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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 11 3:50 am)



Subject: What would you like to see in a NextGen figure?


numanoid ( ) posted Thu, 02 September 2004 at 2:34 AM · edited Tue, 11 February 2025 at 11:15 AM

I am building a new Poser figure from scratch. The mesh is 90% complete, just the last touches and tweaks left to go, and then I am starting on the controls and joints. I want this to be a Next Generation figure, something new and different.

I am looking for new ideas of what people would like to see in a Poser figure. Any wild idea will be entertained. The figure is being aimed at realism, so I am not really interested in elf ear morphs and alien deformations, but any requests for new controls, python intergration, mapping methods, polygon layouts, body part grouping, morphs (the model has a pregnancy morph, for instance), etc, are welcome.

Let your imagination run wild and don't be too concerned with the limitations of Poser, I know how to bypass quite a few of them. Anybody and everybody is welcome to add their comments here.

PS. The figure is female (with a pregnancy morph, I should hope so), but the male figure is also in production.

Message edited on: 09/02/2004 02:36


TrekkieGrrrl ( ) posted Thu, 02 September 2004 at 2:58 AM · edited Thu, 02 September 2004 at 2:59 AM

At the risk of sounding like Beavis and Butthead: Some REAL looking genitalia, please! And gravity morphs for the breasts, so they don't look like silicone-based balloons ;o)

A good, poseable tongue would be cool too.

gee this sounds like I'm asking for the perfect p0rn model..It's not my intention

Message edited on: 09/02/2004 02:59

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stewer ( ) posted Thu, 02 September 2004 at 2:59 AM

Proper P5 support - including displacement maps, specularity maps, and no lambert/phong shading would be cool.


TrekkieGrrrl ( ) posted Thu, 02 September 2004 at 3:00 AM

Oh.. Any mapping/Jointing that would allow this new character to use existing clothes/textures would be SO COOOOL!

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You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



numanoid ( ) posted Thu, 02 September 2004 at 3:03 AM

Thanks Ernyoka, The genitilia will be real looking, but will not be "p0rn" enabled. Not going to go into detail explaining what I mean here. Gravity morphs will be built in with a Python script to animate them automatically during animations. Tongue will be a seperate body part (with seperate dials). What else? Let's push the envelope of what Poser can do. Any mad ideas?


numanoid ( ) posted Thu, 02 September 2004 at 3:07 AM

Figure includes specular and ansiotropic maps in the Poser 5 version. The figure will not use any existing clothing or textures. They are not advanced enough for this figure, lol.


stemardue ( ) posted Thu, 02 September 2004 at 3:14 AM

Apart of being absolutely supporting Ernyoka1's request (tired of female genitals looking like public bathroom graffiti and of zeppelin-breasts), a next step very much underrated and underlooked would be independently poseable toes (at least separating big toe from the other 4) and -even more important- more realistic hands, that include the possibility to bend the carpus along its length (imagine a line running from between middle finger and ring finger to the center of the wrist). I'd keep high the poly count in the transition zones, to avoid odd looking shapes and spikes when scaling one group leaving the others unaltered, so - as a last suggestion - a full-independently scaleable model would be great... Looking forward to seeing your model :)


Replicant ( ) posted Thu, 02 September 2004 at 4:09 AM

A butt that looks like a butt and not a barrage balloon when the figure is seated would be good. :o)


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SAMS3D ( ) posted Thu, 02 September 2004 at 4:14 AM

oooooooooooooo, can't wait to see it? When will it be done. Sharen


A_ ( ) posted Thu, 02 September 2004 at 4:26 AM

arms and legs that actually bend well. :)


softriver ( ) posted Thu, 02 September 2004 at 4:50 AM

P5 Support (as mentioned above) and; The ability to simulate soft tissue dynamics. Muscle stress morphs, for instance, tension morphs... Preferably linked to joint parameters for ease of use.


softriver ( ) posted Thu, 02 September 2004 at 4:53 AM

Ummm... you did say "any wild idea", right? If you need help with that one, IM me... I'm not sure how Poser characters are rigged, but I can show you a ton of stuff on how to generate stressor tendons, muscle bulges, etc. based on some experience with softimage.


softriver ( ) posted Thu, 02 September 2004 at 5:04 AM

Now for the not so far out list: 1 clothifiable body parts (such as the joints) preset into separate groups that the user could use or not when they need them. 2 intelligent mapping, probably in Deep UV 3 interior shoulder rotor placement. This means modeling the shoulder so that it extended into the chest, allowing you to lift it without making a hunchback/football player character. 4 A male and female fbm, as well as cartoon/caricature fbm's. 5 Working hip, thigh and buttock joints that don't make your character look horrible while animating. 6 But mostly, I'd like the character to be properly riggged for animation. I just got Vicky 2... what a waste of money. In order to use her I'm going to have to learn to re-rig her in Poser... Pretty pointless since I'm using Poser to streamline animation work that softimage takes time for. ;)


narcissus ( ) posted Thu, 02 September 2004 at 5:08 AM

Seperate map for Transparent parts(Brows,PubicHair,Lash), eyes,head,body and mouth... Realistic expressions! Can't wait to see some previews! pitklad


Gareee ( ) posted Thu, 02 September 2004 at 6:01 AM

Hand "Z "bend" (If you look at your hand, the bones actually allow some bend in the hand portion itself.) How about Easypose for the tounge figure? Facial expression ala Girl Girl shoulder type of bends (No chicken leg shoulders!) A "lite" mesh (30,000 polys or less), and a denser normal mesh (60,000 poly area) I agree.. P5 mats... maybe a P5 muscle displacement map to augment the modelling?

