DreamlandModels opened this issue on Oct 25, 2013 · 189 posts
DreamlandModels posted Fri, 25 October 2013 at 1:01 PM
Would like to start this thread off by requesting a (render last area) button in Poser.
There is a (render the screen) button and a (render area) button but it would be nice to have a render last area button for testing materials.
Second I would love to see the little leftover line not show in a render in case I want to save the image as a finished render.
Depending on the direction of the selection there are one or two dotted lines showing in the rendered area which is not seen in any other program I have used.
Tom
andolaurina posted Fri, 25 October 2013 at 1:48 PM
Just as a heads-up, the official Smith Micro feature request threads are over at RuntimeDNA. Smith Micro checks there regularly. Steve Cooper set up forum threads over there for feature requests.
You can also submit this into their Mantis customer support system as a feature enhancement and it will get even quicker attention from the developers (i.e. it may make it into a service release).
Cool idea! I hope they do it!! :)
Poser Ambassador;
Poser 11 & 12 / DS4 / Metasequoia / Silo / Zbrush / realityPaint / UVMapperPro / XD 4
/ Ps CC / Fw / Ai / Painter 12 / Clip Studio Paint / Comipo /
Reality 3 / Windows 10 /
Units = Poser Native
DreamlandModels posted Fri, 25 October 2013 at 2:44 PM
Don't have time to go to Rnitime DNA. Or anywhere else for that matter. Why I went exclusive with Rendo.
I.E. why I wanted a thread started here.
Glad you like the idea as I think it would be very helpful.
Tom
ashley9803 posted Fri, 25 October 2013 at 5:31 PM
In light properties, being able to select which characters/objects the light affects.
Turn on "crisp" for all materials in a scene.
And of course a big red button that says "MAKE ART".
DreamlandModels posted Fri, 25 October 2013 at 6:11 PM
Would be great if the architecture was changed so we can save a light as part of a prop or a figure. Can be done in other programs. I understand that features like these cost money to program but keeping the customer happy is alway a good thing, so get on it!
Just kidding. Would be a great addituion to a very nice tool.
Tom
DreamlandModels posted Sat, 26 October 2013 at 11:42 AM
I would love for you to add middle mouse (Pan View port) to the tool set as a default.
That way if I am in top view I can move across the scene in a couple moves instead of using the spinners that take forever if the camera sensitivity is set to 1
Tom
svdl posted Sat, 26 October 2013 at 3:51 PM
Move the atmosphere and background objects to the top of the figure list in the Material room, instead of at the bottom. They're a bear to get to in a complex scene.
Ragdoll physics
Pan by dragging with the middle mouse button.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
DreamlandModels posted Mon, 28 October 2013 at 12:50 AM
When opening a save dialog such as a prop, could we please have
(Select All) (Select None) and (Select Invert) buttons added?
That would be most appreciated when I am trying save a prop with many, many parts.
Tom
TrekkieGrrrl posted Tue, 29 October 2013 at 12:54 PM
You do know that you can pan with the mouse by holding the ALT while dragging, right?
FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
Using Poser since 2002. Currently at Version 11.1 - Win 10.
toastie posted Tue, 29 October 2013 at 1:23 PM
A proper reset and re-centre button for the cameras.
The ability to drag/load/import a figure or prop into the view without having to go looking for it.
A means of selecting multiple items - body parts, materials etc. without having to use loads of extra scripts for this. I really can't believe you can't do multiple selects, it's just weird. I thought my ctrl key was broken when I first started using Poser. Seriously!
(There is a Make Art button, isn't there - it's in with the Wardrobe Wizard stuff. ;) )
RedPhantom posted Tue, 29 October 2013 at 2:56 PM Site Admin
Easier to use hair room. I used to say I hate my hair. Now I say I hate Poser's hair.
Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage
Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10
DreamlandModels posted Wed, 30 October 2013 at 5:15 PM
I see that you can use the alt or Shift or Cntl buttons with left mouse button but I want a middle mouse only pan viewport. :-)
MikeMoss posted Wed, 30 October 2013 at 11:13 PM
Hi
One thing I'd like to see in the next version of Poser is an easy way to select a whole line in the animation palette horizontally like you can virtically.
If you have a clip that's 4,000 frames long it can be a real pain trying to select a line all the way across to cancel all movement for an object or something.
I'd like to be about to just click before the lead frame and have it select all the frames up to the last key frame that's been set.
While I'm at it I'd also like to have the button for the parameter dials a little larger and farther away from the dials themselves.
Mike
If you shoot a mime, do you need a silencer?
MNArtist posted Fri, 01 November 2013 at 11:00 PM
Resume Render function, like in Vue, where you can stop a render and then restart it from where it left off.
Select multiple objects/figures
Apply texture map to all material zones on a figure
Lights that are easier to manipulate (or at the very least, easier to find in a scene!)
MNArtist posted Fri, 01 November 2013 at 11:02 PM
Quote - In light properties, being able to select which characters/objects the light affects.
YES! Love this idea. Again, same as in Vue where you can select which objects are influenced by a light
RHaseltine posted Sat, 02 November 2013 at 4:31 PM
Quote - Apply texture map to all material zones on a figure
You already can - click the triangle at top-right of the material editor window and check Apply to All. The problem is applying the same settings to some but not all surfaces, as with the head, torso, limb etc. zones on a fourth generation DAZ figure.
wolf359 posted Wed, 06 November 2013 at 9:33 AM
Fix the IK system..
and everything Mike Moss wrote
and can you bake Cloth sims to PLA yet??
if not add that too.
Cheers
MKDAWUSS posted Mon, 11 November 2013 at 9:56 PM
Right foot cam and left foot cam.
Disciple3d posted Mon, 18 November 2013 at 4:42 PM
Quote - Would be great if the architecture was changed so we can save a light as part of a prop or a figure. Can be done in other programs. I understand that features like these cost money to program but keeping the customer happy is alway a good thing, so get on it!
Just kidding. Would be a great addituion to a very nice tool.
Tom
I like that idea.
If you want to up your content game, get schooled to be a pro with Sixus1 Mentoring today!
-Timberwolf- posted Sat, 23 November 2013 at 5:31 PM
Attached Link: http://irit.fr/~Rodolphe.Vaillant/?e=31
Add a new rigging technologie , please :)jamminwolf posted Mon, 09 December 2013 at 2:15 AM
Huh!! I had no idea you can pan view by holding ctrl/alt/shift, that makes it much easier for me lol. Still, it would be nice to pan back & forth slowly with the scrool wheel, it's annoying that it pans about 10 feet at a time. If there's a way to set that to not go so fast, I'd like to know :)
One idea I would love to have as partial renders is to be able to "lasso" sellect (select only parts you want to render) instead of only rectangle select (with the other idea of not having those blank lines appearing on right/bottom).
Re-rendering an area would be nice too.
...wolfie
basicwiz posted Fri, 13 December 2013 at 10:16 AM
A set of complete, ready to go, presets for the materials room. There ought to be standard shaders that would give decent results for things like water, rocks, asphalt, fur, glass, plastic, cloth of various descriptitons, etc. And there ought to be an easy way for users to save textures that they create into this library. In this way, I could enter the material settings that BB makes into the room ONCE and then, forever after, have it ready to call back into the shader tree.
I know enough about programming to know that if they are already saving all of this stuff when we save a PZ3, then it should be possible to save just that part of the data into a separate library!
RHaseltine posted Fri, 13 December 2013 at 3:45 PM
Isn't that what Wacros and mt5 files do?
basicwiz posted Fri, 13 December 2013 at 6:51 PM
I'm talking about a save/load button INSIDE the material room... so that dummies like me don't have to dig out the circuitous path to get there! :)
basicwiz posted Sat, 21 December 2013 at 6:02 AM
A delete function that wwill remove both PZ3 and PMD files from the scene save directory.
dadt posted Sat, 21 December 2013 at 2:17 PM
Get rid of reliance on other programs such as Adobe AIR,flashplayer and IE.
glenncarter84 posted Sat, 21 December 2013 at 3:35 PM
I think:
Volumetric lights, visible lights and other light fx (such as lens flare and so on).
I'd really like to see a better way to link products - so say you select an item of clothing - would be useful to make it easier to select materials and morphs for it.
LOD and other expansions to make it easier to produce bigger environments.
Those are mine, anyways.
basicwiz posted Sat, 21 December 2013 at 7:31 PM
Quote -
I'd really like to see a better way to link products - so say you select an item of clothing - would be useful to make it easier to select materials and morphs for it.
If you have Poser 9 or above you can do that right now.
Move the Pose and Prop folders associated with a particular product into the Character folder for it. (You'll need to do this from your desktop, not from within Poser.) They become sub-directories of the folder in Character. You load the product, and all the support files are right there in sub-folders waiting for you.
I have my runtime setup this way and it works flawlessly.
luckybears posted Sat, 21 December 2013 at 9:51 PM
In the group editor not to have the green lines that mask the polys.
A scroll button on the props list.
grichter posted Thu, 26 December 2013 at 7:30 AM
Hierarchy window pallet-on save remember which are collapsed and which are expanded. Then when the file is reopened the Hierarchy window pallet re-displays as it was previously (not all expanded like it currently does). Plus a button in the Hierarchy window you press once and it collapses all.
You now can control how many body actors are displayed (indented or sub folder listing) which cleans that up and makes it a ton easier to find the body actor you want to screw up . :biggrin:
Under both the figure and props menu, allow you to do the same under a grouping. Where say you have 20 items in a group, they are displayed in a sub folder or indented list not one giant long list. Not to pick on the OP, but for example you load one of his city blocks and start adding cars and people and other props and things get crazy trying to locate something real fast. Would be a huge interface improvement especially when working in complex scenes.
Gary
"Those who lose themselves in a passion lose less than those who lose their passion"
wheatpenny posted Sat, 28 December 2013 at 6:40 PM Site Admin
I'd like to see them add the ability to add runtimes en-masse, like you can in Daz Studio.
Jeff
Renderosity Senior Moderator
Hablo español
Ich spreche Deutsch
Je parle français
Mi parolas Esperanton. Ĉu vi?
glenncarter84 posted Sun, 05 January 2014 at 6:13 AM
Quote - If you have Poser 9 or above you can do that right now.
Move the Pose and Prop folders associated with a particular product into the Character folder for it. (You'll need to do this from your desktop, not from within Poser.) They become sub-directories of the folder in Character. You load the product, and all the support files are right there in sub-folders waiting for you.
I have my runtime setup this way and it works flawlessly.
Thanks! Will try this out. Still would be good to have natively without having to tinker around with directories, of course.
I think they should also sort out the nightmare that is the props list - sub directories as previously suggested or something like this - I like to do bigger scenes and that list soon becomes untenable the more props you have.
basicwiz posted Sun, 05 January 2014 at 8:37 AM
Quote - Thanks! Will try this out. Still would be good to have natively without having to tinker around with directories, of course. I think they should also sort out the nightmare that is the props list - sub directories as previously suggested or something like this - I like to do bigger scenes and that list soon becomes untenable the more props you have.
I agree that it would be nice were things organized this way natively, but I see no way to automate it. It is a complete reworking of the directory structure. That added to the random manner in which content creators name their directories makes it a manual process, methinks.
As to Props...
Move them to the Character folder and add them to your content breakout there. They will load just fine. I have EVERYTHING in the Characters folder organized by subdirectories like "Buildings and Streets", "Living Spaces", etc.
glenncarter84 posted Sun, 05 January 2014 at 1:37 PM
I did try it out, and it works well... Thanks for that.
Now to reorganise the other thousand or so items in my runtimes.... :(
NanetteTredoux posted Wed, 08 January 2014 at 9:06 AM
Volumetric materials to make clouds.
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
VolcanicMink posted Wed, 08 January 2014 at 9:08 PM
Hair Room suggestions:
Better collision recognition! Particularly with the shoulders and back. This itself would improve the hair room drastically.
Style options. Ability to make braids, ponytails, etc.
wheatpenny posted Fri, 10 January 2014 at 4:50 PM Site Admin
I'd like a way to rearrange the order that the runtimes appear in the list, without having to edit the XML file.
