Forum: Poser - OFFICIAL


Subject: Genesis Figure in action vs V4

Zev0 opened this issue on May 18, 2011 · 171 posts


Zev0 posted Wed, 18 May 2011 at 1:33 PM

Attached Link: http://www.youtube.com/watch?v=TqYFMoAoLoI&feature=player_embedded

Stumbled across this clip on youtube. Don't know if it has been posted anywhere on this site. I must say I am impressed. Looks like the future is bright, if it comes to poser.

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patorak3d posted Wed, 18 May 2011 at 1:53 PM

Is that thing a daz figure?

 

 


wolf359 posted Wed, 18 May 2011 at 2:03 PM

Hi, that figure is the successor to M4/V4 for Daz Studio version4
it needs DAZ studio 4 to use these new figures  not likely usable in poser but
S/M Might surprise everyone with their own  new Figure tech soon I hear.

frankly I am more impressed with this new Auto rig for blender
HERE

Cheers



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patorak3d posted Wed, 18 May 2011 at 2:15 PM

Well last time i asked about the new Poser comin' out i was told "don't worry about it" and in my neighborhood when someone says "don't worry about it"  ya don't.  'Specially if Bulldog Mac says it.

Whoa...BlenRig looks good.  How come his winkydink ain't rigged?

 

 


wolf359 posted Wed, 18 May 2011 at 2:31 PM

Point taken but honestly  any poser user who wants to use those "genesis Figures"
 better be prepared to switch to DAZ studio4 just as  One would have to move to blender to use their new rig system.

Thats the reality

Cheers



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coldrake posted Wed, 18 May 2011 at 2:49 PM

I'd say there is a very good chance you will be able to use the Genesis figures in Poser 9.

 

 

Coldrake


aeilkema posted Wed, 18 May 2011 at 3:09 PM

I'm sure you can use it in Poser, but most likely with limitations.

Artwork and 3DToons items, create the perfect place for you toon and other figures!

http://www.renderosity.com/mod/bcs/index.php?vendor=23722

Due to the childish TOS changes, I'm not allowed to link to my other products outside of Rendo anymore :(

Food for thought.....
https://www.youtube.com/watch?v=pYZw0dfLmLk


Zev0 posted Wed, 18 May 2011 at 3:16 PM

I say it will be implemented in 9. Financialy for Daz it would be silly to cut their market in half.

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cspear posted Wed, 18 May 2011 at 3:48 PM

I think enough hints have been dropped here and over at the other place that SM and DAZ have been talking and that the next gen DAZ figures will work in (future) versions of Poser.


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infinity10 posted Thu, 19 May 2011 at 12:13 AM

If most of one's renders will be of clothed figures, the refinements in the mesh - which certainly produce more realistic bends - are not really a must-have for now.

 

Eternal Hobbyist

 


basicwiz posted Thu, 19 May 2011 at 1:03 AM

Someone does CLOTHED renders?


coldrake posted Thu, 19 May 2011 at 1:49 AM

Quote - If most of one's renders will be of clothed figures, the refinements in the mesh - which certainly produce more realistic bends - are not really a must-have for now.

There will also be refinements in the clothing, which will be better fitting and also have more realistic bends.

 

 

Coldrake


ShaaraMuse3D posted Thu, 19 May 2011 at 2:06 AM

I think it will take quite some time before the new figures really take off. Compatibility with Poser is definitely one thing. Another is that it will be a while before there's enough content/converted content for it. By that time, things will have found a way to become stable.

The majoriy of users are not going to jump to new figures overnight. I for one can't even work with Daz Studio, since it doesn't allow custom created dynamic clothing, which I use for pretty much all clothing. 


ShawnDriscoll posted Thu, 19 May 2011 at 3:37 AM

A year from now, everyone will have doubts about Genesis 2.0 characters working with Poser 10.

www.youtube.com/user/ShawnDriscollCG


vilters posted Thu, 19 May 2011 at 7:33 AM

I like these discussions.

Will all airplanes fly on bio fuel?

Will wind provide all our energy?

Will figures work in?

Will rigging improve?

Will clothes fit?

Will Victoria XYZ wash my clothes?
Will she make me breakfest?
Keep me warm on cold nights?

One can dream, no?

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters posted Thu, 19 May 2011 at 9:28 AM

Just to get back on track.
Poser is still the "main" software.

Anyone building something will make it compatible. One way or another.

Dsynamic clothes will be easyer to convert.
Conforming clothes will have more problems to adapt to the rigging.
Just my 2 cents.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vholf posted Thu, 19 May 2011 at 11:16 AM

Wow, that blender video is impressive. Makes me seriously consider giving it a try, even though the time investiment would be high in terms of learning the interface and everything else.


NanetteTredoux posted Thu, 19 May 2011 at 11:28 AM

Hioushi, the new Blender is much easier to learn than the previous versions!

The Genesis figures look impressive, but not impressive enough to make me move to Daz Studio.

Poser 11 Pro, Windows 10

Auxiliary Apps: Blender 2.79, Vue Complete 2016, Genetica 4 Pro, Gliftex 11 Pro, CorelDraw Suite X6, Comic Life 2, Project Dogwaffle Howler 8, Stitch Witch


Keith posted Thu, 19 May 2011 at 4:00 PM

I'm sure that when (if) the Genesis figure comes out it will be met with the same universal acclaim that Victoria 1, Victoria 3, Victoria 4, and Michael 4 were met with.

cough



KyReb posted Thu, 19 May 2011 at 6:09 PM

video is private? Thats what i get when trying to access the genesis figure video mentioned in the first post of this thread.

 

 


markschum posted Thu, 19 May 2011 at 6:28 PM

Yup, video is private.  Maybe we are not meant to see it yet.


wolf359 posted Thu, 19 May 2011 at 8:41 PM

Quote - Just to get back on track.
Poser is still the "main" software.

Anyone building something will make it compatible. One way or another.
..........

 

"* Compatibility with other DAZ 3D applications, such as Carrara and Bryce will be available in the next several months. For compatibility with Poser, or other software packages, please contact their respective developers to express your interest in their support of our latest technologies"

 

 

Make sure to Contact Smith Micro with your "requests"

 

 

Cheers**
**



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coldrake posted Thu, 19 May 2011 at 8:52 PM

Quote - video is private? Thats what i get when trying to access the genesis figure video mentioned in the first post of this thread.

That's weird, it hasn't been private for the last several days. 😕

 

 

Coldrake


EClark1894 posted Thu, 19 May 2011 at 8:52 PM

Yeah, when I asked if Miki3 would be supported in DS4,  I was told that Miki3 would not work because of her rigging. One then wonders if DAZ prefers a one way street when it comes to figures working in programs.




JohnDoe641 posted Thu, 19 May 2011 at 8:53 PM

The genesis figure bending looks great, a good step towards more realistic body movement. But I'm sticking with Poser and never touching DAZ.


coldrake posted Fri, 20 May 2011 at 12:19 AM

Quote - Yeah, when I asked if Miki3 would be supported in DS4,  I was told that Miki3 would not work because of her rigging. One then wonders if DAZ prefers a one way street when it comes to figures working in programs.

I hardly think they would go to the trouble of adding rigging support for a single figure.

 

 

Coldrake


Marque posted Fri, 20 May 2011 at 3:49 AM

Says it's private and I have to get permission to view it.


ShawnDriscoll posted Fri, 20 May 2011 at 5:08 AM

It was a limited preview.  It'll return though with more.

www.youtube.com/user/ShawnDriscollCG


EClark1894 posted Fri, 20 May 2011 at 5:51 AM

Quote - > Quote - Yeah, when I asked if Miki3 would be supported in DS4,  I was told that Miki3 would not work because of her rigging. One then wonders if DAZ prefers a one way street when it comes to figures working in programs.

I hardly think they would go to the trouble of adding rigging support for a single figure.

 

 

Coldrake

Isn't that essentially what they're asking SM to do?  The Genesis figure is one figure that can morph into male and female models, right? Then again, for all we know, the P9 figures may ALL have Miki3's rigging. I would think a little reciprocity is in order here. If DAZ wants SM to support their new technology, then shouldn't DAZ do the same?




wolf359 posted Fri, 20 May 2011 at 6:13 AM

Quote - If DAZ wants SM to support their new technology, then shouldn't DAZ do the same?

 

Why???
DAZ has it own  increasingly "Closed Garden" Program which, sans 3rd party plugins,
(aniMate+, Reality to LUX etc),.. DS is Garbage.
But they Make sure their Figure tech remains
tied to using DAZ studio....not poser
It seems to me that its the poser users who want/need
S/M the Support DAZ Technology  Not DAZ itself so much.

Cheers



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EClark1894 posted Fri, 20 May 2011 at 6:30 AM

Quote - > Quote - If DAZ wants SM to support their new technology, then shouldn't DAZ do the same?

 

Why???
DAZ has it own  increasingly "Closed Garden" Program which, sans 3rd party plugins,
(aniMate+, Reality to LUX etc),.. DS is Garbage.
But they Make sure their Figure tech remains
tied to using DAZ studio....not poser
It seems to me that its the poser users who want/need
S/M the Support DAZ Technology  Not DAZ itself so much.

Cheers

I don't see it. It's in DAZ's own interest to have the Gen 5 tech compatible in Poser, not Poser's or Poser users. Miki3 aside, Smith Micro does not make it's money off of her. Plus in order for even DAZ4 users to use Gen five they have to scrap DS3 or older.

Here's the deal though, are vendor's going to migrate to the new Gen5 characters or are they going to stay where the money is at? If they move to GEN5 then essentially their market is cut is half, because if G5 doesn't work in Poser guess who won't be buying new products from the vendors? But Poser and DS users can always continue to use V4, V3 and Miki3. And that's not even including the users of Carrara and Vue.

And if the lack of support for Ryan and Alyson has shown anything, the vendors will stick with the figures that make them money.




vilters posted Fri, 20 May 2011 at 6:53 AM

Be realistic

Most are way past "the point of no return" in V4 investment.

Any "New" model will have to be a "VAST" improvement to change that.

Let us be ckear:

Recent models had

-None to bad topology

-Way to many useless poly's or poly saturation in the wrong bodyparts.
Who cares for a 5000 poly ear?
That will be covered with hair for 95% of the time?

-Where a texturing nightmare.

Correct those 3, and any new model has a chance to survive.
To become a hit.. ?

Do not know, but it would have to be a major-major improvement in all deptments.

I have seen the movie, liked the rigging.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


wolf359 posted Fri, 20 May 2011 at 7:57 AM

"I don't see it. It's in DAZ's own interest to have the Gen 5 tech compatible in Poser, not Poser's or Poser users. .........."

 

You Keep repeating that
But they bluntly state
they only plan to support THIER
programs ( bryce & Carrara) with this new figure type.
and politely suggest that you poser users take it up with
S/M.

not my opinion here ,as I dont Care,  just quoting from the DAZ Web site.

Cheers



My website

YouTube Channel



aeilkema posted Fri, 20 May 2011 at 8:34 AM

Quote - Be realistic

Most are way past "the point of no return" in V4 investment.

Any "New" model will have to be a "VAST" improvement to change that.

Let us be ckear:

Recent models had

-None to bad topology

-Way to many useless poly's or poly saturation in the wrong bodyparts.
Who cares for a 5000 poly ear?
That will be covered with hair for 95% of the time?

-Where a texturing nightmare.

Correct those 3, and any new model has a chance to survive.
To become a hit.. ?

Do not know, but it would have to be a major-major improvement in all deptments.

I have seen the movie, liked the rigging.

 

Normally you would be right, but that's not how the poser/ds content market works. This market is dominated by hypes. If you can create a big enough hype around content, people will buy..... regardless if the need it or not. There is no point of return in this market. V4 wasn't a vast improvement over V3 at all, but still lot's of people bought it. Same will happen to V5, people will just buy it. DAZ is the master of hypes, they sell scores of people items each day they don't need at all or ever will use. It's the way this market works and if you know how to operate in it, you can sell anything.

Create a hype, make it look appealing, tell every they need it and make them believe they miss out on something and are left behind if they don't buy it.

 

What the eye sees, the runtime wants, it's as simple as that. It's not a matter of need or lack, it's a matter of what appeals to the beholder.

