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(Last Updated: 2024 Nov 15 9:31 pm)
I am committed to Poser because it has the ability to produce solid, consistent line art with its Comic Book Preview. Daz Studio does not have that (however, if they do come up with a solid OpenGL preview, I would have to reevaluate that). My main woe is not with the Poser software itself, but as you said, with the lack of deep resources for Poser's new generation of characters: LaFemme and LHomme. There just aren't enough clothes, props and poses to make using them a realistic option for me. As such, I'm still working with Victoria 4 and Michael 4 as my primary figures.
Before I can really start using LF and LH, I would need:
• More utility poses (standing, sitting, driving, walking, leaning).
• More ACTION poses (fighting, flying, punching, falling, climbing).
• Better expression collections (flirty, angry, happy, smiles, frowns, anger).
• More everyday clothes for different time periods (jeans, shirts, dresses from the 30s, 40s, etc.).
• An easy way to fit Vi4 and M4 clothing to LF and LH.
• Better hair for each figure.
I know it's unrealistic to expect LF and LH to get the kind of deep asset libraries that Vicky and Mike have. After all, V & M have been around for decades. But before I can start using the newer figures I have to have a reasonable expectation that I will be able to find the clothes, hair, poses and expressions that I will need for my projects.
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I've been creating content for Poser for 20-25 years (I've lost track). I used to create content that would fill the void, and also tried to create content that people requested in the forums. The problem is, the requests don't often equate to sales. It's a fact of reality.
As far as LF and LH 1 and 2 go, I'd love to see characters that approach the realism of the Genesis figures. Sadly, I haven't seen any yet. 8-( I'd try some myself but my skills are more in clothing than in characters.
I've been agonizing over a solution to this for months. And agonizing whether or not to post some tough questions.
Let's take a look at what has happened over the years. DAZ and Poser content used to work in both platforms (ie: the V4 generation of figures). It used to be a LOT easier to create Poser and DAZ Studio content than it is today. The disconnect started when weight mapping and rigging changed the ball game for both.
But also, over the years, stores started upping the criteria for submitting content. The clothing had to work well in all (or most) poses and body shapes. That means having to test each joint rotation and each full body morph to make sure that there are as few pokethroughs as possible. That takes time. A LOT of time. But then we are in tough economic times. So while people demand higher quality, they also demand lower prices. The two needs fight each other, unfortunately. And to that, there IS no easy solution.
As far as what makes the Genesis figures "better" ... that's a good question. But here are some of my feelings on it (your mileage may vary). And I'm not saying this to complain, but to bring forth a conversation that might work toward solutions. Y'all know I used to be on the Poser team and I care about Poser. I want to see it succeed. But I'm now in my 70s and my old tired brain doesn't work as well as it used to. So I retired.
Start with a GENERIC, not a STYLIZED base. It's easier to morph character individuality IN than it is to take stylized detail OUT. Think of Sydney from Poser 7. It was hard to un-Sydney Sydney. She always had an unmistakeable look. (She actually reminded me a lot of J-Lo LOL)/ The more stylized a character is, the harder it is to work with.
Geometry and edge flow is probably the second most important thing, IMO. You can't create good character morphs if the geometry won't support it.
As far as materials go, I think SuperFly is entirely capable of creating good skin shaders. So maybe it's the promos that aren't up to par. I really don't know. I would think lighting and render settings have a lot to do with promo quality.
Again, I want to stress this isn't to complain. I think we need to group together to see if there might be some sort of solution that would help relieve some of the stagnation. A figure can only have so much skimpwear. LOL
DeeceyArt posted at 1:04 PM Sat, 24 August 2024 - #4488716
^^^This. Okay, unfiltered Rhia on:
As far as materials go, I think SuperFly is entirely capable of creating good skin shaders. So maybe it's the promos that aren't up to par. I really don't know. I would think lighting and render settings have a lot to do with promo quality.
