EClark1894 opened this issue on Sep 24, 2014 · 84 posts
EClark1894 posted Wed, 24 September 2014 at 11:30 PM
This isn't a wishlist. Not really. I notice that people want to see Poser include all these great new features. And some of them I can really get behind, like the Fitting room of morphs transfer. Others, not so much. I'm nogt saying that don't have some useful function, just that I don't have a useful function for them.
So, not to appear ungrateful for all the new features that Poser has given us over the years, but if you could pick one or two for Poser to fix, get rid of or never add, which would it be?
I'll go first:
Fix: the Hair room. Could be a great tool, but all you can do with it is make straight and frizzy hair and fur.
Get rid of: The face room. It only works on the SOME of the native Poser figures anyway, the results aren't that great, and... it's just not working out. We need to let it go.
Never add: Metaballs, nurbs. They may indeed have their uses, but we should get the features we already have working better first.
seachnasaigh posted Wed, 24 September 2014 at 11:41 PM
Fix/add:
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
NanetteTredoux posted Thu, 25 September 2014 at 1:14 AM
Networking a single render, and upgrade the hair room.
I would be sad to lose the face room. It is useful to me.
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
rokket posted Thu, 25 September 2014 at 1:22 AM
Update the hair room would get my vote too.
ADD caustics.
If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.
pumeco posted Thu, 25 September 2014 at 5:32 AM
**
FIX:**
ADD:
NEVER ADD:
That's basically it. I just want it to work and to enjoy using the program. I expect to be able to comb her hair in the Hair Room, and not have her look like she fell prey to a death row electrocution. I expect to be able to dress her in the cloth room without her knickers flying across the viewport like they were attached to some epic-sized elastic band. I expect to drape clothes in realtime and be able to pull at them live on the model to adjust the folds, and not have to spend a month of my life waiting for it to update.
*** FIX:***
Rex's automatic boner when you load him in the viewport, he's creeping the Poser Runtime Girls out!!!
ADD:
A lot of cool evil stuff for Roxie; blades, guns, gallows, guillotine*, torture rack!!!***
*** NEVER ADD:***
***A Vickie!!!
Later,***
Roxie - Girl With Blade
RedPhantom posted Thu, 25 September 2014 at 6:05 AM Site Admin
fix the hair room
fix or remove the face room... it'd be good if it were better
make it all use multi cores
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, 25 September 2014 at 6:37 AM
Fix: The hierarchy that starts out non-collapsed.
Remove: The hierarchy that starts out non-collapsed.
Add: A hierarchy that starts out collapsed.
Never Add: A hierarchy that starts out non-collapsed.
3DFineries posted Thu, 25 September 2014 at 7:18 AM
PP2014 eats computers resources on even the simplest of scenes when rendering. It hangs and then restarts way too much when you switch between it and say my internet browser or another program.
Get rid of the face room, I never use it.
Quicker drapes in the cloth room would be terrific.
It gets tedious in the material room having to scroll through material zones. I'd like to be able to leave the material room and have the last material I was working on to be the same material zone that I clicked before I left the material room.
Have a creative day!
********
crowbar posted Thu, 25 September 2014 at 9:23 AM
The fact that graphing animation functions have been broken in Poser since Version 6 (so that you can't have more than one graph window open and you can't copy and paste between them) is about the most damning evidence there is that its ambitions to remain a leading package need a lot more work.
Loss of full export/import to FBX also seems a backwards step
If you havent got core functionality people will move on
vilters posted Thu, 25 September 2014 at 9:35 AM
Hey Pumco !!!!!!!!!
I thought you loved Roxie??
And the first thing you ask for are weapons and a torture rack.........
PS; you are on the wrong side for that question. LOL.
Well, you could ask for a Squeeze room. LOL.
Oh, we have that already. LOL.
Load a box
Load Roxie
Goto => Fitting room.
Fit Roxie to Box
One of my first demo's was to fit a ball to a box. Remember?
Ha-ha-ha-, I think Roxie would put all G's and V's and D's in the Squeeze room, and reuse the vertex leftovers for clothing making.
LOL.
Hey, SM?
A Squeeze room please?
And a sowing machine.... LOL.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
hornet3d posted Thu, 25 September 2014 at 10:15 AM
Quote - Networking a single render, and upgrade the hair room.
I would be sad to lose the face room. It is useful to me.
I would go for that list as well. I don't actually use the face room but I expect I would if it were better.
I use Poser 13 on Windows 11 - For Scene set up I use a Geekcom A5 - Ryzen 9 5900HX, with 64 gig ram and 3 TB storage, mini PC with final rendering done on normal sized desktop using an AMD Ryzen Threadipper 1950X CPU, Corsair Hydro H100i CPU cooler, 3XS EVGA GTX 1080i SC with 11g Ram, 4 X 16gig Corsair DDR4 Ram and a Corsair RM 100 PSU . The desktop is in a remote location with rendering done via Queue Manager which gives me a clearer desktop and quieter computer room.
pumeco posted Thu, 25 September 2014 at 10:41 AM
"Hey Pumco !!!!!!!!!*
I thought you loved Roxie??"
I absolutely do, but that was Roxie speaking, not me, you should know by now that whenever you see bold/italic green in my posts, it's her. She basically takes over my account whenever she feels like it and always uses green so that you know it's her!
WTF, she signs it every time, you crazy peasant :biggrin:
Coleman posted Thu, 25 September 2014 at 12:27 PM
I'd rather have a focus on ease of use features over striving for reality rendering
Kalypso posted Thu, 25 September 2014 at 12:59 PM Online Now! Site Admin
Quote - Fix: The hierarchy that starts out non-collapsed.
Remove: The hierarchy that starts out non-collapsed.
Add: A hierarchy that starts out collapsed.
Never Add: A hierarchy that starts out non-collapsed.
THIS!
shvrdavid posted Thu, 25 September 2014 at 5:06 PM
Whatever they do to Poser, they need to keep some sort of backwards compatability. But to a point. Obviously if it just wont work, it will need left behind.
I use the cloth room a lot, and it does ok for what I use it for. I never used Mar Designer for more than a few min on a friends computer. And it is faster than Poser, but no where near as fast as other software I have used. The speed difference may have been the computers thou.
As far as the face room goes the biggest downfall is characters that are not usable in it, out number the ones that are. I would think there would be a way of generating the files needed that does not violate things, but you never know and I would think SM looked into that already. I would not remove it, people do use it.
I am all for a better hierarchy editor... That has bugged me for more than a few versions. Things could be added to it as well.
Multicore is a mixed bag. Some things are obviously faster when using multiple cores, other things are slower. It depends on what needs processed and if it is "answer dependant" on every step. If one core just waits around for another one to finish, it is faster to just do it on one core. Some things benifit from multiple threads, other things just don't.
I use the walk designer, but I have spent a lot of time on it to get it to do what I actually want it too. I would leave it there for reverse compatability but improve it as well. It is very character and rigging dependant.
Multiple graph windows would be really nice. So would the ability to edit different layers in them at the same time.
The hair room is a mixed bag for me. I do use it for things, but fully agree that it could use new tools and functions. Particle hair and styling tools would be really nice addition to it as well.
