Indeed. It's a pretty minor (code-wise) bug. It actually works pretty well. One thing I'm missing is the sun placement cursor (bug as well). The auto sun puts it in the right place. But the cursor to move it is gone. He really moved the code to Python 3 quickly. And it's such a handy tool. Save soooo much time ^.^I think there's a warning it's still a WIP, so I'm not surprised.
Yeah, I wondered about that. Seems to me that it's right up there with unimesh, cyclesx, and micro subd. Core things without which it will not be able to regain parity and have any chance of moving forward.The major issue with HDRI in Poser is the highly compressed sRGB color space it uses. Blender was also suffering from it, and it was fixed more recently. The whole point of "High Dynamic Range" images is exactly the high dynamic range color space, which sRGB cuts down. The result is lighting that doesn't render correctly, with low contrast colors, incorrect intensity, and incorrect light interactions with surfaces. The Blender Guru (Andrew Price) explains this in more details, and how it has improved Cycles rendering in Blender, making it more predictable and realistic. So even if Bondware brings CyclesX to Poser, it will still suffer from sRGB defeating HDRI with LOW dynamic range. This needs to be fixed like they did in Blender.
OOT has a nice double tails style (for G8/DS) that I went through the process of porting to Poser/Superfly. But the model itself is *way* too complicated for CPU renders. It requires something like 100 for minimum transparency to get all the way through the layers. Which is brutal for render times. It's sad (to me) that everyone got into nvidia. I have a monster of an imac pro. And for things that use Metal, the graphics are mind blowing. But Apple "SmithMicro'd" the graphics world for so long I'm not sure they can regain ground. A render farm of Mac Ultra's (or whatever they call them) would be crazy expensive. Oh well. At least the latest Blender can use Metal. So eventually Poser will.Excellent! I have that hair too, but haven't used it in a long time. It looks perfect on your girl.
I am learning so much about sculpting when I create a morph for Dawn then pose her. The rig is unforgiving. I need to learn how to move the joint centers. The automatic thing in Poser doesn't work very well for me.
I wonder where Poser got its scale... OBJ is the underlying tech and that's unitless. I probably would have made it such that one unit was 1 meter since metric is decimal and it's easy to change units by moving the decimal point. Then covert to Imperial/SAE/Archaic in the GUI.The auto adjust rig to shape in Poser generally works fine with Dawn, except that sometimes the shoulders and thighs may need additional manual adjustment. I think it's the same with any figure for these specific joints, depending on how much your shape changes the volumes. In my "Body Type" series, I drastically change the shapes, proportions, and placements, and that usually requires manual adjustments on the shoulders and thigh joints. That is normal, and kind of expected.
On this aspect, one thing that frustrates me is that the Poser joint coordinates cannot be used in DAZ Studio, and vice-versa. They use different units and scales, so I tend to use the wireframe as a reference to position the joints using the orthographic cameras. Another thing is that the auto fitting rig to shape is different in Poser and DS, so JCMs made for one might have an incorrect effect on the other, because the joint positions (animatable origins) are not exactly the same.
I am in Windows, and I am not experiencing some of the Poser issues you have listed above. Might be a Mac-only issue? There are things that only affect the Windows version, so that is not uncommon. The reason previews take so long to update in Poser is because they now use Cycles, since OpenGL cannot display PBR shaders. I usually collapse all previews to speed things up. Remember P12 is still in pre-release, so it's a WIP and should improve later on. Bondware made public announcements last year, saying they are bringing CyclesX to Poser, and make it unimesh. They have also mention something about real-time PBR previews. Good things are coming for those who wait.
Is she part of fox force five?A frame from the Foxy Tail animation post. This is DawnSE, morphs and textures by me. "Narrow Shoulders" and "Perfect Pelvis" body corrections were used here. Rendered in Poser with Superfly.
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I wonder where Poser got its scale... OBJ is the underlying tech and that's unitless. I probably would have made it such that one unit was 1 meter since metric is decimal and it's easy to change units by moving the decimal point. Then covert to Imperial/SAE/Archaic in the GUI.
It would be nice if decimal precision could be specified. It's annoying to type 0.350 in the GUI and see 0.2999997 when expanded because it's using floats.
Probably mac issues. And I don't see a point in filing bugs as they're doing some fairly deep surgery in Poser (unimesh, cyclesX) and some bugs may go away and some new ones may come. I'd rather have the those features than the bugs fixed
Is she part of fox force five?
Did you keyframe the walk cycle by hand? Any helper scripts, if you did?
Very cute!A portrait with DawnSE using my custom face morph, Body Type-12, Laced Sundress, and Luana hair by Afrodite Ohki. Rendered in Poser with Superfly.
There has to be some reason the first character for Poser was sized the way it was. Just curious as to how that size came about. Clearly, the mesh was made in some external program then exported to OBJ. I wonder what that program was.Poser has invented its own niche and market, so I guess the scale it uses came out of nowhere.
It will be interesting. About 25 years of experience and tech advancement. All those "wish I could" over the years for the developers. And just heaps of really libraries to handle almost everything.Indeed, unimesh and CyclesX integration are a HUGE undertake. Fixing exiting bugs may be pointless at this point, since the core is being rebuilt from scratch. Even rigging will have to change since the mesh will no longer be split when loaded. At least in theory, the new unimesh workflow should simplify things and be much faster and efficient.
In the movie Pulp Fiction, that was the unaired pilot that Uma's character (Mrs. Wallace) had been in. She explained: Fox because they were "foxy chix". Force because they were a force to be reconned with. Five because there were five of them. She then went out with Vincent Vegga (Travolta) and did that now classic Pulp Fiction dance. IU think that movie brought Travolta's career back from the train wreck of "Stayin' Alive".Nope, just a random character. I just wanted to do something with the Aranya hair I bought but haven't used until now. What is fox force five?
Sounds difficult O.OThere was this base motion I have imported from DS, cleaned it up, retargeted to DawnSE, and then added the secondary motions with manual keyframing.
There has to be some reason the first character for Poser was sized the way it was. Just curious as to how that size came about. Clearly, the mesh was made in some external program then exported to OBJ. I wonder what that program was.
Sounds difficult O.O
Your guess is as good as mine! LOL Since Larry has originally created Poser for posing reference, I don't think there was any concerns about the scale.
Wouldn't Larry know? I would think it's tied to the first figure(s) that were made for poser. I wonder how they were made.I have tried making a script to automate part of the work I have to do on the motion retargetting, but the problem is when the skeletons have different number of bones, and there is no 1:1 match. It is indeed a lot of work to do it manually.
Sometimes such stuff makes me wish I remembered more of my geometry classes.