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(Last Updated: 2024 Nov 02 5:37 pm)
How about an upgrade to the MORPH TOOL or some other minor mesh editing options. I would love to see some basic Boolean operations like Subtract, Union, Combine, and so forth. Even if it's only for non-rigged items, it would be VERY useful.
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Y'all have a great day.
As a program mainly used to setup scenes, it would be great to have some kind of Boolean operations on objects: imagine you kind of "dig" an object using another one (or add tops: kind of mixing two things), be it using the morph tool or using the material setting. Bryce use to have this, and it was fun to dispose of such a tool.
A kind of Morph tool on steroids, with not only a simple more or less blurred circle but any shape, any 3D object.
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Two other features that would be easy to implement, and really cool:
- a way to filter a selected folder in the library window
- a way to search only in a selected runtimes, instead of all
and the many features (at least part of it) that are available with the underlying database manager (regex, or part of it such as the use of jokers, etc...)
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I would like to have a function in the library search that leads you back to the position in the column were you picked the folder and opened it, instead of always being pushed to the top of the folder column and have to scroll all the way down again. Searching the Library by pressing a letter would also be a nice thing to have.
PLEASE add Boolean operations.
And it is LONG past time that you expand the Memory Dots. Increase them to either 16 or 20 AND add ability to either color code each dot or add notes (or both). Maybe you could name the dot and have that appear as you hover over it, like a tooltip.
And PLEASE add Lights Dots.
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mmitchell_houston posted at 5:46 AM Wed, 22 May 2024 - #4485142
Lights dots? interesting idea. In between, I'm using groups of lights, and using a script I turn them on/off by group:And PLEASE add Lights Dots.
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Y-Phil posted at 4:17 PM Wed, 22 May 2024 - #4485157
There is already a 3rd party script for light dots, and it is GREAT. But honestly, this feature is LONG OVERDUEmmitchell_houston posted at 5:46 AM Wed, 22 May 2024 - #4485142
Lights dots? interesting idea. In between, I'm using groups of lights, and using a script I turn them on/off by group:And PLEASE add Lights Dots.
https://www.renderosity.com/marketplace/products/149334/light-dots-for-poser-12
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One huge step that would be an awesome enhancement: completely rethink the way the detection works.
For example: consider a scene in a living room, with quite a lot of stuff around, plus a few objects outside the room.
Now, you're working on your characters hand, using the direct manipulation tool:
Sometimes, the detection can't "see" neither the blue, nor the red, nor the green ring.
Worse, the detection often check for objects far beyond the currently selected character
Definitely missing here: a better priority management
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Cancel the Call Home security nuisance/"feature"
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So is that TTFN or TANSTAAFL?
As a program mainly used to setup scenes, it would be great to have some kind of Boolean operations on objects: imagine you kind of "dig" an object using another one (or add tops: kind of mixing two things), be it using the morph tool or using the material setting. Bryce use to have this, and it was fun to dispose of such a tool.
A kind of Morph tool on steroids, with not only a simple more or less blurred circle but any shape, any 3D object.
You can actually use the Boolean operations Feature imposer via the octane rendering engine plug-in. If you're interested in better renders.
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Main thing I always wanted to get improved was the animation panel.
I animate for various companies now including medical companies.
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Y-Phil posted at 11:22 AM Sat, 18 May 2024 - #4484959Thank you for the info but I've stopped using Octane, as well as HDR Light Studio, by far too expensive for the hobbyist that I am. And honestly, the difference in speed is not an argument anymore.As a program mainly used to setup scenes, it would be great to have some kind of Boolean operations on objects: imagine you kind of "dig" an object using another one (or add tops: kind of mixing two things), be it using the morph tool or using the material setting. Bryce use to have this, and it was fun to dispose of such a tool.
A kind of Morph tool on steroids, with not only a simple more or less blurred circle but any shape, any 3D object.
You can actually use the Boolean operations Feature imposer via the octane rendering engine plug-in. If you're interested in better renders.
𝒫𝒽𝓎𝓁
(っ◔◡◔)っ
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👿 Nas 10TB
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As long as its only optional and they don't remove perpetual licenses like Adobe did its not bad. That just means people who can't afford the big price tag have the option to try it out.The day Poser adopts the subscription model is the day that I uninstall Poser.
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Absolutely agree! That is all I use Poser for too and its an area that definitely needs some love. Especially considering the GUI slowdowns that have come over the years. For example the Animation Palette is lightening quick when I go back to Poser Pro (7) but these days there is a long delay/lag we have to wait for every single time we try to arrow through frames. it makes the process a bit frustrating. Especially for more complicated scenes. I almost need to go back to older Poser just to do the main animation work and then bring it into modern Poser to finish it up. Id rather keep it all in one place.Main thing I always wanted to get improved was the animation panel.
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As for boolean operations: that would require manifold ( a.k.a. 'watertight') shapes, so meshes in which each facet edge meets exactly one other facet edge. For non-manifold objects you cannot say what is 'inside' and what is 'outside' of the mesh. Meshes of objects in Poser in general are not manifold. If you have ever tried to 3D print a Poser figure you will know what I mean.