Jeff
Renderosity Senior Moderator
Hablo español
Ich spreche Deutsch
Je parle français
Mi parolas Esperanton. Ĉu vi?
Burpee posted Thu, 16 January 2014 at 1:51 PM
Anyone who really wants Smith Micro to see what they want should post to RuntimeDNA. There's some really good ideas here and I have one myself but it would be better if Smith Micro actually sees it. Not just a wish list hanging out there in the wind.
Navi posted Thu, 16 January 2014 at 4:58 PM
Quote - In light properties, being able to select which characters/objects the light affects.
This would be great :)
Things I'd like to add :
a PAUSE render button, or a way to stop/resume rendering (on non-pro versions)
A 64 bits firefly for non-pro version too (Poser must be the only software on the whole internet for which you have to pay a higher price to get a 64 bits version of the program Oo ...).
A better way to check camera focus. Could be made by adding 2 lines to the current black lines we have (1 horizontal, 1 vertical, would help, and it should be easy to do).
basicwiz posted Thu, 16 January 2014 at 5:05 PM
Quote - Anyone who really wants Smith Micro to see what they want should post to RuntimeDNA. There's some really good ideas here and I have one myself but it would be better if Smith Micro actually sees it. Not just a wish list hanging out there in the wind.
I don't think this is the case at all. Smith Micro employees Thinkcooper and Teyon are both quite active in this forum.
Burpee posted Fri, 17 January 2014 at 3:01 PM
My apologies then.
I should also put my wish here.
I would like to have the option of materials (or objects) to NOT accept shadows. Bryce can do this. A feature I've used a lot.
You often want shadows enabled but have an object in the background that you want to look further away than it is. Having a near shadow fall across it spoils the effect.
Dale B posted Sun, 26 January 2014 at 6:24 AM
This is a repost of features I'd like from Rosity (to RDNA and now back), with some editing and additions:
There is more than a little frustration amongst the animators, though. With an exception or two, the controls we have are -exactly- the same as we had in P4. It is way, way past time there was some attention paid to those who make things move. A better workflow and more capable tools would increase Poser's usage as an animation tool considerably.
1a) If they got the IK toggle working properly, then they could add IK pinning. This would let you add a 'pin' to an IK chain, doing a runtime redesignation of just where a particular chain ends. What good is that? Example. You run a ragdoll sim, and set it up where the figure is thrown. Floppy doll, so what? You step through the sim, choose a point, stick a 'pin' into the right elbow. That 'pin' becomes the temporary end of the right arm IK chain; set a flag for stationary, and the ragdoll's motion modifies depending of the force of its action, around the stationary 'pin'. The body pivots, a few frames later you remove the 'pin' or disable the stationary flag, and let the sim run. What you wind up with is a body thrown, which pivots around the right elbow and off into another direction. Insert a stretched cylinder into the place where the elbow is being pinned and wa-la. You have a figure being thrown by something, who snags a pole and swings away to safety. Such a full IK/FK system would permit a lot of things to be done that people think require collision detection, and if the system permitted you to toggle IK anywhere on the dopesheet, you would have the tools to shape chaotic events into seemingly planned actions without destroying the work done before. This is a long overdue feature upgrade. (edit#2: Oh. And with IK pinning in this example, the right forearm and hand would not be affected in any way by whatever motion the figure IK chains imposed. So this could also permit you to set a hand pose (say around a weapon of some sort) and not have to worry about kinematics destroying it, forcing frame by frame correction of the issue).
3) Multiple Animation Graph Windows. This would be wonderful. Say 3 windows; you select a bodypart, and you get the X,Y,Z translations for that part. Each would have the pulldown list, so you could get into the morph controls and rotations, but being able to see how the position relates to the other involved axis', makes things easier to diagnose when you have a mesh tie itself into knots. Another option is to expand the current graph window and color code the XYZ timelines. Then you would still have the one window, but the X,Y, &Z lines would be, say, red, blue, green. Heck, you could also make it so that the colors used are user definable in the setup options; that would cover anyone with issues with certain colors.
3a) Possibly combining the dopesheet and graph editor. You start with the dopesheet, choose a bodypart, then toggle over to the graph (This one is a 'maybe'. If we got better dopesheet function and a more capable graph, it might be best to keep them separate).
3b) Manipulation gizmos in the viewport. The ability to choose translate/rotate, and have the gizmo beside the body part to make it easier to handle things grossly without the dials. You would also then be able to color code the vectors to match what you see on the graph editor, making the association easier. I personally like the scheme that Vue uses. The gizmo has small square icons associated with it. Click one, and you get the translation controls; click another, and the rotation sphere comes up. And =only= the selected function is enabled. So when you are translating, no rotation is permitted. Likewise with rotation; you can spin things to your heart's content, but can't translate it so much as a nanometer. That would eliminate the issues we have with current gross figure manipulation: namely, everything can move, and one twitchy mouse signal can send a limb into chaos.
4) A quaterion correction toggle. This is a nifty thing that Messiah has. Quats do not run from 0 to 360 degrees; they run -180 to +180 degrees (the traditional sine wave). THE most common cause of animation chaos is when you exceed those values. The algorithm tries to correct by interpolating to the nearest value (and there is no automatic order to that; the algorithm picks the -closest- value, not the most logical value). Depending on the keyframes, this might cause a limb to twist around itself multiple times to reach a point the algorithm accepts is proper. The toggle in Messiah looks at the quaterion values, and resets them to the proper numerical range (at least so long as you don't try and force the interpolation curve back with keyframes. That can create more damage than good). It's not a one size fit all solution, but it does fix about 80% of the mesh crunches with one click of a button.
5) A clamping function. Another issue is that there is no way to restrict the spline curves. One missplaced keyframe and a tame, simple curve that never strays above or below say .8 in value suddenly shoots to 20 or more. And if you do it just wrong, there can be multiples. A way to set a clamp value on the graph editor, so that your splines are forced to remain within your set limits would be valuable. Particularly when dealing with mocap data that doesn't quite behave itself. This would also cut down the need to use break splines to control spline curves.
Poser is never going to be Messiah, or Houdini, or any other higher end app. But it is used for much, much more than NVIATWAS. And its ease of use in animation is pretty impressive in that field. But there are lots of things that could be done to enhance the power and capability in making things move.
MKIII. ;)
Dale B posted Sun, 26 January 2014 at 6:37 AM
Oh, and if anyone is interested is learning some of the tricks that Rooster Teeth use in RWBY, search youtube for 'Animating the Rooster Teeth Way'. It's a panel from Australia, and a few of Monty Oum's tricks and concepts are revealed. As well as a peek at some of the tech goodies to look for in Vol 2 (he shows a rig of Yang with bullet physics goodies integrated. And yes, that does include boob physics....). It's a nice way to kill some time and wonder 'why didn't I think of that?!'.
chud posted Tue, 28 January 2014 at 6:56 PM
Copy and paste materials via keyboard shortcuts without switching to the material room!
ockham posted Sun, 02 February 2014 at 11:01 AM
More recent problem, seems to have started in P9. The number-typing area has become tightly restricted and hard to find. I constantly think I've hit it, type in a number, and find that the number has done something crazy like selecting another figure or spinning the cameras around.
Alternatively, prevent typed numbers from doing crazy things. I doubt that anyone actually uses those typed number shortcuts.
mikegg posted Fri, 07 February 2014 at 10:30 PM
My two big requests are
1: being able to use the arrows on the keyboard to change numbers in the dialog boxes, like photoshop or Vue. and shift arrow would be by 10's
A real collision detection system in a single frame, that would prevent body parts from going through the rest of the body in unusual poses. It would prevent hands from going through thighs or arms going through the stomach, Or prevent hair going through shoulders or faces when you pose the character, etc. Even better, objects going through bodies, unless you wanted that to happen.
Oops one more...a better grouping system. IE...create a box around objects with the mouse and create a group. Or cntr click different objects to create a group, like most other programs do it. The way poser does it is very confusing and awkward and non-standard.
Mike
Cage posted Sat, 22 February 2014 at 10:30 PM
I notice that a few of the newer features could be improved somewhat.
When copying morphs or weights from one X-symmetrical actor to another X-symmetrical actor, shouldn't the result be symmetrical? We know Poser is doing morph symmetry quite well, with the Morph Brush. The same principle should be applied when copying morphs between figures.
Again, a morph symmetry issue. When dealing with transfer between two X-symmetrical actors, the line of central vertices should not end up zig-zagging all over the place, in the final transferred morph. Such vertices should remain zeroed on X, assuming they were so-treated in the original morph.
Morph and weight map transfers are very messy, when running "uphill" from a lower-res actor to a higher-res one. Some smoothing should be applied by the copying process, to ensure better results.
Why are we not permitted to apply morph transfer using props which are not parented to figures? Add more accessibility and flexibility to the morph transfer capabilities and Poser's toolkit will be greatly improved.
Open up all of this geometry comparison and transfer stuff to Python. Not just the surface features, the actual morph and weight transfers, but the actual ability to compare one geometry to another, quickly and easily. Give us that in Python and we, the users, will do things the Poser Team never thought of, with the capability.
Aside from that, I just want Poser to be stable and have most of its legacy bugs fixed. Poser Pro 2014 is quickly catching up with Poser 8 as the record holder for most crash-prone Poser release, in my experience. Almost anything can cause it to crash. Fix these bugs and problems, fill in the gaps in the existing toolsets, and Poser will really be somewhere. Like, it will be pretty much where they claimed it was when they sold me Poser Pro 2014. Hmm. :unsure:
===========================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.
piersyf posted Sun, 23 February 2014 at 12:02 AM
Some things I would like to see (some may not be possible);
A better response from Firefly to mesh lighting so we don't have to wait a week for a render that still has blotchy artifacts (in other words, keep developing Firefly and IDL)
A way to group lights to a single control. IDL works best when you have lights that are where the real lights would be. Many models of new houses use multiple downlights. Sure we can duplicate the lights and move them into position, but how much nicer it would be if I could then group them to a single control (even if it was just on and off).
Lights come from mathematical points or from a direction. Can they come from a mathematical line? This would enable normal lighting like neon tubes; just specify the line length.
I am aware that if SM fix point one, points 2 and 3 will also be remedied...
I'm getting used to the hierarchy table, but having it searchable (if you know the name of the object) might be useful, and/or having a selection tool like the one for the material room. I hate having to fish around for the active sweet spot of items (that may be nowhere near the item) to select them. A picker, same as in the material room... click anywhere on the mesh, it is selected and highlighted in the hierarchy menu.
Keep working on memory management. It's getting better, but is still the worst program on my machine. Texture cache for one does NOT empty even after closing the program (although it might when I open it again)... anyway, the program will just stop after a few hours of working on different scenes, just cycling as it tries to load a texture... even a 'clear cache' option when you've closed a scene...
Just a few off the top of my head...
piersyf posted Sun, 23 February 2014 at 1:29 AM
Forget my request for grouping lights... I just found the master parameters section in the manual, so Poser already CAN group light controls...
seachnasaigh posted Sun, 23 February 2014 at 11:23 AM
.
1 By networking out a singleton, I mean Queue Manager distributing buckets amongst the remote nodes (aka "RenderCows", "render slaves"). Vue's HyperVue network render controller does this. Most Poserites don't animate, but everybody makes big final renders. Networking a singleton by distributing buckets would suddenly make Queue Manager very attractive even to users who never animate. Imagine being able to add the power of your old computer, the laptop, and your hubby/wife's computer to help your main work computer on finishing a high quality wallpaper render.
2 Multithreading: just look for any processes which are time bottlenecks due to single-threadedness, and multithread those processes if feasible.
3 How many times have I seen someone struggle to make a glowing object, because IDL does not respond to high ambience as our eye sees it? The item doesn't effectively cast light unless it is hyper-ambient (several times greater than 1), but if you set the visible prop with this much ambience, it burns out to a white silhouette. So, a "mesh light" property tick box would tell Firefly to cast much more light from this object (or material zone) for a given value of ambience. Thus, your mesh light lamp could have a soft warm glow with an ambience of 0.67 and it would cast an effective amount of light in IDL.