Artwork and 3DToons items, create the perfect place for you toon and other figures!

http://www.renderosity.com/mod/bcs/index.php?vendor=23722

Due to the childish TOS changes, I'm not allowed to link to my other products outside of Rendo anymore :(

Food for thought.....
https://www.youtube.com/watch?v=pYZw0dfLmLk


EClark1894 posted Fri, 20 May 2011 at 9:31 AM

Quote -
"I don't see it. It's in DAZ's own interest to have the Gen 5 tech compatible in Poser, not Poser's or Poser users. .........."

 

You Keep repeating that
But they bluntly state
they only plan to support THIER
programs ( bryce & Carrara) with this new figure type.
and politely suggest that you poser users take it up with
S/M.

not my opinion here ,as I dont Care,  just quoting from the DAZ Web site.

Cheers

Well, that's not quite what they said. Will the new figure work in Bryce and Carrara? Eventually. But will the sales from Bryce, Carrara, and DS4 make up for what they'll lose if the figure doesn't work in Poser? I don't think so. So that's why I keep repeating myself. Poser users may wish they had the GEN5 figure, but how many of them will switch to DS4 just so they can use it? 




wolf359 posted Fri, 20 May 2011 at 9:58 AM

Quote - Well, that's not quite what they said. Will the new figure work in Bryce and Carrara? Eventually. But will the sales from Bryce, Carrara, and DS4 make up for what they'll lose if the figure doesn't work in Poser? I don't think so....

 

and they dont say they will work in poser "eventually"
nor do they say anything about sales of bryce or carrara
affecting their Figure development plans.
I would bet that Bryce and Carrara
have not been money makers for them since they rescued them from certain Death years ago.

(See below...again)  

" Compatibility with other DAZ 3D applications, such as Carrara and Bryce will be available in the next several months. For compatibility with Poser, or other software packages, please contact their respective developers to express your interest in their support of our latest technologies"*

This is like when your building super says
"take it up with the owner/Landlord"

Translation= I/we are NOT Doing it.

Cheers



My website

YouTube Channel



EClark1894 posted Fri, 20 May 2011 at 10:43 AM

Quote - > Quote - Well, that's not quite what they said. Will the new figure work in Bryce and Carrara? Eventually. But will the sales from Bryce, Carrara, and DS4 make up for what they'll lose if the figure doesn't work in Poser? I don't think so....

 

and they dont say they will work in poser "eventually"
nor do they say anything about sales of bryce or carrara
affecting their Figure development plans.
I would bet that Bryce and Carrara
have not been money makers for them since they rescued them from certain Death years ago.

(See below...again)  

" Compatibility with other DAZ 3D applications, such as Carrara and Bryce will be available in the next several months. For compatibility with Poser, or other software packages, please contact their respective developers to express your interest in their support of our latest technologies"*

This is like when your building super says
"take it up with the owner/Landlord"

Translation= I/we are NOT Doing it.

Cheers

Okay, now, I'm confused as I don't quite see how we differ. Aside from you saying you're not going to ask SM to make Poser compatible. I don't really care that much, but if SM does make Poser compatible, I'll definitely take advantage of it. If not, i won't lose any sleep over it either.




stallion posted Fri, 20 May 2011 at 10:57 AM

Quote - > Quote - Be realistic

Most are way past "the point of no return" in V4 investment.

Any "New" model will have to be a "VAST" improvement to change that.

Let us be ckear:

Recent models had

-None to bad topology

-Way to many useless poly's or poly saturation in the wrong bodyparts.
Who cares for a 5000 poly ear?
That will be covered with hair for 95% of the time?

-Where a texturing nightmare.

Correct those 3, and any new model has a chance to survive.
To become a hit.. ?

Do not know, but it would have to be a major-major improvement in all deptments.

I have seen the movie, liked the rigging.

 

Normally you would be right, but that's not how the poser/ds content market works. This market is dominated by hypes. If you can create a big enough hype around content, people will buy..... regardless if the need it or not. There is no point of return in this market. V4 wasn't a vast improvement over V3 at all, but still lot's of people bought it. Same will happen to V5, people will just buy it. DAZ is the master of hypes, they sell scores of people items each day they don't need at all or ever will use. It's the way this market works and if you know how to operate in it, you can sell anything.

Create a hype, make it look appealing, tell every they need it and make them believe they miss out on something and are left behind if they don't buy it.

 

What the eye sees, the runtime wants, it's as simple as that. It's not a matter of need or lack, it's a matter of what appeals to the beholder.

V4 was Free therefore the market was stimulated into moving in that direction

You might as well PAY attention, because you can't afford FREE speech


Darboshanski posted Fri, 20 May 2011 at 11:41 AM

Until D/S plays well with Vue I can't consider it. If Daz wants to be knuckle heads and rip a major part of their sales out then let them. They will not be the first blockheaded company to slit their own throats becaue they think they are all that and a bag of chips. I am in agreement with many here that daz isn't that silly or stupid to knock poser users out of the mix. Poser still has a larger user base then D/S....for now.

As far as D/S I'd consider using it if it played well with Vue and while everyone goes on about D/S being free they fail to remember that one has to purchase all the silly butt modules to get to function closely to poser.  But that is neither here or there but the point being if Daz wants to commit business suicide so be it people at the top or always right until it all falls apart then they blame someone else.

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ShawnDriscoll posted Fri, 20 May 2011 at 1:11 PM

Quote - Isn't that essentially what they're asking SM to do?  The Genesis figure is one figure that can morph into male and female models, right?

And into animals like dogs, cats, werewolves.  But since V4's ugly head and body is still in use in the demo, Genesis can't be ready yet just as a base human mesh.

www.youtube.com/user/ShawnDriscollCG


wolf359 posted Fri, 20 May 2011 at 2:34 PM

Quote - ......the first blockheaded company to slit their own throats becaue they think they are all that and a bag of chips. I am in agreement with many here that daz isn't that silly or stupid to knock poser users out of the mix. Poser still has a larger user base ......

 

 

 

I am not sure I believe  this often repeated
Mantra that a new Vicky that  is %100
not usable in poser is "business suicide" for DAZ inc. they do sell other models both figures and props

Its funny but in a "normal market" with "normal consumers" it should have the unintended effect on theolder  V4/M4 Market that Sony's Dull headed strategem has had on the Sony PSP hand held.

The sony PSP has a Rabid ,Loyal Following
....and why??
because third party dev teams create and share
an alternative Firmware/OS and content superior
to the factory OS in Many innovative ways
it is called "homebrew"
and what does sony do?? they intentionally break
your ability to install "homebrew" with each new model   release.

The result is a ridiculously $high$$ used PSP market price being sustained by the demand for older model PSP's that can still run  " homebrew".
and lackluster sales of the new models until its been hacked to run home brew

But Alas the PSP is a tangible piece of hardware
not so easily Discarded because some hypester  spams your Email box with pictures of the new must-haves Like DAZ, Autodesk,Maxon Luxology et al Does

Cheers



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Dale B posted Fri, 20 May 2011 at 3:29 PM

Quote - > Quote - Well, that's not quite what they said. Will the new figure work in Bryce and Carrara? Eventually. But will the sales from Bryce, Carrara, and DS4 make up for what they'll lose if the figure doesn't work in Poser? I don't think so....

 

and they dont say they will work in poser "eventually"
nor do they say anything about sales of bryce or carrara
affecting their Figure development plans.
I would bet that Bryce and Carrara
have not been money makers for them since they rescued them from certain Death years ago.

(See below...again)  

" Compatibility with other DAZ 3D applications, such as Carrara and Bryce will be available in the next several months. For compatibility with Poser, or other software packages, please contact their respective developers to express your interest in their support of our latest technologies"*

This is like when your building super says
"take it up with the owner/Landlord"

Translation= I/we are NOT Doing it.

Cheers

So? Curious Labs had an equivalent statement regarding the face room when it first came out. Said statements have been posted by E-on and CL in the eternal Vue-Poser communication brouhaha. =Every= company says 'It's the other guys responsibility' whenever something new comes out. It's no more than legally covering their butts vis-a-vis support expectations. You know that as well as anyone. The current economy has caused a lot of people to cut back on their new shiny purchases. Ghu knows I have all the Vickies, Stephanies, Lauras, Mikes, Natalias, Apollos, and quite a few more to tide my need for B list actors over for some time. Maybe the Genesis figure will be the greatest thing since sliced bread. But if it is limited to one app set that would require folks to trash their pipelines, then it isn't going to go anywhere. None of the Poser type companies have a reputation for openness and honesty during the development cycle.....usually for good reasons. There are just too many users of Poser related apps to simply toss them aside in the current economy. Unless they are taking DS4 into the pay for area. And you know the competition there that it would have to stand up against.....


EClark1894 posted Fri, 20 May 2011 at 3:58 PM

Quote - > Quote - > Quote - Well, that's not quite what they said. Will the new figure work in Bryce and Carrara? Eventually. But will the sales from Bryce, Carrara, and DS4 make up for what they'll lose if the figure doesn't work in Poser? I don't think so....

 

and they dont say they will work in poser "eventually"
nor do they say anything about sales of bryce or carrara
affecting their Figure development plans.
I would bet that Bryce and Carrara
have not been money makers for them since they rescued them from certain Death years ago.

(See below...again)  

" Compatibility with other DAZ 3D applications, such as Carrara and Bryce will be available in the next several months. For compatibility with Poser, or other software packages, please contact their respective developers to express your interest in their support of our latest technologies"*

This is like when your building super says
"take it up with the owner/Landlord"

Translation= I/we are NOT Doing it.

Cheers

So? Curious Labs had an equivalent statement regarding the face room when it first came out. Said statements have been posted by E-on and CL in the eternal Vue-Poser communication brouhaha. =Every= company says 'It's the other guys responsibility' whenever something new comes out. It's no more than legally covering their butts vis-a-vis support expectations. You know that as well as anyone. The current economy has caused a lot of people to cut back on their new shiny purchases. Ghu knows I have all the Vickies, Stephanies, Lauras, Mikes, Natalias, Apollos, and quite a few more to tide my need for B list actors over for some time. Maybe the Genesis figure will be the greatest thing since sliced bread. But if it is limited to one app set that would require folks to trash their pipelines, then it isn't going to go anywhere. None of the Poser type companies have a reputation for openness and honesty during the development cycle.....usually for good reasons. There are just too many users of Poser related apps to simply toss them aside in the current economy. Unless they are taking DS4 into the pay for area. And you know the competition there that it would have to stand up against.....

 

They are. They just posted today that there will be four flavors of DS:

*"The only thing finalized is DAZ Studio Standard. *

*We are still thinking about what to include in *
DAZ Studio Online (beginner web app) 
DAZ Studio Express 
(standard fits in here) 
DAZ Studio Advanced 
and 
DAZ Studio Pro[

*"we do have a good working idea of what each of these includes... but it wouldnt be a good idea for me to tell you unless its wrtitten in stone. *

Suffice to say that many things that were once ala carte may not be anymore in the higher level offerings."




Darboshanski posted Fri, 20 May 2011 at 4:11 PM

I agree on some of your points wolf359 but sony and Daz are two different animals. Sony is huge where as Daz is a tiny outfit in comparison abd only deals with one type of product. Daz doesn't sell computers, home theaters, TV's and other large tag consumer goods world wide. However, Daz is too small to just throw business away and while they do sell other things their figures have always been their mainstay because no other company that deals in 3d content has been able to create figures as well as Daz has. Most people that buy from Daz, including myself, buy the figures and all the content to go with them. I don't seen Daz as anything else then a content provider because they are no where near being able to run with the big dogs in software.

To cut people out of their content or to make people buy programs that is able to use their content especially in a hobby market isn't smart on their part. As Dale B pointed out not in this economy and I don't see this economy getting better anytime soon. People stapped for cash are not going to ditch all their content and apps just to start all over. Maybe the fortunate few could but not the masses. I seriously doubt Daz is penny wise and dollar foolish.

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EClark1894 posted Fri, 20 May 2011 at 4:57 PM

Quote - I agree on some of your points wolf359 but sony and Daz are two different animals. Sony is huge where as Daz is a tiny outfit in comparison abd only deals with one type of product. Daz doesn't sell computers, home theaters, TV's and other large tag consumer goods world wide. However, Daz is too small to just throw business away and while they do sell other things their figures have always been their mainstay because no other company that deals in 3d content has been able to create figures as well as Daz has. Most people that buy from Daz, including myself, buy the figures and all the content to go with them. I don't seen Daz as anything else then a content provider because they are no where near being able to run with the big dogs in software.

