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Aaaah! I think it's been the influence weight maps option that I'd been missing. Thanks! I'll have to try this after work.
Considering there is a free script available to get G3 working in Poser, the sales will certainly reflect useage to some extend, but the fact a script was created and apparently being used, suggests Poser users want to use G3.
Who can blame them, more tools are always good to have.
True, but since that that script has only existed for a month or so, I think it's fair to say that everything that's happened on the G3F front until then has been completely and solely reflective of a DS only focus. Whereas determining the roots of the growth of the Dawn and G2F markets are a lot harder to pin down, given that both were poser compatible out of the gate. In a game where companies are reluctaint to actually dole out real sales numbers, it's about as clear an indicator as we're likely to see.
A statement that could be made of . . . just about pretty much all consumer 3D software. Its complicated stuff, and as developers pound it out, documentation comes later, if ever. Online communities really are the best source of information about the current capabilities of these packages. Big shops, like Autodesk and Adobe, do have big resources applied to documentation support, a new rev of 3DS will have accompanying documentation that's very good. Its also costs $3600.
Take a long time desiderata of mine: instancing. Instancing is hugely powerful, the way to get an army of orcs instead of just one or two. Now, iRay has instancing, and DS has a very limited implementation of it, and not much information about it, but I'd expect that this will change rapidly from iteration to iteration. Any documentation on these kinds of functions are likely to be out of date very quickly, as you have two levels of change, iRay is changing, and DS is changing.
So that makes me wonder about the procedures requried in constructing a new character that is compatible with, for example, Genesis 7.
How does a vendor go about doing this?
I know there are "merchant" products or resources you can buy to use in this, but what else is required to do this.
Would you need some kind of "blank" V7 to work on?
A run down on how this kind of thing is done would be fascinating.
Thanks.
R
That is one of the big advances with the Genesis family...the file that is generated is just a list of changed vertices...not a geometry file. So no assets are being 'shared', just settings. And that's true whether it's dial spun or sculpted (you can't export a morphed figure and do sculpting on that...because that 'freezes' someone elses morphs and a few other things you need to be careful about...but generally, it's much easier this way).
Again, Blender is completely free and has one of the best manuals and range of learning materials of any 3D program I've seen (especially because a lot of it is actually written in human rather than programmer.) Obviously it's going to cost money to have staff dedicated to documentation... but shouldn't that be a high priority position for any company? What's the point of constantly bringing in shiny new features to bloat up a program that people struggle with the existing features (or don't even know they exist) because no one explained them properly?
And this is what is worrying, I have bought very little over the last few months because the things that I do want are made to utilize only Iray, I just don't have the need for it not with the work that I do which is mainly making comics that I then postprocess through an image filter..
Blender's manual is the work of, largely, a community of folks-- not really different from forum threads here. It is as good as the work of the volunteers who write it. As open source software, the guts of Blender are more visible to folks documenting it. When I try to understand DS' implementation of iRay's instancing, for example, there's no ability to look at the code repository, not Daz' and not Nvidia's. I can only see what it is that they've said about what they've done. That makes it more difficult for volunteers, even knowledgable ones, to contribute documentation.
Looking at the Poser/Daz world, there are any number of threads here and on other forums that expose far more functionality than the formal documentation ever did. Guys like BagginsBill and contributers to the Poser Node forum on RuntimeDNA-- just amazing innovations, stuff that was never in the documentation, all kinds of innovations with respect to the Firefly renderer. Similarly on this forum you'll find knowledgeable folks filling in the gaps from experience . . . that's why forums are valuable.
In the world of closed source commercial software, the way its typically works is this: the priority is development, with some 3rd party contractor coming in after a package is completed to write it up. Sometimes a shop will have an in house documentation guy, sometimes not. When looking at hobbyist level software-- which is what DS is-- there's not the same commercial motivation to document for customers. When you look at a big commercial package, which is being sold to corporate accounts, there's not just documentation, there's support, eg feedback from developers about what does and doesn't work, bug fixes, etc.