4 Particles - the old utility only used procedurals and one mat zone (preview). I want to be able to use my own OBJs, retain their UVs and multiple material zones, and to make flames which actually cast light, I want to be able to designate mat zones as "mesh light".
5 Let's relieve the content maker of several unnecessary work steps. When I import an OBJ and save it as a prop, I want Poser to offer the option to retain the OBJ (and its .mtl file for users of other studios) as a remotely referenced OBJ, to be placed and named as I choose.
Poser 12, in feet.
OSes: Win7Prox64, Win7Ultx64
Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5
Khai-J-Bach posted Sun, 23 February 2014 at 11:38 AM
improved import functions (eg fix the OBJ importer to remove the smudge bug)
make Collada import for ALL versions (whats the point in exporting it, if you cannot import it? (check how many apps acutally import Collada... lots export, few import)
Khai-J-Bach posted Sun, 23 February 2014 at 11:51 AM
oh and IK Loops (which would allow 2 hand holding of objects, tank tracks, hoses for air bottles, bracelets, etc)
NanetteTredoux posted Sun, 02 March 2014 at 11:45 PM
In the hair room:
The ability to copy a dynamic hair group, move it to a different part of the skullcap and attach it. It should find the appropriate vertices and create a hair growth group automatically, and retain settings and styling.
The ability to mirror styling from one hair group to another, around the x axis or z axis.
The ability to group dynamic hair groups together and apply settings to them in one go. (Smith Micro could buy PhilC's Curl up and Dye script and make it part of Poser).
New hair styling tools for the hair room:
A spiral tool. Not the same as the twist tool, which creates a sausage. A tool that creates a proper corkscrew ringlet.
A braid tool. This should take the currently selected hair group, divide it into three sections, and braid it.
A hair styling setting that introduces a degree of randomness in the direction of the hair growth.
A brush tool that makes the direction of the hair growth follow the brush, similar to the morphing tool.
Inflate, deflate, straighten and frizz brushes that apply those effects to the hair as you move the brush across it.
A highlighting brush that works on the current hair shader, enabling you to apply a streaked effect.
(Yes, I want it all)
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
Dale B posted Mon, 03 March 2014 at 6:02 AM
Quote - oh and IK Loops (which would allow 2 hand holding of objects, tank tracks, hoses for air bottles, bracelets, etc)
Yes!
Knew I forgot some........ :)
RedPhantom posted Mon, 03 March 2014 at 6:23 AM Site Admin
To add to nannette's list of hair room wishes, a scissors tool that will allow for hair to be "trimmed" to the same length. A curling tool that will curl in any direction with an "apply" or "set" option to go with the curl tool so you can then do other curls on the same strand.
Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage
Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10
ockham posted Thu, 13 March 2014 at 9:36 PM
It would be nice to have more control over the random action in the nodes. A lot of particle effects could be accomplished easily if the Noise node had more flexibility.
1. A control to make it denser or sparser. This can be accomplished rather crudely with a Ceil or Floor math function, but direct would be better.
pitklad posted Wed, 19 March 2014 at 4:09 AM
I would like to see a more automatic cloth room set up option. The idea:
On the cloth load just set the calculation frames number and than poser could
calculate automatically the transition from T pose to current frame pose without further set-up
Since most poser hobbyist use it for static renders this would require less time and knowledge
of course this would also require that dynamic cloth file should carry all the dynamic info in it
This way cloths that already have been set up can be used almost as easy as conforming cloths
except of course the draping calculation time
Also would this be possible with Python script?
Voltex posted Mon, 07 April 2014 at 10:58 PM
I would like to see several features.
Light Linking is used in Maya. Basically light linking allows a light to only effect a certain object in the scene. For example you could set up a great 3 point light setup for a character but what the lips to be more specular. You could then assign a spot light just for the lips and it would not effect any other part of the character. Light Linking is a cheat but it is a wonderful cheat.
I think browsing in a scene should be a fast and smooth as high end 3d software or daz studio. The fps in it should easily be 100+ and allow complex scenes to be handled more easily.
We should be able to control cameras through ctrl + mouse button or some similiar fashion. This would incluse rotation, panning, and zooming. I am surprised this has yet to be added to Poser.
We should have pre assigned hotkeys to instantly access other parts of the software on the fly.
FireFly has come far since I first saw it in Poser 6 but it should continue to get better. Also the lights + firefly should start to give much better and realistic results.
EClark1894 posted Wed, 09 April 2014 at 8:17 PM
I'd like to have Poser figures remapped into separate bodyparts. It makes no sense That I can't add a stocking shader to Roxie's legs and feet without having to first regroup her. AND THEN if i want to share that shader, whoever wants to use it has to regroup their own version of her.
shedofjoy posted Sun, 13 April 2014 at 4:29 AM
Right click on a selection of nodes in the material room brings up the option totransfer to a selection of other materials,this would save alot of time
Getting old and still making "art" without soiling myself, now that's success.
tchadensis posted Sun, 13 April 2014 at 8:19 AM
Quote - Collapse the effing hierarchy. This has been requested for 24 effing years and still not done. More recent problem, seems to have started in P9. The number-typing area has become tightly restricted and hard to find. I constantly think I've hit it, type in a number, and find that the number has done something crazy like selecting another figure or spinning the cameras around.
Alternatively, prevent typed numbers from doing crazy things. I doubt that anyone actually uses those typed number shortcuts.
Ockham for king of the world! He's made the only two suggestions I'd also like to see and his free python scripts are brilliant. Thanks for these.
MistyLaraCarrara posted Mon, 12 May 2014 at 11:19 AM
would be more fun to watch renders if the buckets could be like pacman, chomping along -tee hee
♥ My Gallery Albums ♥ My YT ♥ Party in the CarrarArtists Forum ♪♪♪ 10 years of Carrara forum ♥ My FreeStuff
Chaosophia posted Thu, 15 May 2014 at 11:33 PM
Well, here goes my features requests or possible desires of Poser hoping to be fulfilled.
Hair particle system like blender. I have played around with this in Blender 2.7 and wow it is easier to style the hair than posers hair room. WAY easier, you don't have to select de select the hairs back and forth. It works more like a comb or brush. Plus it renders great. I would love to see this improvement in the hair room, Blender's UI for hair particles is quite intense but if the poser and blender settings met at a happy medium wiyhout it defeating the quality then it would gain more play in my renders.
64 bit for the standard Poser not just for the Pro version.
maybe some kind of magnet technique to where if one obj collides into another the static obj deforms around the area using a subdivide on the area of effect to get it to kind of shrinkwrap in that area where the collision is taking place. For example, You have a framed portrait, you set the portrait group to target A which will deform in a shrinkwrapping way to say the hand of V4 which is set to target b so when the hand collides through the portrait the portrait obj has a dynamic effect shrinkwrapping to the hand, but the other areas of the portrait stay constrained until collided with by the other target. This would be great for portal effects as well, like say a stargate portal. I have tried this with dynamic cloth and it doesn't work to well even setting the settings to keep the shape, and with force objects. Maybe this can be done easily already but I have not found a way to do this without resculpting the models in other aps, or am too ignorant to get it properly done right.
Maybe changing the face room to have the option to sculpt faces of the model you have loaded, say it automatically loads the head group into the editor of any figure you have loaded in the scene, and give some tools which can shape the face, in a sculpting format. Doesn't have to be expansive like Blender or Z Brush, maybe with an option to load your own brush and set your strength values accordingly like the morph brushes.
Mesh Lighting, I have only played with this a bit with Reality3, since Lux Render takes forever to render, and I haven't obtained realistic results, but some amazing renders I have seen on Deviant Art which use the mesh lighting as their only lighting source.Plus the possibilities could be endless if the mesh lighting could take to any form of obj. For example I create a curved prim in wings which has 8 faces and it reflects the light evenly. That is a thought but am unsure if that would work or not.
Ragdoll preset key for the model you have loaded for Poser Physics, which applies to the selected figure a ragdoll like form that can be dropped and flow with environment settings such as gravity ect.
That is about all I can think of that would blow my mind away. Just my 6 cents.
Miss Nancy posted Fri, 16 May 2014 at 11:52 AM
poser has #5, maha. you select mesh (posersurface), then set ambient colour white, value 10 or 100 e.g., render using raytracing/IDL. with IDL settings maxxed out, it takes almost as long as lux.
Chaosophia posted Sat, 17 May 2014 at 12:14 AM
was completely unaware of that trick, will try it out. Thanks.
Chaosophia posted Sat, 17 May 2014 at 12:24 AM
Oh one more thing I forgot before which would be awesome, liquid effects. Might be considered a particle effect, but where you would have water in a pool splash when collided with. Or set a point of entry to where the particle would drip, like a leaky faucet that holds dynamic abilities, so that when it hit the sink it would follow the mesh towards the drain or collect in a space until it could follow to lower areas Would be great for rivers and rain, or flood simulations. Also would be cool if you could use the force object to make it rain at angles. So if you have a downpoor of rain particles it would follow the force, to give imagery of a strong wind.
Chaosophia posted Tue, 03 June 2014 at 9:16 AM
Ok one more thing which would be awesome but I have no idea if plausable. Since Renderman is becoming more usable by the public in the near future, It would be cool if Poser could export to it for rendering. Tall order though. But definately a new interest of mine, since hearing it is producing a non commercial format, and is priced to where it is more obtainable for some.
Miss Nancy posted Tue, 03 June 2014 at 1:01 PM
yes, stefan wrote script for RIB export from poser.
Chaosophia posted Tue, 03 June 2014 at 1:09 PM
I saw that but it's last update I believe was 2003 if I saw that correctly, and it didn't export the mats well from the limitations it gave on the site the plugin was posted at.
Miss Nancy posted Thu, 05 June 2014 at 12:44 AM
is same problem with luxrender. trying to export poser fresnel shader using alt_diffuse channel = non-inuitive.
jura11 posted Fri, 06 June 2014 at 6:10 PM
FBX import/export would love to have and V-RAY too will be awesome
Thanks,Jura
DarksealStudios posted Fri, 06 June 2014 at 7:27 PM
I would like the (all) tools to work without bugs. Period.
When I draw out a bone and it is XYZ and I make it ZYX the parent still doesn't change it's knowledge of the child switching to ZYX... This is an annyoing bug that still has not been fixed.
Non-unimesh figures... Weight maps will at times double weight the edge vertices (sometimes quad weight). This beomes more extream the further away the inner and outer falloff zone spheres are.
Non-Unimesh figures... Making morphs with the poser morph tool... Morphs made on body parts, when split left and right, DO NOT act the same as the do on the body morph created. They are different. They also double weight on body edge verticies. This feature has been around for how long?? And it is still not fixed??!
There are more, I'm not trying to rant and rant.................... BUt making existing features that CONTENT Creators need would be a HUGE PLUS. Basically I'm asking for a version of Poser that works 99% of what is advertised bug free. Oh, and how about that happens on an existing version before the new one comes out?
Sure, there are a lot of features i would LOVE to see added...
Editing of XYZjoint/twist from INSIDE poser rather than needing to edit the CR2 file.
Changing the display of the actor (USEPARENT, OUTLINE, etc...) inside the software.
Release a new render engine and not continue to build off the old (2003)FireFly renderer. It's a bit long in the tooth, no?
Not trying to harp on the DEVs............... but this is getting a bit rediculous. I will be skipping the next release unless these things are done. (but I wouldn't really know unless I buy it, right?)
ps: Ashley9803.... Why you steal my avatar?
vholf posted Tue, 01 July 2014 at 3:57 PM
I agree with the DarksealStudios, I would like to see improvement in the current tools instead of new stuff.
For instance, how come we have soft body dynamics while the hair room is the same since it first came out? We still don't have texture mask based hair or better styling tools.
On the other hand, the morph tool improvements are a great addition, I love that, keep making existing tools better.
What I would love is to have a GPU enabled preview window, that would make setting up a scene enjoyable, and allow us to keep shadows turned on during preview in larger scenes.
In any case, I'm very happy with Poser Pro 2014, best version so far.