To cut people out of their content or to make people buy programs that is able to use their content especially in a hobby market isn't smart on their part. As Dale B pointed out not in this economy and I don't see this economy getting better anytime soon. People stapped for cash are not going to ditch all their content and apps just to start all over. Maybe the fortunate few could but not the masses. I seriously doubt Daz is penny wise and dollar foolish.

I pointed out earlier that even if DAZ can afford to alienate their Poser users, most likely the vendors can't. I hear so many of them whining now about how they can barely pay their bills. I just don't see where they'll drop a successful V4 figure to go along with a figure that would only have half the customers.

It WOULD be interesting though to see how Content Paradise would take advantage of such a market split though, assuming they would.  Bagginsbill said they're not stupid. Unless he was just talking about the developers. :biggrin:




Zev0 posted Sat, 21 May 2011 at 7:37 AM

Quote - > Quote - Isn't that essentially what they're asking SM to do?  The Genesis figure is one figure that can morph into male and female models, right?

And into animals like dogs, cats, werewolves.  But since V4's ugly head and body is still in use in the demo, Genesis can't be ready yet just as a base human mesh.

In the beginning of the clip they say they Dialled in V4 into the Genesis model. Hense why it looks like V4. This was done in order to show a direct comparison of the bending using v4 and the genesis model as an example.

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Ghostofmacbeth posted Sat, 21 May 2011 at 4:48 PM

DAZ can't write Smith Micro's code, that is why they said take it up with the developers. They did give them the knowledge to make it work, what Smith Mircor does with it is up to them. That is all they are saying.



EClark1894 posted Sat, 21 May 2011 at 5:20 PM

Quote - DAZ can't write Smith Micro's code, that is why they said take it up with the developers. They did give them the knowledge to make it work, what Smith Mircor does with it is up to them. That is all they are saying.

 

Well, that's not ALL they're saying. DAZ Rand has stated that they, DAZ, wants to change the Poser community dynamic. meaning that they want Poser to have to follow their technological developments instead of the other way around. So Miki 3 STILL won't work in DS4 even though she's been out long enough that  they could have coded her in. But they want to make us, the Poser users whine to Smith Micro about including weightmapping in the next version of Poser. Which is fine if that's where the technology is heading anyway. I'm just saying that in the spirit of getting along with each other, a little reciprocisity on DAZ's part wouldn't hurt.




Ghostofmacbeth posted Sat, 21 May 2011 at 6:39 PM

Well, if Smith Micro gave them the information that might be useful but we don't know if they did. The thing is I don't see anyone really using the capsule joints anyway so it would be a lot of work to work with few people.



EClark1894 posted Sat, 21 May 2011 at 6:51 PM

Quote - Well, if Smith Micro gave them the information that might be useful but we don't know if they did. The thing is I don't see anyone really using the capsule joints anyway so it would be a lot of work to work with few people.

All I can say to that is that Miki3 still seems to be getting support from the vendors even though the DS people can't use her. And judging from past sales performance, it's probably safe to say more people would have bought her if they could use her. But like I've said earlier, new technology or not, I'm not going to switch software just to use one figure. Especially when I've got a whole stable of them now.




vholf posted Sat, 21 May 2011 at 6:51 PM

Miki3 is not even THAT good, I mean, her bendings are far behind the new Genesis figure, so I don't see why Daz should put any effort on supporting it. 

So far, the one implementing new technology has been Daz, so they are the one to follow right now, not SM. 


Ghostofmacbeth posted Sat, 21 May 2011 at 6:57 PM

I agree about switching software for figures and I don't like DS but we don't really know the facts on if they gave the information to DAZ for the coding in advance of the release of any of the figures that use the capsule joints. We do know that DAZ gave the information to SM.

And, from what I have seen and from what I have used, the capsule joints don't seem to be much better than the old circle ones.



wolf359 posted Sat, 21 May 2011 at 7:42 PM

"Well, that's not ALL they're saying. DAZ Rand has stated that they, DAZ, wants to change the Poser community dynamic. meaning that they want Poser to have to follow their technological developments instead of the other way around...."

Well They have the right to pursue whatever technological
path they feel is in their interest Just as Apple inc. Did when they chose HTML5 over Flash for their portable devices  to the chagrin of many indie game developers,Whatever Changes that May occur in some groups "community Dynamic"  is just part of life in the Modern age

Daz is merely a 3D content company Making Choices for their product line.... thats the reality of  all this

A fully Functional "Vicky"  in Your Pet program/platform is
just a 3D model option....not a Moral obligation upon Daz or some Constitutionally Mandated Civil Right.

Cheers



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EClark1894 posted Sat, 21 May 2011 at 9:59 PM

Quote - "Well, that's not ALL they're saying. DAZ Rand has stated that they, DAZ, wants to change the Poser community dynamic. meaning that they want Poser to have to follow their technological developments instead of the other way around...."

Well They have the right to pursue whatever technological
path they feel is in their interest Just as Apple inc. Did when they chose HTML5 over Flash for their portable devices  to the chagrin of many indie game developers,Whatever Changes that May occur in some groups "community Dynamic"  is just part of life in the Modern age

Daz is merely a 3D content company Making Choices for their product line.... thats the reality of  all this

A fully Functional "Vicky"  in Your Pet program/platform is
just a 3D model option....not a Moral obligation upon Daz or some Constitutionally Mandated Civil Right.

Cheers

I never said it was.  What I am saying is that whether the next version of Poser contains weightmapping or not, unless DS has something spectacular under the hood (and so far I see no evidence of that) I'm sticking with Poser and the figures I already have.




R_Hatch posted Sat, 21 May 2011 at 10:06 PM

Wow, so much speculation, so little actual knowledge (the thread as a whole, not any one post in particular). The worst part is that there have been statements made (as well as a couple of non-statements by people in the know) that point in the other direction (i.e: Poser will be getting weightmap rigging in upcoming versions), yet everyone wants to believe the most doomsday version of events possible.

Has anyone here even tried the DAZ|Studio 4 betas or release candidate? No? Well don't let a lack of facts get in your way; carry on whining. Also, Poser is not art, V4 is significantly more attractive than V3, who was marginally more attractive than V2.

Also, I much prefer Poser to DAZ|Studio, but the times, they are a changin'.

In conclusion: the world didn't end today, contrary to popular belief. Please remove your tinfoil hats and step away from the kitten!


R_Hatch posted Sat, 21 May 2011 at 10:10 PM

Also, the new Genesis figure completely kills everything that has come before. The rigging is nearly perfect, and user add-ons will close that gap even more once D|S4 has been out for a while (and once Poser 9/Pro 2011/12 are out, the sky's the limit).


LaurieA posted Sat, 21 May 2011 at 10:15 PM

Yeah, I think it's best not to speculate before we know what's coming. All we can really do is wait until Poser 9 is here. Any speculation beforehand is not only probably going to be wrong, but it's really started some anger-mongering that's sorta silly when we know nothing. We don't need yet another excuse to perpetuate the Poser vs D|S thing, especially when those excuses are likely to be erroneous in this case.

Laurie



EClark1894 posted Sun, 22 May 2011 at 11:22 AM

Quote - Also, the new Genesis figure completely kills everything that has come before. The rigging is nearly perfect, and user add-ons will close that gap even more once D|S4 has been out for a while (and once Poser 9/Pro 2011/12 are out, the sky's the limit).

But gee, aren't you speculating there? You don't know all that for a fact now, do ya?

I never said, anything was set in stone, and in fact, all of my posts were based on the supposition that Poser doesn't adopt weightmapping in the next version.

Bagginsbill never actually SAID that weightmapping would be in the next version of Poser. He also said that the developers were smart people. My take on this hasn't changed since DAZ first announced that they were developing Studio four versions of Poser ago. Why?




bagginsbill posted Sun, 22 May 2011 at 11:45 AM

Pretending for a moment that I know nothing, I'm curious about WM in the general non-hobbyist CG world, versus what we will have.

Please correct me if I've misunderstood some points.

  1. Daz trademarked the name "Triax" (TM) in conjunction with DS4. It refers to having 3 independent rotational weights for each joint, one per axis. This implies that the larger CG world has always used only one weight per joint. Is that the case? Is using a separate vertex weight per joint*axis a new idea? If the rest of CG apps in the world use only one weight per joint, then doesn't this ensure that the Genesis figure is not compatibly rigged for apps like Maya, etc.? If it isn't a new idea, then what's the point of crowing about playing me too - like me giving a proprietary name to "glass of water".

  2. Is "Triax" (TM) actually useful? Does it make a meaningful improvement over "Monax" (TM I made that up). And if it doesn't really make a difference, is it worth tripling the memory requirements to hold all that vertex weight data in memory? How often do you really want the weight of each axis to be different? If it's rare, I would think that it would be better to use Poser's strategy of multiple influencers per joint. This way, you start with a single weight map, and for the few joints where you need unique values for a second or third axis, you would then stack a single-axis weight.

  3. Genesis seems to be one big mesh - no groups. Does this mean that each weight map (per joint) must include data for every single vertex in the whole figure? Isn't that horribly wasteful? Is it sensible to have influence data for every joint * every axis * every vertex? Let see - approximately 45 joints in a figure, times 3 axes, gives us 135 numbers that must be kept per vertex. Even if all that is kept in single precision floats, not doubles, that's around 38 megabytes of data! I hope to see some amazingly realistic human shapes for that cost.

  4. SM is notorious for not knowing how to use its own tech to best effect, and therefore creating a community perception that the tech is far less than adequate. As far as I can tell, Miki3 does not demonstrate at all what is possible with the new multi-zone sphere+capsule system introduced in P8+PP2010, the system that Daz has refused to embrace. Instead, they claim that Poser tech is holding them back. Meanwhile, I notice also that last year, Maya (an app that is over $3000) just introduced the same or similar multi-zone capsule shape rigging that Poser did, and they talk about it as a way to seriously avoid having to weight map for realistic joints - that it is a step beyond painted weight mapping. What's the truth here? Any rigging experts care to comment?


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Paloth posted Sun, 22 May 2011 at 12:38 PM

1)      Daz trademarked the name "Triax" (TM) in conjunction with DS4. It refers to having 3 independent rotational weights for each joint, one per axis. This implies that the larger CG world has always used only one weight per joint. Is that the case?

* *

The larger CG world creates custom weight maps to handle the bending requirement of a figure in a scene. You can trade out weight maps when needed. If a character is lifting his arms over his head to shoot a basket, chances are that the weight map that favors the ‘arms down’ pose isn’t going to work so well. You can use other methods to steer the geometry correctly when the figure needs to make a wide range of movement. These tools resemble magnets or morphs.

 

If you just had one weight map, I think the figure might be less flexible than a Poser figure, in the sense that you set separate falloff zones for each joint rotation in Poser. The one advantage is that you would be able to control the falloff more precisely with the weight map.

* *

Is using a separate vertex weight per jointaxis a new idea?*

* *

Doing this in an automated way for a generic figure designed to do anything the user intends is probably a new idea. The Maya 2011 manual doesn’t mention anything like this.

 

is it worth tripling the memory requirements to hold all that vertex weight data in memory?

 

It depends on how well it works. I’m not sure that the memory requirements would be any greater than the triple vertex data already defined by falloff spheres.

 

I would think that it would be better to use Poser's strategy of multiple influencers per joint. This way, you start with a single weight map, and for the few joints where you need unique values for a second or third axis, you would then stack a single-axis weight.

* *

I would be surprised if you couldn’t customize this sort of thing. Currently, rigging doesn’t even demand that you use a falloff zone. Of course, with the super-morphing version 5 figures, there may be special demands.

 

Genesis seems to be one big mesh - no groups. Does this mean that each weight map (per joint) must include data for every single vertex in the whole figure?

* *

Probably not. Standard weight mapping for a joint only affects the area it affects. There would be no need to hold the weights for the toes in a finger joint.  

 

I notice also that last year, Maya (an app that is over $3000) just introduced the same or similar multi-zone capsule shape rigging that Poser did, and they talk about it as a way to seriously avoid having to weight map for realistic joints.

* *

Yes. There are other uses to. You can use Maya’s capsules to set up a weight map. You can also use the capsules in combination with weight maps.

