I have to say I find some of what I am reading fascinating. I was not planning to post in this thread for a number of reasons, but was sort of dragged into it. As some may recall I announced almost a year ago I was not actively supporting Poser 11 for a variety of reasons and may or may not support whatever comes next (Poor tech support from SM, The License Manager, Hostility in the community, etc...). I am glad to see that someone developing for Poser is at least trying to up the game and implement techniques that have been in the industrial/professional CGI world for a long time.
This is why I find it fascinating. The whole discussion on the facial rigging system of La Femme (Using Ghost Bones/Body Handles) is something I have advocated on figures for a very long time. I brought it up more than once back on various forums in '07-'12 (especially after the release of Star as she had similar techniques). I brought it up for Figures, Clothing, Hair...I have always loved the use of such extra bones for enhanced Posing, and this is common practice in high end game and cinematic 3D figure design (in fact it is Lightwave Rigging 102). Yet, for the last 12 years, every time I have brought it up, I have been shouted down, harangued, and decried as unacknowledged, overly complicating things, etc... In fact I have for the last several years consider this a technique lost to Poserdom as although it was popular with conforming Hair and Clothing for the Mil3 figures and part of the lifespan of Mil4, I have seen fewer and fewer vendors continue using it, and those I have asked have just basically stated it's too much effort (which I find a disturbing lack of pride in workmanship). Now, some of you can see how useful it is first hand, and consider this, a few more such handles not just on the face for expressions - but on the arms for Biceps and Legs for Quads, the chest for pecks... sure you can achieve some of the effects with morphs, but not as much and it ends up being more resource heavy than a ghost bone/body handle would. Perhaps if I ever get time to work and experiment again I will add such bones to a figure I like (Imagine Ruckus rigged with such facial and Body control bones...) but that might be a long time in coming (and I am not a great figure rigger so... there is that).
Essentially I have always looked at 3D figures as sort of "Digital Action Figures". If you have ever been an Action Figure or Anime Real Model collector, you will agree that more points of articulation is better. In fact, when I was still collecting real figures (before health issues led to disability and lack of funds) what always put the High Grade models worlds ahead of the cheap runoffs were how many points of articulation it had and how many accessories were available for it. My 2 biggest anime collections were Neon Genesis Evangelion, and Macross. For Evangelion I only had the Sega Real Models, but I had long wanted one of the ultra high end Kaiyodo figures with over 20 points of articulation (as opposed to the Real Model's 9 or so) however the Kaiyodo figures ranged from $60 to $100 back then and were import only, where as I could pick up the real models almost anywhere (even Walmart) at about $12 to $15 each. I know, you're thinking "he's off on a rant" but I am trying to illustrate a point that is generally easier to consider and grasp on real, solid objects and often not considered in 3D. Realistically, on any vertebrate animal, each vertebrae in the spine should be articulated with restricted movements for realistic bending, but I get that would be very time consuming and impractical (actually each vertebrae and each disk should be a separate control bone...but we would be in the super-High Detail $500 to $1000 model/figure range). My overall point though is that More Articulation is better. Collectors want it in their collectable action figures - so why does it seem that the majority of the 3D hobbyist community has been so resistant to it over the last decade?
I also find the discussion of Topology amusing for similar reasons - as it is another topic I have long been decried for voicing views over Poly usage versus Poly Count. Both are critical to a good figure, be it a human or a space ship. What few models I did sell back in the 90's to a catalog had very, very strict standards that at least 70-80% of the Poser content I have would have failed for improper topology or extraneous points/overlapping geometry/etc... I agree with Ken, topology should make sense and conform to major shapes and curves of the type of object - polygonal lines and layout should be clean and flow smoothly. Strict Grid Topology is wasteful and hurtful to resource use and overall functionality and versatility of a mesh. A strict grid topology will work for some things (boxes come to mind) but definitely not organics. This is a concept that is taught in introductory level modeling and 3D design college courses and used by high end industry pros such as
Pixar - so I am shocked to see some content authors actually arguing the opposite of this. I get not all of us content authors can afford to go to high end 3D design schools or classes (heck when I learned it was developer course from manufacturers as it was not widely available in colleges near me...and it cost a small fortune at that) - but the information is out there in the common
public market now and I urge anyone interested in modeling to look into it. The two things that make or break model quality is Topology and Detail. Details should be modeled to a good extent and not rely exclusively on Displacement, Bump, or Normal maps. I have often called for greater detail modeling and less reliance on Displacement and normal maps for some of what exists.
The only reasons not enough Cinema quality content exists for Poser is that not enough vendors are willing to invest that level of time and effort, and not enough end users are likely to pay what would be a fair price for it. It has nothing to do with limitations of the software - as the software is far more versatile than many know or will ever use. I simply wish I had more time and these days motivation to explore some of my experiments further and create some of the products I would like. It is hard to do with aging computers and slower machines lacking memory. Right now a lot of what I do is more for the sake of creating, and what modeling and rigging projects I am involved in are more for the art of it than a deadline or sale - but this is not true of most content authors - we all have bills to pay.
I hope La Femme is the beginning of the content market being taken into newer, more mature techniques and that it will inspire and flourish.