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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 24 6:22 pm)
A timed automatic save feature. You can use it or not. Sure it's a pain to be in the middle of something and have the auto save kick in but it's saved my bacon plenty of times in AutoCAD! Sure, I could hit the save button myself but when you get in the zone... well, you know. As far as the undo, allow multiple undos. Occasionally I'll try something and keep going with it only to change my mind and only being able to go back one step gets kind of irritating. Yeah, yeah, I know "save" again, but I may want to go even further back than that.
Already put up a list :) Perssonally, if it can be made to use threading and multiple processes, it would be very much improved. Otherwise, all my wants/desires are in da link. /P
Note that the face room is functional with 3rd party figures if they are made according to the specs for it. The specs must be licensed from facegen.
thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)
It's been a while since I've been here, so I'll take a few whacks as well.
All I want to see, all I need really...
...is speed.
I Poser6 is just Poser5 than renders in half the time, I'll buy it.
I know how to save, I don't remember the undo working right in Poser4 either.
I don't want multiple versions, it's tough enough working on one set of bugs.
Don't worry about the characters, I'll make my own.
Don't worry about getting funky with the lights, my only problem is that too many affect render times.
Just make it fast.
I want to start rendering, go get some coffee, and have it be done when I get back.
That's all.
Keep the file structure so we can continue to hack it.
Get rid of some of the overhead, don't put anything else into it.
Just make it fast.
I got better things to do with my time than find workarounds for new bugs in new features.
Just make it fast.
Mark
Renders that don't "freeze" or "lock-up".
Greater stability. More efficient use of system resources. Smaller footprint.
Better lighting. HDRI.
Full compatibility with V3/S3 & M3 in the face room.
Better default figures would be nice.
Ability to import Vue Infinite/Vue 5 scenes -- just as Vue can now import Poser scenes.
BTW - NO flamewars! This is an I-wanta thread!
A noble goal. I wish you every success.
my wish is that by the time Poser6 comes out I will be a functiong artist in Poser5. Really, there is already SO MUCH in there, and so many brilliant minds like dr. geep and maxx and oakham and face_off and stewar and many others to open doors to possiblities, i feel like everytime I work with a tool, some new possibility opens up right in front of my eyes. OH, and dual processor support. ::::: Opera :::::
Whooo - I just spent way too long typing this, I hit refresh, and suddenly there's 11 responses ahead of me - obviously a subject close to our thoughts . . . G My thoughts; 1 Tiered library structure with independent drag-and-drop capabilities from separate and/or add-in file/asset browser utilities. Ability to keep several libraries open simultaneously and/or minimized as desired. Love to be able to keep 2 or 3 instances of something like P3d0 or Windows explorer open and drag-and-drop assets into a scene or apply a pose/MAT/MOR file to a selected element the same way. 2 A real status bar that tells the user what Poser's primary focus/process is in real-time. If 92% of Poser's resources are tied up searching for a particular texture, or interpreting a geometry, I'd like to see that at a glance. Coherent/relevant error messages and effective error-trapping would be an imperative. Meaningful progress bars would be a plus as well. 3 User-selectable front-ends/modes, such as "Newbie" with tons and tons of "what would you like to do now; A/B/C/..." wizards and popups (this could be an optional add-in for training beginners); Beginner, with lots of tool-tips and and prominent descriptive menus; Medium, for semi-proficient users; and Expert mode with most tools minimized, and lots of hot-keys and memory dot-type macro options. 4 Make Content Paradise a user-definable preference. Why insist on including an irrelevant option that seems to irritate so many? 5 In fact make all the rooms user-definable preferences. Why waste the resources and screen real-estate for operations that many users only use on certain occasions, or only play with once or twice in a blue moon? 6 Effective configurable levels of undoes would be a great boon. Perhaps something like a User preference for doing auto-saves periodically in the background to a temporary/session folder without overwriting any primary or existing PZ3's? I used to love the auto-save feature in WordPerfect when my primary use of a computer was word-processing. 7 Forget about new characters and such for now. Poser4/5 comes with a selection of assets to start with, and there's an incredible profusion of 3rd-party add-on characters and add-ins both free and commercial from all over. CL should concentrate on developing the Poser environment without diffusing their effort by trying to reinvent the wheel. No matter how great any additional included assets/characters might be, it won't please everyone, and the Poser community gets pretty strident when CL's efforts in that direction fails to support each and every user's pet projects in every way. Any efforts in that direction will be the virtual equivalent of passing out expensive custom-crafted bludgeons to be beaten with. (Anyone else recall the P5 animal fuss over one single remark in one thread by kupa?) . . . just my 2 cents worth, oposing views expected and encouraged . . .
