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Morph3D Content already offers this ability
it is the basis for their entire character product line for Unity Devs..there is no exporting as FBX files .
They are Delivered as native unity install packages the way Unity content should be delivered.
see video below
Smith micro needs to also offer something a bit more comprehensive than "4GB of royalty free content" that may contain alot of rubbish that people may not even find useful.
Those Daz MCS male& Female packages from morph3D are based on the Genesis 2 models and content.
A game Developer Can pick & choose from the Morph3D assets only that which he finds useful in his projects.
SM expected peope to buy an entire $500 USD program they dont even need just for access to "4GB of royalty free content"
without even Publishing an itemized List ,that I could find, of what said content contained.
The standards for what a game Characters look like are getting higher everyday (See overwatch, Mass effect etc.)SM has not shown anyone that they can create even a native poser Character that the Core poser user base will largly embrace.
This is why DAZ Vicky 4 an (11+ year old peice of figure tech) is still the Most supported figure in the poser content markets.
I've used MCS too and honestly is is too fat in Unity and the API so-so and the 'dressing room'?. I look forward to MCS 2 in the rumours are true that it's much improved are will include an update to DAZ Studio that will allow users to export to use MCS 2 easily for Unity.
Poser does come with a large array of human, animal and cartoon models and a few scene rooms and props too and there is quite a decent, if small selection of SM originals in CP that can be had mostly for PC+ prices. You know as well as I too once these characters are exporting as properly working FBXes there is essentially no difference that matters to using the model in a game technically between SM and DAZ models. So essentially in the game dev market for these models stating that Poser tech is outdating is irrelevant but it exports to FBX format like DAZ character modelsust export to the same FBX format. What Poser should to is their darndest to support all the features FBX supports and do it correctly which would maximize the utilitity of their content in game and animation engines. Then suddenly the value of their model content becomes even more valuable.
It's true though SM micro should make available a PDF of all the model content which nice pictures of those models and technical details of the models that comes with Poser. It is good quality and it is a very good set for getting a good range of animals and people and toons inexpensively for a hobby. SM saying '4GB' really isn't good marketing but lazy marketing. While they are at it their website should include a tab index of these models pictures that come with the different versions of Poser. It's actually the value of those models per dollar spent that is Poser's best selling point.
Intersting All of the videos & tutorials I have seen have no mention of the MCS content being too heavy but I suppose it is a matter of different hardware configs
Looking at how the morph3D site is being marketed it would seem to my eyes that the whole point of targeting the unity Developer content market is the Sell content directly to unity developers ready to use as installer packages.
There is a different Cuulture over there
Morph 3D is not trying to get unity developers to start using Daz studio and come over here to this store shop& load content into DS and fiddle about with FBX export rules before they even get over to unity where they do their real work.
That is not very competitive in todays market.
This Why poser pro game dev was Epic fail IMHO
Sure in the past one had to be an Autodesk MAX or Maya Low poly modeling& rigging Guru and make your own content as well as know Game coding.
But the introduction of FREE development tools like Unity and Unreal has opened to door to the Cottage undustrialists and hobbyists who Only know how to program game engines.
This seem to be the target Demographic for Morph3D and even Reallusion.
Well the HW I used MCS on was an 3rd generation i5 with Intel HD Graphics 3000 laptop so not slouchy by any means and certainly better than most mobile HW. The fatness of MCS only occured at the high detailed LODs the lowest LOD was OK.
I don't think MCS or Poser are through developing their products to be more easily usable in Unity at all. If they are they are ceding a bigger market then the one they have had for the past 20 years. Adobe and Autodesk and others know this too.
I did hear that MCS 2.0 will have a better pipeline to Unity from DAZ Studio than is the case with MCS 1. Although I suppose they could developer PBR authoring tool to edit the Surfaces groups to use as a plugin in Unity and then a decent in-game and editor menu system in Unity to apply morphs and such to their proprietary models.
Whether any of that will actually be the case, I'll just have to wait and see. It's certainly not too hard to export to Unity from Poser or DAZ but I was just thinking in terms of a non-programmer and non-artist to abe able to create original scenes and original animations and game play.