GPU acceleration is another mixed bag. Which way do you do it, and who do you leave out in the process? CUDA has the most hardware saturation, but that leaves out ATI and Intel people right off the bat. OpenCl would work, but driver issues make one brand GPU far faster at it than another. (this gap is even greater in double precision) And the most used GPU manufacture is rather slow at OpenCL. OpenCl is also very driver sensitive. I have seen driver a upgrade toast an app... That would really be a royal pain for developers to have a simple driver trash a program. Puts new meaning to hurry up and scramble fix it.
Network Dice for more cores on a single render would be nice. But I do not know enough about Firefly to say if it is even possible with it.
As far as adding things like Metaballs and Nurbs, that is debatable. There are some good uses for metaball functions. Nurbs like functions allow for some interesting things that could be of great use in Poser. Chances are you already have used some of it and didn't know it if you use subdivision (control cage functions). We are missing crease edges thou, which would be a welcome addition to OpenSubd in Poser.
Per material settings would be nice, for things previously mentioned and other reasons as well. Like turning off cast shadows per material for things like the cornea, etc.
I don't have a Kinects sensor, so I don't know what to say about that. Seems like it is a reliable way to get animation into Poser, but it is also tied directly to Microsoft and the complex EULA scheme they attach to everything. 3D in general seems to be lacking a sure fire way to do much of anything animation wise. There does not seem to be much of a standard to that at all. Most of it is proprietary.
Appears I am writing a book here....
:b_stunned:
Some things are easy to explain, other things are not........ <- Store -> <-Freebies->
RedPhantom posted Thu, 25 September 2014 at 6:22 PM Site Admin
People talk about backwards compatability and whether it's needed or not. Having spent quite a deal of money on aquiring it, I'd hate to throw it all away, but perhaps a converter could be made. They did that with the rsr thumbnails.
The exception is the hair room. It is so bad, I'd happily throw away all my dynamic hair if it means I can remake it in hours rather than months.
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
wolf359 posted Fri, 26 September 2014 at 9:57 AM
Remove: The hierarchy that starts out non-collapsed.
Add: A hierarchy that starts out collapsed.
Never Add: A hierarchy that starts out non-collapsed."
IMHO a true solution to this is NON MODAL Panels that allow
Multiple iterations to be opened and data shared between them**( see pic)**
but likely not possible on a vestigal core interface that still pays homage to Kai Krause.
"The fact that graphing animation functions have been broken in Poser since Version 6 (so that you can't have more than one graph window open and you can't copy and paste between them) is about the most damning evidence there is that its ambitions to remain a leading package need a lot more work. "
Umm......I have actually grown tired of reading my own
Familiar tirade about the animation tools.
At some point you have to just move on to other available& affordable systems
thats why I am switching ,next month , to a windows 7
machine, Iclone pro with 3D exchange and Daz studio& Genesis as my primary Character animation pipeline.
RawArt posted Mon, 29 September 2014 at 10:10 AM
to be able to read genesis (1-2) figures properly without DSON
Easier functionality in material room
get rid of face room and hair room
moogal posted Mon, 29 September 2014 at 8:50 PM
Quote - I'd rather have a focus on ease of use features over striving for reality rendering
I thought Poser was easy until you tried reality rendering. I don't know what you mean by this distinction.
One example that comes to mind... Why are there only two types of clothing? There's a third possible type, but they've never really tried to implement it. Why not a hybrid type of clothing that you would bring in as a solid mesh and position the figure inside, and simply click "bind"? Then you'd have a clothing object that follows the figure's motion exactly, would work just as easily with most any other figure and wouldn't give the headaches of joints and grouping a conventional conforming item often does. It should be so simple to lock clothing and props to an underlying figure at the vertex level for true conforming clothing. The clothing we call "conforming" now only conforms properly if the clothing and figure's joints and groups (and poly distribution) are very similar. This would just be auto transferral of joints, groups and morphs at a vertex level (use the bones to move the clothing vertices approximately, compare their new positions and adjust clothing vertices to maintain relative spacing).
(edit: This is essentially dynamic clothing without shear, stretch, friction etc.; clothing that simply follows the figure)
The fitting room is a start, but still seems to work best when you convert the prop to a default library figure before applying it to a specific character and transferring the morphs. (For a good 50% of clothing we just want it to fit, cover and move with the figure. Obviously dresses and scarves etc. need some kind of dynamics.) Seems there's a lot that could be simplified there.
moogal posted Mon, 29 September 2014 at 9:03 PM
On the subject of conforming clothing, why couldn't a shrinkwrap algorithm be used to smart fit conforming clothing by scaling each body part on a frame by frame basis?
Bend an arm and the program would detect the elbow pokethrough and attempt to scale/rotate the affected clothing parts until coverage is maintained.
Also, why can't conforming clothing objects be given a render flag so that they are automatically always drawn in front of their corresponding figure object in the hierarchy?
ssgbryan posted Mon, 29 September 2014 at 10:53 PM
How many times do people need to be told - DSON is DAZ code.
SM can not legally reverse engineer it and add it to Poser (thanks to the DMCA). Let me repeat and rephrase that because it sounds important:
Due to the DMCA, SM can not legally reverse engineer the DSON code and add it to Poser.
Better solutions:
1. DAZ hires better software programmers and makes DSON work seamlessly as an add-on. After all, that was the whole purpose of the add-on framework was to enable niche capabilites such as this to the core system. Or
2. DAZ asks Hivewire3D for tips and techniques on how to make their figures cross-platform compatible, since they were able to do it.
Of course, this would require DAZ to do the heavy lifting on their figures, and what are the odds of that?
I use the face room - it is certainly worth having - it would be even better if it was clearer on how to consolidate changes made in the face room to an INJ.
I also use the hair room (albeit to make shag carpeting & grass as opposed to hair.......)
Things I would like to see in Poser 2016:
1. Wardrobe Wizard moved off the main thread and onto the add-on frame work. That way, I could use it while working on something else on the main thread. (In the past, I have had it tying up Poser for over an hour while converting clothing. There isn't currently a way to know how long a conversion will take until it starts.)
2. I'd also like to see a native ability to take a dial-spun character and be able to click on a CREATE INJ/REM FBM in the figure tab.
As far as those who want to remove rooms -
There is already a version of Poser for you - it's called Poser Debut (multicore aware, Poser 4 feature set & Poser 8 code base). For a lot of folks, it is the version that they really would be happy with.
It lacks those pesky rooms and advanced features that have been added over the past decade.
prixat posted Tue, 30 September 2014 at 1:37 AM
I would like a way to get Rex and Roxie out of Poser and into DS, incidentally giving Poser based content creators a more direct way to DS customers wallets?
(ssgbryan ,I think the current Debut has been updated to 'Poser 10 code base')
regards
prixat
EClark1894 posted Tue, 30 September 2014 at 6:14 AM
Everyone keeps talking about Poser accepting Genesis natively. I'm curious.... has any other software gotten Genesis to work natively? I mean, I guess Vue, Carrara and Bryce work seamlessly with it, so I guess Poser really is the odd man out?
RawArt posted Tue, 30 September 2014 at 7:15 AM
ssgbryan...I assume that DSON rant was in regards to my post about Genesis.
The topic of this thread is "what would you like to see in poser"..so my wanting Genesis to be able to work in poser is not an unreasonable post. There are so many interesting characters for the genesis series of figures that cannot be made for any other figures. So of course I would want that in poser.
Also, DSON is a patch, nothing more. Having that integrated into poser is not a solution, it is still a patch. The programmers at SM SHOULD be able to properly code something so that a patch would not be required. Proper code always makes things work better than patches.
