poser - OFFICIAL
Thread: Which 3D Modeller for this particular user?? | Forum: Poser - OFFICIAL
Thread: can poser really do animations? cause i rarely see any... | Forum: Poser - OFFICIAL
I think CL may feature a story about this one on their site, but I still have to mention the short "Same Difference". You can see two excerpts of it
"http://www.soulhill.com/all_the_SAME.mov"
and
http://www.soulhill.com/DIFFERENT.mov
The full animation is around 13 minutes. It's done mostly in Poser, and I believe that the excerpts above were even rendered in Poser 4. It's a very cute story with nice animation. Of the two, I particularly like the second excerpt :)
Thread: P6 Wishlist | Forum: Poser - OFFICIAL
OK, I don't usually post here, but I have to make a comment on the post that states that undo functionality is one of the simplest things to code. I have been a professional software developer for 16 years, delivering shrink-wrapped applications, and the complexity of designing and coding undo functionality depends hugely on the application domain. I agree that writing a good undo, even multi-level, is pretty straightforward for some applications (something like a 2D image editor or a text editor, for example), but the more complex and interdependent your data structures are, the more difficult undo becomes. In fact, getting a multi-level undo system right across all facets of a large application in a way that is efficient can be one of the hardest things to do. This is not to say it can't be done. It certainly can, and it should. But it is infinitely harder if the application architecture is not designed for it from the beginning. Adding multi-level undo to an application like Poser that was not designed with that in mind is a very tough job. It's not that people at CL don't know how to write a good undo system. CL's pro-V Studio has a very memory-efficient 100 level undo system, and it, like Poser, also must manage very large and complex data structures. However, although it shares many basic libraries with Poser, it was a new application and was designed and architected from scratch in the last couple of years. As such, the whole structure of how the app works was designed to support complete multi-level undo, which is what made it possible to implement. Even then, a good deal of development effort went into getting undo right, particularly for things like copying and pasting multiple object selections (other features people would like to see added to Poser). So Marc is not overstating the difficulty of adding app-wide multi-level undo to Poser.
That said, I think it is a very important feature to add, and it would be a great addition to P6.
A couple of notes regarding the basis for what I am saying -- I was an engineer at CL until the last layoffs, working primarily on pro-V Studio. Also, I think this has probably been mentioned by someone before, but in case anyone is wondering, there are good reasons why CL developed pro-V instead of spending the same development resources on Poser. In fact, pro-V had a very small development team compared to Poser until the last couple months of its development, after P5 had shipped. Finally, this is not a "don't say anything bad about CL" post -- it is just to clear up that Marc's statements about the effort required to improve undo in Poser are quite factual.
-Jeremy
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Thread: easy enough question for poser 5 fans.. | Forum: Poser - OFFICIAL