Submit Your Poser Suggestions to Smith Micro
OK, here's something I run into regularly that I think could be quite simply improved:
In the Graph palettes, we now have a button (bottom left corner of the graph) which resets scaling on the graph. This is an excellent and really useful feature, as fine adjustments of animation curve amplitudes can be examined in detail.
In comparison, sometimes it would be really useful to be able to adjust the vertical scale of the graph in the Dependencies Editor, especially when minute adjustments need to be made, and the overall curve is important. Currently, if all of the Keyed valueOperation values are within a few thousandths of each other, nothing useful can be discerned by looking at a graph that is essentially a horizontal line. A way to fill the vertical graph with the maximum keyed value difference would be a wonderful improvement when trying to iron out unwanted oscillations.
ssgbryan last edited by
Let me say it again:
Support for the AMD ProRender Engine.
It's Open Source.
*Built on industry-standard OpenCL™ or Apple® Metal® 2. Works across Windows®, Linux®, and macOS®. Supports AMD GPUs and CPUs as well as those of other vendors. Open-source renderer available for developers.
There are multiple Plug-ins (Cinema 4D, Maya, Blender, Unreal Engine, 3DS Max, Solidworks) already available.
It is GPU neutral:
Unlike other renderers, Radeon ProRender can simultaneously use and balance the compute capabilities of multiple GPUs and CPUs – on the same system, at the same time – and deliver state-of-the-art GPU acceleration to produce rapid, accurate results even on less-capable hardware......making it hardware agnostic so it runs on virtually any combination of GPUs and CPUs.
razor18 last edited by
@vilters thanks for the reply, I have come across a major issue with the hierarchy, if I collapse it using the Universe tag it crashes Pro 11, even on a blank fresh boot up of the app?
@razor18 since Poser 11.1 was released, any selection of the UNIVERSE actor, whether accidental or deliberate, will crash Poser, or at the very least, hang Poser. Fingers crossed it gets fixed in the very next release.
I wish to have access to and be able to modify the VERTEX normals on geometriesiside Poser, if this can be programmed. Thanks.
@ibr_remote Alredy there. See Poser Python Manual -> Geometry Methodes -> Normales.
And there is a demo script in ../Runtime/Python/poserScripts/GeomMods/shrinkFigsNormal.py
@adp OK thanks !!
@ibr_remote - oh... that's just a listing of normals but I need to selectively change their direction inside Poser.
From Poser Python Manual:
Get a list of vertex normals. Each normal is a vertex object.
Poser Python Vertex Objects do have a set methode.
nrmls = actor.Geometry().Normals() nrmls.SetX(1.0) nrmls.SetY(1.0) nrmls.SetZ(1.0)
@ibr_remote Set Methode seems not to work for normales. Setting new values for normales does change the Python object, but re-reading the normal list returns the old values.
Set[X|Y|Z] works fine for vertices. Seems to be a bug.
Just a tongue-in-cheek and probably redundant reminder to @ibr_remote and @adp that vertices in Poser can have exactly one normal, only. So single sided object like möbius strips and klein bottles can never have correct normals for all vertices. The best you can do is choose "Normals Forward" options whenever you see them, for such objects, unless you give them actual thickness.
There's another caveat regarding normals in Poser, too. If the normals are absent from the OBJ definition (as they may be), Poser will derive them from the winding order of facets (right-hand-rule: fingers follow winding order and thumb points along normal), so normals get inextricably linked with facets, which flows into Poser's Grouping Tool, which allows one to reverse the normals on a per facet basis (which poser does by inverting the winding order of chosen facets, preventing you from reversing a single vertex normal by itself. Poser also, confusingly, gives the word "welding" two different meanings: merging adjacent pairs of vertices within a threshold distance into a single vertex, and unifying the normals of a pair of "welded" vertices split between two adjacent body parts (which may have been derived from a single vertex in the OBJ geometry, but shared by two body parts).
Not certain if requested already and explained why cannot have it, but here goes:
Add bloom filter for rendering stills and/or animation.
masterstroke last edited by
Just an idea. Why not a "GoBlend"? Works like GoZ, only with Blender. Lots of Poser folk use Blender anyway.
Miss B last edited by
@masterstroke ABSOLUTELY!!! I would love to have such a link!
eclark1849 last edited by
You would think that something so simple, but essential would have already have been built into Poser by now, but How about adding a cloth naturalizer for both Cloth Physics and the Cloth Sims? Truth is, that a lot of Poser's setting can and should be automatic functions within the program. For the Hair room, the settings for Straight, curly, or even nappy hair should be built in. Press the button for the correct settings and then apply. Same thing for the Cloth Room and Bullet Physics. Denim, rubber, silk, nylon and satin should all have settings built in. No one says you can't still customize them, but they should have a common starting point.
@masterstroke I remember others talking about this connection several years ago ... and the answer at the time was because of Blender's open source ... constant change made this practically impossible ... but I think there was a "stabilization" that might make this more possible now.
Unfortunately, and YES =>I filed an enhancement report to SMS for a "GoBlender" a couple of years ago already.
See? Why not.
- There are lots (thousands) of exiting add-ons for Blender 2.79.
- Blender 2.8 is such a big internal change that each and every add-on has to be re-written or be doomed in history.
Same as for Miss Grey Blob from a competing company, SMS and Poser can not depend on other figures, softwares or companies.
Best regards all. Tony
Deecey last edited by
Miss Grey Blob
Is that really necessary?
You might not like that figure but there are plenty of people that do.
I was reviewing my humanoid animation options for Poser-friendly content last evening. I tried manually creating dance sequences using key-frames and steps learned from Dance Rush Stardom arcade system. I realise that a lot of BVH-related software is about 10 years old, now, and quite a number of stand-alones have slowly gone the way of the dinosaurs. Existing plug-n-play BVHs don't really work with various humanoid rigs because the bones and bone-naming conventions vary. Also, not all plug-n-play BVHs work correctly, even if bone-naming is friendly to Poser convention bone rigs. I can't even talk about Daz Studio character rigs because they're like a user-facing black box. I would love to be able to drag joints and have the figure physically accurately moved, as in Design Doll posing, or MikuMikuDance, or Vroid, or Bot3DEditor. Granted these are for anime-style chracters, but the underlying concepts of humanoid figure animation surely can be developed for a Poser-friendly system.
@eclark1849 I wish to have a Shadow Capture facility in Cycles Surface Nodes regime, just like the facility available in Blender3D Cycles, effective from Blender3D version 2.79. It can be used with the layers in the Material Room for shadow only effects on planes, similar to the function only available currently for Poser Surface Nodes.