(Also...HW did not make a figure that works cross platform, they made 2 figures with two different riggings...so that is a BIG difference)
EClark1894 posted Tue, 30 September 2014 at 7:47 AM
Quote - ssgbryan...I assume that DSON rant was in regards to my post about Genesis.
The topic of this thread is "what would you like to see in poser"..so my wanting Genesis to be able to work in poser is not an unreasonable post. There are so many interesting characters for the genesis series of figures that cannot be made for any other figures. So of course I would want that in poser.
The thread title is "Which would you rather have?" Certainly, if you wish Genesis worked in Poser, it is a legitimate topic. However, even if he's answering your post, ssgbryan's post is also legit. Obviously, it is something he thinks Poser should never add.
wolf359 posted Tue, 30 September 2014 at 8:46 AM
"Better solutions:
1. DAZ hires better software programmers and makes DSON work seamlessly as an add-on. After all, that was the whole purpose of the add-on framework was to enable niche capabilites such as this to the core system. "
Alternatively SMITH MICRO hires better figure creators and make usable native poser figures that are not utter crap !!
after all the whole purpose of adding support for weight mapping and pixar SubD etc was ostensibly for the creation of better poser native figures.
"Of course, this would require DAZ to do the heavy lifting on their figures, and what are the odds of that?"
Daz did sort of do some "heavy lifting" in the creation the genesis figures for their figure program that many people here seem to Covet so Desperately for poser
Here is a Radical Idea: ,
how about poser users demand that SMITH MICRO undertake some 'heavy lifting" on their native poser figures??, ...BAH!! what are the odds of that?"
vilters posted Tue, 30 September 2014 at 8:46 AM
Genesis wil never work natively in Poser .
That is not only a fact, it's by law.
Get a life , get over it.
Plenty of other dolls to play with.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
wolf359 posted Tue, 30 September 2014 at 8:54 AM
"Genesis wil never work natively in Poser .
That is not only a fact, it's by law.
Get a life , get over it.
Plenty of other dolls to play with."
This^^
EClark1894 posted Tue, 30 September 2014 at 8:54 AM
pumeco posted Tue, 30 September 2014 at 9:24 AM
Seriously Wolf, it's not fair to call the Poser characters crap. I'm sick'n'tired of seeing DAZ characters that almost always look the same, effeminate males, and women that look like they have an eye problem thanks to that idiotic bead of liquid they have under the eye. Poser males look like males, the women sometimes not so clever in previous releases, but in general I get more satisfation out of looking at a Poser figure than a DAZ one, they have more character.
The latest sculpts, Rex and Roxie are very good, the faces look way more human to me than the default DAZ faces do, I used Roxie in my avatar for a reason, and believe it or not, there's no custom sculpting involved, that's default Roxie, just as Teyon made her - the figure who's face people keep mocking for reasons I still haven't figured out. I wouldn't dream of using a default DAZ character as my avatar, they look totally inhuman to me, but Roxie is good enough even by default.
People need to stop blaming the figure and learn how to light and angle stuff.
Rex and Roxie are good, human-looking sculpts!
mattymanx posted Tue, 30 September 2014 at 9:33 AM
A complete overhaul of the software by re-writing it from the ground up. The face room, hair room and even the cloth room should be add-on plugins that can be added or removed at the end users desire.
-Timberwolf- posted Tue, 30 September 2014 at 11:56 AM
Quote -
Seriously Wolf, it's not fair to call the Poser characters crap. I'm sick'n'tired of seeing DAZ characters that almost always look the same, effeminate males, and women that look like they have an eye problem thanks to that idiotic bead of liquid they have under the eye. Poser males look like males, the women sometimes not so clever in previous releases, but in general I get more satisfation out of looking at a Poser figure than a DAZ one, they have more character.The latest sculpts, Rex and Roxie are very good, the faces look way more human to me than the default DAZ faces do, I used Roxie in my avatar for a reason, and believe it or not, there's no custom sculpting involved, that's default Roxie, just as Teyon made her - the figure who's face people keep mocking for reasons I still haven't figured out. I wouldn't dream of using a default DAZ character as my avatar, they look totally inhuman to me, but Roxie is good enough even by default.
People need to stop blaming the figure and learn how to light and angle stuff.
Rex and Roxie are good, human-looking sculpts!
I aggree mostly, but we need better default shapes for native Poser figures. Neither skinny nor fat, neither trimmed nor pear, nor sausage limbs or toons. Genesis II is much way better there. Genesis creators just seem to have better sculpting skills. Sorry.
Don't get me wrong, I like Roxie, but we also need more new technologie involved in Poser native figures. I am thinking here of geocrafting conformings and I am hoping on a node based JCM-management system, in order to achieve different JCMs blend in nicely, when they are combined.
I have been working with Roxie from PP2014 release on, added a ton of JCMs and FBMs, but I have now reached the limit of what I can do wth her, AND still Genesis II works so much better.
I'd really prefer to rely completly on native Poser figures, but till now it doesn't work for me.
To stay happy with Poser I need both: A good software and good figures.
EClark1894 posted Tue, 30 September 2014 at 12:16 PM
Quote - I aggree mostly, but we need better default shapes for native Poser figures. Neither skinny nor fat, neither trimmed nor pear, nor sausage limbs or toons. Genesis II is much way better there. Genesis creators just seem to have better sculpting skills. Sorry.
Don't get me wrong, I like Roxie, but we also need more new technologie involved in Poser native figures. I am thinking here of geocrafting conformings and I am hoping on a node based JCM-management system, in order to achieve different JCMs blend in nicely, when they are combined.
I have been working with Roxie from PP2014 release on, added a ton of JCMs and FBMs, but I have now reached the limit of what I can do wth her, AND still Genesis II works so much better.
I'd really prefer to rely completly on native Poser figures, but till now it doesn't work for me.
To stay happy with Poser I need both: A good software and good figures.
I've seen your gallery TW. You do good work on Roxie.
ssgbryan posted Tue, 30 September 2014 at 1:52 PM
Quote - ssgbryan...I assume that DSON rant was in regards to my post about Genesis.
The topic of this thread is "what would you like to see in poser"..so my wanting Genesis to be able to work in poser is not an unreasonable post. There are so many interesting characters for the genesis series of figures that cannot be made for any other figures. So of course I would want that in poser.Also, DSON is a patch, nothing more. Having that integrated into poser is not a solution, it is still a patch. The programmers at SM SHOULD be able to properly code something so that a patch would not be required. Proper code always makes things work better than patches.
(Also...HW did not make a figure that works cross platform, they made 2 figures with two different riggings...so that is a BIG difference)
Another thing I would like to see in the next version of Poser GameDev:
When doing Poly reduction, an option to reduce polys by a percentage as opposed to a firm number. I.e. shrink by 10%, instead of me having to pull up the calculater & figure it out and input that number into the box.
RawArt, it isn't a rant - it is a simple statement of fact.
What part of It's ILLEGAL due to the DMCA do you (and the rest of the DAZ vendors that pop in here) not understand? AFA the "So many interesting characters for the genesis figures" - Those would be the characters you sell at DAZ, right?
It isn't a technical issue - it's a corporate ego issue - your time would be better spent explaining this to Phil Reed as opposed to telling us.
Steve Cooper has stated that SM is not going to integrate code they have no control over into Poser. BTW, that is why I suspect that some of the rooms in Poser haven't seen massive updates like some would like to see - they don't have access to updated source code from the companies they bought the source code from originally, so any updates to the Poser fork is on the Poser development team.