Cage posted Thu, 03 July 2014 at 10:22 AM
Quote - For instance, how come we have soft body dynamics while the hair room is the same since it first came out? We still don't have texture mask based hair or better styling tools.
What is texture mask-based hair? I've never heard of that before.
Oh, how I yearn for approachable styling tools for the Hair Room! Sigh.
===========================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.
vholf posted Thu, 03 July 2014 at 12:26 PM
Quote - What is texture mask-based hair? I've never heard of that before.
Well I don't know if that's the technical name, what I mean is having a texture map, like a specular or bump map, for specifying where the hair grows, instead of doing it by polygon groups.
jura11 posted Tue, 15 July 2014 at 6:17 PM
I would add too Instancing,which only helps in very large scenes and GPU acceleration of Preview(OpenCL or CUDA? ),FBX support too would be only awesome guys too
Thanks,Jura
MNArtist posted Thu, 24 July 2014 at 9:47 AM
Quote - > Quote - What is texture mask-based hair? I've never heard of that before.
Well I don't know if that's the technical name, what I mean is having a texture map, like a specular or bump map, for specifying where the hair grows, instead of doing it by polygon groups.
Agree with this whole-heartedly. I can't believe there haven't been improvements to the hair room. I use it to put feathers/fur on animals, and it's such a pain to have to set up the growth groups for each body area. At the very least, I'd love to be able to select multiple body parts to create a single growth group
Gremalkyn posted Fri, 01 August 2014 at 7:44 PM
An easy way to weight map and subdivide old native characters all the way back to, and including, Posette, Dork, the kid, and the old animals. (If this can already be done, n/m)
Quit making the preview go black when a texture is changed if the colors used are not all black - I cannot see what I am doing until I render. If the texture is lumpy, for example, but apprears flat in preview, that's fine - just quit making the entire figure go black when I change Posette's poly-painted pants to chrome (or w/e) - I can't see what I am doing with her poly-painted shirt. Using her "real" clothes often turns the clothing black and I cannot see what I am doing with details. (All of this is probably code rant.)
VolcanicMink posted Fri, 08 August 2014 at 2:54 AM
The ability to load in a second (3rd, 4th, etc) character previously created in Poser, that can be manipulated like the present one.
At this point, it would appear that the only way to get 2 or more characters (like people, not simple objects) in a scene is to start them both in the same scene, or import the other as an object which cannot be repositioned. The other option is combining images outside of Poser. When working with the same characters in multiple scenes, I could load another M4 and type in all his morph values in a fairly reasonable time, but would need to start the hair pretty much from scratch, which is the most time-consuming part of the process. And once hair is made a Prop, (I think) it can no longer be manipulated for a different pose.
If Poser has another alternative, I'd love to know it!
(Currently working in PP2012.)
wimvdb posted Fri, 08 August 2014 at 5:42 AM
Just save the clothed and morphed figures to the library.
Then in another scene you can load as many of those figures as you want
VolcanicMink posted Sat, 09 August 2014 at 6:08 PM
I guess I don't know how to do this without making the character an immobile object.
I will start a new thread for this - catch ya there, I hope.
Thanks!
Jan19 posted Fri, 15 August 2014 at 11:06 AM
Hi,
Since Smith Micro has released a Game Dev version, could we please get support for pbr materials at some point?
Thank you!
I love me some Modo! :-)
Teyon posted Mon, 08 September 2014 at 6:01 PM
Quote - Hi,
Since Smith Micro has released a Game Dev version, could we please get support for pbr materials at some point?
Thank you!
I've been talking them up at work for awhile now but I don't know if they're something we have planned to support (and couldn't say if I did).
Jan19 posted Mon, 08 September 2014 at 6:43 PM
Quote - > Quote - Hi,
Since Smith Micro has released a Game Dev version, could we please get support for pbr materials at some point?
Thank you!
I've been talking them up at work for awhile now but I don't know if they're something we have planned to support (and couldn't say if I did).
Well, good! :-)
The "albedo, specular, gloss, and normal" setup works pretty well, with maps generated by programs like Quixel DDO. The metalness is sort of a flop for me.
I've found that Poser is surprisingingly versatile, when it comes to materials though. I really like the Ks-Microfacet node, for use with the above maps, although I've run into some material artists who do not like Ks_M.
The Glossy node is pretty nice, too.
Finally, finally -- making use of those Alt channels. :-)
Thanks for the reply, Teyon. (Spelled it right...right?)
I love me some Modo! :-)
Teyon posted Mon, 08 September 2014 at 8:44 PM
That you did. :)
colorcurvature posted Fri, 26 September 2014 at 1:39 AM
Request a control element to modify all rotations of a body part at the same time. E.g. mouse wheel twist, mouse left right for side-side, mouse up-down for bend. Shift for symmetry. Plus some keys for up down the actor hierarchy as long as its a single actor.
Plus some Bend-Until-Collision
EClark1894 posted Mon, 29 September 2014 at 3:24 PM
Quote - Well, here goes my features requests or possible desires of Poser hoping to be fulfilled.
- Hair particle system like blender. I have played around with this in Blender 2.7 and wow it is easier to style the hair than posers hair room. WAY easier, you don't have to select de select the hairs back and forth. It works more like a comb or brush. Plus it renders great. I would love to see this improvement in the hair room, Blender's UI for hair particles is quite intense but if the poser and blender settings met at a happy medium wiyhout it defeating the quality then it would gain more play in my renders.
That is about all I can think of that would blow my mind away. Just my 6 cents.
I'd be happy if you could get Poser scenes intact into Blender or Blender hair into Poser.
Gator762 posted Tue, 07 October 2014 at 7:28 AM
Quote - 3. maybe some kind of magnet technique to where if one obj collides into another the static obj deforms around the area using a subdivide on the area of effect to get it to kind of shrinkwrap in that area where the collision is taking place. For example, You have a framed portrait, you set the portrait group to target A which will deform in a shrinkwrapping way to say the hand of V4 which is set to target b so when the hand collides through the portrait the portrait obj has a dynamic effect shrinkwrapping to the hand, but the other areas of the portrait stay constrained until collided with by the other target. This would be great for portal effects as well, like say a stargate portal. I have tried this with dynamic cloth and it doesn't work to well even setting the settings to keep the shape, and with force objects. Maybe this can be done easily already but I have not found a way to do this without resculpting the models in other aps, or am too ignorant to get it properly done right.
This is one of my biggest annoyances and wish SM would improve. Clothing is always a PITA. The loosen fit & tighten fit morphs are AWESOME and worth getting 2014 alone, but dinking around with that is still a big time sink.
I've purchased a lot of clothing, and haven't even used all of it, many used only once. :(
Gator762 posted Tue, 07 October 2014 at 7:36 AM
Quote - A set of complete, ready to go, presets for the materials room. There ought to be standard shaders that would give decent results for things like water, rocks, asphalt, fur, glass, plastic, cloth of various descriptitons, etc. And there ought to be an easy way for users to save textures that they create into this library. In this way, I could enter the material settings that BB makes into the room ONCE and then, forever after, have it ready to call back into the shader tree.
I know enough about programming to know that if they are already saving all of this stuff when we save a PZ3, then it should be possible to save just that part of the data into a separate library!
You can save materials into your library from the material room, but I agree a bunch of built-in materials would go a long ways towards ease of use.
3dcheapskate posted Fri, 31 October 2014 at 11:27 AM
Quote - A set of complete, ready to go, presets for the materials room. There ought to be standard shaders that would give decent results for things like water, rocks, asphalt, fur, glass, plastic, cloth of various descriptitons, etc. And there ought to be an easy way for users to save textures that they create into this library. In this way, I could enter the material settings that BB makes into the room ONCE and then, forever after, have it ready to call back into the shader tree.
I know enough about programming to know that if they are already saving all of this stuff when we save a PZ3, then it should be possible to save just that part of the data into a separate library!
You can save materials into your library from the material room, but I agree a bunch of built-in materials would go a long ways towards ease of use.
SnarlyGribbly's EZMat is well on the way to being just that - http://www.renderosity.com/mod/forumpro/?thread_id=2876212
The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.
*also available in ShareCG, DAZ, and HiveWire3D flavours (the DeviantArt and CGBytes flavour have been discontinued).
gagnonrich posted Sun, 16 November 2014 at 1:33 PM
Return support for RSR thumbnails since there is still a considerable amount of commercial content available that does not install PNG thumbnails. I know there are workarounds, but native support is better than having to run other programs.
Divorce Poser from Internet Explorer. I am not going to buy another version of Poser simply because Microsoft makes another inevitable change to their browser that is going to break Poser.
My visual indexes of Poser
content are at http://www.sharecg.com/pf/rgagnon
radioham posted Tue, 09 December 2014 at 1:48 PM
Hello everyone... my name is radioham.. not my real name but it's as good as any other name.....I have never had any thing bad to say about Poser now run 2014 Pro... but as for some of the other 3D programs they are a a right pain in the ((not the head)) radioham
Tucan-Tiki posted Tue, 16 December 2014 at 1:26 AM
how about throwing in some z-brush like tools for sculpting so we don't have to keep exporting to z-brush every time we need to do a complex morph
radioham posted Tue, 16 December 2014 at 4:33 AM
One thing I do like about Poser is the fact that you can put a AV clip into the background with out going in to another program it@s good
FVerbaas posted Fri, 26 December 2014 at 5:06 PM Forum Coordinator
Option to limit IK to specific degrees of freedom, say foot IK keeping foot on ground and not more than that, so allow X and Z translation and Y translation but lock Y translation and X and Z rotation.
Gives more natural response of foot.
bopperthijs posted Sun, 04 January 2015 at 8:16 PM
Surface scattering in reflections
-How can you improve things when you don't make mistakes?
moriador posted Mon, 05 January 2015 at 9:07 PM
I'd like a dedicated Selection Tool so that I don't have to keep using the hierarchy panel every time I want to avoid randomly translating an object whenever I select it in the viewport.
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
piersyf posted Sat, 17 January 2015 at 7:16 PM
I would like the cameras to rotate around whatever you select (one feature of Daz I actually like... TBH, the only feature of DS I like over Poser..). Select area (foot, finger, eye, table etc), click button, camera rotates around that selection.
I would like a script to remove reflection maps in one go (it may exist already, I don't know about it). It's a right PITA going through multiple material zones and manually changing from reflection map to IDL, especially with shoes.
While getting better, Poser's memory management still leaks, still does not clear the cache when you close a scene. Keep working on it guys!
Improve Firefly to remove/reduce artifacts when using IDL with mesh lighting.
The ability to select with a pointer in the pose room the same as you can in the materials room, rather than fishing for obscure 'hot spots' that may not be near the object from your camera angle (may be what moriador is saying).
There's a few other things, but this is all I can think of right now, so they can't be that bad. In general, Poser really does get better with each new version.
RedPhantom posted Sat, 17 January 2015 at 10:13 PM Site Admin
I would like the cameras to rotate around whatever you select (one feature of Daz I actually like... TBH, the only feature of DS I like over Poser..). Select area (foot, finger, eye, table etc), click button, camera rotates around that selection.
isn't that what the orbit selection tool does? Or am I misunderstanding what you are saying?
Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage
Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10
piersyf posted Sat, 17 January 2015 at 11:04 PM
I have tried orbit select before and never had much joy with it. To give a fair response to your query I had another go, and found that you are right (and in fact answers an earlier request for a left foot camera and right foot camera). What I had been doing was applying it to cameras in use, mostly dolly cameras. It doesn't work. I just used the main camera in a scene I happened to have open, selected a foot, clicked on 'frame object' and used orbit selection, and it worked. So you are correct, I was just never using the right camera. Cheers!
Glen posted Mon, 19 January 2015 at 3:37 PM
I'm not sure if it has been said before, as I haven't sat and read through the whole lot, but...
LIBRARY TAGGING!
If, like me, you have been using Poser for years and years, carting a secondary hard drive about with your runtime on it and adding to it constantly, you'll probably have accrued a hefty number of products. Some vendors are really good at naming their products differently in the runtime to anywhere else (for example: 'Glen's Morphing Sponge V2' might be listed as 'GMS2' in the library) and that can make it awkward to find what you're looking for. I've even had to scour my email, my store accounts and even Google, sometimes for nearly an hour, to find a product in my own runtime!