 

Personally, I’ve found the capsule zone solved an issue I was having that was almost impossible to do correctly with spheres. Of course, people have to consider that if they release a figure that uses capsule zones, Daz Studio users will not be able to use it at this time.

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bagginsbill posted Sun, 22 May 2011 at 1:05 PM

Genesis seems to be one big mesh - no groups. Does this mean that each weight map (per joint) must include data for every single vertex in the whole figure. ...

***Probably not. Standard weight mapping for a joint only affects the area it affects. There would be no need to hold the weights for the toes in a finger joint.  ***

Right but what I'm failing to understand is how is a vertex or polygon is distinguished as being a part of the toe versus the head or whatever if there are no body part groups? If it is all one group, how is the association of a subset of the geometry with a joint implemented?

In the absence of any grouping, all vertices are eligible for rotation by any joint and a weight must be recorded for all of them.


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Paloth posted Sun, 22 May 2011 at 1:12 PM

In Maya, the rigging's joints are the controllers. The weight map defines which vertices are affected by a joint's rotation and how much they are affected.

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bagginsbill posted Sun, 22 May 2011 at 1:14 PM

Is it worth tripling the memory requirements to hold all that vertex weight data in memory?

It depends on how well it works. I’m not sure that the memory requirements would be any greater than the triple vertex data already defined by falloff spheres.

If a joint has 3 maps, then it certainly will triple the data, versus a joint that has only one map. That's a certainty.

In your response, though you compared triple vertex data with falloff spheres, which is not the point I was asking about. I was comparing weight mapping, one per joint, versus three per joint.

But now that you mention it, I hope you do realize that the amount of data for a falloff sphere is a constant, and has nothing to do with how many vertices are affected, right? A falloff sphere is a huge data reduction in comparison to a weight map, even if the map only has a few hundred vertices in it. Which means that weight maps, even those defined per-polygon-group, are a huge memory chore compared to falloff zones.

Even capsule zones are only 40 bytes of data per zone. Whereas a 3-axis set of weight maps for a single group of vertices is 36 bytes per vertex, assuming only one joint affects the vertex. If 20 joints affect the vertex then that would be 60 maps, not 3 maps.


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bagginsbill posted Sun, 22 May 2011 at 1:15 PM

Quote - In Maya, the rigging's joints are the controllers. The weight map defines which vertices are affected by a joint's rotation and how much they are affected.

 

You're still not answering the question. Imagine you're a computer, not a human. Computers can't "see". You have a pile of 70,000 vertices. Which ones are affected by the neck, for example, if there are no groups?

You said the weight map defines which vertices are affected. That means it has a true-false for each vertex? In other words, every map has something to say about every vertex?


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Paloth posted Sun, 22 May 2011 at 1:16 PM

To elaborate, the joint at the elbow area of the rigging will call on a weight map that defines the degree of influence the rotation has. The area of the mesh specified is determined not by a part, but by the weight map.

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Paloth posted Sun, 22 May 2011 at 1:20 PM

Just to be clear, the area of the mesh that a joint's weight map affects is rational in that it doesn't include weight for every joint in the figure.

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bagginsbill posted Sun, 22 May 2011 at 1:26 PM

Quote - Just to be clear, the area of the mesh that a joint's weight map affects is rational in that it doesn't include weight for every joint in the figure.

Sorry - I'm not trying to be dense, or an ass. 

That statement isn't a clarification in response to any assertion I made. You said here that a joint's map doesn't include weight for every joint. Right - I never asked that. I'm asking, true or false:

A joint's map includes weight for every VERTEX.

Put another way:

Each vertex has a weight value for every joint map.


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Paloth posted Sun, 22 May 2011 at 1:39 PM

A joint's map includes weight for every VERTEX.

When you select a joint's map, you can display the area affected by it. These are shades of gray to white. Every other area of the mesh is black. The black areas are not affected by the selected joint's rotations, but now that you've confronted me on this, I suppose they are mapped, to 0. * *

I don't know how efficent this is for programmers.

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RHaseltine posted Sun, 22 May 2011 at 1:48 PM

Genesis does have groups, and regions - you can see the groups as selectable areas when using any of the joint-manipulation tools, regions show only when using the region selection tool and allow for targeting different areas (I'm not sure how much this shows in the Genesis in DS4 .321 but we ddi see it in the projectX preview, or in the videos on the new tools, so that you could for instance select just the upper face and see only those morphs that affect the upper face). I don't know how it is handled, but it's certainly possible that weight maps are defined only across certain groups with other groups simply marked as all 0 or all 1.


millighost posted Sun, 22 May 2011 at 1:52 PM

Probably a lot of intervening answers, since this is so long, sorry :-)

Quote -

Pretending for a moment that I know nothing, I'm curious about WM in the general non-hobbyist CG world, versus what we will have.

Please correct me if I've misunderstood some points.

  1. Daz trademarked the name "Triax" (TM) in conjunction with DS4. It refers to having 3 independent rotational weights for each joint, one per axis. This implies that the larger CG world has always used only one weight per joint. Is that the case?

This is likely the case, but the reason for that might not be that obvious; The larger CG-world normally does not use Euler angles for posing, but rather quaternions or axis-angle representations. With these you normally cannot easily map your weights to static fixed axes. So the idea of using only a single weight suggests itself.

Quote -
Is using a separate vertex weight per joint*axis a new idea? If the rest of CG apps in the world use only one weight per joint, then doesn't this ensure that the Genesis figure is not compatibly rigged for apps like Maya, etc.? If it isn't a new idea, then what's the point of crowing about playing me too - like me giving a proprietary name to "glass of water".

In other systems, like Maya or blender (i do not know the others), you can usually define multiple weightmaps for each joint if you wish to and bind them to practically any parameter. So you could make a weight map for each joint axis, but why should one do so (unless you want to use euler angles, of course)? The three different weight maps would probably be the most straight-forward way to convert an euler-angle-axis-mapped skin for use in e.g. blender, but usually people do not want to have euler angles in the first place.

Quote -

  1. Is "Triax" (TM) actually useful? Does it make a meaningful improvement over "Monax" (TM I made that up). And if it doesn't really make a difference, is it worth tripling the memory requirements to hold all that vertex weight data in memory? How often do you really want the weight of each axis to be different? If it's rare, I would think that it would be better to use Poser's strategy of multiple influencers per joint. This way, you start with a single weight map, and for the few joints where you need unique values for a second or third axis, you would then stack a single-axis weight.

I guess it could be useful from a technical standpoint, since you just have more parameters you can tweak. I do not see the memory issue, because the guys implementing the skinning algorithm should be smart enough not to store the full set of zero-weights (but here i could be mistaken, of course).

Quote -

  1. Genesis seems to be one big mesh - no groups. Does this mean that each weight map (per joint) must include data for every single vertex in the whole figure? Isn't that horribly wasteful? Is it sensible to have influence data for every joint * every axis * every vertex? Let see - approximately 45 joints in a figure, times 3 axes, gives us 135 numbers that must be kept per vertex. Even if all that is kept in single precision floats, not doubles, that's around 38 megabytes of data! I hope to see some amazingly realistic human shapes for that cost.

The usage of groups for skinning (and morphs), at least partly stem from the desire to import wavefront OBJ files into poser/DAZ, i think. And with OBJ you cannot do much beyond creating groups for various sets of vertices (faces actually). Since DAZ can invent some new proprietary file format for their "triax" system, they do not have to bother with this limitation, so i guess the file size does not need necessarily to grow. Makes things more difficult to import in other applications, unfortunately. But comparing the mysterious binary undocumented DS file formats with the relatively easily understandable text-based poser file formats, i would guess, DAZ does not mind anyway.

Quote -

  1. SM is notorious for not knowing how to use its own tech to best effect, and therefore creating a community perception that the tech is far less than adequate. As far as I can tell, Miki3 does not demonstrate at all what is possible with the new multi-zone sphere+capsule system introduced in P8+PP2010, the system that Daz has refused to embrace. Instead, they claim that Poser tech is holding them back. Meanwhile, I notice also that last year, Maya (an app that is over $3000) just introduced the same or similar multi-zone capsule shape rigging that Poser did, and they talk about it as a way to seriously avoid having to weight map for realistic joints - that it is a step beyond painted weight mapping. What's the truth here? Any rigging experts care to comment?

I am by no means an expert on the matter of subject, but before i even knew that poser and DS existed, i had a bit of experience of weightpainting in blender and a little maya. And before i actually tried poser i got this book "Secrets of Figure Creation in Poser 5" by B.L.Render (that one gave me the idea to actually try poser). The first thing i thought when learned about the falloff zones, was that these are actually an improvement over the older weight painting system, because the falloff zones essentially specify how your surface should bend when bending a joint, whereas with weightpainting, you specify how each vertex should bend. At first this may sound like the same thing, but with the falloff zones, one could use the same zones for different meshes. E.g. you could completely redesign the topology of a limb and still use the same falloff zones. With weightpainting you practically start over and have to redo the weightmap. So i think that Maya does the right thing by implementing those, since it makes it easier for the figure creators; function-wise it is the same, of course, i would even suspect that internally those applications that offer falloff zones use weightmapping internally by converting falloff zones to weights, when loading a figure (i guess even poser does that), since weightmaps are more natural for a machine to process (falloff zones are more on the human side of thinking).
In summary this so called "triax" system sounds a bit like the worst of two worlds: You have still have to use those nasty euler angles with the costly creation of weight maps. (Maya probably does it the other way around, at least i hope so :-)


bagginsbill posted Sun, 22 May 2011 at 2:05 PM

Thanks Paloth, RHaseltine, and millighost.

I'm not sure anybody really should care if WM costs more RAM - but I'm very curious about it, even though I have 8 GB of it now! LOL

The Maya news I was looking at is here:

http://www.3dworldmag.com/2010/12/07/28683/

The part that caught my attention (emphasis added by me):

Quote - Skinning has received a lot of attention in this release. There are now three options for the actual skinning solver itself; the original linear smooth skinning remains, but there is now also a dual quaternion solver.

Dual Quaternion skinning helps to eliminate collapsing geometry around areas like the inside of elbows and the back of knees, and also what is referred to as the ‘candy wrapper’ twisting effect that the conventional linear method leads to.

There is also a mode which allows the two to be blended, and the influence of each painted (as a weightmap) into the areas that best suit one over the other. Weight painting has also been enhanced.

Firstly an Interactive smooth binding mode circumnavigates the initial stage of weighting by visually representing the influence of each joint as capsules.

These capsules can then be adjusted interactively to change the falloff for each joint which will get you a good way along the road before having to delve into the dirty business of actually painting weights. However, when you do start painting, fear not, as there are several nifty additions in 2011 to make the experience less arduous.


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Paloth posted Sun, 22 May 2011 at 2:07 PM

In other systems, like Maya or blender (i do not know the others), you can usually define multiple weightmaps for each joint if you wish to and bind them to practically any parameter.

I didn't know you could do this: My apologies for putting out incorrect information.

**
**

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Ghostofmacbeth posted Sun, 22 May 2011 at 3:44 PM

Just wanted to post a link to some of the videos that discuss creating weirght maps, etc. http://forum.daz3d.com/viewtopic.php?t=164169



R_Hatch posted Sun, 22 May 2011 at 10:46 PM

Quote - But gee, aren't you speculating there? You don't know all that for a fact now, do ya?

Well, unless DAZ decides to shoot themselves in the foot by breaking Genesis in the final version of Studio 4, then there is no speculation involved, as I have used the figure quite a bit over the past few days, and it is very impressive.

Like I suggested before, give it a try, you just might like it. The only real gripe I have with DAZ|Studio 4 now is the rendering/material setup, which still sucks.


EClark1894 posted Sun, 22 May 2011 at 11:17 PM

Quote - > Quote - But gee, aren't you speculating there? You don't know all that for a fact now, do ya?

Well, unless DAZ decides to shoot themselves in the foot by breaking Genesis in the final version of Studio 4, then there is no speculation involved, as I have used the figure quite a bit over the past few days, and it is very impressive.

Like I suggested before, give it a try, you just might like it. The only real gripe I have with DAZ|Studio 4 now is the rendering/material setup, which still sucks.

Can't. Studio 3 and 4 won't run on my Mac. I don't have Open GL1.3




patorak3d posted Sun, 22 May 2011 at 11:18 PM

Why should i give it a try?