RawArt posted Tue, 30 September 2014 at 2:01 PM
Quote - What part of It's ILLEGAL due to the DMCA do you (and the rest of the DAZ vendors that pop in here) not understand? AFA the "So many interesting characters for the genesis figures" - Those would be the characters you sell at DAZ, right?
As a DAZ vendor I have spoken to DAZ often about ways of better implementing genesis into poser, and there is nothing illegal if poser were to write code to get it there natively. DAZ is open to that and was working with them to actually get that happening.
So no sense you harping on anything being illegal here...it simply is not so. SM can write code that can get it working if they wanted to...with DAZ's blessing and even with their help.
..and yeah...my characters are cool..it is true...but there are others LOL
Rawn
vilters posted Tue, 30 September 2014 at 2:24 PM
See? BINGO !
Buy Poser and you get a ton of completely different figures to work with.
Some attactive, some less attractive.
Get DS/Genesis , and you can stick to default Genesis or open your wallet, and before you know it. . . . . . a bit here, and a bit there, and before you know it, spending goes bananas.
With Poser and Blender, most do not spend a dime more, and build what they like, whenever they like, andfor the figure they like.
And the more advanced users can repair any error in any Poser figure. (and helping others doing so.)
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
RawArt posted Tue, 30 September 2014 at 2:31 PM
There you go turning it into a poser vs D/S battle again.
You must know that leads to nothing but thread locking.
Netherworks posted Tue, 30 September 2014 at 5:20 PM
I respect everyone's wishes, whether I agree with them or not. I think it's interesting to see what people dream of and what frustrates them.
I would love to see a Particle system, a lot could be done with it - explosions, splatters, fog, fire - all things we have to do now using planes or clever application of materials.
I agree with a non-AIR, no-Flash Library. I haven't had continuous issues with the library but it seems to be too dependent on 3rd party and it appears to be a constant issue for many others. If it were replaced, I would hope would retain the same features to customize it (and then some).
I'd like to see more emphasis in handling some things in Poser as Assets. I'll explain. PMD should not require being attached to a Figure/Prop and otherwise hacked to make PMD Injection Poses - Poser should have a Morphs folder, where it can save out which morphs you want in PMD, how they are wired (ERC, Dependent Parms) and build the injection pose thing for you. Dynamic Hair should be improved and be able to be saved out as an asset, without a "hair prop", that way you could do things like grow hair right on figures and not have to worry about intermediate props. Physics settings should be saveable as an Asset. Cloth settings - same. Brush settings - same or allow saving Presets like you can save Render Presets. You know, just go in and see what components could be done this way and streamline the experience. Make a Morphs folder if needed, a Settings folder, whatever.
I agree with those that feel that SM should strengthen, enhance and tweak what is there.
In some ways they have been doing this. Such as the ability to save partial materials and what I think of as "node snippets". But it could go so much further :)
.
Glitterati3D posted Tue, 30 September 2014 at 6:27 PM
I just want Poser to continue like it has - making leaps and bounds, giving us tools and software that makes using Poser even more fun than the last version.
I'm just so tired of these stupid fights. I don't use Genesis. I don't plan to use Genesis. I don't care what flavor of Genesis exists today, tomorrow or ever.
If I wanted to use Genesis I would install the latest flavor of DS.
So, please, you Genesis users - you're just not going to convert people like me and your petty attempts to inject Genesis and DS into every conversation just makes me more determined not to ever touch it.
I am a Poser user. I will always be a Poser user. I could care less about DAZ, DS, Genesis and all it's associated parts.
And, mattymanx, when using Poser means being nickeled and dimed to death with "addons" like DS does will be the day I close Poser for the very last time. All those stupid addons that broke DS or that DS broke when they updated again and again and again are for the birds. Not only no thanks, but HELL no.
Vaskania posted Wed, 01 October 2014 at 2:51 AM
Quote - I'd like to see more emphasis in handling some things in Poser as Assets. I'll explain. PMD should not require being attached to a Figure/Prop and otherwise hacked to make PMD Injection Poses - Poser should have a Morphs folder, where it can save out which morphs you want in PMD, how they are wired (ERC, Dependent Parms) and build the injection pose thing for you.
Yes yes yes and yes.
Did I say yes already?
-----sig-----
Daz, Blender, Affinity, Substance, Unity, Python, C#
Vaskania posted Wed, 01 October 2014 at 2:54 AM
Quote - And, mattymanx, when using Poser means being nickeled and dimed to death with "addons" like DS does will be the day I close Poser for the very last time. All those stupid addons that broke DS or that DS broke when they updated again and again and again are for the birds. Not only no thanks, but HELL no.
I don't think he means paid plugins. I think he means just having the ability to disable them if/when we don't need them.
Do the other Poser rooms use any resources when not actually in use? I have no idea.
-----sig-----
Daz, Blender, Affinity, Substance, Unity, Python, C#
prixat posted Wed, 01 October 2014 at 4:48 AM
Asking for "...better INJ/REM..." is a bit short sighted, isn't it better to get rid of the need for INJ/REM?
regards
prixat
hornet3d posted Wed, 01 October 2014 at 4:59 AM
Quote - I just want Poser to continue like it has - making leaps and bounds, giving us tools and software that makes using Poser even more fun than the last version.
I'm just so tired of these stupid fights. I don't use Genesis. I don't plan to use Genesis. I don't care what flavor of Genesis exists today, tomorrow or ever.
If I wanted to use Genesis I would install the latest flavor of DS.
So, please, you Genesis users - you're just not going to convert people like me and your petty attempts to inject Genesis and DS into every conversation just makes me more determined not to ever touch it.
I am a Poser user. I will always be a Poser user. I could care less about DAZ, DS, Genesis and all it's associated parts.
I agree with that 100%. I have no issues with there being Genesis threads in the Poser forum for those who want to make it work in Poser and there have been more than a couple. As long as the header makes it clear that it is a Genesis thread I can choose to ignore it completely. What I object to is having to pick out the 'Poser' information after thread after thread turns into back to the same Genesis argument.
I really don't understand why people bother, it has been rehearsed so many times most of us are word perfect by now. We only have to see the name to know what is going to be said.
Please, Please can we move on. Allow Genesis threads in the forum where they have a relevance to Poser. Accept the mention of Genesis in threads that are relevant with the title but give up on adding the some old argument to every thread. It is not as though any one is going to be swayed by this bickering, more likely it will have the opposite effect.
I use Poser 13 on Windows 11 - For Scene set up I use a Geekcom A5 - Ryzen 9 5900HX, with 64 gig ram and 3 TB storage, mini PC with final rendering done on normal sized desktop using an AMD Ryzen Threadipper 1950X CPU, Corsair Hydro H100i CPU cooler, 3XS EVGA GTX 1080i SC with 11g Ram, 4 X 16gig Corsair DDR4 Ram and a Corsair RM 100 PSU . The desktop is in a remote location with rendering done via Queue Manager which gives me a clearer desktop and quieter computer room.
Glitterati3D posted Wed, 01 October 2014 at 6:05 AM
Quote - > Quote - And, mattymanx, when using Poser means being nickeled and dimed to death with "addons" like DS does will be the day I close Poser for the very last time. All those stupid addons that broke DS or that DS broke when they updated again and again and again are for the birds. Not only no thanks, but HELL no.