Again, I want to stress this isn't to complain. I think we need to group together to see if there might be some sort of solution that would help relieve some of the stagnation. A figure can only have so much skimpwear. LOL
I lamented for a very long time now that at this site the quality of promos for Poser are FAR below to what the DAZ promos show. Superfly is PWRFECTLY capable of creating renders that are the same quality as a lot of the DAZ product promos are. I am really not sure why people are still using Poser 7 standard lights and backgrounds for promos, when those look absolutely horrendous, washed out and crappy in Superfly. Even for those who say they are creating Superfly compatible stuff. Overlit and over saturated promos abound and they are simply not attractive, period. Frankly, you can't sell beyond the same 10 people who still work with 2008-era stuff. Which is FINE if that's your target audience, but you lose those who'd look for something more in the line of what DAZ sells.
Solution 1: take a look at what is over DAZ now (checking the 1st page of most recent popular releases only). High resolution male and female figures with ethnic features, different ages. Monster features, fantasy skins, tattoo application the easy way--why don't we have something like the old one click tattoos wounds and dirt redone for current Python STILL? It's ridiculous. It has been lacking for almost a decade now. 'Apply a layer' is not really an answer when that needs to be done for each matzone and when solution for this has existed for Poser but hasn't been updated since the Python update for any of the products that featured it. Which I understand, a lot of those vendors left production, but why no one else (or, you know, horribile dictu, why the current owner of the program itself) has taken this up?
Solution 2: Make. Better. Promos. Especially with the current tools for Superfly Poser rendering, there is no excuse for crappy promo renders, plastic skin, overused lighting. Strut your stuff, people, I know you do awesome work, because I use some of that stuff.
Okay, rant over. I really want Poser to succeed, but those of us who want it in the 21st century are swimming against the current right now, and has been for a while. The software is great, the content made for it is...well.
Absolutely, but someone has to say it, and I feel we were dancing around it for long enough. I try to be respectful, because I know how hard people work to bring things here, but I also like to be direct when it has to be direct to be understood.
Thank you for starting this thread, guys. There are vendors here who do amazing job with creating tools and scenes/ props that elevate Poser to the next level so I know it can be done. And those of you who moved over to the DAZ side, know exactly why you did it. So it'd be great to hear that side. Let's hope we will indeed start a dialog. I also don't want to come across as a basher.
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Thanks again to all you people commenting here. I have to admit that this thing is not going as I thought it would, but I like the way it turned out quite a lot!
"Look at the front page of the Daz Store....."
Exactly my point!
If you look at those promo pictures you feel the urge to use this stuff...and buy it! That's how marketing works. And Daz is really good at that. We should take that opportunity and learn from them. IRay is in no way superior to Superfly. To the contrary, because the base of Superfly is cycle's, the free and open source render engine of Blender. That means, whatever Blender foundation decides to do with Cycles, it doesn't affect Poser in the slightest. The opposite is true for IRay. If Nvidia decides to pull the plug on its development, Daz Studio is in serious trouble.
To the topic of the LaFemme/LHomme figure: I see the point made by one of the commentators that those figures are too stylized, too much LaFemme so to speak. That means we need one or two base meshes with a reasonable rig and proper weight mapping. From that point on, morphs can easily be made and injected, clothing can be made fit for any variants of the figures base meshes, which means less trouble with poke throughs and less work on the clothing item itself. Is that correct so far? As far as I remember, the Genesis Platform began as a single mesh that could be morphed into both sexes and any other type of bipedal creature. They changed this approach later and went on with two base meshes, one female and one male. Is there any technical reasoning behind this, or was it a marketing decision to force the users to buy an clothing item twice?
If one would like to create a new base mesh, which base pose would you prefer in order to create morphs and clothing for it? The classic T-Pose or the more recent A-Pose?
There is a wrong assumption, that in DAZ you have to buy clothes for each new figure again!
You can wear many of the V4 /M4 Clothes to all the newer Character with autofit, if the clothes do not fit in the first attempt, use the old “Genesis” figure as a step between, after this fit the clothes to your new Genesis 2-Genesis 8 / 8.1 figure. It doesn’t work with all clothes and Hair but with a lot.
That is interesting.