 

 


Darboshanski posted Mon, 23 May 2011 at 8:55 AM

Again unless D/S has changed to play well with Vue infinite and xstream I will not be using it.  I also dont want to have to pay for 8-9 different modules just to get to work like poser when I can get all I want from Poser out of the box. These are the only things that do not rush me into using D/S.

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vholf posted Mon, 23 May 2011 at 12:08 PM

Quote - Why should i give it a try?

So you can have arguments when talking about how much DazStudio does or does not suck?

No offence patorak but your comment sounds quite trollish.

As muh as anyone wants to deny it, DS handles quite a few things better than poser. Check out the parameters tab filters, and the whole camera system. The new Genesis figure (which I DID try) is quite a step forward IMO.


patorak3d posted Mon, 23 May 2011 at 1:42 PM

Sorry Hioushi,  i pose that question to all salesmen and so far i'm not sold on a program that is a hack of Poser 3/4.

 

 


Cariad posted Mon, 23 May 2011 at 1:46 PM

I tried to give it a go, honestly, as at one point I was a Daz user.  Unfortunately, DS4 will not run on my computer at all and 3 was terribly glitchy. 

Some of what I have seen coming out is impressive, but I admit, Daz's materials handling and rendering engine leave much to be desired.  Which is truly sad given that 3Delight is a wonderfully solid engine if they could be bothered to implement it to its full potential.

Am I concerned that Genesis will not work in Poser 8?  Not really, I have V4 who needs a convoy to move her wardrobe.  There have been concerns raised over how the auto fitting of V4's wardrobe effects the clothing, including that movement morphs etc may well be lost when using them on Genesis. 

Also, echoing what Bagginsbill said earlier, I don't think we have seen anywhere near the full potential of Poser's new rigging exploited.  Miki3 certainly didn't.

Heck, Antonia uses the old rigging to the best of my knowledge, and her joints are a thousand times better than V4s.  If we had a figure done to that sort of standard with the capsule system, who knows, maybe people would be less enthused with Genesis.

Though I do find it interesting that Maya is now integrating a system similar to Poser's capsules... Maybe it is that Daz isn't setting a path to the future, but instead hoping to embrace what other software has known for years while they, along with Poser are the ones moving forward?


ShawnDriscoll posted Mon, 23 May 2011 at 2:02 PM

Quote - Again unless D/S has changed to play well with Vue infinite and xstream I will not be using it.  I also dont want to have to pay for 8-9 different modules just to get to work like poser when I can get all I want from Poser out of the box. These are the only things that do not rush me into using D/S.

I think DAZ Studio is an ending point for modeled objects, rather than a starting point or a place to jump from.  At least that is how DAZ3D has marketed the thing.  They have not figured out how to market Carrara yet in comparison.

www.youtube.com/user/ShawnDriscollCG


ShaaraMuse3D posted Mon, 23 May 2011 at 3:00 PM

My biggest problem with DS is that there's no way (as far as I know) to model and use my own dynamic clothing with their cloth plugin. Most of the clothing I use and make is dynamic, so if they don't fix this, DS will remain an absolute no-no as far as I am concerned, Genesis or not.


SteveJax posted Mon, 23 May 2011 at 7:03 PM

I think I'm going to just have a headache and be done with it.


grichter posted Mon, 23 May 2011 at 9:34 PM

Quote - I think I'm going to just have a headache and be done with it.

Steve take two "Joint Capsules" for your headache. Works everytime.

To the rest of the posters that have taken the time to provide technical detials, thanks a ton. I appreciate the research and sharing of your findings here.

 

Gary

"Those who lose themselves in a passion lose less than those who lose their passion"


patorak3d posted Mon, 23 May 2011 at 9:53 PM

To the rest of the posters that have taken the time to provide technical detials, thanks a ton. I appreciate the research and sharing of your findings here.

As they say in my neighborhood,  "Forget about it."

 

 


Winterclaw posted Mon, 23 May 2011 at 10:40 PM

Quote - Right but what I'm failing to understand is how is a vertex or polygon is distinguished as being a part of the toe versus the head or whatever if there are no body part groups? If it is all one group, how is the association of a subset of the geometry with a joint implemented? In the absence of any grouping, all vertices are eligible for rotation by any joint and a weight must be recorded for all of them.

Interesting question.  I'm a trepxe, the opposite of an expert, however with what little I know I could guess:

1.  Done by mat zones.  If something is in the foot zone, it follows whatever rules for a foot.

  1. Some kind of weight map like you are talking about (this poly has the foot color or location, so it must be a foot).

  2. You have a rig and it tries to guess how things work based on the rig and matches the rig to the mesh.  IE if you tell it a model is a human, it'll try to make guesses about what is what.  This scares me to no end because I know how smart features end up as nightmares.

  3. I didn't play spore, but I did see how CC in it worked.  You plunked a llimb onto your beastie and the game tried to use it.  So maybe you select an area and label it as a limb or a hand or whatever.

WARK!

Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.

 

(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)


R_Hatch posted Tue, 24 May 2011 at 12:12 AM

Quote - Sorry Hioushi,  i pose that question to all salesmen ...

LOL. I think DAZ must owe me some back pay then, since I'm not sure exactly when I became a "salesman" for them, and I'm quite sure I've never been paid by them. I was trying to offer some common sense and reason to counteract the negativity, but I see that some are determined to blindly hate in the face of all dissenting opinion. Carry on as you were.

Quote - ... and so far i'm not sold on a program that is a hack of Poser 3/4.

So you have tried it, then? If so, why were you asking why you should try it?

Also, this thread is mainly focused on the Genesis figure itself, and not quite so much on DAZ|Studio as a whole. I still very much wish I could just use Genesis in Poser Pro 2010, since the DS ui is not quite there yet. As stated before, materials and rendering in DS pale next to Poser 8/2010. The Genesis figure itself is a masterpiece, however.


vilters posted Tue, 24 May 2011 at 3:59 AM

I see what I see.
The only religion (in Poser) I believe in, are my 2 own eyeballs.

The movie showed a well rigged figure.
But?
And that has been "the" biggest problem lately; close to no body muscle topology.

Before all this we had low poly figures, low on mem usage.
Then came the high poly models, very-very hard to rig, very mem hungry, but still close to no muscle topology.

Now poly count comes down again, oef, and other systems used to get the rigging.

All wel and very nice.

But when will they build a human figure??? That looks human?

Most of my Poser time , I seem to lower balloons to make some real breasts.
And change body shapes to include basic topology and muscles.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


EClark1894 posted Tue, 24 May 2011 at 8:29 AM

That's a very interesting question. How memory hungry is the new Gensis figure anyway. My guess is that DAZ will sell the figure it self as a base and morph packs for each successive model. such as V5, M5, A5  and so on. How much strain will this put on a computer's resources?




Zev0 posted Tue, 24 May 2011 at 5:18 PM

This reply/statement comes from SKondris and Richard Hasiltine from the Daz team. Hopefully it answers some questions regarding compatability with Poser.

"Genesis is the name for the whole new 5th generation of figures coming out in DAZ Studio 4. It's the name for the entire series of figures that will be created - by both DAZ 3D and 3rd party figure creators. V5 and M5 will be released as part of this series of figures. Currently, DAZ Studio 4 is shipping with a basic male, female, and child shape. We're working on up-converted clones of our popular 4th generation shapes (ie, Victoria 4, Michael 4, etc). Third party figure developers can also release their own shapes as part of this series, and we're actively encouraging them to do so. For example, we would love it if Aery Soul would release a version of their popular Alice character as a new figure shape in the Genesis series so that you all could use her shape together with all the rest that we'll be released. As for compatibility, the Genesis figures are only possible through new technological innovations we've made in DAZ Studio 4. However, the Genesis platform utilizes an open file format that we are hoping others will support. We're working on support for the Genesis series right now in Carrara. And the Bryce <-> DAZ Studio Bridge will work with these figures, too. We've had some discussions with Smith Micro, but ultimately, they'll need to make their own decisions as to what makes the most sense for their company, but we hope that they'll be able to support the Genesis platform without too much work."

"We'd be very happy if Smith Micro wanted to get their figures into the Genesis series. Smile No reason they couldn't."

 

From Richard Hasiltine

"Current Poser-style rigging uses shapes to define how much or little the mesh is deformed by a bend, rather like the falloff sphere for a magnet though there are more shapes and no way to edit the graph as you have with magnets. A joint can also deform only its own mesh and that of its parent. With weight-mapping each vertex of the mesh is given a weight (how strongly it deforms, nothing to do with weight as measured by a set of scales) directly, and any joint can bend any part of the mesh. That allows better control, especially in tricky areas like the shoulders and hips, and also opens up more options for things like skirts and webbed fingers. So far it's DS4 only, though there's an expectation that Poser 9 will do it too - whether Poser 9 and DS4 will be able to share the same figures remains to be seen."

My Renderosity Store


vholf posted Tue, 24 May 2011 at 6:25 PM

Thank you for the post V01f, finally an official statement. What's it's date though? I was hoping both parts had worked things out by now, or at least express a more strong position on the subject, but it seems otherwise.


lkendall posted Tue, 24 May 2011 at 6:32 PM

V01f:

While weight mapping is being added as a feature for D/S 4, and maybe Poser 9 (they do not seem to be commenting, but they almost never do), one would assume that D/S 4 (and Poser 9) would be able to handle the legacy rigging of content already available?

Hee,hee,hee...those poor programmers. Their heads must be spinning.

lmk

Probably edited for spelling, grammer, punctuation, or typos.


Zev0 posted Tue, 24 May 2011 at 6:47 PM

I dunno dude. I'm reserving my judgement for now. Right now the genesis figure is more of a want than a need.

My Renderosity Store


lkendall posted Tue, 24 May 2011 at 7:05 PM

V01f:

Well, thanks for the quotes. It is watch and wait for me too. No use forming opinions before the applications and contents have been tortured to the max by the first few users. Sadly, it looks as if the version four line will not be completed with a David4 morph.

If all the legacy content is supported with weight mapping too, I wonder what hybrids will be possible?

lmk

Probably edited for spelling, grammer, punctuation, or typos.


patorak3d posted Tue, 24 May 2011 at 7:20 PM

LOL. I think DAZ must owe me some back pay then, since I'm not sure exactly when I became a "salesman" for them, and I'm quite sure I've never been paid by them. I was trying to offer some common sense and reason to counteract the negativity, but I see that some are determined to blindly hate in the face of all dissenting opinion. Carry on as you were.

It ain't blind hate,  just plain disgust.
* *

So you have tried it, then? If so, why were you asking why you should try it?

 

Why do you want to know,  you writin' a book?

Also, this thread is mainly focused on the Genesis figure itself, and not quite so much on DAZ|Studio as a whole. I still very much wish I could just use Genesis in Poser Pro 2010, since the DS ui is not quite there yet. As stated before, materials and rendering in DS pale next to Poser 8/2010. The Genesis figure itself is a masterpiece, however.

Ante up...let's see some pics.

 

 


EClark1849 posted Tue, 24 May 2011 at 7:32 PM

Would be nice if someone at Smith Micro told us something one way or another about Poser 9 and DAZ compatibility. I really miss the old CP bulletin boards. They didn't say much, but at least they said something.


SteveJax posted Tue, 24 May 2011 at 7:46 PM

DAZ Rand dropped quite a bomb today stating that they were moving towards having all of their 3D software tied to the new CMS System Database. This would include D/S, Bryce, Carrara and Hexagon. I don't know about the rest of you but I don't want to see Bryce & Carrara bogged down by this move.


LaurieA posted Tue, 24 May 2011 at 8:08 PM

And I really don't wanna see Hex bogged down by it either. But since it's a modeler, I'm not quite seeing how they can ruin it. However, considering the source, I'm sure they'll do their darndest to try ;).

Laurie



vholf posted Tue, 24 May 2011 at 10:30 PM

I fail to understand why all the hate towards Daz, or why blaming them of every possible mischief the Poser comunity suffers. I've been a Poser user since Poser 4, and I still get excited over news either at Daz or SM(CuriousLabs, eFronteer, etc, etc).

It's like going to the Vue forums and reading a bunch of coments about how much Brice sucks and ruins every Vue user experience.