I don't think he means paid plugins. I think he means just having the ability to disable them if/when we don't need them.
Do the other Poser rooms use any resources when not actually in use? I have no idea.
LOL, now that's pretty funny......I've never even opened the Face Room. It's really easy NOT to use portions of Poser......just don't click the tab.
Does it use resources? Don't care, what I care about is that addons break and updates to software breaks addons. Addon technology shows it's bad side during updating, without fail.
wolf359 posted Wed, 01 October 2014 at 9:27 AM
"Steve Cooper has stated that SM is not going to integrate code they have no control over into Poser."
Which is a wise.wise decision By SM IMHO
"So no sense you harping on anything being illegal here...it simply is not so. SM can write code that can get it working if they wanted to...with DAZ's blessing and even with their help."
Here is the problem I see with SM doing this:
My opinion is based on my many frustrating years trying to get native poser content, (not exported .meshes.obj files etc),
But functional poser figures into Maxon Cinema4D for rendering animations.
First Came the poser4 "propack" "hosting " for plugins
for Newtek Lightwave ,Autodesk Max &
my app, Maxon Cinema4D
I was ecstatic!
I could import poser scenes with textures and animation intact..... for all of about 3 months.
The erstwhile owners of poser ,Curious labs,
who did NOT own any Maxon C4D code base , and were not invited to the product development meetings of Maxon inc® in Germany, had NO SAY in what changes were upcoming to the Maxon Code in the next point release.
so as soon as I blithely updated my copy of Copy of Cinema4D from 7.2.34 to 7.3.001
Poof!! ...My poser content hosting plugin was broken!!.
Add to that Apple was trans-migrating from OS 9 to the Linux based OSX Forcing yet another update of Cinema4D et al to take advantage of true preemptive multitasking, more RAM and all the other features of a Modern OS.
Now Curious labs in its death throws sells the poser hosting C4D,Lightwave etc,plugin tech to some company (who's name escapes me)
but they are windows only and even then still NEVER KEEPS UP with the Little updates by Maxon ,to Cinema4D, that kept breaking the poser content hosting plugin.
Finally a dedicated independent Code writer named Robert Templeton
writes a true poser content Support plugin Called "Interposer Pro"
Although he made a valiant Effort to keep his plugin updated from the days of Maxon C4D R8 all the way to R13 even he has stopped
development as Maxon Zoomed forward at lightning speed to its latest version R15.x
I am still on C4D R11.5 for a variety of reasons beyond Interposer support.
My point, in this little tale ,is that once Smith Micro commits to natively supporting an OUTLYING FIGURE they dont own ,they and YOU poser users will be forever at the mercy of the whims of the counter party programmers and marketers over at some other company who are paid to implement new ideas in their product dev cycle.
new Ideas that May require frequent updates to the "genesis for poser plugin" that SM will not have the $$$resources$$$ to constantly make.
FVerbaas posted Wed, 01 October 2014 at 12:07 PM Forum Coordinator
OK, my wishes:
Add: 'Pin to Skin' function. Keeps piercings, earings and such in place on the skin when the figure is posed irrespective of morph or pose without resorting to simulation. Translations and rotation angles are read from the vertices bounding the facet the piercing was pinned to.
Also add: 'Press Skin'. Generates a local displacement of the skin when clothing is on it, just to get the effect of pressure. Can be texture-based or simulation based.
Fix: The cloth room. Speed it up, improve the definition of properties. Allow user to pick and pull. Copy Marvelous Designer (but not their pricing)
Keith posted Wed, 01 October 2014 at 8:30 PM
Quote - OK, my wishes:
Add: 'Pin to Skin' function. Keeps piercings, earings and such in place on the skin when the figure is posed irrespective of morph or pose without resorting to simulation.
Earrings aren't too bad since human ears aren't sufficiently mobile to matter, and you can normally adjust the earrings after morphing, and tongue piercings aren't too bad with the newer multi-part posable tongues, but lip (and for some situations, nipple) piercings are certainly a major pain and would benefit from this.
moogal posted Thu, 02 October 2014 at 3:11 PM
Quote - OK, my wishes:
Add: 'Pin to Skin' function. Keeps piercings, earings and such in place on the skin when the figure is posed irrespective of morph or pose without resorting to simulation. Translations and rotation angles are read from the vertices bounding the facet the piercing was pinned to.
This is very similar to my above proposed clothing type. This would help with so many things, from mustaches to jewelry.
I'm not a proponent of adding metaballs (though I do wish the weirdjuice plug-ins still worked) because it seems like those are mainly a modeling tool and I never thought Poser needed those. What I would instead like would be some kind of mesh blending similar to metaballs. It would be great if we could add horns, tails, extra limbs etc. just by grouping them to an object and choosing to have them blended seamlessly at render time. That would require some kind of dynamic meshing, or a render hack, so I'm not holding my breath for it.
FVerbaas posted Thu, 02 October 2014 at 4:08 PM Forum Coordinator
See attached example of a strange blob with intenal structure, intersected by a cube. (Example by R. Suzuki om PovRay) Isosurfaces allow to do this without a single vertex and without a single facet, and infinitely variable.
What you look at is a plot of a function with as input a.o. the x,y,z co-ordinates, with the outside of the function being the collection of points where the function evaluates to 0.0. Inside is where the function evaluates to a value >0.0
Isosurfaces combined with the power of the material room. YES!
Dale B posted Thu, 02 October 2014 at 4:14 PM
We had that once with Metaform. Niiiice fluid effects. But it required you to simulate and animate, so it scared a lot of people. Then they changed Python in Poser, and it no longer works. It also seems to be abandoned.
moogal posted Thu, 02 October 2014 at 7:12 PM
Quote - We had that once with Metaform. Niiiice fluid effects. But it required you to simulate and animate, so it scared a lot of people. Then they changed Python in Poser, and it no longer works. It also seems to be abandoned.
It would be so much more useful now that most people have computers that could run it quickly, and Poser is also much more stable than it was then (it really is, y'know).
I mention it every time metaballs are brought up. I was hoping maybe someone from the dev team would even look into its status. Someone said that it was still available for Daz... The site seems unchanged for years now, though it is still up. I'd love to have an updated version, but even as a customer I was never able to get a response as to why it was abandoned or if there were plans to take it elsewhere/do something completely different with it. It must be nice to have the luxury of producing something truly useful and having no real interest in providing it to anyone. I suppose there could be some legitimate reason, but someone's been keeping that site up.
Between metaballs, fluids, and particle effects, it would certainly address a number of peoples' needs.
Dale B posted Fri, 03 October 2014 at 5:21 AM
Considering that Metaform was essentially a poor man's RealFlow, yeah, there is a -LOT- that could be done with a 64bit multi threaded, updated version. Lots of people don't realize that 'fluid effect' means =anything= that changes shape to adapt to its surroundings. An MFII would do fire (and with current shaders, -light producing fire- that didn't look phony), smoke (or clouds. Hello new ideas for skydomes! All it takes is a collision plane that's invisible to keep the meta's above a certain height, and you can suddenly produce very nice cloud effects, again depending on the shaders), or any kind of liquid you want. Like oh, a running shower. A bleeding wound. A flooding room. A broken pipe. A garden hose. etc etc etc.
Toss in a particle generator for hair, and the range of potential effects you could create would literally skyrocket (particularly if the 'hair particles' could 'grow' on the runtime geometry of the metaballs. The sim time would be...imposing...but having a fluid effect that has the kind of grainyness to it that you only get in the real world...? Geekout!).