Tagging will allow vendors to add appropriate tags to their products, as well as users to add their own. There is also a common problem with vendors naming their products in less than descriptive ways. For example, I might call my morphing sponge 'G's Super Soaker-Upper'... that doesn't tell anyone anything! If I bought something with such a cryptic name a week or so ago in a sale and didn't get around to trying it out, all I'll remember is that it's a morphing sponge, but there is no reference to 'sponge' in the library and I don't remember the vendor!
Anyway, that's just my idea. Another little one would be to add the possibility of rendering areas in the background and adding a 'render in background' button up the top to save that extra click. ;)
I'm running Win 10 Pro 32GB RAM Intel Core i7-4790K CPU @ 4.00GHz Nvidia GeForce GTX 1660 Ti
My DA Gallery: glen85.deviantart.com/gallery
Peace, love and polygons!
piersyf posted Mon, 19 January 2015 at 4:40 PM
On the subject of tagging (or key wording, or making the meta data searchable), my biggest issue is that I'm colour blind. When vendors list their colour options as numbers, it does not help me AT ALL. Worst offenders are shoes and hair (especially hair, as the image usually shows the full variations and highlights, which makes it even more confusing). If you want to number, add a colour descriptor; "red 1 - 8" or 'red range' followed by numbers... but that in itself is a vendor issue. Whatever Poser made searchable, we'd still be subject to the whims of the vendor in what data they chose to include.
RedPhantom posted Mon, 19 January 2015 at 6:48 PM Site Admin
Whatever Poser made searchable, we'd still be subject to the whims of the vendor in what data they chose to include.
Unless we can add our own tags. I have troubles too with either non-descriptive names or even names in other languages. I don't fault vendors because I don't know what a Pfanne is. It's my fault I'm not bilingual not theirs but it still makes it difficult for me too find things and I'd like to be able to add tags.
Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage
Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10
Coleman posted Wed, 21 January 2015 at 1:47 AM
1 - Instancing so Poser can finally do realistic nature scenes...trees...grass...shrubbery... highly populated scenes without bringing Poser to a standstill. So there'd be no need to export to VUE. City scenes with lots and lots of traffic... on the streets... in the sky. A packed nightclub with 3d people, not 2d image filler people.
2 - The main thing limiting dynamic cloth is the simulation times... waiting 15 minutes to find out you need to tweak... then waiting another 15 minutes to realize you tweaked too much... 4 hours later the first piece of dynamic cloth is ready when you may have 4 more Poser people's clothes to calculate. Poser ddynamic cloth is awesome, but takes so long it makes it impractical to use.
Thanks Poser team folks for reading all our requests/suggestions!
piersyf posted Thu, 22 January 2015 at 3:06 PM
I'd vote for instancing too... and while we're at it, caustics. We can add our own tags to metadata now, but it is not searchable, so that would help. On the hierarchy pane, a 'collapse all' option and a search function. Another small thing... the ability to point eyes as a group rather than individually. The number of times you'll want to point eyes at different things in a scene I'm guessing are limited. In large scenes it can be a real pain scrolling through a list of hundreds or thousands of (uncollapsed) names to find what you want to point at.
Miss Nancy posted Thu, 22 January 2015 at 3:47 PM
if transmissive colour (not caustics) and actual caustics are limited to shadow zone, then maybe some way to simulate these with existing poser properties, or else maybe if shadow zone can employ shader nodes. I ain't tried these yet using BB's transmissive-reflective shader, neither using neg shadow nor neg lites.
RedPhantom posted Thu, 22 January 2015 at 7:12 PM Site Admin
How about a way to search the hierarchy menu, or another list of items loaded in the scene. Sometimes clicking on an item isn't feasible and having to scroll through a list of 40 or 50 items to find that one can be difficult.
Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage
Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10
AmethystPendant posted Mon, 02 February 2015 at 1:32 PM
I would like the ability to just search the runtime I'm currently in rather than all runtimes, as if I'm looking for a pose file for the mat for a particular hair prop I know it will be in my Hair runtime, but I have to search every runtime!
RobotSteve posted Tue, 03 February 2015 at 1:35 PM
Hi all,
Steve from Smith Micro here. A lot of you don't know me or my history with Poser because I tend to work behind the scenes. I've been with Poser off an on since July of 1995 and I currently manage the Graphics group at Smith Micro. As Steve Cooper has moved on, I'll be working hard on the next version of Poser and am excited to help shape the usability and features moving forward. My passion, and how I approach software development, is primarily from a UX and User Centered Design standpoint.
There are a lot of great suggestions here. Some are new, some we are already working on, and some we should have tackled a long time ago. So please keep posting. We're reading and it's important to us. The more concise, detailed, and straightforward you can be, the better. I don't know that I'll be able to address each one in this thread, or answer many questions here, but I'll try as time permits.
This next version will bring some significant changes for the better. I don't know that we'll add Pac-man style buckets to the rendering results due to licensing issues but then we have plenty to do otherwise. I speak for the entire Poser team when I say that we value your feedback, and truly appreciate your support.
Thanks,
Steve
-Timberwolf- posted Sat, 07 February 2015 at 7:09 AM
Thanks Steve :)
....ahm and what about a walk throug camera? That would be cool too. (feels like writing a wishlist to Santa ;) )
MistyLaraCarrara posted Sun, 15 February 2015 at 11:32 AM
eazy blurred reflections. adjustable degree of blurriness
no shadow shmootz in the corners, etc
uv swapping.
a means to redefine material zones for custom character sales. (without needing rte)
hair room improvements
get rid of the content paradise tab.
a complete redesign of the joint editor ui to a full size easy to see property tab, joint types that can be saved to library and reused (knee joint, shoulder socket, etc). a merge figures option in the setup room.
add an official morphs folder to the library so vendors will know where to put their custom morphs.
a more exciting procedurals presets included in poser's content.
export animation options, gif, mp2, mp4.
thanks
♥ My Gallery Albums ♥ My YT ♥ Party in the CarrarArtists Forum ♪♪♪ 10 years of Carrara forum ♥ My FreeStuff
xen posted Wed, 18 February 2015 at 1:29 PM
I speak for the entire Poser team when I say that we value your feedback, and truly appreciate your support.
Hi Steve,
Thanks for your interest. There are many new features that I would love to see in Poser one day, like level of detail, larger render areas, built-in sky domes and infinite planes, but if I am honest then I have to admit that you would get the biggest bang for the buck by consolidating existing features and improving usability.The bullet physics integration for example seems hardly leveraged.
On the UI I can see your problem. This was a great UI in the P4 days but updating it will inevitably incur the wrath of existing users. An easy improvement that doesn't break backwards compatibility would be to have every function assignable to a custom hot-key (like Silo).
The injection morph system is tedious. Can we not have a folder where we just drop in the morphs for a figure that makes them immediately accessible to all instances of that figure? (With buttons on the figure instances to combine morphs and to delete 0 morphs to save memory.)
I'll stop here before the post gets to long to read. These are just some of my personal preferences and I make no claim of representing any section of your user base.
Miss Nancy posted Wed, 18 February 2015 at 2:06 PM
they already added blur refl. & corner splotches funcs (PP2014 v 5.x or later)
(would have quoted her, but then it goes to giant text, which forum software blocks resizing)
you do chain draping dynamics using cloth room (see parrotdolphin's necklace freebie fr method)
xen posted Thu, 19 February 2015 at 10:11 AM
you do chain draping dynamics using cloth room (see parrotdolphin's necklace freebie fr method)
I have seen this tutorial. Ingenious! However my point is ease of use. This sort of stuff should be painless.
-Timberwolf- posted Fri, 20 February 2015 at 10:27 AM
[quote]"This was a great UI in the P4 days but updating it will inevitably incur the wrath of existing users" [quote]
Oh hell, NO !!! No more P4 UI, please. I used to dance for joy on my coputer desk, when SM finally changed it. That old P4 Kai Krause UI might have matched my little sister's "fisher price" computer.
http://www.amazon.com/Fisher-Price-Fun-2-Learn-Computer-Cool-School/dp/B0015KVW56 :D
DreamlandModels posted Wed, 04 March 2015 at 1:24 PM
Hi Guys and Gals,
Just wanted to add a link here for a feature request I have had for some time now. Made a video to show why it is so important to me.
Regards, Tom
Will open in your view port if you give it time to download. 3.06 megs
Miss Nancy posted Wed, 04 March 2015 at 2:56 PM
steve went to another job, but maybe you could ask stefan or colin.
vid didn't load, but new site coder fixed it to allow us to post vids directly to forum. haven't tried it yet.
Miss Nancy posted Wed, 04 March 2015 at 3:20 PM
no, wait, just tried att. mov file - didn't work!
DreamlandModels posted Wed, 04 March 2015 at 4:28 PM
Already contacted Smith Micro about it and they are looking at it.
I would love to see it in the next service release.
A work around is select the top item in the list at the same time as the alt key and everything below it is selected.
Tom
-Timberwolf- posted Thu, 05 March 2015 at 1:39 AM
What has to be addressed urgently, is what gave Poser its name: POSING. You can create a beautyful character from allmost every figure with the head room and/or the great morph brush. You can load a huge scene into your viewport and even add an athmosphere into it. We now have a renderer with a shader system, that give OMG- great pictures now. You could even pretend to some non.experts they'd be Maya ore 3dsmax renders. But as soon you pose or animate your character, it will look like crap.
Joint bendings are the key issue. As long as you have those bended limbs, that intersects themselfes, deform like straws, unnaturly stretch verticies and polygons or bulges like baloons, Poser won't satisfy your needs and will cause frustrations. Allmost every good Poser picture is postworked because of the joint bending issue. Either done in photoshop. or corrected before rendering with the morph brush or externel in zBrush.
So fix joint bending system, nothing else matters.
nakira2ca posted Thu, 05 March 2015 at 1:57 PM
Metaballs and water simulation...
Weirdjuice3D has a script that works great in Poser 6 but not later.
http://www.weirdjuice3d.com/products/drops.php
Also, PLEASE make the Boning/Rigging room work better. I would select a grouping then add a bone and when I test it, poligons from random parts of the body move with the bone. This should not be a thing. Also when I am part way through boning a figure and save and shut down, I have to start from scratch to bone the figure again.
MistyLaraCarrara posted Sat, 07 March 2015 at 9:20 AM
would like layered images ability, and support for png alpha channels so i don't need transmaps for adding tattoos to pre-existing skin textures.
thanks
♥ My Gallery Albums ♥ My YT ♥ Party in the CarrarArtists Forum ♪♪♪ 10 years of Carrara forum ♥ My FreeStuff
MistyLaraCarrara posted Tue, 10 March 2015 at 6:27 AM
Metaballs and water simulation...
Weirdjuice3D has a script that works great in Poser 6 but not later.
http://www.weirdjuice3d.com/products/drops.php
Also, PLEASE make the Boning/Rigging room work better. I would select a grouping then add a bone and when I test it, poligons from random parts of the body move with the bone. This should not be a thing. Also when I am part way through boning a figure and save and shut down, I have to start from scratch to bone the figure again.
+1 would be nice to rig an arm, say. save it. rig the torso save it. then merge both projects together. ... save it. :)
joint type presets would be nice, too. shoulder type, knee type, etc.
joints should have a nice big work palette, interface!
♥ My Gallery Albums ♥ My YT ♥ Party in the CarrarArtists Forum ♪♪♪ 10 years of Carrara forum ♥ My FreeStuff
MistyLaraCarrara posted Thu, 12 March 2015 at 8:15 AM
would also like a distance setting for reflections.
ex, reflect stuff within 5 feet of the reflecting surface.
an angle setting, for like viewing the mirror from the periphery.
there was something else with reflections, can't remember now ... doh
♥ My Gallery Albums ♥ My YT ♥ Party in the CarrarArtists Forum ♪♪♪ 10 years of Carrara forum ♥ My FreeStuff
MistyLaraCarrara posted Mon, 16 March 2015 at 12:04 PM
Vray renderer for poser. :)
and no automatically adjusting gamma c settings on unsuspecting artists, could like, make it a wacro or something
♥ My Gallery Albums ♥ My YT ♥ Party in the CarrarArtists Forum ♪♪♪ 10 years of Carrara forum ♥ My FreeStuff
A_Sunbeam posted Sun, 22 March 2015 at 11:57 AM
Get rid of the dependence on Adobe Flash.