I wasn't aware that the backward compatibility in Daz Studio reaches as far as V4/M4.
I just installed a fresh copy of Daz Studio to learn about how they build there base models.
My last statement about the single base mesh of the Genesis Platform is only partial true.
I found out that Genesis 9 is back to that single base mesh model for both sexes.
Loading this mesh next to a LaFemme mesh into Blender reveals the difference between both meshes quickly.
Genesis 9 has a very orderly mesh, it looks almost like a chess board.
Even with little experience in regards to UV mapping I can imagine that this dense and evenly created mesh shows less texture distortion and can support highres textures.
This clean geometry itself helps immensely to create more realistic morphs and better fitting clothing.
As much as I like the LaFemme figure, I see the point being made about the Genesis Platform.
The only conclusion I can draw from seeing this is that we need something similar for Poser.
The reason why Daz moved from 1 figure to male and female was content creators were having trouble creating something for the combined. I forget what the issue was, but I think it was textures, but I've slept since then so I may have forgotten.
Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage
Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10
I want to express my gratitude and appreciation to everyone in this thread. It's SO refreshing to see us all tackling a hard subject with respect for each other's feelings and allowing all voices to be heard. YAY everyone!
As far as T-pose vs A-pose. A-pose lends itself better to clothing creation as the clothing drapes more naturally in an A-pose than a T-Pose, and it's easier to define where the shoulder line sits. Especially in Marvelous Designer. As far as combining male and female meshes, the challenge is the boobage. It's hard to get a boob shape that works well with both, and the G9 mesh is challenging for males in that area. But the G9 face is .... pinches fingers to mouth .... MWAH!
I think that's probably why LF2 starts out in A-pose now, although I have'nt really seen a lot of content for her yet, to be honest. There is now an A-pose available for V4 to drape clothes better with, (it came with a dynamic clothing set I bought here on the marketplace and I loves it). I find it super useful for the Fitting and Cloth Rooms.
As far as T-pose vs A-pose. A-pose lends itself better to clothing creation as the clothing drapes more naturally in an A-pose than a T-Pose, and it's easier to define where the shoulder line sits.
blackbonner said: "The only conclusion I can draw from seeing this is that we need something similar for Poser."
Yes, having generic, realistically proportioned base male and female, with good edge flow and capability to handle a lot of different character styles will go a long way in inspiring content creators to make more clothing.
A good base male is desperately needed for Poser, I heartily agree. Proportionally male as opposed to grafted to a female base. I am very peculiar about how that is a very bad idea, whether it is in DAZ or Poser. You can't just change the shape and call it a male or female. The very proportions of the skeleton and musculature are different enough that you need different meshes.
Especially when you start getting into muscle-bound characters.A good base male is desperately needed for Poser, I heartily agree. Proportionally male as opposed to grafted to a female base. I am very peculiar about how that is a very bad idea, whether it is in DAZ or Poser. You can't just change the shape and call it a male or female. The very proportions of the skeleton and musculature are different enough that you need different meshes.
Actually here's something that is somewhat off topic, yet oddly ON topic.
You all may be aware that the summer olympics recently aired on TV. And to that note, I was somewhat fascinated by the differences in body shape, depending on what they were competing in. Most surprising was the upper body shape and strength of the swimmers. I never realized how broad they were toward the top.
So getting back to the wishlist ... yeah ... there are a whole lotta body shapes out there to consider when buliding a base mesh.
Oh absolutely. Different muscle groups get trained for swimmers than for say, weightlifters or figure skaters. Also, muscle built in some sports also requires fat reserves, some does not. It's great people watching and trying to guess what sport someone does. Same with building characters in Poser. I have a few who are designed with 'wearing heavy plate armor several hours a day' in mind, and they need to be very different from 'spends hours sitting very, very still on rooftops or chairs' types.
OK now let's get to blackbonner's initial question. What kind of "stuff"?
Real world stuff.
A generic dress with round neckline and long sleeves, generic a-line with long sleeves and floor length. With morphs and good use of texture zones and textures that generic dress can serve as a base for many different styles. So even better if it's allowed as a merchant resource.