Yeah, it would require you to actually touch the timeline and set up (gasp) an animation for simulating, but those controls don't bite. Really.
wolf359 posted Fri, 03 October 2014 at 8:46 AM
"Yeah, it would require you to actually touch the timeline and set up (gasp) an animation for simulating,...."
This Honestly has always puzzled me when see
many people ask for "particles" in poser wishlist threads
Is this not an animation/ VXF feature??
I would hope that people realize that they will have to learn to set up animations even if only to get the right look for a still.
wolf359 posted Fri, 03 October 2014 at 9:00 AM
"
Toss in a particle generator for hair, and the range of potential effects you could create would literally skyrocket (particularly if the 'hair particles' could 'grow' on the runtime geometry of the metaballs. The sim time would be...imposing...but having a fluid effect that has the kind of grainyness to it that you only get in the real world...?"
Just curious but what other apps use a particle based system for hair other than Blender?
I ask only because looking at the blender Docs on it's particle based hair system makes me wonder how many average poser users would "get along" with such complicated set ups just for a Gallery still.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles/Hair
EClark1894 posted Fri, 03 October 2014 at 10:59 AM
Quote - "
Toss in a particle generator for hair, and the range of potential effects you could create would literally skyrocket (particularly if the 'hair particles' could 'grow' on the runtime geometry of the metaballs. The sim time would be...imposing...but having a fluid effect that has the kind of grainyness to it that you only get in the real world...?"Just curious but what other apps use a particle based system for hair other than Blender?
I ask only because looking at the blender Docs on it's particle based hair system makes me wonder how many average poser users would "get along" with such complicated set ups just for a Gallery still.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles/Hair
Blender has tons of features, I can't even find, let alone use. That's what I don't want for Poser. I know the tendency is for Poser to have all these features so you can just use Poser. That's all fine and dandy, but as long as I know there are programs out there that i can use to "enhance" Poser's performance, rather than over load Poser to the point where it's a jack of all trades, but can't do anything well, I'd rather Poser was left with a core suite of features, which it does well, and some add-ons which let you enhance it.
Dale B posted Fri, 03 October 2014 at 11:57 AM
Quote - "Yeah, it would require you to actually touch the timeline and set up (gasp) an animation for simulating,...."
This Honestly has always puzzled me when see
many people ask for "particles" in poser wishlist threadsIs this not an animation/ VXF feature??
I would hope that people realize that they will have to learn to set up animations even if only to get the right look for a still.
You and me both, Wolf. I've been pointing out for a couple of years that we are nearing the end of the still image feature pool, and to go any farther people are going to -have- to get their hands dirty with the timeline. Particles have to be simmed. So do metaballs. So does anything with the word 'dynamic' in it. I'd -so- love for DaCorte to weightmap all his figures (one of the many reasons I'm working on learning it myself; Natalia 3 or Mariko with all those JCMs removed and nice clean maps would be a bit easier on system resources). TANSTAAFL At its finest...but also very, very easy to break things badly. And I really don't want to think about rebuilding my main runtime (although I am doing it in segments, as when done the big multi gigabyte monster will be replaced by several not so big gigabyte rt's).
As for the particle hair, I honestly can't remember. I've read about it in the trades, but I couldn't tell you who was working it for love or money atm. It's more a fur generator component than a mane or hair replacement; nothing beats actual strands for proper follicle behavior.
FVerbaas posted Fri, 03 October 2014 at 12:39 PM Forum Coordinator
The time co-ordinate can be an input in the function, and effects are greatest with simulation, but simulation in no case is a necessity.
Poser can do isosurfaces to some extent, that is, if you put up geometry, say a row of planes, you can give these a texture with the function plugged in the transparancy channel. On the surfaces then appear sections of the object you define in the function.
The atmosphere function in Poser does something similar but is very computation-intensive and not geared for this purpose.
(description courtesy Wikipedia)
wolf359 posted Mon, 06 October 2014 at 8:29 AM
"The metaballs and isosurfaces I referred to have nothing to do with simulation and work perfect for stills.
The time co-ordinate can be an input in the function, and effects are greatest with simulation, but simulation in no case is a necessity.
Poser can do isosurfaces to some extent,"
Hi if one looks at the most often discussed poser topic you may find it to be something related to FEMALE figures.
how the joints look and available clothing and skins etc etc.
Now as a nextlimit RealFlow® owner I understand how these isosurfaces may be used of a Visual Effects shot but now we are talking the "A" word ( animation)
I am curious
exactly how do you propose this time coordinate math function isosurfaces be applied to the current crop of poser native
females/figures/joints etc??.
hornet3d posted Mon, 06 October 2014 at 12:51 PM
I would really hate to see Poser become a sort of 'Jack of all trades, master of none' peice of software. It has never been a modeling program, of which there are already so many to choose from.
I like the way it has developed and would prefer to see it carry on in a simialar way. If it needs a little more complexity to do better what is already does then OK but add it to what already exisits. That way you are learning something new rather than starting a whole new learning curve.
I use Poser 13 on Windows 11 - For Scene set up I use a Geekcom A5 - Ryzen 9 5900HX, with 64 gig ram and 3 TB storage, mini PC with final rendering done on normal sized desktop using an AMD Ryzen Threadipper 1950X CPU, Corsair Hydro H100i CPU cooler, 3XS EVGA GTX 1080i SC with 11g Ram, 4 X 16gig Corsair DDR4 Ram and a Corsair RM 100 PSU . The desktop is in a remote location with rendering done via Queue Manager which gives me a clearer desktop and quieter computer room.
FVerbaas posted Mon, 06 October 2014 at 2:32 PM Forum Coordinator
The main strength of isosurfaces is that you can define geometry of environment and props etc. using expresions, not with verties and facets. You can compare it with how procedural materials define colour or transparancy without using bitmaps. Resolution of the definition is not an issue because the definition is exact an not an interpolation grid. Scale of the object, depending on how it is defined, can or cannot affect the scale of the object. A typical way of defining a brick wall is to intersect the volume of the wall, say a suitably sized box, with the spatial bricks texture. If you increase the size of the box by a number of brick units, you get, like it should, more bricks in your wall and not, Poser style, a wall with the same number of bricks that are larger.
Complex Solid Geometry between objects by multiplying them (with opposite sign).
The function would not affect the figures directly but be supportive.
The above is of course just a traditional V4 head intersected with a tranaparancy 'spiral'. Poser needs geometry to project the result on. Isosurfaces do same projecting the function into space, and would therefore show enclosed volumes.
quietrob posted Mon, 06 October 2014 at 11:31 PM
Quote - to be able to read genesis (1-2) figures properly without DSON
Easier functionality in material room
get rid of face room and hair room
I want that genesis capability and I want it in Poser. I'm not giving up my intuitive Poser interface just yet.
I
EClark1894 posted Tue, 07 October 2014 at 3:14 PM
Quick question for those of you who say you would like a collapsed heirarchy window: Could you give a little more detail on what type of behaviour you want?
moogal posted Tue, 07 October 2014 at 6:57 PM
Quote - Quick question for those of you who say you would like a collapsed heirarchy window: Could you give a little more detail on what type of behaviour you want?
It should start out and stay collapsed, meaning all children are hidden until their parent item's expand arrow is clicked. Closing the window and reopening it should remember its previous state, or always start as collapsed.