. . . just my 2 cents worth, oposing views expected and encouraged . . . Uh, oh........
"OH, and dual processor support."
claps I second that! Also native network rendering capability. ;-)
I guess my "wish" list would be something like this (in order of importance to me):
;-)
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User-selectable front-ends/modes, such as "Newbie" with tons and tons of "what would you like to do now; A/B/C/..." wizards and popups (this could be an optional add-in for training beginners); Beginner, with lots of tool-tips and and prominent descriptive menus; Medium, for semi-proficient users; and Expert mode with most tools minimized, and lots of hot-keys and memory dot-type macro options. Yes! A "Playhouse" version or a Playhouse mode, where total beginners (who do not know if they want to invest the time to become experts) can have fun and get started by doing simple things like posing pre-dressed figures in pre-constructed scenes. P4 provided something like that with its dressed figures, but as Poser has become more powerful and renders more realistic, that has gone bye-bye. Beginners should have a fun way to get and THEN get on the learning curve if they want to. That would and that would increase the audience/marketplace for Poser stuff. Right now, you have to learn about conforming clothes and too much other stuff just to play around. Also, I would do away with the Library Palettes and convert to a more Windows-like file menu structure for loading props, etc. Why not? Photoshop and most other serious CG programs have this.
You need to make Dr Geep rich beyond his wildest dreams of avarice, on the way to having him do the manual for you. I second that.
Actually, I would advocate "basic" manual sections for novices -- and "advanced" manual sections for those holding 3D PhD's.
"Poser for Dummies" combined with "Advanced Quantum Poser Mechanics Theory" -- in separate groupings.
Perhaps even two separate manuals. The elementary manual could ship out with the P6 product; the advanced manual could be offered for sale as a separate item (although including it in the package would be nice).
I'd like to see better support for long animations. Instead of having to switch to a new PZ3 for every change of parenting or camera, you should be able to switch "scenes" instead. I can do this with Python, but it's clumsy at best. Would be much neater if the series of scenes could be run on the same timeline, with names and descriptions for each.
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You need to make Dr Geep rich beyond his wildest dreams of avarice, on the way to having him do the manual for you.<< At the very least have a couple chapters of tutorials in the manual (or even a separate tutorial book), and letting Dr geep write it would'nt be a bad idea...
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Actually, let's =NOT= fiddle-fart around with OpenGl. The standard is in flux with the new shader 3.0 being hacked at, the issue of driver support from the commercial companies is simple....they slant the driver modes to support faster gaming, which is not good for graphics applications. Sure the P5 scanline mode engine is old. It's also why you can run P4 and P5 on anything from a Pentium or K6 up with no trouble. And you can run it on anything from an 256meg ATI 9800 to a 4 meg Jaton throw away. AGP or PCI. And Direct X would be even worse, with its incompatible compatibility structure. And add to that the fact that Longhorn is going to hijack your video card's acceleration capabilities for the grand and glorious purpose of creating rotating menus on the '3D Desktop'. Maxxx has a reasonable list, with a few caveats. On the multiple undo, perhaps include a graphic to record exactly how much memory is being used by the enabled number of undo's, and have the level be user defined. Definitely the G-buffer support! Talk with E-on and see about creating some form of conversion for the shader system for Vue import. Also agree with Ockham on the longerenhanced animation ability....if not within Poser itself, what about as an add-on?
Hmmmm. Wonder if anyone at CL is listening.
Poser 6 Needs:
Poser 6 DOES NOT need:
Thanks for listening,
Jovial.
Do the microsoft thing. Take a look at the popular 3rd party add on's (mat pose editor, uv mapper . . . .) and integrate them into the program. Also, make it somewhat easier to order the directories. Sometimes I just want to rename/move a file and have to dig all the way into the poser libraries just to do that.