Way too many people take way too many things way too seriously.


pisaacs ( ) posted Thu, 02 September 2004 at 6:05 AM

I think facial expression is a major issue, a realistic mouth area is especially vital here as well as morphs to knock the nose off center a little or the eyes to not be so level. I'd also say muscle morphs that work with the pose, e.g. appropriate bicep and tricep flexing. And, I guess this would be real difficult but you said go there, some way to get the warm and cool areas of the skin to be linked bump maps or something so to get away from the "plastic" looking surface that makes so many Poser people images look the same. The real world ain't like that at all.


Staby ( ) posted Thu, 02 September 2004 at 8:01 AM

A good joint parameter set up that don't require Joint Controlled Morphs, so making clothing stuff would be easier. Also is the joint set up allowed the hands and feet to scale without distortions that would be great. Accuracy of anatomy. I don't mean only sexual attributes, but also the basic shape of the body and the muscular definition.


Gareee ( ) posted Thu, 02 September 2004 at 8:07 AM

Staby, it's kind of a catch 22 with the JCM issue. In reality, when you flex your arm, your muscles bulge. In poser reality, JCMs emulate that. Bottm line is you can have a more "realistc" posable character with JCM morphs, BUT you then manually have to duplicate them in the clothing items for them to match properly, or depend on Crosstalk (works sometimes, doesn't work sometimes, odd effects in P5) To accomplish it. Hmmm I wonder if a python script could be made to duplicate pose settings in the character, and transfer them to the clothing item for this? (Basically duplicate crostalk" via Python...) I'll post a separate thread about this as well...

Way too many people take way too many things way too seriously.


richardson ( ) posted Thu, 02 September 2004 at 8:46 AM

Hi, Numanoid, Too late this time but,I had this idea (ideas are cheap) that one day the entire backbone would be splined into 40 sections or so like a human backbone. Same zones; head, neck, chest, abdomen and hip for treaking but all could be controled from the hip. X rot or "bend aft" would give you a decent arch for a sitting pose. Or, twist aft, or side to side aft...No IK required. Since we are in ideamode, perhaps a lot more (3x) mesh in the hip altogether as this is a weak point in v3 and others. Maybe a new clever set of zones to avoid distortions. Good luck on your model.


Photopium ( ) posted Thu, 02 September 2004 at 8:50 AM

How about a Jaw Joint? -WTB (And all of the above)


Staby ( ) posted Thu, 02 September 2004 at 9:57 AM

Gareee, I know that, but I think I'm a little frustrated because I'm starting to try and do my own stuff and those JCM are not only complicated for me, but also difficult to make at least for me... Ok then, as far as regard the joints I will settle for a set up that don't replicate the problem with the twisting of the abdomen/chest region in M3 and D3...


Gareee ( ) posted Thu, 02 September 2004 at 10:16 AM

Staby, no one said this stuff was easy. JCM type stuff is used on all the high end 3d packages, and it IS complicated work. Here's a great example.. I've got a simple freebie update for my robogirl package.. I did i in a separate runtime, and it works fine. I use packaging wizard in P wizard, and it can't find the textures, or objects. At one point, none of the props or poses worked anymore.. they were ALL broken. This after 4 hours of solid work on a freebie.

Way too many people take way too many things way too seriously.


pakled ( ) posted Thu, 02 September 2004 at 11:53 AM

hmm..I've heard people ask from time to time for sweat (i.e., selective shinyness on parts of the body)..haven't heard of a solution yet..could be something to look at.

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KarenJ ( ) posted Thu, 02 September 2004 at 12:45 PM

Morphs on the body parts to simulate contact with objects. EG when she sits down, her butt should flatten and spread a little. Same for crossed legs, etc.


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ockham ( ) posted Thu, 02 September 2004 at 1:28 PM

Ditto Gareee's request for hand twist. I've bumped into that limitation when animating writing and eating actions. Could it be done with current models by changing the joint falloff settings?

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lmckenzie ( ) posted Thu, 02 September 2004 at 1:40 PM

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The multi-layered texturing Satlle used on his BodyMorpher (http://home.online.no/~kjellil/) figure does a good job on wet skin/sweat etc. Having the extra skin layers available for texture/transparency gives you a lot of great possibilities for altering the skin's appearance, even with plain old Poser 4. I think a multi-layered texture would be a great feature for a new figure.