Most people would probably want the window to show all figures, props and lights (each collapsed) within the universe. Ideally, we could set the default window depth in preferences. Ideally, we could set the default window depth in preferences. A depth of one would just show "Universe" in the box. A depth of two would list the Universe, props figures and lights that don't have a parent (aside from the universe). That's the behavious I think most people would want.
Part of the problem with it is that expand/collapse arrows do not behave the same way as the visibility toggle. If we click the visibility toggle for the universe we can make all items (in)visible with a single click. But for some reason clicking the expand arrow for the "universe" does not expand all figures and props in the universe, which seems inconsistent with expanding individual items within the universe.
And it should also stop popping in front of my undocked viewport when I do things like change rooms.
moogal posted Wed, 08 October 2014 at 1:43 PM
I actually meant to delete "ideally, we could set the depth in preferences" and ended up pasting it in again.
The arrow beside Universe could be used to show ungrouped items belonging to the universe; e.g. ground, lights, props, etc. Basically anything that is a single object with no children. Because just having "Universe" unexpanded by itself is useless.
So my preference would be when collapsed the Universe would still list all compound objects and figures below it. Clicking the Universe bar would expand it to show the extra ungrouped items (lights etc.). Clicking the arrow would expand/close all items.
Goals for improving would be:
1)Trying to keep the arrow behaviour consistent with the visibility toggle.
2)Trying to always show compound itesm such as figures, clothing and compound props.
3)NOT defaulting to showing every single item in the Universe.
And while were at it, I think things like Goal/Center of Mass and IK could use their own check boxes at the top along with deformers, lights and cameras.
It's a matter of making it convenient for more than one style of working. I don't use the balance tools, so I don't need to see goal/center of mass when my list is expanded. I rarely change IK settings within a project, so again those expand my list undesirably. The current behavior seems to be a hold over from when most Poser scenes only consisted of a few figures and props. The addition of center of mass and IK to the list is only a small amount of clutter, but now many users are navigating scenes with more figures, more lights and many more props. The hierarchy panel today for many users seems to exist in constant flux between showing too much information and not showing enough.
moogal posted Thu, 09 October 2014 at 8:49 PM
There really are multiple ways the hierarchy could work. If we could agree on one I'd even file a ticket on it. Since my mind hasn't moved from this idea yet, here are a couple more thoughts...
I notice in my Windows folder hierarchy that I can collapse at any level, but I can't make things stay collapsed. If I open "programs" then collapse "desktop", programs will still be expanded when desktop is re-expanded. I'd think clicking desktop would only show items directly under it, while clicking the global expand might better open every folder all of the way down. What's there now just seems time consuming. Open a folder, you have to close it. I think if I click the folder above the one I'm in, the folders within it should collapse.
The idea of it opening to a certain depth didn't seem too important yesterday. But then I slept on it and remembered that many times when having multiple characters interacting I group them to a plane. I can see some people wanting the hierarchy to show one, two or even three levels.
The most important change would simply be to give it a memory. Even if no other behaviour were changed that would save us a lot of clicks.
EClark1894 posted Thu, 09 October 2014 at 9:27 PM
My only fear here would be that if something is collapsed, and it stays that way until you uncollapse it, how do you know you won't accidentally miss something?
moogal posted Thu, 09 October 2014 at 10:08 PM
Quote - My only fear here would be that if something is collapsed, and it stays that way until you uncollapse it, how do you know you won't accidentally miss something?
I'm not sure what you mean... Miss it when?
I just think it gives too much info by dfault when you load a large scene... You see every figure, prop, light, center of gravity, IK link, and magnet, plus the ground and universe.
When I load a scene, especially one that is largely "finished" it's either a setting, or it's a setting with figures. If it's just a setting, I'm probably going to add figures at some point. If there are figures, I'm probably going to start posing them. It just makes more sense to me to expand a figure when I begin working on it, rather than have to collapse everything in order to make sense of everything in my scene. I can only work on one thing at a time. Have you ever scrolled down the list looking for a figure's hand only to realize you'd scrolled past that figure onto an item of clothing attached to it, or maybe even another figure entirely? That's because an expanded heirarchy can have several "r_hand"s in it. If it it were closed by default, then the only "hand"s I'd be seeing would be those of the character whose hierarchy I chose to see.
EClark1894 posted Thu, 09 October 2014 at 11:08 PM
Quote - > Quote - My only fear here would be that if something is collapsed, and it stays that way until you uncollapse it, how do you know you won't accidentally miss something?
I'm not sure what you mean... Miss it when?
I just think it gives too much info by dfault when you load a large scene... You see every figure, prop, light, center of gravity, IK link, and magnet, plus the ground and universe.
When I load a scene, especially one that is largely "finished" it's either a setting, or it's a setting with figures. If it's just a setting, I'm probably going to add figures at some point. If there are figures, I'm probably going to start posing them. It just makes more sense to me to expand a figure when I begin working on it, rather than have to collapse everything in order to make sense of everything in my scene. I can only work on one thing at a time. Have you ever scrolled down the list looking for a figure's hand only to realize you'd scrolled past that figure onto an item of clothing attached to it, or maybe even another figure entirely? That's because an expanded heirarchy can have several "r_hand"s in it. If it it were closed by default, then the only "hand"s I'd be seeing would be those of the character whose hierarchy I chose to see.
Let's say, for example, that you open the hierrachy window and everything is collapsed. You want to expand the body, which has the chest. You expand the chest, which has the collar... and so on. If you're new to Poser, you may not know that or where to look. That's all I'm saying. You might miss what you're looking for.
wolf359 posted Fri, 10 October 2014 at 8:18 AM
"Let's say, for example, that you open the hierrachy window and everything is collapsed. You want to expand the body, which has the chest. You expand the chest, which has the collar... and so on. If you're new to Poser, you may not know that or where to look. That's all I'm saying. You might miss what you're looking for."
That is easily solved with an "unfold/collapse all" or "unfold/collapse selected" option in the hierarchy menu.
most modern programs, even My OLD Daz studio 2.3, has this option.
lupus posted Tue, 14 October 2014 at 3:43 AM
moogal posted Wed, 15 October 2014 at 6:35 PM
Quote - 1. A useful 3D modeler, preferably similar to the one in Lightwave 3D (independent but with link to Poser)
- A faster (and better) rendering.
- Ability to save the renderbuffer to Photoshop layers.
You have Lightwave 3D, correct? I use Wings3D primarily. There are probably a dozen other modelers people use. Not only would developing a modeler from scratch cut heavily into the resources available for improving Poser's core functionality, there's a high chance most users would continue using their current modeler of choice (What if it were powerful but unintuitive? What if it were intuitive but only provided the most basic of tools?)
My question (I personally think adding a modeler to Poser would be a huge waste of development resources and would likely result in a bigger/slower/buggier program) is what would be gained by having a modeler included with Poser, aside from eliminating the need to import/export? It sounds as if you would be happy having that modeler be a separate program, so how would this be better than using one of the many tools already available?
FVerbaas posted Thu, 16 October 2014 at 1:13 PM Forum Coordinator
There would be advantage if the modeler (or rather geometry-editor) would respect morph definitions etc, so one can make changes to the mesh while maintaining UV maps, morphs and weight maps.
wolf359 posted Fri, 17 October 2014 at 8:29 AM
"My question (I personally think adding a modeler to Poser would be a huge waste of development resources and would likely result in a bigger/slower/buggier program) is what would be gained by having a modeler included with Poser, aside from eliminating the need to import/export? It sounds as if you would be happy having that modeler be a separate program, so how would this be better than using one of the many tools already available?"