SteveJax posted Tue, 24 May 2011 at 10:42 PM

How exactly does reporting what they've publically stated in their forums equal out to hate exactly? They plan on tying all of their 3D software packages into a common suite according to DAZ Rand. One that uses their Content Management System software that will run constantly in the background on your system using system memory and CPU resources regardless of whether or not you're actually using any of their 3D software packages.

The last Crapware Suite I used that went the route of Windows Services to tie their suites together was Roxio and I now refuse to ever buy from them again!


vholf posted Tue, 24 May 2011 at 11:02 PM

I wasn't refering to that Steve. See, I don't use Daz Studio, I've never rendered anything at all in it, all of my image uploads here in the gallery and deviantart are Poser renders, I love Poser, and I'm very used to it, THAT is why I don't use Daz, it's not because I think it's evil, or because Daz is money hungry, or whatever else. Just because it does not suit my particular needs, doesn't mean I must act blind and deny the features that are certainly an improvement over Poser. I just don't agree with the stance of "DazStudio sucks because it's not Poser".


SteveJax posted Wed, 25 May 2011 at 12:33 AM

I don't think that it's as simple as "DazStudio sucks because it's not Poser" and I think saying it is is turning a blind eye to all the reasons people have actually given for not liking DS. I personally don't dislike it. In fact, I use it to get Poser content easily into Bryce. That's all I use it for but like any tool it has it's use. I don't use it to pose or render because I am more comfortable using Poser for that.

What I do dislike is when a company asks for it's users opinions time and time again and then goes on to ignore said opinions repeatedly. Nobody I have heard of wants the CMS program to run as a Windows service when DS isn't running except for DAZ. Now having them say they're going to eventually be tying all of their 3D apps to this service turns me off even further.

It's not hate. It's "Fed Up".


Coleman posted Wed, 25 May 2011 at 10:08 AM

I'd comment on the purpose of this thread but DAZ dumped their video too fast.

I was gonna comment that I wondered how the folks who got Daz Studio free and the base figures free may now have to buy DS4 to get the genesis figures and how that was a total 360 for DAZ in the past few years...


Winterclaw posted Wed, 25 May 2011 at 10:43 AM

Quote - I fail to understand why all the hate towards Daz,

 

You've never used hex, have you?  It's taken them how many years to get around to fixing some of the crashing problems (dunno, haven't tested the beta)?

WARK!

Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.

 

(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)


LaurieA posted Wed, 25 May 2011 at 10:49 AM

Quote - > Quote - I fail to understand why all the hate towards Daz,

 

You've never used hex, have you?  It's taken them how many years to get around to fixing some of the crashing problems (dunno, haven't tested the beta)?

I have been testing the beta and for me it's been really solid. I've only crashed a few times and most of those were my fault (like forgetting to collapse dynamic geometry before export). ;)

Laurie



MistyLaraCarrara posted Wed, 25 May 2011 at 11:01 AM

Quote - Stumbled across this clip on youtube. Don't know if it has been posted anywhere on this site. I must say I am impressed. Looks like the future is bright, if it comes to poser.

 

linky says video is private.  cant' watch it.



♥ My Gallery Albums    ♥   My YT   ♥   Party in the CarrarArtists Forum  ♪♪ 10 years of Carrara forum ♥ My FreeStuff


Winterclaw posted Wed, 25 May 2011 at 11:40 AM

Quote - I have been testing the beta and for me it's been really solid. I've only crashed a few times and most of those were my fault (like forgetting to collapse dynamic geometry before export). ;)

Laurie

 

That's a start, but I still hate the included UVmapping.

WARK!

Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.

 

(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)


LaurieA posted Wed, 25 May 2011 at 11:46 AM

Quote - > Quote - I have been testing the beta and for me it's been really solid. I've only crashed a few times and most of those were my fault (like forgetting to collapse dynamic geometry before export). ;)

Laurie

 

That's a start, but I still hate the included UVmapping.

I still use Roadkill for that



Winterclaw posted Wed, 25 May 2011 at 3:16 PM

I just tried out uvmapper free the other day, it did the job, sort of. 

WARK!

Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.

 

(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)


MistyLaraCarrara posted Wed, 25 May 2011 at 3:21 PM

wings3d has a uv mapper built in



♥ My Gallery Albums    ♥   My YT   ♥   Party in the CarrarArtists Forum  ♪♪ 10 years of Carrara forum ♥ My FreeStuff


Eric Walters posted Wed, 25 May 2011 at 11:55 PM

Thanks for the tech geek talk BagginsBill and others- I enjoy reading about it!

I am tempted to get into the hate/no hate Daz conversation-but since I don't take it seriously- I will abstain! I mostly wanted to see the video- and found it to be Private. That might be enough reason to "hate" Daz!  JUST KIDDING! :-)



Grey_cat posted Thu, 26 May 2011 at 11:30 AM

When I asked if Miki might become a morph of the Genesis figure, DAS said it was possible; it depended on their talks with SM. It makes scent, why would SM make changes Poser to use the Genesis tech if DAZ wouldn't include SM figures in the Genesis figure?


Winterclaw posted Thu, 26 May 2011 at 3:40 PM

Well, DS4 is out.  Has anyone got it and tried to play with the new figure?

WARK!

Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.

 

(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)


Winterclaw posted Thu, 26 May 2011 at 11:53 PM

Ok, I DLed DS4 (which from my first impression I didn't like using the least) and starting playing with gene, which I what I think we should all call it for short.

Mesh wise it all does seem to be one piece or at least everything got melded together when I exported it to hex.  Unfortuately I can't reexport it on this user account on my PC because DS4 can't find seem to find gene right now. 

 

Things I've noticed:

For the last thing, part of me wonders if this will take off at all.  It costs 50-100 bocks to get the wardrobe upgrade so your old stuff will work on gene (though all movement and styling morphs die in the upgrade).  It isn't usable in Poser.  And overall it seems like v4/m4 with a newer feature and no specific items to support it.

For the moment, I recommend staying with whatever you have, but I'm a bit biased.

WARK!

Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.

 

(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)


vilters posted Fri, 27 May 2011 at 7:29 AM

I have read and made my conclusion.

75K poly's? what a pollution.
So many mat zones? what a pollution.

They will never learn.
They will never listen.

They can play solo for my part.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


RHaseltine posted Fri, 27 May 2011 at 3:02 PM

The mesh is not 75K polygons - it is about 17K, but with subdivision applied and (unless you change the export options) it's the subdivided mesh that exports.


EClark1894 posted Fri, 27 May 2011 at 8:52 PM

Quote - For the last thing, part of me wonders if this will take off at all.  It costs 50-100 bocks to get the wardrobe upgrade so your old stuff will work on gene (though all movement and styling morphs die in the upgrade).  It isn't usable in Poser.  And overall it seems like v4/m4 with a newer feature and no specific items to support it.

For the moment, I recommend staying with whatever you have, but I'm a bit biased.

I tried to ask DAZ Randall whether or not the Auto fit would be ported to work in Poser. I never received an answer. Still, that's a consideration for me, even if Genesis does work in Poser.




vholf posted Sat, 28 May 2011 at 1:37 PM

I wouldn't count on it EClark1894, it's like asking SM to port the hair room to Daz, it's an entirely different code base, so an implementation from scratch is needed.


wolf359 posted Sat, 28 May 2011 at 2:29 PM

"I wouldn't count on it EClark1894, it's like asking SM to port the hair room to Daz, it's an entirely different code base, so an implementation from scratch is needed."

 

 

Correct!!!

 

 

Cheers



My website

YouTube Channel



patorak3d posted Sat, 28 May 2011 at 8:59 PM

I'd comment on the purpose of this thread but DAZ dumped their video too fast.

Hmmm...i guess they ain't gonna ante up?

 

 


wolf359 posted Sat, 28 May 2011 at 9:41 PM

"I'd comment on the purpose of this thread but DAZ dumped their video too fast.

Hmmm...i guess they ain't gonna ante up?"

 

Hi
that Video was a posing comparison between v4 and the new"genesis" uberfigure
showing how this things bends where V4 Breaks

Frankly the video is now moot

DS4 is out
anyone can try the new figure against there copy of V4

and Draw their own conclusions.

 

 Edit:BTW

this quote is fromthe DS4 press release

over in the news section of CG society

"DAZ Studio 4 uses a new file format that is lightweight, easy to transfer and exists in an open format for easy editing within other 3D software. No longer satisfied with the inherent constraints of building upon a third-party platform, DAZ 3D has established a new, open platform. DAZ 3D has also announced that they will support any other vendors that offer this file format within their tools.

"

That Says it all IMHO

 

Cheers

 



My website

YouTube Channel



patorak3d posted Sat, 28 May 2011 at 9:51 PM

Gotta link to the video.  i ain't installing ds4.

 

 


wolf359 posted Sat, 28 May 2011 at 9:58 PM

Quote - Gotta link to the video.  i ain't installing ds4.

 

 

Understandable   so there truly is no need for you to see the video
again....Moot.

Cheers



My website

YouTube Channel



patorak3d posted Sat, 28 May 2011 at 10:35 PM

LOL!  Yer right.  Thing that bugs me the most about it is i feel daz is makin' a power play and slamming the door on a lot of people.  i guess power does that.  A company starts out noble and enlightened.  A few years pass old employees leave,  new employees join.  Cept the new employees don't see enlightenment as wisdom,  they see it as power.  And to multiply their power they form good ol boy networks.  Eventually the power corrupts them and in return they corrupt the noble and enlightened company.

 

 


wolf359 posted Sun, 29 May 2011 at 3:28 AM

Is that How AutoDesk,Apple, or MIcrosoft Began??.... "noble"..."Enlightened"
until Power & Greed  turned them into the Heartless& Monolithic Behemoths
they are today??

"Noble"&"Enlightened" people start Social & Civil movements for the good of Mankind
they dont Sell  the SAME Virtual "3D Nekkid Chick "models" to a Very tiny&
Dedicated Community of Mostly Digital Hoarders on Fixed incomes

Seriously...
All Melodrama Aside Exactly what Door is being "Slammed on Alot of people"
In the world of technology Formats Change All the Time
I am AMAZED how Much Anxiety I see Exhibited by Some over this Reality
This latest Virtual "3D Nekkid Chick "model is Just another option for Some users
not a Civil Right.

Cheers



My website

YouTube Channel



millighost posted Sun, 29 May 2011 at 4:45 AM

Quote - ...

"DAZ Studio 4 uses a new file format that is lightweight, easy to transfer and exists in an open format for easy editing within other 3D software. No longer satisfied with the inherent constraints of building upon a third-party platform, DAZ 3D has established a new, open platform. DAZ 3D has also announced that they will support any other vendors that offer this file format within their tools.

"

That Says it all IMHO

 

Cheers

 

More specifically, the dsf files, that come with the DS4, look like plain json, which is nice, because there are a lot of tools supporting it. For example with python, a simple json.load("Genesis.dsf") suffices to read the whole figure (i tried this). Additionally, there are a lot of databases available, you could put your objects into, if you had a lot. Strange, that they did not name it ("a new fileformat that is lightweight...") since they surely did not invent it :-)


patorak3d posted Sun, 29 May 2011 at 7:29 AM

No anxiety on my part...i make my own figures.  i'm just looking out for my friends.

 

 


LaurieA posted Sun, 29 May 2011 at 7:38 AM

No sense gettin' all worked up over it ;).

Laurie



Jules53757 posted Sun, 29 May 2011 at 3:47 PM

The only advantage of the genesis figure is, it looks like it takes the V4 textures. But if you take a closer look at the mesh, poor in the naughty area and also in the breasts. 

D|S 4, a no go for me.


Ulli


"Never argue with an idiot. They drag you down to their level and beat you with experience!"


aeilkema posted Sun, 29 May 2011 at 3:50 PM

Quote - Stumbled across this clip on youtube. Don't know if it has been posted anywhere on this site. I must say I am impressed. Looks like the future is bright, if it comes to poser.

 

The if it comes to poser, just got more if and may turn into never, the what's new in D/S4 page start with a very interesting statement.......

 

Quote - ##### Genesis™ Figures - Only in DAZ Studio 4

Artwork and 3DToons items, create the perfect place for you toon and other figures!

http://www.renderosity.com/mod/bcs/index.php?vendor=23722

Due to the childish TOS changes, I'm not allowed to link to my other products outside of Rendo anymore :(

Food for thought.....
https://www.youtube.com/watch?v=pYZw0dfLmLk


LaurieA posted Sun, 29 May 2011 at 4:00 PM

I've seen a pic of "new" figures coming out. I hate to say this, but while they may bend better than before, they still look like genesis versions of things we already have and have paid for. I didn't see anything that looked terribly shiny like "I really had to have it" ;). That's not to say that some things won't be totally new - I'm sure there'll be plenty - but in the beginning it looks like it'll be same old, same old.