A Lights group is a very solid idea. I might need to try that in my next scene and see if it improves development speed.mmitchell_houston posted at 5:46 AM Wed, 22 May 2024 - #4485142
Lights dots? interesting idea. In between, I'm using groups of lights, and using a script I turn them on/off by group:And PLEASE add Lights Dots.
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System: Alienware m16 R2 Laptop | Windows 11 Home | 64GB RAM | Intel Core Ultra 7 155H 1.40 GHz | Nvidia RTX 4070 Laptop GPU 8GB 4608 CUDA Cores
mikemitchellonline.blogspot.com | Poser Noir Comics Tutorial | Illustrations Honored by Renderosity
Another thing I would like to see is the ability to increase the character count for added lights and cameras. Being Limited to 32 characters makes it difficult to add meaningful descriptions to new items.
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mikemitchellonline.blogspot.com | Poser Noir Comics Tutorial | Illustrations Honored by Renderosity
One very simple feature, easy to implement:
It's trivial to map between Poser's vert order and the original OBJ vert order.
When exporting OBJ, a checkbox for "export original OBJ with current shape" would be easy using that map.
I do this right now as a blender add-on. It takes a split second. There are 3 meshes needed: original, zero'd poser ordered (used to map the vert map), morphed poser ordered (vert positions in poser order). The add-on takes those and produces a copy of the original but with vert positions from the 3rd (using the vert map).
I use the trick of being able to dict key using the vert x,y,z. I even allow a precision, but thankfully Poser doesn't mess with that during figure creation. The poser ordered verts have the same xyz as the original, just a different index.
Since poser has access to all of that, it's just a matter of calculating the map and using it during export.
I was going to keep the map inside the Object (as a property) since it only needs to be calculated once. But it's actually nearly as fast to calculate as it is to read the property. And being "calculated on use" keeps it real :)
By being able to export a morphed original OBJ (usually unimesh), a lot of what people want unimesh for would be achieved. Without any changes to the underlying figure system and with an amount of code that could be written by a single person in a single day. :)
unrealblue posted at 5:14 PM Sat, 28 September 2024 - #4489837
Colorcurvature's PML scripts do this, unfortunately only works in Poser 11 and below. Also very useful because it allows such export import process to any modeler or sculpting app instead of strictly being tied to Zbrush GoZ monopoly. You can export your model in a posed and morphed state, morph over that and return a result that is a FBM difference, that is the result does not have the original morph or pose deformations baked into the result but working with over top. Very useful for JCM and expression morphs and many other things besides.One very simple feature, easy to implement:
It's trivial to map between Poser's vert order and the original OBJ vert order.
When exporting OBJ, a checkbox for "export original OBJ with current shape" would be easy using that map.
I do this right now as a blender add-on. It takes a split second. There are 3 meshes needed: original, zero'd poser ordered (used to map the vert map), morphed poser ordered (vert positions in poser order). The add-on takes those and produces a copy of the original but with vert positions from the 3rd (using the vert map).
I use the trick of being able to dict key using the vert x,y,z. I even allow a precision, but thankfully Poser doesn't mess with that during figure creation. The poser ordered verts have the same xyz as the original, just a different index.
Since poser has access to all of that, it's just a matter of calculating the map and using it during export.
I was going to keep the map inside the Object (as a property) since it only needs to be calculated once. But it's actually nearly as fast to calculate as it is to read the property. And being "calculated on use" keeps it real :)
By being able to export a morphed original OBJ (usually unimesh), a lot of what people want unimesh for would be achieved. Without any changes to the underlying figure system and with an amount of code that could be written by a single person in a single day. :)
This functionality should just be built into Poser's obj exporter. I don't know the reason why it isn't, why it's tied to Zbrush alone, or why it's the sole realm of 3rd party scripts/plug ins. If one python coder can figure out how to do this, and it's a vital part of a figure development workflow, why isn't this just included with Poser content creation functionality?
>>> This functionality should just be built into Poser's obj exporter. I don't know the reason why it isn't, why it's tied to Zbrush alone, or why it's the sole realm of 3rd party scripts/plug ins. If one python coder can figure out how to do this, and it's a vital part of a figure development workflow, why isn't this just included with Poser content creation functionality?
It has to do with Poser's breaking apart of groups at the boundaries. GoZ disregards the duplicate vertices at the boundary edges.and returns the mesh "as-is" to Poser. If you GoZ the mesh to ZBrush and then exported that OBJ from ZBrush to your desktop, you'll see that each body part is a separate OBJ instead of being welded. As soon as you start trying to weld the duplicate vertices, it changes the vertex order.
Adding true "unimesh" support in Poser, and NOT breaking the object part into groups, would fix that.