Agreed, a modelor is a content creation tool with many varieties/options available as stand alone apps.
Poser is a Content Consumption/Delivery tool
There are Full CG suites that "do it all"
Like the ones from Autodesk, Maxon,
Newtek, SideFx etc.
and ,of course Blender.
Smith Micro should not try to turn poser into a Full CG production App.
Its not posers market.
-Timberwolf- posted Fri, 17 October 2014 at 8:33 AM
Enhancing the morph brush. Maybe to have a morph room would be cool.
quietrob posted Fri, 17 October 2014 at 9:44 PM
I would like a huge environment to work with to build a city with some of the great city blocks. I heard (I might be wrong) that DAZ has a way to do this. However, I like Poser and would like to be able to build a city and not have it disappear as I keep building forward.
Tunesy posted Sat, 18 October 2014 at 2:33 AM
I would like SM to keep doing exactly what they've been doing. P2014 was a great upgrade and I think the best bang for the buck of any Poser version.
-Timberwolf- posted Sat, 18 October 2014 at 3:10 AM
Quote - I would like SM to keep doing exactly what they've been doing. P2014 was a great upgrade and I think the best bang for the buck of any Poser version.
Agrree, but still there has to be a further development. So everything, that improves figure, morphs, posings and animations is allways wellcome.
wimvdb posted Sat, 18 October 2014 at 4:59 AM
Quote - 3. Ability to save the renderbuffer to Photoshop layers.
You already can render some of the render information to separate layers (like Normal, ToodID, Z Depth, Position and Texture coordinated).
Click on the Auxilary render data arrow in the bottom right corner of the Render settings dialog
kljpmsd posted Sat, 18 October 2014 at 5:45 AM
I'll throw my vote in with Moogal's description of the hierarchy editor window.
hornet3d posted Sat, 18 October 2014 at 6:32 AM
Quote - I would like SM to keep doing exactly what they've been doing. P2014 was a great upgrade and I think the best bang for the buck of any Poser version.
I would vote for that as well, carry on down the same path, There are plenty of modelling programs out there so spend the time on improving what Poser does already.
I use Poser 13 on Windows 11 - For Scene set up I use a Geekcom A5 - Ryzen 9 5900HX, with 64 gig ram and 3 TB storage, mini PC with final rendering done on normal sized desktop using an AMD Ryzen Threadipper 1950X CPU, Corsair Hydro H100i CPU cooler, 3XS EVGA GTX 1080i SC with 11g Ram, 4 X 16gig Corsair DDR4 Ram and a Corsair RM 100 PSU . The desktop is in a remote location with rendering done via Queue Manager which gives me a clearer desktop and quieter computer room.
moogal posted Sat, 18 October 2014 at 3:10 PM
Quote - I would like SM to keep doing exactly what they've been doing. P2014 was a great upgrade and I think the best bang for the buck of any Poser version.
Agreed. They may finally be getting some real competition in iClone 6 though... Especially for artists who want realistic preview/fast animation rendering, and those who think dynamic cloth should be simple to set up and "just work".
FVerbaas posted Sun, 19 October 2014 at 12:01 PM Forum Coordinator
Quote - ...and those who think dynamic cloth should be simple to set up and "just work".
Well, if you hve ever tried Marvelous Designer you will know dynamic cloth CAN be a lot more simple than with current clumsy cloth room, and yes in many cases it 'just works' on the native figure and across figures, not different from real life people wearing ready made clothes.
hint: Marvelous Designer offers a 14 days free trial, there are ready made examples. Free Angela from Mankahoo happens to have the same size as the female avatar that comes with MD4, so you need not play seamster to make them fit.
DrNewcenstein posted Sun, 19 October 2014 at 2:23 PM
I would like to see SM buy out Marvelous Designer, or at least license the product for inclusion inside Poser. It's hilariously easy to make clothes with this program, as quite a few merchants have been using it over the years to make Poser content (once you get into the program, you'll spot a few things that are too similar to be coincidence).
The Cloth Room and Hair Room are fine, they just need to be fixed:
The Cloth Room's default settings are for everything to behave like water. It's a CLOTH Room, not a BATH Room.
The Hair Room needs a great deal of explanation. Back when we had printed manuals and got software on disks in boxes, even then there was a one page blurb that said "click this tab to enter the Hair Room. Click anything else to leave it."
Yes, it's the bane of Poser users everywhere, and while I'm no fan of Blender, I'm shocked that a freeware app beats the pants off Poser's Hair Room. They've had 15 years to make it right (it used to be an Easter Egg in Poser 3 in 1998 - you typed "hair" to access it, along with "tree" to access a basic plant-making program that didn't work).
But, with any luck I should be able to get at least one tutorial on the Hair Room uploaded soon. Been killing it all weekend, and I think I've finally made it my bizatch :lol:
It's actually simple once you get the right work flow going, but it's time-consuming, tedious, and really, really repetitious. And it's easy to bjork it all up.
Lupus: Poser as a simple (heh) mesh editor is already built-in, by way of the Grouping Tool. While you can't generate a mesh from vertices as with TrueSpace et. al., you can very easily take any imported mesh apart piece by piece with the Grouping Tool. I've even modded Skyrim assets with it (though getting it back into Skyrim is a PITA involving 3 other programs and a laundry list of hacks you need to make to the mesh itself).
Obviously there are other mesh-editing tasks it can't do, such as surface sculpting and whatnot, unless you really tweak the living crap out of something with magnets and deformers and parent it onto a common base object with some degree of surface separation, but yeah, simple Boolean operations would be nice to have natively in Poser.
-Quietrob: As for generating worldspaces, there is an item that claims to do that for Poser. I'll have to find the link I ran across the other day. It's not that Infinito at Daz, it's something else.
However, the "without disappearing" part is probably not possible unless you're on a very high-end system. Games are designed to not render that which is beyond the player's current view, and to load low-detail assets at the farthest range (depending on the system's power) and gradually increase the resolution of those assets as you get closer. Poser, not being a simulator, can not possess this functionality, nor make use of it. If you've got items disappearing from view in Poser, you may want to tweak the camera properties. I have imported large-scale assets into Poser and had to back the camera way off to even see them, and then scale and manipulate the other camera settings to keep it from disappearing.
Speaking of which, I'd really like to see Poser abandon the MicroCosm scale factor and get on board with the industry standard sizing. Assuming there is one, of course. If not, there needs to be one so that import/export functions between anything that can import/export 3D meshes does so at the exact same scale.
-wimvdb: lupus was talking about the render buffer, not parceling out render work to something else. The render buffer is the little strip of most-recent renders to the left of the main window.
seachnasaigh posted Sun, 19 October 2014 at 2:39 PM
(quietrob)
Quote - I would like a huge environment to work with to build a city with some of the great city blocks. I heard (I might be wrong) that DAZ has a way to do this. However, I like Poser and would like to be able to build a city and not have it disappear as I keep building forward.
Tink's Cafe' (see freebies forum) has a large asphalt plane and skydome (they can be scaled up further if needed), and several buildings.
If things are disappearing as you get further away, that's probably just the preview camera's yon setting (on the parameters panel). Just dial it up to a bigger number.
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