Some reality in the wishing process (and remember, I'm a p5/p6 booster): "I want to start rendering, go get some coffee, and have it be done when I get back." No rendering engine on the market today can do that with any scene. "Make the program more compatible with older computers, like Poser 4." Conflicts with another wish further down. "8. A python script library in the menu bar. " Amen! "Tiered library structure with independent drag-and-drop capabilities..." Would increase the overhead of the program, reducing the available ram for complex scenes. "Dont want to have to license anything from anyone for the face room" You don't have to. DAZ does. My point is to the issue of why knock CL about something someone else needs to do. "MAKE IT WORK WITH GRAPHIC CARDS OR FORGET ABOUT FINISHING IT!" Note the earlier comment, and remember that by so doing, they effectively will cut their available market in half. Ain't gonna happen. "I would like a better library... perhaps using database... " Db's require additional system resources. THis was done recently with Vegas and Acid, and, well, it pretty much doubled effective system overhead. Since we really want to have as much system resources available for rendering (speed and space), we want to reduce overhead, not increase it. "so i can render an army of victoria 4 ultra high geometry resolution with extreme texture 12'000x12'000 pixels." Hee hee -- soon as we hit the 128bit computing level, it'll be a reality, too! "Full compatibility with V3/S3 & M3 in the face room." Again, contact DAZ. My wish list is already in here in other folks threads. Much of what is here, however, forgets that it is too late already for much of this to happen in P6. THey've been working on it for quite a long time already, and featuresets are pretty much given. However, these are all great desires for Poser 7, which has also been started, and is still in the infancy stage. And I'm fairly confident in the current folks there to make it incredibly spiffy. My P6 wishlist: 1 - Point light. 2 - Multiple Undo 3 - Scratch Disks 4 - Network Rendering 5 - Improved collision (and I'm still waiting for someone to provide a good reason to go to OpenGL. In D|S, it works on far fewer computers than Poser does. IT almost always come down to transparency preview, and, well, I'm sorry, but that alone is not enough of a reason to outweigh the things that kill it)
thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)
A "Put Anything Where You Want" Library system. All Poser needs to know is the file extension of anything so why in the name of sanity is it necessary to put some things in Figures, others in Hair, others in Props and so on? I'd love to be able to put ALL my V3(for example) stuff in one place without needing to go to 4 different libraries. And another vote for sticking Content Parasite where the sun don't shine. Sideways.
Coppula eam se non posit acceptera jocularum.
Make MatPoses a proper feature, which don't need 3rd party apps to create.
Put back Pose-bleed (the ability in P4 to apply a pose to multiple parts with one click, now lost in P5).
Have breakable IK chains .. eg a 20 segment IK chain can be cut half way with a chain break command, but the remaining 10 segments still retain their IK.
Make Preferred Settings retain all your set-up choices (including removing the danged Figure Circle).
Put back P4's happy-go-luck tolerence of overlapping geometry. Oh, and allow position poses to apply to more than one CR2 at a time .. ie one pose can span several characters. And change the prop format so that they can include IK chains and accept MatPoses without convoluted juggling.
Message edited on: 01/19/2005 17:09
*An interface that doesn't look like a kid's video game and that doesn't waste all that screen real estate. The current UI is amateurish to say the least. *Point lights - they've been around in other applications since the early 90s. While you're at it, area and linear lights too. *Radiosity. *A file structure that makes sense. Why, why is it necessary to embed geometry in scene and prop files? Just reference them from the pz3 or pp2 like most of us do by hand now. I don't want to hack my way through my 3d life in a text editor. *User definable hot keys. * Since Poser relies on uv mapping, integrate a decent system right into the software.
Given the info just provided by Chinchbug in a slightly later post, it appears that P6 is just about ready to go. So we're really talking about P7 here!
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"*An interface that doesn't look like a kid's video game and that doesn't waste all that screen real estate. The current UI is amateurish to say the least." stuck with it indefinitely. "*Radiosity." Already potentially available within the engine, but the lighting system would require a total redux to enable it. Not going to happen in P6. Given Shade, also not likely in P7.
thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)
All I want for Poser 6 is a faster renderer, and a better walk designer. When I mean a BETTER walk designer, I mean on that does more than just walk and run. I want to be able to skate, side step, pivot, crawl, and have proper footwork for sword fights. Trust me if you have ever tried to keyframe these animations you understand how freaking hard it is. Also in the walk designer I would like to be able to link movements together, so I could make make my character walk, run, then pivot, sidestep etc. along my walk path in succession without having to keyframe every move. Another thing that annoys me is that when you add a walk to a character, their ams move in accordance to the walk. If my guy or gal is sword fighting, I would like her to be able to move without the arms flailing around. Anyways, that my two cents. Cheers, Pedrith
If it's only a bug fixed P5, then it should be at MOST a $20 upgrade for P5 owners. If its only standalone, then if it doesn't have 3d acceletarion (directx9 or opengl are fine), then don't even bother, and just hold off till poser 7 does have them. It has to be better then D|S if they want to sell any at all, otherwise new poser enthusists will jiust download D|S, or by P5, until P7 is released. Also, it needs to export poseable characters to other 3d applications.. Lightwave, Max, Shade, and maybe Maya. Why I'm bothering to post this is beyond me, because we all know they will just crash the ship into the iceberg, even with the warning.