Laurie



SteveJax posted Sun, 29 May 2011 at 4:02 PM

I think that says it all....


Eric Walters posted Mon, 30 May 2011 at 9:18 PM

Wolf359

Just cause you can model and use EXPENSIVE 3D animation programs does not mean you can pick on us digital hoarders on a fixed income!

It clearly states in the US Declaration of Independance  that we have the right to life, liberty and the pursuit of endless Nekkid Vicky in a Temple With Dragon renders!!

 

And you imply that Nekkid Vicky in a Temple With Dragons is not the summit of 3D art?? How can you say that?? You have hurt me to the quick- I must retreat behind my hoarded and never used 12 year collection of FreeStuff and go back to rendering Nekkid Posette with Plastic Hair Helmet in a Temple. Maybe then I can face the world again.....

:-).

 

 

Quote - Is that How AutoDesk,Apple, or MIcrosoft Began??.... "noble"..."Enlightened"
until Power & Greed  turned them into the Heartless& Monolithic Behemoths
they are today??

"Noble"&"Enlightened" people start Social & Civil movements for the good of Mankind
they dont Sell  the SAME Virtual "3D Nekkid Chick "models" to a Very tiny&
Dedicated Community of Mostly Digital Hoarders on Fixed incomes

Seriously...
All Melodrama Aside Exactly what Door is being "Slammed on Alot of people"
In the world of technology Formats Change All the Time
I am AMAZED how Much Anxiety I see Exhibited by Some over this Reality
This latest Virtual "3D Nekkid Chick "model is Just another option for Some users
not a Civil Right.

Cheers



Eric Walters posted Mon, 30 May 2011 at 9:20 PM

Laurie

 

You mean your whole reason for 3D is not a realistic depiction of deep knee bends?

 

Quote - I've seen a pic of "new" figures coming out. I hate to say this, but while they may bend better than before, they still look like genesis versions of things we already have and have paid for. I didn't see anything that looked terribly shiny like "I really had to have it" ;). That's not to say that some things won't be totally new - I'm sure there'll be plenty - but in the beginning it looks like it'll be same old, same old.

Laurie



Cage posted Mon, 30 May 2011 at 11:18 PM

I'm very curious about how morphs are being handled, in a single-mesh figure which lacks defined groups of any kind.  How does that work?  To create morph targets, do you have to work with the entire figure mesh?  (Or does Daz even permit the creation of custom morphs?  😕)

I'm largely wondering about implications for mesh and morph processing using Poser Python, if Poser begins to handle this figure type.  Will one have to iterate over all vertices in the mesh to process a handful in the face?  Or is there some new method for specifying groups or regions, for the purpose of morph handling?

===========================sigline======================================================

Cage can be an opinionated jerk who posts without thinking.  He apologizes for this.  He's honestly not trying to be a turkeyhead.

Cage had some freebies, compatible with Poser 11 and below.  His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.


Terrymcg posted Mon, 30 May 2011 at 11:47 PM

Quote - Wolf359

Just cause you can model and use EXPENSIVE 3D animation programs does not mean you can pick on us digital hoarders on a fixed income!

It clearly states in the US Declaration of Independance  that we have the right to life, liberty and the pursuit of endless Nekkid Vicky in a Temple With Dragon renders!!

 

And you imply that Nekkid Vicky in a Temple With Dragons is not the summit of 3D art?? How can you say that?? You have hurt me to the quick- I must retreat behind my hoarded and never used 12 year collection of FreeStuff and go back to rendering Nekkid Posette with Plastic Hair Helmet in a Temple. Maybe then I can face the world again.....

:-).

 

 

Quote - Is that How AutoDesk,Apple, or MIcrosoft Began??.... "noble"..."Enlightened"
until Power & Greed  turned them into the Heartless& Monolithic Behemoths
they are today??

"Noble"&"Enlightened" people start Social & Civil movements for the good of Mankind
they dont Sell  the SAME Virtual "3D Nekkid Chick "models" to a Very tiny&
Dedicated Community of Mostly Digital Hoarders on Fixed incomes

Seriously...
All Melodrama Aside Exactly what Door is being "Slammed on Alot of people"
In the world of technology Formats Change All the Time
I am AMAZED how Much Anxiety I see Exhibited by Some over this Reality
This latest Virtual "3D Nekkid Chick "model is Just another option for Some users
not a Civil Right.

Cheers

 

OK! OK! I know things look pretty bleak at the moment for us poser users and for our constitutional rights, but let's not panic.  If we can't have the newest, nubile, nekkid Vicky 5 (genesis...what ever) standing naked in front of a temple, we could....

Be creative! And have a nekkid Miki 3 (or even Antonia.. or if we dare..Angela!!) standing naked in front of a temple with a sword!! That oughtta get us back on the right track. Hell.. I can take the initiative  and make the sword ( and some really lame superheroine costumes too) and some other idiot will make the temple. It will all be just as it used to be.....Lot's of nubile, young naked ladies standing in front of a temple with  swords.  Aahhhh...

D'oh! Why do things that happen to stupid people keep happening to me?


Paloth posted Tue, 31 May 2011 at 12:29 AM

I'm very curious about how morphs are being handled, in a single-mesh figure which lacks defined groups of any kind.  How does that work?  To create morph targets, do you have to work with the entire figure mesh?  (Or does Daz even permit the creation of custom morphs?

I haven’t had the time or inclination to play with Daz Studio 4, but I’ve used several programs in which a figure that is undivided by “parts” can have morphs that are defined by “vertex maps.” You can cull a morph so that it doesn’t include unneeded vertices.

Download my free stuff here: http://www.renderosity.com/homepage.php?page=2&amp;userid=323368


Eric Walters posted Tue, 31 May 2011 at 11:22 PM

 What is this word you are using- "creative?" You have given me hope! :-) Hmmnn- I can model a little- probably could make a sword if I put my MIND to it. I KNOW I could make a temple-with columns even!  Maybe there IS hope :-)

 

OK! OK! I know things look pretty bleak at the moment for us poser users and for our constitutional rights, but let's not panic.  If we can't have the newest, nubile, nekkid Vicky 5 (genesis...what ever) standing naked in front of a temple, we could....

Be creative! And have a nekkid Miki 3 (or even Antonia.. or if we dare..Angela!!) standing naked in front of a temple with a sword!! That oughtta get us back on the right track. Hell.. I can take the initiative  and make the sword ( and some really lame superheroine costumes too) and some other idiot will make the temple. It will all be just as it used to be.....Lot's of nubile, young naked ladies standing in front of a temple with  swords.  Aahhhh...



ice-boy posted Thu, 02 June 2011 at 1:36 PM

Quote - I'm very curious about how morphs are being handled, in a single-mesh figure which lacks defined groups of any kind.  How does that work?  To create morph targets, do you have to work with the entire figure mesh?  (Or does Daz even permit the creation of custom morphs?  😕)

I'm largely wondering about implications for mesh and morph processing using Poser Python, if Poser begins to handle this figure type.  Will one have to iterate over all vertices in the mesh to process a handful in the face?  Or is there some new method for specifying groups or regions, for the purpose of morph handling?

in poser pro 2011 you can load ful lbody morphs for figures. so for example on Mr i can make a ear morph. and its teh full body and only the ears are changed. i can load this up in Poser.  

i dont understand why making a ful body morph would be a problem?


ice-boy posted Thu, 02 June 2011 at 1:38 PM

do we have 100% confirmation that Poser 9 will not support V5 and M5?


vilters posted Thu, 02 June 2011 at 1:45 PM

@iceboy
That would be PP2010 .
Works very well, use it all the time.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


Khai-J-Bach posted Thu, 02 June 2011 at 1:51 PM

Quote - do we have 100% confirmation that Poser 9 will not support V5 and M5?

 

we don't even have 100% confirmation there will be a Poser 9.

 

(no, sly hints by baggins do not count. official announcements by SM and the team do.... you know the drill, press releases, etc. anything else is just rumour)



Winterclaw posted Thu, 02 June 2011 at 1:52 PM

Quote - do we have 100% confirmation that Poser 9 will not support V5 and M5?

 

Right now, I'm actually hoping that poser won't support Gene.

WARK!

Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.

 

(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)


bagginsbill posted Thu, 02 June 2011 at 1:56 PM

The question is not about having morphs where some deltas are zero. The question is how many zeros. This is a question of space and time efficiency, not of possible versus impossible. A morph that only affects one vertex must still carry information about all the vertices of the group or section to which it applies. When a figure has only one giant group, then every morph, no matter how small, must list a value, in three dimensions, for every vertex. The question then is who has done the math? Will a fgure like Genesis with many morphs loaded take up way more space than before? RHaseltine indicated to me that there is some sort of grouping but no details were given. The grouping may be only an internal detail, for space savings. Without the morph data compression possible for groups of vertices, every morph becomes a full body morph, with data for every vertex. That is an extraordinary amount of data. My concern and that of others is that the designers are relying on tons more RAM and CPU out of laziness, rather than necessity. But we suspect there is more to it than has been described.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


MGernot posted Thu, 02 June 2011 at 2:44 PM

Quote - The question is not about having morphs where some deltas are zero. The question is how many zeros. This is a question of space and time efficiency, not of possible versus impossible. A morph that only affects one vertex must still carry information about all the vertices of the group or section to which it applies. When a figure has only one giant group, then every morph, no matter how small, must list a value, in three dimensions, for every vertex. The question then is who has done the math? Will a fgure like Genesis with many morphs loaded take up way more space than before? RHaseltine indicated to me that there is some sort of grouping but no details were given. The grouping may be only an internal detail, for space savings. Without the morph data compression possible for groups of vertices, every morph becomes a full body morph, with data for every vertex. That is an extraordinary amount of data. My concern and that of others is that the designers are relying on tons more RAM and CPU out of laziness, rather than necessity. But we suspect there is more to it than has been described.

 

You only have to store the deltas of the effected verts in a list, don`t you? If you dial that morph you iterate through the list find the corresponding vert in the base-mesh and apply the transform.

No?

 

Meli

"Der anzige der do wos hacklt is da Ventilator..."

 


bagginsbill posted Thu, 02 June 2011 at 3:51 PM

No - a morph lists the new position of every vertex.

It is a series of XYZ coordinates, in the exact order of the original list of coordinates as given by the base geometry.

There is nothing in a morph obj file that correlates a delta with a vertex ID. If there was, we would not be raising the question.

So - if a morph file morphs a geometry containing 75,000 vertices, that morph file MUST contain the same 75,000 vertices, even if it only intends to move a few of them.

This is why, when you attempt to load an inappropriate morph file, you get the "Target geometry has wrong number of vertices" error.

When I say "MUST" contain all the vertices, I mean that in the absence of a new architecture for morphs. What I and others are asking is this: is there more to Genesis than the weight mapping - does this imply a new representation of morphs as well? Because if it does not include a new morph representation, then morphs are going to be way more expensive than they used to be.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill posted Thu, 02 June 2011 at 4:05 PM

Quote - > Quote - do we have 100% confirmation that Poser 9 will not support V5 and M5?

 

we don't even have 100% confirmation there will be a Poser 9.

 

(no, sly hints by baggins do not count. official announcements by SM and the team do.... you know the drill, press releases, etc. anything else is just rumour)

I honestly know nothing about V5/M5 in the next Poser. I'm just saying use your brain and stop assuming others don't have one.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


Khai-J-Bach posted Thu, 02 June 2011 at 4:17 PM

erm you answering me or Iceboy? (if Ice, the answer makes sense, if me, it makes no sense)



bagginsbill posted Thu, 02 June 2011 at 5:17 PM

Ack - sorry - trying to respond to both in a hurry.

To ice-boy - those who know are not allowed to answer. If I knew I could not respond. But I actually don't know the specific answer to will V5 work. 

To Kai - I agree my sly hints don't count and don't answer much.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


vilters posted Thu, 02 June 2011 at 5:43 PM

Ha-ha-ha-

icing on the cake..