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TigerD ( ) posted Thu, 02 September 2004 at 1:46 PM

Male fbms is a good idea, but how about a MALE figure. After all, we have Victoria, Stephanie, Dina V, Natalia, The Girl, Maya/AnimeDoll, Posette, Judy, Vina D, Koshini, Eve, Nadya, Olympia, and all their variations (and I'm pretty sure I've missed some). Mike, David, Dork and Don are pretty much ity for the guys. How a guy who can wear Mike's clothes?


cedarwolf ( ) posted Thu, 02 September 2004 at 1:49 PM

Realistic and reasonable hands? And poses?


xantor ( ) posted Thu, 02 September 2004 at 2:00 PM

How about realistic arm and leg muscles maybe with ERC?


Aeneas ( ) posted Thu, 02 September 2004 at 2:08 PM

why not make separate obj for several shoulder-girdle postures? I guess that would be the easiest way to avoid known problems like in the millenium figures. example: arm above shoulder-height, arm below shoulder height.

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semidieu ( ) posted Thu, 02 September 2004 at 2:33 PM

Don't know how to say that... But it would be great to be able to move the body part as it were the bones of a skeleton (The jaw woud be a movable part). And the same as Karen1573, i would like to see some "morphs" so that when the character bend his/her leg, it doesn't make something "ugly", but more realistic.


FishNose ( ) posted Thu, 02 September 2004 at 3:52 PM

The shoulders! Shoulders that don't look like they belong on a huge wrestler or a quarterback, pleeeease.... And not a lot of muscle definition in default, like sixpack and such - def could be included as morphs, but not as default. A 'normal' woman has a fair amount of subcutaneous fat, women are supposed to have it. In reasonable amounts of course :o) :] Fish


lesbentley ( ) posted Thu, 02 September 2004 at 5:15 PM

I agree with everything said by ernyoka1 in post #2. Good genitalia, or at least enough polys to make this posible. Mouth parts as a seperate group so they don't deforme when morphing the face. I never did like the way DAZ, and many others put the breasts in the collers, I find the P4 breasts in the chest much easier to morph without distorting the UV's too much. I would also like some good small breast morphs. The cr2 should have a large number of empty targetGeom channels to take third party morphs, also empty valueParms in the BODY. Both of these can also be usefull for posing "FBMs", ie implimenting a sitdown pose via a valueParm dial. The most disapointing thing about the current generation of figures is the joints, if you can make signficant improvements in this area then I think you are on a winner. In particular forwards bending of the back from the chest actor is a problen in current figures (for one thing the joint center seems too low). Deformations of the buttocks and crotch when bending the thighs are another problen area, also the thumbs. Positioning the endPoint of the head in front of the center (rather than above) so that "Point At" can be used with the head is worth conciddering. Also linking the eye movements to dials in the head via ERC is worth thinking about. Leg IK off by default.


Lunaseas ( ) posted Thu, 02 September 2004 at 5:41 PM

How about some body handles, that you could say move eyes at the same time or move breasts or other areas?


numanoid ( ) posted Thu, 02 September 2004 at 7:15 PM

Thank you everyone. This model is the female. Her name is Geni (for Generic Human Female). The male model is Eric (Geni + Eric = Generic). I have been working on this for two months, maybe another four months to go. (Hopefully) I have made a list of all the suggestions here and I am going to work through them one by one, and will contact some of you to ask for better explanations of what you mean in this thread.


PapaBlueMarlin ( ) posted Thu, 02 September 2004 at 10:04 PM

Definitely realistic and masculine features on the male.



Neo10 ( ) posted Thu, 02 September 2004 at 11:33 PM

go take a look at the stuff anton did for maximus. That kind of stuff is what i would like to see. Damn shame about that model i was really looking forward to it to.


softriver ( ) posted Fri, 03 September 2004 at 2:58 AM

Definitely realistic and masculine features on the male. Yes... I can think of one very unrealistic feature on most male models that makes male artists in particular feel a bit less adequate. ;)


TrekkieGrrrl ( ) posted Fri, 03 September 2004 at 4:03 AM

Yes... I can think of one very unrealistic feature on most male models that makes male artists in particular feel a bit less adequate. ;) You mean the smile morph? ;o)

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



DigitalVixxen ( ) posted Fri, 03 September 2004 at 10:59 AM

Realistic Genitalia on both, more attention to eye details... figures always seem to be dead around the eye area.. not sure why. Definitely would love to see individually moveable toes... better neck and underarm movements... more potential to change the look of the face and body.


vilters ( ) posted Fri, 03 September 2004 at 11:12 AM

2 things 1. real breasts instead of balloons 2. for free

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lmckenzie ( ) posted Fri, 03 September 2004 at 11:35 AM

Just forget the figure and create a set of 20,000 polygon ultra-realistic breasts that can be parented to Vicky. You'll be enshrined in the pantheon of Poser immortals.

"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken


PabloS ( ) posted Fri, 03 September 2004 at 3:55 PM

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