Blender also has something which commercial software typically doesn't have, for competitive reasons-- a very clear roadmap of functionality to be added to future modules. With Daz for example, as we iterate in the 4.9 releases, obviously there's a 5.0 out there, that likely has some big changes . . . I don;t think anything about it has been announced; Daz isn't going to tip their hand too openly about what for them has commercial value.
That said, the Blender documentation is not at the level of Autodesk's -- you pay your $3600, and you do get something for it.
Without really disagreeing with what you said, there are two things I have issues with there:
The first is that the forums here aren't the same because they aren't particularly easy to navigate if you're looking for various bits of info. You can find information on specific topics (sometimes) but it usually involves going to google instead of the forum search and then sifting through pages and pages of information for that bit you're after. From memory Daz did give us a wiki to write the manual for them but then no one really used it.
I get the idea that smaller companies work this way, but also I have issues with the idea that that's okay and that because we're all fine with it, it continues to be the way things are done. Why should you have to buy an expensive piece of software to be able to learn about all the extensive features put into a program in a reasonable manner? It's not just about being well documented: it's about paying any attention to them at all. The features are all there in Studio and clearly took quite a bit of effort to design and implement. Why is it so hard to make any sort of effort to advertise them - it's not just lack of detailed information; there are a load of features that are just never introduced at all.
I mentioned earlier that most of us receive daily emails from Daz: why can they not spare 2 lines of text to mention that they just put up a youtube tutorial or a simple have you tried this tool thing (or in an ideal world, give it a bit of explanation and then have a small render contest around it) ? But no, the only focus is on Victoria Clone 3574286 and her latest intense bikini armor, buy these deals that we can't actually program our store to manage properly, and not a thought to providing so much as a hint that make a customer want to poke around in the program a little more than they might otherwise.
Subscribe to their YouTube channel and they will notify you when they put up new tutorials. I've gotten these three in the last 5 days.
The Iray Uber Base Shader,
Changing Default Settings
Getting Started in Iray
Considering that the highest view count of those 3 is 800 and the other two are 100-200 each, and that Daz surely has more people than that on their mailing list, they could clearly be getting a lot more traffic simply by putting in a one line link in one of the emails when a new video comes out.
"Subscribe to the youtube channel" doesn't answer the problem of people not knowing those things are there in the first place. If you look at the content being produced on the channel, it started with some tutorials long ago, then became sparse highlights of new characters for sale and art submissions, then suddenly kicked into gear with a wealth of new content: that you can only find out about if you happen to go to the channel in the first place. No part of Daz is directing us there.
So, all it takes is for someone who wants to, to pull the information out of these threads into something more organized. Over at Newtek's Lightwave forum, they've got a sticky at the top of the forum "Basic stuff Lightwave users should know, but are not-so-obvious", running on to 18 pages of incredibly useful stuff for anyone who uses Lightwave. Yes, it would be more useful if harvested into a Wiki; no, no one's done it yet.
What I think helps Blender with organization is the discipline required of an Open Source project. Because you have various remote teams working on different new bits of functionality, they're compelled to organize the project explicitly. When you have a closed source project, the Product Manager, the CIO, those guys can do more of the organizing "by feel".
So, yeah, in general, Open Source imposes some disciplines about clarity and documentation that have real benefits to users.
The community votes with their feet. And they vote for "implement new stuff as fast as you can". I imagine it was a huge effort on Daz' part to get the iRay rendering up and running as well as it does, on as heterogeneous a hardware constellation as the user base has. You have to have priorities-- in hobbyist software, the priority is innovation, not documentation.
Even when there are beautiful documents, they become outdated very fast. Somewhere I have a manual that's truly a work of art, Ken Musgrave's manual for his "Mojoworld" (something like Bryce or Terragen, world creation software). The manual was expensive, well written, and out of date within a year due to the fast pace of revision.