Every now and again my libraries disappear and if ever my computer gets too old for the current version of Flash then Poser won't work.
MistyLaraCarrara posted Wed, 01 April 2015 at 11:07 AM
Get rid of the dependence on Adobe Flash.
Every now and again my libraries disappear and if ever my computer gets too old for the current version of Flash then Poser won't work.
+1 :)
♥ My Gallery Albums ♥ My YT ♥ Party in the CarrarArtists Forum ♪♪♪ 10 years of Carrara forum ♥ My FreeStuff
MistyLaraCarrara posted Wed, 01 April 2015 at 11:09 AM
means to export a 2d weightmap 'texture' map i can color in photo editor and import in to poser.
a 3d paint inside poser would be super kewl. paint across seams
♥ My Gallery Albums ♥ My YT ♥ Party in the CarrarArtists Forum ♪♪♪ 10 years of Carrara forum ♥ My FreeStuff
estherau posted Sun, 05 April 2015 at 5:45 PM
Would like compatibility with vue xStream so vue would work within poser.
I aim to update it about once a month. Oh, and it's free!
arrow1 posted Mon, 06 April 2015 at 5:15 PM
I would like to see, landscape/water/clouds enviroment added that can be animated. A particle system so we do not have to rely on importing into Vue. Cheers
Custom built computer 128 gigs RAM,4 Terabyte hard drive, NVIDIA RTX 4060 TI 16 GIG Gig,12 TH Generation Intel i9, Dual LG Screens, 0/S Windows 11, networked to a Special 12th Generation intel I9, RTX 3060 12 Gig, Windows 11,64 gigs RAM, Dual Phillips Screens, 2 Terabyte SSD Hard Drive plus 1 Terabyte Hard Drive,3rd Computer intel i7,128 gigs ram, Graphics Card NVIDIA RTX 3060 Gig,1 Terabyte Hard Drive, OS Windows 11 64 Bit Dual Samsung Syncmaster 226bw Screens.Plus INFINITY Laptop 64 Bit,64 gigs RAM.Intel i9 chip.Windows 11 Pro and Ultimate. 4 x 2 Terrabyte Hard Drives and 2 x 2 Terrabyte external USB Hard drives. All Posers from 4 to Poser 2010 and 2012, 2014. Poser 11 and 12, 13, Hexagon 2.5 64 Bit, Carrara 8.5 Pro 64 bit, Adobe Photoshop CS4 Creative Production Suite. Adobe Photoshop CC 2024, Vue 10 and 10.5 Infinite Vue 11 14.5 Infinite plus Vue 15 and 16 Infinite, Vue 2023 and 2024, Plant Catologue, DAZ Studio 4.23, iClone 7 with 3DXchange and Character Creator 3, Nikon D3 Camera with several lenses. Nikon Z 6 ii and Z5. 180-600mm lens, 24-70 mm lens with adapter.Just added 2x 2 Terrabyte portable hard drives.
MistyLaraCarrara posted Wed, 15 April 2015 at 8:47 AM
to render 3d panoramic images, for 3d tvs and 3d panorama glasses
♥ My Gallery Albums ♥ My YT ♥ Party in the CarrarArtists Forum ♪♪♪ 10 years of Carrara forum ♥ My FreeStuff
MistyLaraCarrara posted Thu, 23 April 2015 at 9:31 AM
send an offset prop to origin!!!
when the prop/figure is not at center and the x,y,z dials are = 0 at loadup,
please add 'send the frikkin thing to center' button, doh
♥ My Gallery Albums ♥ My YT ♥ Party in the CarrarArtists Forum ♪♪♪ 10 years of Carrara forum ♥ My FreeStuff
-Timberwolf- posted Fri, 24 April 2015 at 5:12 AM
Make creating morphs on a subD level availeble to all . ;)
quietrob posted Tue, 19 May 2015 at 12:13 AM
Autofit with no poke thru.
Have DAZ Studio props work in Poser. They have some Architecture for DAZ but I want to use my favorite program, Poser.
Have Genesis 1 and 2 work in Poser with no fiddling around. I want it to be as easy as downloading and using a cr2.
CHK2033 posted Tue, 02 June 2015 at 11:41 AM
Rigging tool. Specifically what was said already a couple of times.
More morph tool brush options.
Grouping tool options (select loop, select ring.....)
Completely customizable UI (with return to default of course) for a better workflow.
And an auto save option which is on by default (which can be turned off of course)so when poser does crash for whatever reason, you can just reload that last scene/item/character instead of doing it all over again.
-----------------------------------------------------------------------
HP Zbook 17 G6, intel Xeon 64 GB of ram 1 TB SSD, Quadro RTX 5000
-----------------------------------------------------------------------
trepleen posted Sat, 06 June 2015 at 1:30 AM
Hierarchy Window
Material Window
Get rid of any trace of Adobe/Flash from Poser.
Don't send any data through local network and handle thread management properly.
As soon as I hit render, the CPU should be at 99% until the render is finished as long as I have enough memory (which I do).
3DFineries posted Wed, 10 June 2015 at 9:56 AM
Fix the cloth room so that it uses ALL my cores to drape and not just one. Cloth Room is slower than dirt when you have a lot of collisions and I'm on a PimpDaddy PC.
Have a creative day!
********
Marque posted Fri, 19 June 2015 at 3:28 PM
Is this for Poser 2015? Yes haven't been in for a long time.
Marque posted Fri, 19 June 2015 at 3:28 PM
Is this for Poser 2015? Yes haven't been in for a long time.
MKDAWUSS posted Wed, 24 June 2015 at 2:37 PM
Left foot cam and a right foot cam.
This way I know I have my characters accurately planted on the ground (in the event they're standing).
Byrdie posted Thu, 25 June 2015 at 2:08 PM
Oh yes please to foot cameras. Would sure make it easier when I'm refitting shoes and need to see if they work or not, in addition to the check-if-my-characters-are-floating-or-sinking-when-they-shouldn't-be thing.
Also a vote for any improvements that make the new G3/Victoria 7, work in Poser.
RedPhantom posted Thu, 25 June 2015 at 2:37 PM Site Admin
I don't remember if this has been suggested recently but a drop to feature. We have drop to floor, which is good, if you want your figure on the floor, but what about the one on the balcony, or the cookie on the table? Whether it's a drop to... and then a list that you can pick from or it drops to what ever is just under it.
Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage
Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10
grichter posted Fri, 26 June 2015 at 2:20 AM
Read the first 2 pages and if this has been mentioned in pages 3 and 4 please don't throw in somebodies poser jail or dungeon.
For at least a prop like an earring. Able to grab the orgin with the various translation tools, and not have the prop move, just the origin and be able to also change the rotational origin so like an ear lobe that is not on the X,Y,X axis but slightly angled, I can change the axis of the prop to be parallel to the characters head so if they lean forward I can easily change the X rotation of my prop (in this example earring) to bend with the head and not bend in or out at the same time like what happens if I can not change the orign point rotational point (easily)!
Gary
"Those who lose themselves in a passion lose less than those who lose their passion"
adh3d posted Sat, 18 July 2015 at 2:10 PM
Would be great that we can asing to a figure 2 or more materials, save them and then, can choose between them with a dial as they were a morph. For example, we have a FBM dial with a morph of a figure, would be great that, at the same time we change the shape of the figure, we can change the material too.
A_Sunbeam posted Wed, 05 August 2015 at 12:45 PM
Again my libraries have disappeared - "Blocked plug-in".
Had to get new version of Flash.
PLEASE get rid of dependance on Flash.
3Dpixi posted Wed, 12 August 2015 at 11:14 AM
My wishlist as well:
- Layered transmapping [for example second skin options instead of python scripting]
Able to select multiple props to move around in a scene
Non flash related Libraries
Movable folders to arange the Libraries as wished
- No more xmp files when saving to Libraries
No more white ghost outlined png renders no matter what background color used
New cool flabbergasting base content included
Non steady/mangetized tool windows
- All morphs in Body keep working as well .. instead of in bodyparts only
Hope I don't as too much .. Lol
kyraia posted Wed, 12 August 2015 at 1:46 PM
Some environment stuff like terrain, trees, sky with clouds etc. would be nice. I can do all this in Blender, but having it natively in Poser would be great since Poser is MUCH easier to use than Blender, at least for occasional users like me.
Especially terrains should be a piece of cace since you need only a plane, a greyscale displacement map, some realistic looking textures and a set of parameter dials to adjust all of this ...
And by the way: I have been using Poser since version 3 and it is getting better an better. I really love it!
Anthony Appleyard posted Fri, 21 August 2015 at 4:41 PM
Audio in Poser? :: idea for future development in Poser.
In Poser 11 (or 12 etseq), are there any plans for audio in Poser animation?
A basic implementation of audio in Poser may start with merely an entry in the .CR2 file saying e.g. "add audio file c:/mystuff/carhorn.wav starting at frame 546 at volume 120%"; a suitable Python script could automatically slide the car horn sound up and down the timeline along with all other events that happen around then. This would be much better than messing about keeping a separate developed audio file in step with the animation video.
More advancedly, the audio file (sound) could be parented to an object at a displacement in (x,y,z), to put e.g. a voice at a speaker's mouth or a gunshot at the gun's muzzle, with the x/y/zRotates and Scale and x/y/zScales saying how directional the noise it. A sound parented to the UNIVERSE could appear to come from the sky or be present everywhere outside, e.g. wind noise or distant traffic.
A sound could have a list of keyframes, e.g. a footstep sound parented to his left foot has a keyframe for every time the foot comes down on the ground.
More advancedly, the sounds could be ray-traced to a Poser microphone (like light is with Poser cameras), allowing for speed of sound, and distance from sound source to mocrophone, and materials having sound-reflectivity and sound-transparency and sound-diffusing etc. properties. Iincluding with two microphones to allow stereo sound in the resulting animation.
Anthony Appleyard posted Fri, 21 August 2015 at 4:50 PM
Currently, blue background representing blue sky shows its original bright blue through Poser atmosphere which has been set to fog, This is a nuisance. Please let Poser athosphere affect visible background the same as it affects anything else visible which is behind the atmosphere.
Frequency3D posted Fri, 21 August 2015 at 9:11 PM
Global rotate all lights, global settings for lights in general, elastic (reverse stretch) for the cloth room.
Tomsde posted Thu, 27 August 2015 at 6:48 PM
I would like a whole new content set with the next version, including a set of weight mapped humans that are attractive and people would actually like to use. I don't want to be disparaging, but after Jesse/James the native Poser Figures have seemed a bit off to me. There is virtually no vendor support for them, very little in the way of additional content for them as well. The G2 series was supposed to rival other vendor's figures, but never reached their full potential, yet they had more support from Smith Micro with more clothing and accessories for them offered than the majority of their predecessors. What happened. I've pretty much been out of things for the past two years, but I'm not seeing much in the way of new content or figures that are Poser specific being offered. If the Poser people don't come up with compelling content, then I'm afraid eventually everyone is going to migrate to Daz Studio. I really would hate to see that happen. I wish that a deal can be reached with Daz that the Genesis figure and content can be natively supported by Poser without the DSON system. I have been with Poser since version 4 and it's sad for me to see the lack of content support for the program in spite of great strides forward in rigging and lighting. I think that Miki is very nice, but I don't use women very often in my pictures.
I would also like to see some sort of environmental system included, like the Runtime DNA Terradome system.
722 posted Sat, 29 August 2015 at 11:58 AM
Ability to create a material that hides specific body parts, and to save one aspect of a material and add it to another material with out replacing the material all to gather
Layers in the material room
adh3d posted Mon, 31 August 2015 at 6:44 PM
A good thing would ve to rotate around a selected body part, just for working in it, something like when you press A in wings3d..