BB's hints :-)

From time to time, he lets off a bursting baloon.
From time to time, a teaser

From time to time, a double sided word, like a double sided sword.

Tension builds,
Every one on their ears,
Every one on their toes,

Untill? ?

Every single Poser freak? ? ?

NEEDS !!

WANTS !!

HAS TO !!

have PoserExteme 2025, Now!!!!!

No Tony,
not now!

Yesterday.

The week before............ :-)

Me thinks, he gets a tension builders fee :-) :-) :-)

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


nruddock posted Thu, 02 June 2011 at 5:58 PM

Quote - No - a morph lists the new position of every vertex.

Only when in OBJ form. Poser stores a list of indexes and deltas, eliminating the need to store zeros (i.e. unmoved vertices).
It also keeps a note of the total number of vertices in the body part.


bopperthijs posted Thu, 02 June 2011 at 7:06 PM

In modo next to weigth maps, you use morph maps to make morphs. It would make sense if something similar is used for the genesis figure, instead of the old group-morphs.

just my guessing.

Bopper.

-How can you improve things when you don't make mistakes?


grichter posted Thu, 02 June 2011 at 8:03 PM

Quote - To ice-boy - those who know are not allowed to answer. If I knew I could not respond.

To all: Picture Cooper naked in a temple with a sword...:scared:

Rumor has it the NDA BB signed has words to that effect in it...:laugh:

Gary

"Those who lose themselves in a passion lose less than those who lose their passion"


millighost posted Thu, 02 June 2011 at 8:44 PM

Quote - No - a morph lists the new position of every vertex.

...

This is why, when you attempt to load an inappropriate morph file, you get the "Target geometry has wrong number of vertices" error.

...

I think you are confusing the "morph target" and the morph. The error message "...wrong number of vertices" shows up when loading a morph target that does not match the selected object resp. group, but the actual morph that is constructed from the target only contains the vertices that are non-zero. As for the morph targets, you are probably right; they likely are based on the whole mesh and need to contain every vertex, which is more data than only a single group. But after the morph is created only the non-zero deltas are stored. In the DS4 format it looks like this:

"morph" : {
   "vertex_count" : 21023,
   "deltas" : {
   "count" : 938,
   "values" : [
    [ 2114, -3.5, -4.3, -0.88 ],
    [ 2118, -1.25, 1.233, -1.2 ],
    [ 2119, 0.34, -0.8, -0.38 ],
    (935 more values for a total of 938 ...)

(Actual numbers changed to evade arrest by the copyright police) The "vertex_count" is the total number of vertices the figure has (21023 for V5), wheras the "count" is the number of vertices that differ from the original mesh. The morph contains indexes of those changed vertices along with their difference from their original position. This is not much different from Poser's cr2 files, only that with cr2, a morph always refers to a group, so the "vertex count" is the number of vertices in the group, but Poser also only stores the non-zero deltas. The most notable difference with between cr2 and DS4 then is, that with DS4 the "vertex count" of each and every morph of the figure is the same (the total number of vertices of the mesh, i.e. 20000 for V5).

Of course, the drawback of not using groups is not the memory usage (which is the same), but the lesser flexibility: Because effectively only a single group is used for the whole mesh, you cannot change the mesh anymore without making all morphs invalid; e.g. deleting a vertex from the toe changes  the total number of vertices of the mesh, so no vertex index of the nose is valid anymore. The group-based morphs of the cr2-system are more resistant against such changes.(with cr2, if you change the toe, you can still use your head-morphs, since the head-group is not affected at all).

 


bagginsbill posted Thu, 02 June 2011 at 9:38 PM

I understand the [vertex-index, x, y, z] as a record format that would allow the unnecessary zeros to be not recorded. And it may be that is how it is in DS4, which is actually answering the question.

But I do not think I was confusing morph with morph target as implemented prior to DS4. What evidence is there otherwise? For example, I moved exactly one vertex in the Andy figure of Poser Pro 2010, and the saved PMD file is 111KB. Whereas a binary representation of a single vertex change would be only 16 bytes. Are you saying the other 110,984 bytes are header info? LOL


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


Cage posted Thu, 02 June 2011 at 10:44 PM

Barbra Walters: [interviewing Jenna] Now the Rural Juror is a true story of Rory Jurnor, who’s pure fury injures a terrible murder.
Frank: I feel like I’m getting further away from it.

===========================sigline======================================================

Cage can be an opinionated jerk who posts without thinking.  He apologizes for this.  He's honestly not trying to be a turkeyhead.

Cage had some freebies, compatible with Poser 11 and below.  His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.


millighost posted Fri, 03 June 2011 at 7:07 AM

Quote - ... But I do not think I was confusing morph with morph target as implemented prior to DS4. What evidence is there otherwise? For example, I moved exactly one vertex in the Andy figure of Poser Pro 2010, and the saved PMD file is 111KB. Whereas a binary representation of a single vertex change would be only 16 bytes. Are you saying the other 110,984 bytes are header info? LOL

On the other hand: The largest body part of Andy (vertex-count wise) is the chest with approx. 5000 vertices, so even if a morph would move every vertex from that group it would be at most 5000*16 = 80K bytes. So, if you have 110K your pmd would contain at least two morphs. My guess here is that you accidentally measured not only your test-morph, but also the two head-morphs that come with the standard Andy-figure, those alone use about 109000 bytes of the pmd-file (this is the size of the pmd file as it comes with the installation of Poser).

 


bagginsbill posted Fri, 03 June 2011 at 8:17 AM

MG - how silly of me. Duh!

I totally forgot about the face morphs and did not consider that those are being re-saved with each custom version of the figure. In my mind I thought that was base figure info and would not be saved over again. But it is.

Looking more closely, then, I found that my single-vertex morph added 724 bytes to the PMD. Clearly it is not a full list of deltas. On the other hand it seems too big to be just one morph with one modified vertex. Poking around in the PMD, I found that my custom morph, which was only a change to the left shoulder, had been recorded for every body part, with an ASCII string containing the morph name, the body part name, and an indication that this morph does nothing to this body part. LOL!

So it's clear that the absence of grouping causes no major difference regarding morph efficiency, either at rest or in use. And because Poser writes useless info for unmodified groups, it may actually be more efficient not to have them!


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ice-boy posted Fri, 03 June 2011 at 11:05 AM

interesting


SteveJax posted Fri, 03 June 2011 at 6:17 PM

Quote - > Quote - To ice-boy - those who know are not allowed to answer. If I knew I could not respond.

To all: Picture Cooper naked in a temple with a sword...:scared:

Rumor has it the NDA BB signed has words to that effect in it...:laugh:

 

I hope you bought plenty of brain bleach!


elfguy posted Sat, 04 June 2011 at 10:13 PM

Honestly I looked at the Genesis thread on DAZ and I'm not impressed. The joints bend better? Are you kidding me, that's the great 2011 innovation? APB still does things that neither Poser nor DAZ can do, like muscles that look right, veins on females, applying decals to any figure or prop right there in the program, growing hair/beards with a single mouse drag, adjusting moles, freckles, wrinkles with a mouse drag, etc.

You have no idea how much time I spend fighting with V4 to do the body shapes I want.

Call me when we really have a truly revolutionary figure / program version.

ref. http://www.youtube.com/watch?v=1WhOTrc5554



MGernot posted Sun, 05 June 2011 at 4:24 AM

Quote - Honestly I looked at the Genesis thread on DAZ and I'm not impressed. The joints bend better? Are you kidding me, that's the great 2011 innovation? APB still does things that neither Poser nor DAZ can do, like muscles that look right, veins on females, applying decals to any figure or prop right there in the program, growing hair/beards with a single mouse drag, adjusting moles, freckles, wrinkles with a mouse drag, etc.

You have no idea how much time I spend fighting with V4 to do the body shapes I want.

Call me when we really have a truly revolutionary figure / program version.

ref. http://www.youtube.com/watch?v=1WhOTrc5554

Technology wise theres nothing in APB that isnt possible with DAZ or Poser. Just a bunch of morphs and texture-maps triggered with the mouse. I agree the video is impressive but its just the provided content that makes it look good.

 

 

Meli

"Der anzige der do wos hacklt is da Ventilator..."

 


JenX posted Sun, 05 June 2011 at 7:36 AM

Quote - > Quote - To ice-boy - those who know are not allowed to answer. If I knew I could not respond.

To all: Picture Cooper naked in a temple with a sword...:scared:

Rumor has it the NDA BB signed has words to that effect in it...:laugh:

 

You laugh.  I haven't actually seen him do anything like that, but after coming to know him a bit, I can picture him doing it.  $50 says someone points this post out to him and he takes the dare :lol: 

Sitemail | Freestuff | Craftythings | Youtube|

Knowledge is knowing a tomato is a fruit. Wisdom is not putting it into a fruit salad.


bagginsbill posted Sun, 05 June 2011 at 7:37 AM

MGernot - did you fall asleep during the APB demo where the user created 2D art from clip art, then placed the clip art as tattoos or as markings on the clothing? Or dynamically coloring things with gradients?

I thought that was pretty amazing.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


vilters posted Sun, 05 June 2011 at 7:42 AM

@Mgernot

Indeed I agree and liked this video too.
http://www.youtube.com/watch?v=BE_Ake-mh4U&feature=related
Forget the first 30 seconds, then the interesting things start.

But you will need a lot of build in content to do so.

However.
I liked the click of a mouse to change the whole body color.
In Poser you have to go to each material seperadly to do so.

To have a lot of material zones has its advantages as for each material you can have a fresh 4096-4096 map, but to change them all, in exactly the same way,  can be a nightmare.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters posted Sun, 05 June 2011 at 7:44 AM

Yes BB , the texturing thing was "amazing".
The drag , rotate, and paste, drop,  color adapt, or blend with the base color was ;;;; mindopening.

As was the speed...... Whaw....

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


MGernot posted Sun, 05 June 2011 at 11:38 AM

Quote - MGernot - did you fall asleep during the APB demo where the user created 2D art from clip art, then placed the clip art as tattoos or as markings on the clothing? Or dynamically coloring things with gradients?

I thought that was pretty amazing.

Yes, it looked amazing but since when is interactive placement of decals revolutionary?

 

 

 

Meli

"Der anzige der do wos hacklt is da Ventilator..."

 


LaurieA posted Sun, 05 June 2011 at 11:45 AM

I'm not quite sure, but I think BB was being facetious. Just a guess...lol.

Laurie



MGernot posted Sun, 05 June 2011 at 11:56 AM

Well i`m just saying that the reason why it looks so cool is because they have a bunch of very talented artists that created all that content.

Not because there is some amazing technology involved. However workflow wise DAZ/SM could indeed learn a thing or two from that.

BTW, isn`t this the same tech used for EVE Online?

http://www.youtube.com/watch?v=eBvv3yMi1qw

Maybe they could create a stand-alone application with a DAZ/Poser exporter.

Ok, after a bit of research:

http://www.ccpgames.com/en/company/technology.aspx

 

 

 

 

 

 

 

Meli

"Der anzige der do wos hacklt is da Ventilator..."

 


ice-boy posted Mon, 06 June 2011 at 2:39 AM

why the f.... wouldi need a software to move dots with my mouse on her face?

 

open Gimp and open blender and you have 100% control where you want to paint your texture. free software is out to be used by poser uses.

 

thank you.


JenX posted Tue, 07 June 2011 at 10:24 PM

Attached Link: http://www.facebook.com/photo.php?fbid=53544705772&set=a.38078710772.59569.581290772&type=1

> Quote - > Quote - > Quote - To ice-boy - those who know are not allowed to answer. If I knew I could not respond. > > > > To all: Picture Cooper naked in a temple with a sword...:scared: > > > > Rumor has it the NDA BB signed has words to that effect in it...:laugh: > >   > > You laugh.  I haven't actually seen him do anything like that, but after coming to know him a bit, I can picture him doing it.  $50 says someone points this post out to him and he takes the dare :lol: 

 

It's been a couple days, and I'm ALMOST necro-posting (hey, coma doesn't count!)  This is way more awesome. than Cooper going savage and getting naked in a temple with a sword.  It could be that I can't imagine how anyone could wear that much cloth in the desert in the summer that close to fire.  It could be that I <3 Steampunk.  Either way, this isn't covered by any NDA :P

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Knowledge is knowing a tomato is a fruit. Wisdom is not putting it into a fruit salad.