The best guides are typically 3rd party books. I'm kinda surprised that there's not more activity for Poser and DS; back in my Bryce days, Susan Kitchen's "Real World Bryce" was magnificent. For a while, there were even "Bryce camps" where you'd go to geek out with other Bryce nerds over the obscure gnostic beauty of the Deep Texture Editor. FWIW Kai Krause had a design aesthetic that held that you should discover the power of the software, rather than be instructed in it. It was like flying a Romulan spaceship . . .
Sorry but you do not seem to be accounting for the
native sub dividing methods in the various other programs
that have more advanced tools than bryce,carrara& poser.
For Example Zevo's HD aging morphs look great in Blender
2.7+ when using the Mcj teleblend exporter to convert DS scenes
over to blender.
I am an animator who renders ALL of my finals in Maxon Cinema4D
Studio.
I create my animation for genesis 1-2 with a comination of
Iclone Pro,aniMate2,and graphmate& keymate.
I use BASE resolution figures and export the .obj file& MDD Data
(point level animation), out to C4D where the fully textured
and lit copy of the obj file is waiting to receive its animation data.
I simply place the C4D copy under a"Hypernurbs modifier"
and choose from a variety of subdivision methods ,in C4D,
and watch as my HD details re-appear.
Yes, and now that they actually have Fuse CC working it looks like it is going to be a competitor so long as adobe continues to work hard on it. It will be interesting to see what becomes of it once they get it off the ground. If it does compeate with will (my opinion) be much more econimical than these other programs. Although I am giveing DAZ3D a thumnbs up for their marketing strategy. As for Poser, I think they are stuck in the old way of doing things. A lof of these software companies just do not see the light when it comes to affordability (cloud subscriptions are the way fo the future). Eve AutoDesk is tinkering with cloud subscriptions and their current ones is pretty decent.
I tried twice to install Adobe Fuse through Adobe ( I have the Steam version) but regardless of my settings and choosing my E drive in the default pathways, it insisted on installing to my tiny SSD C drive so had to remove it, so until they can get that at least right they are no competition.
The Mixamo autorigged results of my Steam versions at least work in Carrara and iClone, sadly my PoserPro12 does not do imports.
With Poser's future on the line it will be interesting if Adobe would consider buying it from SM and adding native support for Fuse, then I think DAZ might be a bit worried!
I smell, Nokia
Just what it says, technology moves on and you can't expect the rest of the world to stay with outmoded ways of doing thing because you don't like airbags or lots of new safety features.
Poser 12 Beta is looking quite good though. They're moving on now and I like what I've saw.
The only reason I left Poser was due to them not updating so Genesis and Genesis 2 could be used natively wouthout other programs. I find Poser to be a far better program in most ways. The only positive thing I have found with Studio that I wish Poser had is PowerPose. If Smith Micro had updated to include native use of G1 & G2 I would have gladly paid for the new version of Poser over the free version of Studio.
Poser 12 Beta??? I haven't been able to find anything official about Poser 12. Could you possibly point us in the right direction as my Google Fu is failing me here.
I did find a few musings about a possible new interface at the SM forum, but that is about all I could find. Except for a video on youtube entitled "Poser 12 Beta 2" by Seraca1 (I believe he is our Wolf359 - if not, I'm sure Wolf will correct me). I'm 99% sure that video is to show what Poser/SM should be doing for Poser 12 with another software, not an actual Poser 12 Beta, since in his comments he states "This is what smith Micro needs to implement" (maybe a character system in Unity or iClone - again I'm sure Wolf will give the full story if this is his video).
So for the most part we stumble upon ways of doing things and then share them here. The result is one part great adventure and one part frustration. :-)
As long as I can remember, and I've been with DAZ since 3.x;
But serious Question, does anyone know off hand if Poser (10) Debut supports the DSON importer; or would I have to go with the full version of 11 to import the v4 Charactors I have built in DAZ, it could be pretty challanging to get those morphs exactly wrong again. As they where created when I did not understand morphs, but that resulted in some pretty unique toons.