MistyLaraCarrara posted Sun, 06 September 2015 at 10:51 AM
print to 3d printer.
render to animated gif
image nodes can read png alpha channel in place of separate transparency image
poser that works on non-internet-connected Windows7 desktop
♥ My Gallery Albums ♥ My YT ♥ Party in the CarrarArtists Forum ♪♪♪ 10 years of Carrara forum ♥ My FreeStuff
dardezen posted Sat, 12 September 2015 at 4:12 PM
I hope this has been mentioned before, but I would love to see a native Content Library control instead of the one that requires Adobe Flash/AIR. If not native, at the very least could you consider creating a captive AIR bundle?
When I was playing around with AIR development myself, it wasn't an issue, but I'd prefer that I didn't have to install the runtime.
Regards,
dardezen
Digital Artisan
OS X | MODO indie | ZBrush | Unity | Blender | DAZ Studio | PP2014
-Timberwolf- posted Wed, 16 September 2015 at 8:00 AM
Since the DAZ4.8, with its G3Females and IRay renderer release, I havn't touch Poser anymore. I really hope SmithMicro will give a real good answer. Only following DAZ e.g. by introducing their cyclus renderer, won't be enough. Poser needs to be ahead of DAZStudio, in order to not loose the game. I'm pretty excited, what SM has to offer. It needs to be a real major release, this time.
-Timberwolf- posted Thu, 17 September 2015 at 3:46 AM
http://forum.runtimedna.com/showthread.php?100846-What-s-coming-to-Poser
3DFineries posted Thu, 17 September 2015 at 5:53 AM
Thanks for the link, Timberwolf. Some of the new features look pretty rad.
Have a creative day!
********
trepleen posted Sat, 03 October 2015 at 12:44 AM
i just want to add that the reason I use poser is because of it's fast rendering times. Most other renderers like iray, daz, octane are too slow.
vitachick posted Fri, 16 October 2015 at 10:06 AM
Have purchased background fit the screen w/o blank left/right borders
Win10 Poser 2014/Poser 11 Daz3D
shedofjoy posted Wed, 21 October 2015 at 6:52 PM
Im not sure if I read this correctly, but there will be a new render engine called superfly and it will only support gpu rendering in the preview? fair enough it will hopefully make the previews nicer, but what about the main render? I did hear also the reason being the texture quantity and amount of ram on the Graphics card. but what if I want to do a limited amount of textures and have lots of onboard ram, and as time goes on more pc's will have higher specs. I myself bought a GTX970 with 4gbs of memory so I could do just that in reality4. sadly it feels to me that the next version of poser is going to be nothing that innovative, i hope im wrong.
Getting old and still making "art" without soiling myself, now that's success.
moogal posted Sun, 01 November 2015 at 9:03 PM
shedofjoy posted at 9:46PM Sun, 01 November 2015 - #4234632
Im not sure if I read this correctly, but there will be a new render engine called superfly and it will only support gpu rendering in the preview? fair enough it will hopefully make the previews nicer, but what about the main render? I did hear also the reason being the texture quantity and amount of ram on the Graphics card. but what if I want to do a limited amount of textures and have lots of onboard ram, and as time goes on more pc's will have higher specs. I myself bought a GTX970 with 4gbs of memory so I could do just that in reality4. sadly it feels to me that the next version of poser is going to be nothing that innovative, i hope im wrong.
No... You may have read it wrong, or maybe you simply associated GPU with preview modes erroneously. Superfly is an integration of blender's photo-realistic rendering engine "Cycles" into Poser. I've heard it said that it was a response to Daz integrating nVidia's iRay into D|S, but is probably just as much a way of getting caustics, colored shadows, etc. into Poser, since Firefly doesn't have those abilities. I think it might be PBR based, but I haven't read anything about PBR materials handling in the viewport, or even how Firefly materials will look in the viewport when changed to Cycle's materials.
That's kind of unnerving when looking at Poser's competitor iClone. I'd always hoped the time would come when Poser's viewport/preview modes would be of high enough quality that they could be used for animation and Firefly just for stills or important beauty shots. Not only does improving the preview seem an afterthought, but it keeps getting harder to create materials that look good both in preview and final render (and at least somewhat similar, obviously).
Superfly/Cycles is CPU based, but supports modern nVidia GPUs through CUDA (AMD users are again left out). Like with Reality, we'll have to adjust lighting and materials to take full advantage of it, though the developers have had to consider how much of Cycles we'll be able to use versus how much it should resemble something we are all already used to using.
estherau posted Tue, 03 November 2015 at 7:30 PM
would the antialiasing render setting do for your preview animations Moogal?
I aim to update it about once a month. Oh, and it's free!
moogal posted Wed, 04 November 2015 at 1:43 AM
estherau posted at 2:38AM Wed, 04 November 2015 - #4236779
would the antialiasing render setting do for your preview animations Moogal?
I've gotten some OK results with it, but the more the high-quality render improves, the more inadequate the preview seems in comparison. They managed to shoehorn Cycles into Poser to appease the illustrators, but Blender's viewport is also far beyond what we have in Poser now.
Some work done in Blender's game engine to show the difference: http://blenderartists.org/forum/showthread.php?383959
moogal posted Wed, 04 November 2015 at 1:47 AM
Honestly, I wish some hardcore Poser/Blender nut would graft Poser's interface onto Blender and change all of the shortcuts and flip the axis so that Blender worked like Poser (in as much as they are both 3D programs). I know what Blender can do, but I just do not enjoy working the way it demands you approach it.
Morkonan posted Mon, 09 November 2015 at 8:13 AM
Hmmm, thought I had already posted to one of these. Anyway, here goes some stuffs..
First of all, content is King. But, you need to get other people making it for you for free. When you're looking under the hood for improvements, and within normal operating functions, you really need to give content creators new, better, and different tools to draw upon. The more innovative or "brand new" additions you make and that you give the users/content-creators access to, the better the products you will see made for your product, which will help push sales. The very last thing anyone wants to see is that a new version of Poser comes out and the only product classes available for it are the same, old, tired, pose, morph, texture, lighting product types... What are you going to put in there that will create a **brand new product category **for this brand new version of Poser? That's a question that needs answering. (Yes, I know there are some nifty new rendering features. I'm talking about "content" though, that's makes a measurable new impression on the market and the capabilities for content generation. It's all about brand management, folks. You don't want the same ol' cracker to get stale after all these years.)
User-configurable Hotkeys and Mouse Controls: All the standard base menu functions available. The ability for the user to map their camera functions to the mouse, however they wish, so it matches other 3D apps they may use in conjunction with it. Multiple keys per function accepted, pls. ie: "CTRL-R", etc..
Better and more powerful dialogue options for saving Figures/Poses/Props- Poses, especially... It's about time, after all these iterations, that regular users can have easy, UI, access for creating Injection morphs, Custom Channels, Material Poses, Animations, etc. It's time to let the content creators move up a notch in the production cycle by empowering the normal user. By doing this, you will also help to generate content creation, because it will make it just that much easier for the potential creators.
Easy batch-access to nodes - "Scenefixer" is very nice. However, Poser needs to have better built in accessibility to certain commands. For instance, in the Mat room, I should be able to right-click on a Channel or a Node and choose to apply value settings, image settings or the entire tree to all Channels across all groups, instead of simple copy/paste-all functions. If I have a legacy AO node in a material set, for instance, I should be able to set that node to be IDL dependent, instead of calc'd, and then Right-Click on the node and choose to apply that AO node's properties to all AO nodes present in the materials for any or all groups of the object. The same goes for Channels, choosing either the base channel value, like a Difuse Value of .8, for instance, and have that Channel Value copied across all groups. But, I could also just copy that Channel's entire node tree, instead. (Yes, I do understand that, many times, nodes will have connections to other Channel node trees. However, you can "make that happen" by getting the Mat Room to read ahead and, if the same nodes in the same channels exist as they do in the source group, the connections will be made in the target group. You could also give that a toggle, if you're feeling sparky, if the user didn't want those connections made.
Particle/Emitter System - Where is it? Everybody else has one, why can't we? Yes, "Poser Physics" does a few nifty things, but it does not do particles/emitters that I know of. And, we should have some sort of basic system within Poser that content creators can draw on to make even better content to push Poser sales. Build in a physics system, under the hood, and give content creators good access to all the hooks, and you could get some really nice, free, content generation going on. Fountains, blasters, fire-hoses, fire, smoke, machine-gun rounds, bouncing all over the place... yada yada yada. Oh, and with a good physics system, you could have **everything **bouncing all over the place. (Softbody, anyone?)
Hair - Something, please, please, please,... Something other than that busted, crappy, ancient, Hair room, for the sake of all that is good on this green Earth! It sucks. It may as well NOT be in the program. Think about that, for a moment - You have an entire tab/room devoted to something that is virtually unusable. And, for those that can use it, it generally produces crap that isn't worth rendering, considering the progress you're making in every other area. The better your rendering capabilities, the worse anything made with the Hair Room is going to look, guaranteed. Poly hair just isn't flexible enough, in use, to render realistically or even render well, anymore. Revamp the Hair Room, if you decide to keep it, and give us some user-usable creation possibility.... Heck, dump the whole Room and rewrite a new engine for Hair, why don't ya? So, you'll orphan about FIVE darn Hair Room products in the entire inventory of every Poser content distributor... Doesn't that tell you something? It should tell you that the Hair Room is complete garbage and nobody wants to go near the thing. (OR, give us access/hooks to hair controls via new rendering apps.)
Face Room - OK, I get it. You want to have a locked-down selling point for Smith Micro figures. Well, guess how well that has worked for you? Go find the number of products created outside of the SM site for those figures and then get back to me... It's not working and it's not going to ever work. What "works" are good, quality, appealing characters with good topology for morphs and animation and good rigging. So, what's the deal with the Face Room? I know you may have contractual obligations, but if you're just going to ship it and write a check to Singular Inversions for virtually no reason at all, why not just write me a check? I'm fun to have around! I tell jokes, can write reasonably well, am a pretty cool guy and doesn't afraid of anything... At the very least, you can allow third-party products access to the Face Room by allowing for the creation of reference sets by third parties. Make an SDK for it. Open it up. (OR, sell a companion product that creates the references for the user. Encrypt them so they can't be redistributed without a license, if you want to protect it!) If SI doesn't want you to do that, then chuck 'em and find someone else. There's oodles of such products out there, now, and there's bound to be one you can use or buy outright for a cup of coffee or something. (Please, no, not Faceshop! Heavens, no!)
Smith-Micro Content - I generally like the content that SM puts together. Except for the human figures, though. Almost universally, they either look like they've just be scared by an alien or just been told they are one. Sure, you have ditched the "Heroic" model, favored by an unnamed competitor, in favor of human models that are properly proportioned. OK, I don't know where the intent strayed from the results... or vice-versa. The model's limbs/trunks/heads may be sort of realistically proportional, but that's it. In short, and just in general, they're ugly and deformed looking. They look like someone in their family knew someone in their family. IF you're going to tout "realism", then "do realism." No, they don't have to be pretty. But, they don't have to be deformed looking humans, either. (Further, on content other than "human" - Generally, everything is pretty decent. We could use some upgraded animals and a good, hi-res, horse. A bird or three, maybe something from that one creator, so long ago, that did birds? Put a stork in, too, and a raptor. A couple of new fish would be cool. How about a bear? Bears are cool! The rest of the legacy content is good, too, in order to round things out a bit. Also, STOP putting rigged clothing items in the Props category - You'll just confuse people.)
More, when I can remember the last time I banged my head on my keyboard when working with Poser. ;)
Morkonan posted Tue, 10 November 2015 at 4:04 PM
In ref to above: I recently reinstalled Poser 2012Pro and, lo and behold, there is a bear figure in the distributed content! I didn't notice that, before. I have no practical idea what is in version after that release, btw.
<cont'd>
Thumbnails for Scene files: Does any version of Poser after 2012Pro have these? There's thumbnails for everything else, why not scene files? You can't trip over saving something in Poser without generating a thumbnail. Why none for scenes?