Way too many people take way too many things way too seriously.
All the ideas here are great! I just want to add something: 1.- Good export features for another 3D programs as Max, LW, Maya, or XSI, specially the animation without the need of fancy or expensive plugins!!!! 2.- Add a map coordinate system, to void the use of 3th party programs to make your maps. 3.- A better shadows system, specially for animation. 4.- Please!!!!! a newer walking path where the path points are able to be moved in the y axis. 5.- Faster render Engine!! Can't resist to add my wish list to CL :)
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OK well I never read more then the 1st few posts but if the CLs' peeps are reading this thread here is what I would like to see: -A point based light, or omni light. -More robust cloth room, adding manipuatable solids (not sure really what this is called, I know that there are solids in poser 5 right now, but they are stationary, I would like to have them included in the simulation, like a poser character is able to kick a ball and have it affected in the simulation rather then having to key frame it's movement. I can almost do this now, but not quite. -a better shape feature in the face room, with added support for more characters, maybe this could be solved by rather then using vertex morphs a magnet system. -set up room is fine, I have no problems with it. -maybe an automatic save MAT files option in the pose room or add another room for Mat pose files. -You mentioned in an email to me abotu the possibility of hardware accelloration this would be cool with direct x/openGL as well. Thats about it, no wait, a low upgrade price for p5 owners p4 owners can have one to but the p5 owners should have a better deal IMO. the animals that were promised us in the poser 5 content paridise feature that never came about. Thats about it Thanks for reading this if you do. But I do believe that at this point they are basically 'done' with poser 6 so every thing that we are asking for is not going to happen if it is not already as they had their wish list thingy on their site a few many months ago.
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OK, my two cents. Some of these have been mentioned before, some are new: 1) Point lights 2) Point lights 3) Point lights 4) Did I mention point lights? 5) Improved Setup room (these are merely bug fixes): - six to eight decimals for the origin/endpoint input boxes in stead of three; - adding a child bone should leave the endpoint of the parent bone in place; - spherical falloff zones should initially center on the joint, not at (0,0,0); - reasonable initial scaling of the falloff zones (say 1/3 of the bone length for the innerMatSphere, 1/2 bone length for the outerMatSphere); - bone naming that always works; - bone insertion between existing bones. Weighted vertices instead of joint parameters would be nice (see 3DS Max), but that's something for Poser 12 or so... 6) Python: - Full Python scripting support, EVERY feature should be accessible from Python; - Ditch that rancid Tcl/tk and Tkinter, and use wxWidgets. Then Mac users can also have Python scripts with user interfaces, and Windows users will have something that doesn't fail 80% of the time; 7) Configurable menus, with a possibility to incorporate Python scripts into the menu. Includes configurable "room presence"; 8) More robust render engine that can handle 1 million+ polys (Vue can handle 200 milllion! Go shop there for a decent render engine!) 9) Raytraced soft shadows 10) Drop to nearest surface in addition to drop to floor; 11) Much, much faster collision detection. Maybe configurable in the speed vs accuracy tradeoffs.. 12) Native MAT/MOR pose creation ability. 13) Cloth room: - prestretched materials (think waistbands, straps, tight clothes); - animatable vertex groupings (think zipping/unzipping, tearing cloth); - clothifiable body parts; - fix the windforce bugs; - Drape from Zero Morphs; - "fix intersections": push vertices along their normals until they no longer intersect with collision objects; 14) Hair room: - collision detection that actually works; - a "fix intersections" button that pushes the hair vertices out of collision objects they intersect. 15) Walk designer: - "walk on surface" in stead of "walk on ground plane" - slipping feet fix; - interpolating changing walks (e.g. walk to run); - optional exclusion of body parts above the hip; 16) Ditch Content Paradise. No one ever uses it. odeathoflife is right, there was a wish list some months ago at CL, and I certainly put in my 2 cents there. Most of my wishes were also requested by most - if not all - other respondents. From what I've seen and heard up till now, CL used those wish lists to wipe their collective butts....