DeeceyArt posted at 6:58 AM Sun, 29 September 2024 - #4489852
I already know all that.>>> This functionality should just be built into Poser's obj exporter. I don't know the reason why it isn't, why it's tied to Zbrush alone, or why it's the sole realm of 3rd party scripts/plug ins. If one python coder can figure out how to do this, and it's a vital part of a figure development workflow, why isn't this just included with Poser content creation functionality?
It has to do with Poser's breaking apart of groups at the boundaries. GoZ disregards the duplicate vertices at the boundary edges.and returns the mesh "as-is" to Poser. If you GoZ the mesh to ZBrush and then exported that OBJ from ZBrush to your desktop, you'll see that each body part is a separate OBJ instead of being welded. As soon as you start trying to weld the duplicate vertices, it changes the vertex order.
Adding true "unimesh" support in Poser, and NOT breaking the object part into groups, would fix that.
I invoke the exporter script and export the entire figure (you can also export any parented props, control handles for instance, or just export the various actors separately)... there's a warning about classic skinning but the exporter will still export a unimesh skinned figure, though the loading is much faster on set to classic. I've never encountered a bug or figure corruption once in thousands of uses.
Here's the reference object that the exporter produces... it's welded at points where the welding exists. So here you'll notice that the waist and abdomen actors, and the neck/head actors, are contiguous...
I bring this reference export in a sculpting app, Mudbox. I do some quick example morphs. A grab of the head polys and a squeeze of the abdomen, narrowing it. Naturally, being that this is an asymmetrically posed figure, the results will be asymmetrical. It's just an example, if one were to create JCMs (or any left/right morphs for that matter) of course you would want symmetrical posing and split and bake out to l/r, reverse deform any rotations, for the final dependencies.
I export out the morphed figure from mudbox as obj, in Poser I invoke the importer script, load the original reference obj, then load the newly morphed obj out of mudbox. The script runs through the actors and calculates the new morph. The result, a FBM dial that is just that newly created head and abdomen morph as created over top the pre-existing morphs and rotations...
I zero out the figure, leaving it in it's 0 state, no morphs, no rotations but for the newly created morph. No fuss with welding or manually subtracting morphs or rotations baked into the result ( you can manually subtract such deformations or morphs but it is an excruciating and time consuming PITA to do)...
So I guess the question remains why isn't this just built into Poser in some fashion? It handles the welding and allows you to create unimesh FBMs easily, it does reverse deformation type operations. From any modeler, not JUST Zbrush. Any.
This script is from 2012.
And yet still Poser is "moving toward" full unimesh...
I have that script - yes, it's great. It fails, sometimes. The process to use it is kinda convoluted, which of course makes sense as it has to go around Poser's limitations.
From what I understand, it saves a "before" obj, which you need to point it to after you morph it - it compares the two and maths its way around what changed. Very smart process. It lets you know how precise the calculation managed to be.
There are a lot of features that were done in scripts that I've suggested adding to Poser, with the reply that "it won't be needed once we have <X feature that is planned to come>", but the X feature isn't coming. It's a pity, we keep wasting time trying to avoid wasting time.
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The real simple reason is that the programmers are convinced that TRUE Unimesh will solve all the problems. The problem of course is that there is no defined outcome that Unimesh is suppose to be. The basic one (which several scripts have been created take care of) is being able to Export an Object file and be able to use it in a modeling program and bring it back in as a FBM. They work great in Poser BUT for some reason DON'T seem to work in other programs, or at least that is the excuse that I have heard.
The problem is that the Unimesh the programmers are trying for will get rid of the splitting of the figure and only work with it as a single mesh. Ignore the fact that Poser has worked with split Mesh for the last 25 years. Also that a great amount of content is only in split format (as the original object files are long gone) so the problem is how to recombine all those split scenes and make it so that it will work in other programs (for what reason unknown).
The simple solution is to load the object as it is now doing, HOWEVER, Keep a copy of the original obj and also split as it currently does. It would be a piece of cake to create a cross reference table that tracks each vertex so that when a vertex is moved in the split object it is updated in the solid object and visa a versa. And when it comes time to export (or save) use the solid object. Since the solid object has not changed order or number of vertices it remains exactly like the original with just the vertex's moved in space. That way very little has to be done to the program and those functions that work best with split mesh can work with that and those that like solid use those. About the only thing that wil take a bit of change is rendering when part of the model is removed (such as the forearm).
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Hi, could someone who has the zip for pml 2012.1.39 please echo the zip back to my email pml2012@colorcurvature.com? (Or filesize + md5 sum) Thanks so much.
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You know this can be adjusted with the hither dial on the camera, don't you?Unless I missed some setting, a farther view renders distance before the object disappears.
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GeneralNutt posted at 11:14 PM Fri, 11 October 2024 - #4490216Nope! ThanksYou know this can be adjusted with the hither dial on the camera, don't you?Unless I missed some setting, a farther view renders distance before the object disappears.
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Has been a while since Bondware made the first announcement of Poser 14
Jan 19, 2024 at 04:48 pm
Silence rules since this first announcement almost 4 month ago !