Python: Every new iteration of Poser means that God kills a Python script. Every single one... Can't something be done? Even if it's a hit-or-miss "Converter Script" that does simple command/reference replacement, that might be enough to save some of these scripts from certain doom. Yes, it is a content-creator's responsibility to steward their product, but it's Smith Micro's responsibility to steward theirs. Hamstringing an integral portion of content created for legacy versions of Poser is not a good way to ensure the best selection of content being available for a new product to take advantage of.
moogal posted Tue, 17 November 2015 at 8:12 PM
722 posted at 9:04PM Tue, 17 November 2015 - #4225244
Ability to create a material that hides specific body parts, and to save one aspect of a material and add it to another material with out replacing the material all to gather
Layers in the material room
I'm not sure what you mean, because there is a way to do at least part of what you want. Say you want to hide the forearm. Select the forearm and go into the group tool and it should be selected. Choose "assign material", rename "New Material" to "forearm", and close the group tool. Now go into the material room and select the forearm. Change transparency and edge transparency to 1, and every other material value to 0 to create an "invisible" material. Now your forearm will not show in rendered images. To bring it back, just copy the material from another part that used the same material the forearm used before.
And you can do this with any selection of faces, doesn't have to be an entire body part. Just don't give faces with different materials the same material if you'll need to change them back later.
TheWoadWarrior posted Mon, 23 November 2015 at 12:53 AM
I'd like to see "Transparency" added as a dial that can be keyframed so you can fade objects over a period of time. It could be used to overlay two objects and create the impression of a morph from one to the other by fading out one as you fade in the other. Or better yet, also add the ability to link two objects and morph one into the other ( i.e., a human into another creature, a pen into a sword, etc.) over a user-specified time frame.
beas62 posted Wed, 16 December 2015 at 9:53 PM
We seriously need the ability to select specific GPUs in SF render. Currently the pull down menu lets you select one or all, but not individual. I have two fast GPUs I use for rendering, but have to select my slow display GPU in order to run more than one.
icprncss2 posted Fri, 22 January 2016 at 7:55 AM
vitachick posted at 8:53AM Fri, 22 January 2016 - #4233924
Have purchased background fit the screen w/o blank left/right borders
Undock the viewport. That usually solves most of the problem. Or open up the document dialogue window and make sure it set to match the background size.
danielsangeo posted Sat, 30 January 2016 at 2:17 AM
I would love to see a complete overhaul of the animation palette and the graph editor. Here's what I'd love to say added:
I don't believe I'll go any further with Poser until these features are added.
Mythico posted Tue, 09 February 2016 at 2:27 AM
I'm a new migrant to Poser Pro 11, straight from iClone 6, Daz Studio, Carrara. Goal is a tool set for character animation, smooth custom content pipeline, quick i/o, speedy render. Attractor is definitely dynamic soft cloth and physics.
Overall, no buyer remorse, it's possible to start work and create immediately. Nice to have 3D mouse and viewport raytrace shadow, and a tested GoZ workflow. Superfly and raytrace viewport still WIP, but the great potential is there. Age issues like scene manager can be rectified with well-written 3rd party scripts etc. Community is definitely brainy and supportive.
There are however some serious "workflow handicaps" that need attention, if only to keep Poser on par with its prosumer peers and stay relevant in the prosumer animation department for the near future. Good news is these could be rectified easily with near future SR.
My following suggestion are additive/ optional and should not disable/ disrupt existing user's habit.
Universal manipulator should be universal: Rotate in 6 axes. Translate in 6 axes. Scale in 6 axes.
Universal manipulator needs custom transparency/ thickness/ shading option (currently invisible at certain angle/ background/ preview render condtions).
Rotate tool (as Poser Twist/ Rotate/ Rotate-Universal) should by now have set degree increment (10/ 15/ 45 degrees or free).
In-Viewport Concise Selection: All Transform tools (Move/ Rotate/ Twist/ Scale/ Universal manipulator) should be able to Select Whole Figure or Whole Prop.
Proposed: a clean and fast solution across all cameras: Double Click on anything in scene to Select Whole and Center.
(at least as an Interface option to be switched on under global Preference)
In-viewport basic Duplicate/ Array (the weirdest missing feature so far)
Translate tool to expand to become in-viewport Copy/ Duplicate tool for figures or props with CTRL pressed.
Universal Manipulator should become in-viewport Multi-Duplicate array tool for figures or props with CTRL-SHIFT pressed.
Animation UI/ GUI
Animation Hotkeys urgently wanted - Space Bar play/pause the most universal AV CG interface hotkey missing in Poser a game dev anim tool, seriously SM? ;)
Animation key scrolling auto-linked to Wacom dial or gaming controller scrolling (possible in Carrara the antique neglect-ware).
Animation Control needs Play Range (seriously?).
Animation Pallette Play Range needs 3X larger handle and need to be on top with Timeline scrubber.
Animation Pallette keyframe tracks need to have collapse-able hierarchy:
Audio Scrubbing needs to be audible (currently scrub resolution too coarse to be useful for viseme/ phoneme finetuning).
Audio Scrubbing needs to be visible in Animation Palette (in its own Layers).
Audio Scrubbing in needs to have its own Play Range.
Animation Layers need to catch up to year 2000 standard and have buttons to be
To catch up with the other template based animation tools:
All of the above are not special but character animation BASICS...
Advanced animation wise, would be great to have official support for volumetric particles
Carrara style replicator, instance scattering and flocking scripts. There're more, but another time.
Think about what these additions will mean to the typical game dev's animated character pipeline.
Think about how all this enhances the creativity of Poser animators and moviemakers.
Think about the possibilities for new animation-centered store product lines - content or addons!
Thanks for reading and considering this...
Hope 2016 will be a good year for character animators in the Poser PRO space!
JAFO posted Fri, 22 April 2016 at 7:39 PM
Would it be possible to have simulations calculate Nth frames(like every 4th frame, a simple interpolated drape would suffice in most cases) then hold position for UN-calculated future frames? With the option to recalculate 'this' frame/ 'these' frames without re-running the entire calculation ? Physics are great but not necessary or over done in a to b- animation, I just want to get from point A to point B employing the straightest/simplest/quickest course possible. Besides that, think about the time saved by calculating only 1/10th of the frames, then making any necessary 'spot' corrections... Carry on...
Y'all have a great day.
kittykat98 posted Sat, 23 April 2016 at 1:24 PM
One simple thing....
I want stability...that's all, that means it doesn't crash every ten minutes.
Having all these great capabilities doesn't matter if it won't run for more than a few minutes.
I can (and have) leave Daz3D open for weeks and it just works away, Happy and stable as a clam. Even IRay renders then closes down and gets out of the way. If a free product can work this well then I should expect one that costs four hundred flipping bucks to do at least as well.
gojira-kun posted Sun, 08 May 2016 at 11:40 PM
If I had just one wish, it would be for Bezier controls on the graph editor.The need to plant extra keys to control a spline shape makes it extra difficult to co-ordinate changes in all three axes of a transform (for example adjusting ease-out of an arm moving in X Y and Z).
Tracybee posted Tue, 24 May 2016 at 8:36 PM
V.R. support in renderer. Either Vive, Oculus or both.
danielsangeo posted Sun, 26 June 2016 at 9:45 PM
How about a searchable hierarchy? Some of my scenes can get kinda complex with many figures and props. This fills out the Hierachy window and when I'm trying to find a prop or figure body part or whatever, it quickly becomes a treasure hunt. Add to the fact that parented props can be below many injected morphs (which admittedly can be hidden) but inside the figure parented SOMEWHERE, and you're spending 3-5 minutes sometimes looking for the prop you want to work on.
Some sort of heirarchy search, please.
AndyOH posted Wed, 09 August 2017 at 12:07 PM
I would like to see a running save feature, where changes to a scene are saved to a recovery file as they are made.
Also complex scenes can take a while to save as well as render. An option to Save AND Render as one click would be dandy.
parkdalegardener posted Thu, 10 August 2017 at 6:04 AM
If you use P11 you already have autosave on a timer. Just enable it and set a time interval. Look in general preferences.
3D-Mobster posted Fri, 08 September 2017 at 1:27 PM
Dont know if it have already been suggested, being able to set an option for ignoring lights during rendering so they are only visible in the viewport.
RedPhantom posted Fri, 08 September 2017 at 3:33 PM Site Admin
3D-Mobster posted at 3:24PM Fri, 08 September 2017 - #4313830
Dont know if it have already been suggested, being able to set an option for ignoring lights during rendering so they are only visible in the viewport.
This can already be done. Any lights you don't want to render, plug a simple color node into in the color, diffuse, and specular nodes of any light you don't want to render. This works for firefly and superfly renders.
Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage
Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10
3D-Mobster posted Sat, 09 September 2017 at 7:59 AM
RedPhantom posted at 2:49PM Sat, 09 September 2017 - #4313835
3D-Mobster posted at 3:24PM Fri, 08 September 2017 - #4313830
Dont know if it have already been suggested, being able to set an option for ignoring lights during rendering so they are only visible in the viewport.
This can already be done. Any lights you don't want to render, plug a simple color node into in the color, diffuse, and specular nodes of any light you don't want to render. This works for firefly and superfly renders.
I tried that and it doesnt seem to work, I added a simple color and linked it to those nodes and turned the color black, but it still shows faint outline of the object. Also I don't think doing it this way is optimal even if it works and I did something wrong (Which is fairly possible :)). Because I don't see any logic that this actually ignore the light from being calculated during rendering, but the light is just so faint that it seems like its not casting any light?
What I would like is some working lights, since I usually use HDRI for rendering and therefore use fairly few lights, its often that the scene is poorly lit while working. But having to turn each light off before a render or delete them all and then add them again is just annoying.
Its basically just the opposite of the checkbox that is already there "Include in OpenGL preview" and it could just be called "Include in renders" or something and be turned on by default.
raven posted Sat, 09 September 2017 at 8:25 AM
This is how I set up a light to not render but illuminate the scene, if it helps. Obviously the colour chips in the SimpleColor node and the Diffuse and Specular chips are RGB 0,0,0.
3D-Mobster posted Sat, 09 September 2017 at 11:04 AM
raven posted at 5:51PM Sat, 09 September 2017 - #4313856
This is how I set up a light to not render but illuminate the scene, if it helps. Obviously the colour chips in the SimpleColor node and the Diffuse and Specular chips are RGB 0,0,0.
This is a render of a hires ball with the setup you use.
As you can see there is a faint outline. My guess is, and might be wrong, but that you render with ground plane visible? in that case everything renders black, which gives the impression that the light is off. But if thats the case, that you render with the ground plane visible, you run into other problems, which is much worse in my opinion. First is that you should never render with the ground plane visible, it does nothing but increase render times (from some tests I did, it increases the render times by about 70%), so why they would add it by default is a mystery to me, it really give people a bad impression of especially Superfly being slow, and this is even if you render just a simple scene, like a Ball, it still have to render the whole ground plane for no reason. Besides that the Ground plane also block HDRI lighting, which again in my opinion is crucial to get any decent lighting, due to the very limited light settings. And even if you could get some good lighting, without HDRI it would probably not be worth the time :D
And that bring me, to them adding better HDRI controls, like controlling intensity etc :D
RedPhantom posted Sat, 09 September 2017 at 1:53 PM Site Admin
Here is a simple scene. Hires ball and ground (construct) only default textures. Some times it had a white light. Sometimes it doesn't.
Here are the ball, a light, and the ground.
Here it had the ball and one light no ground.
here are no lights with and without the ground respectively.
And here is the scene with raven's setup with and without the ground.
As you can see, the images are the same. It looks like you have the cast_light option checked on the background texture. I get similar to what you get without any lights if I have that checked.
Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage
Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10
3D-Mobster posted Sat, 09 September 2017 at 3:11 PM
A_Sunbeam posted Wed, 13 September 2017 at 10:29 AM
What about being able to export Poser creations to a 3D printer?
moogal posted Sat, 28 October 2017 at 6:22 PM
Not a specific request, but I wish Poser developers would have been paying much more attention to what Reallusion (iClone) has been doing and much less attention to Daz Studio's development.