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
cyberspace: I adore your beta testing procedures! LOL!
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
For the Poser 6 Mac OS X side, I want to see: Multi-processor support Stability Maintain GUI responsiveness when Poser has been running for hours or days and many scenes have been created/closed/opened. Stability CL acknowledgement and actual support of MAT pose files and material setting outside the material room Python interface access to material shader nodes, parameter key interface (not inherited) values for the ability to save morph targets in pose files. Working memory management/garbage disposal when loading new or opening existing scenes and/or controlling Poser from Python. Network rendering Full, internally consistent scene scaling to eliminate underflow artifacts in Raytraced renders using reflection and refraction. Fix the render engine discrepancy/bug that ignores the effect of figure scaling on displacement maps in direct to camera views but applies the figure scale to displacements in reflected views (a la "Picture of Dorian Grey". Fix the GUI's incessant and irrelevant insistence on hiding windows when Poser is not the frontmost application. Let the OS do it! The ability to select the Figure from the same actor heirarchy menu at the top of the Parameter palette. Internal ability to manage/view JCM/ERC parameter influences. Pre-stretched dynamic cloth, i.e. optional "Shrink-wrap" drape rather than just a gravity based drape.
Verbosity: Profusely promulgating Graham's number epics of complete and utter verbiage by the metric monkey barrel.
As long as we're all shouting into a vacuum yet again, might as well add this stuff yet again: Make the keyframe graph a normal window, so that it can be closed by Ctrl-F4 like any other internal window. I'm really, really, really, really tired of playing Chase-The-Little-Box-With-The-Gloved-Hand. Similarly, make all the dialog boxes work NORMALLY, so you don't have to try the Tab then the Arrow then the Tab again, then gamble on Enter and Spacebar to move the button, then do the whole guessing game over again because the dialog wasn't finished with its smoke break, or whatever it does in the 15 seconds between its appearance and the moment when it's actually ready to work.
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Put parameter dial panel back into main Poser task a la P4/PPP so Windows' overhead doesn't need to get involved in basic (and time critical) intra-task communication. Remove CP for same reason. Update the Mac-to-Windows porting library to use current Windows APIs (that Win95 one MetaCreations and CL have used forever must be fully depreciated by now). Fix the various file handling bugs that screw up Windows - eg. closing folders opened to search for missing textures (the infamous "Folder Lock" problem). Keep track of virtual memory, and stop requesting it when you go beyond addressable space (2GB). IOH just make it a "well-behaved" Windows application. Sure I'd go for application speed up, new features (maybe), and a real UI, but all are quite pointless when the app is basically at war with the underlying OS! :-O
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Okay everybody, the dead horse is still a'twitchen, so let's beat it some more! Actually, the purpose of this thread is to rehash what all of us want for Poser6 before CL gets too far along with the production. Who knows? Maybe someone will pay attention! My wants: 1 - Keep the present library structure of P5 (this ROCKS!) 2 - LOSE the content paradise idea (really, DITCH IT)! Most of us know how to browse the web for what we want. Besides, there exists a "hack" for P5 that can remove Content Paradise - how much more of a hint do ya need? 3 - Offer a regular and an LE version of P6. I personally like P5 but rarely use the face, hair or setup rooms. Having a Poser6 LE version without the above stated rooms could possibly free up some computer resources for people like me who don't use them. 4 - Make an UNDO feature that, quite simply...WORKS! Trust me, everyone will love you for this one! 5 - Build some new male/female characters that KICK BUTT without 3rd party add-ons (IE: Eternal Judy or AnAn). and 6 - Before you release Poser6, beta-test the sh*t out of that puppy!! Ya hear me? BEFORE, not AFTER!!!! Shoot it, piss on it, pour sufuric acid on it's genitals... whatever it TAKES, make sure the damn thing works before you expect us to pay $200+ for it! The days of the sr1,sr2...etc REALLY need to be over! Keep in mind CL, us good folks are the hands that feed you! The initial release of Poser5 proved to be quite a painful BITE! From a practical business standpoint, play nice and maybe we'll buy Poser10 someday :) That's me wants, folks! Jump on the bandwagon and add to my list. G'wan, y'kno ya want to! BTW - NO flamewars! This is an I-wanta thread! Peace Out CyberscapE
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...and when the day is dawning...I have to say goodbye...a last look back into...your broken eyes.