Anyhow definately planning to install Poser for a test drive, just not sure if the copy of Debut I own will do, or if I'll need to shell out for v11.
I love both programs. I've used Poser since P6. But DON'T buy Poser 11. It's a step backwards, in my opinion. There is at least one reputable software dealer -- Studica -- who still sells legitimat digital licenses of Poser Pro 2014. They cater to educational licenses, but have standard licenses (Such as Poser Pro 2014) that do not require you to be a student or teacher to purchase from them. It runs about $175. Strongly, strongly, STRONGLY recommend it over Poser 11.
I started with Poser and kept up for quite a few upgrades but frankly I find the ease of use of DAZ just better.
I' started with Poser4. I've been with Poser untill PPro2014. What made me change to DS was the Iray render engine and the Genesis3 figures. Poser has not done enough to introduce better figures with their programm. Stock figures are like hosts to an app like DS or Poser. They suppose to be a tech demo, a basic to work with and to just represent the application. DAZ understood, so their figures go through a constant development progress with every release. They've put a lot of effort by setting up a JCM system, that gives a decent joint bending result. This is my main expectation to a figure posing and animation program. I still miss some in house cloth and hair simulation. An easier workflow for ERC editing and creation whould be nice too. So I became a DS user, because it just works best for me.
For me it isn't a case of one V the other; they are both capable pieces of software, and obviously not the only ones that can be used to produce renders; find one you like use it, ideally use more than one, you'll learn more - it will take longer though.
In terms of the Live Comic Book Preview, which provides very good geometric edge rendering, Poser 11 is lightyears ahead of previous versions of Poser, and light years ahead of Daz Studio. For those of us interested in Non-Photographic Rendering, Poser 11 is my tool of choice. And keep in mind, I make this endorsement after I've already examined most of the shader and scripted camera offerings out there. (I was a beta tester on Line Render 9000, and it comes closest to achieving the results I get out of the box with Poser 11.) I'm not going to defend the program's other features (no native support for Genesis figures, library incompatabilities and poor FBX imports), but for rendering line-art, it's top of the heap.
BTW: I am exploring Carrara as an option for NPR rendering, but I'm still struggling with the learning curve for that app.
PS: If you're interested in what I mean by NPR, take a look at my gallery for the line art images, or visit the nice folks who hang out over in the Non-photographic Rendering forum here at Daz.
Started with Poser when Fractal Design came out with it, back in 1995 (poser1). Then after DAZ Studio came out, I gave it a shot. It was more about the potential of that kind of 3D software than what it was actually able to do back then. Poser always felt clunky to me (the UI) and DAZ much more accessible. I have only been able to recently say that the tools (actually DS) have caught up with my vision and I can finally make what I imagine .... and it looks decent ... about 20 years later. That's a long time to wait.
I agree. I remember trying Daz Studio 2 and, after less than a week, decided it wasn't worth the effort to learn. It just wasn't there, yet. I stuck with Poser, which was really hitting its stride with the Victoria and Michael Elite figures. And then along came the various iterations of DS 4. That was when I felt it had something to offer. And Genesis was a huge leap over what I was capable of doing with the aging V4/M4 figure line. But, then along came Genesis 2 and 3, and I feel something is lacking here at DS. Although it is making huge strides forward in terms of phtorealistic rendering, this toolset seems to be completely ignoring dynamic clothing, non-photographic rendering (it's been ages and we still don't have a competent geometric-edge rendering option). Don't get me wrong, Iray is FANTASTIC. But it's not really what I'm looking for. I've spent lots of time and money exploring scripted cameras and Photoshop filters, and I still can't get what Poser 11 delivers. Despite the fact I'm stuck using ancient figures (V4/M4) or poorly supported modern figures (Paul, Pauline, Dawn & Dusk are nice, but there just isn't sufficient vendor content support for them). For now, I'm an artist being forced to select tools that don't fully deliver on their promise, even after all these years.