Similar with catsuit-type set, with feet and gloves if possible. Likewise even better if it's allowed to be used as a merchant resource.
Shoes. Sporty (sneakers), everyday (loafers, flats), formal (like you'd wear with a tux or gown) ... and FLAT and HEEL poses to go with them. Women typically don't stand on the balls of their feet very much when wearing flats.
Pants. Not too tight, not too baggy. Something in between that then can be morphed either way without too much texture distortion.
Useful clothing is a lot like creating characters. Can you make a piece of clothing that can be morphed and textured to look like it's from another era or style?
You get the idea.
Nothing "barely there". There's way too much saturation on that as it is. LOL
Now what's the difference between a catsuit and a bodysuit? Because there is this available for Lafemme. It doesn't have the feet or gloves though.
https://www.renderosity.com/marketplace/products/141069/bodysuit-for-la-femme-and-lhomme
Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage
Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10
Iirc, there are everyday clothes for LF, including sneakers, but not easily morpheable, and nothing like that for LF2 so far. Same for LH. A set like V4 had for morphable tunic and pants and belts for easily textureable fantasy/scifi clothing (the Courageous set) would be great. Same for LH, so people can build on it.,
I would like to see similar items like the morphing fantasy dress, more conservative type clothing, office suits etc,i.e, that someone would actually wear in public.or to work.
Also a set of jeans, waist high, most of these a have even for V4 seem to start well below the naval and almost half way down the hips.
jimros posted at 7:12 PM Sun, 25 August 2024 - #4488777
La Femme Jeans or L'Homme Jeans?I would like to see similar items like the morphing fantasy dress, more conservative type clothing, office suits etc,i.e, that someone would actually wear in public.or to work.
Also a set of jeans, waist high, most of these a have even for V4 seem to start well below the naval and almost half way down the hips.
https://www.renderosity.com/marketplace/products/135772/la-femme-tshirt-and-jeans
https://www.renderosity.com/marketplace/products/153188/la-femme-jeans
https://www.renderosity.com/marketplace/products/136431/dynamic-jeans-la-femme
https://www.renderosity.com/marketplace/products/163054/jean-sweater-for-lf2
https://www.renderosity.com/marketplace/products/152751/lhomme-jeans
https://www.renderosity.com/marketplace/products/141568/jeans-for-lhomme
Suit?
https://www.renderosity.com/marketplace/products/137445/la-femme-business-suit
https://www.renderosity.com/marketplace/products/142445/lh-classic-suit
These exist.
Thank you very much for all the comments so far. It's really good to see that the Poser user community cares.
The initial intention behind this thread was to put together a list of things you might have seen in the Daz Store or needed for a project, but wasn't available in one way or another.
It seems we all could agree to the notion that the wardrobe of LaFemme an LHomme is pretty short on items, especially in regards to LaFemme 2.
I would like to ask what kind of clothing you prefer to work with. The obvious choices are dynamic clothing or conforming clothes.
I also would be interested to know how to build conforming clothes with dynamic parts. I guess the dynamic parts has to be excluded from the part of the mesh that is influenced by a bone, but I'm not sure if that is the right way to do it.
So far, I'm quite happy with the amount and quality of the comments. I also appreciate the civilized tone of the discussion.
Have a great week and greetings from Germany.
Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage
Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10
@RedPhantom
Thanks for answering my questions.
I do understand that example with the skirt which had handles before as a conforming clothing. If you attach all the parts of the mesh you want to be dynamic, those parts still getting influenced by this single bone, right? That's why I thought to exclude them completely from any bone influence. I think I have to do a simple prop and try how it works out.
I have used poser for many years, doing my best to create everything my pictures contain. Working with Lafemme is a pain as if you try to fix a morph for me anyways it goes crazy. I am not am not dumb but have difficulty with interfaces which is why I like poser as it is simple, even though blender has a lot more to offer. More so since I spent three months in ICU for oxygen derivation where I lost a lot of memories.. What I do not understand is why the designers cannot make things that actually work easier. We have a hair room which would work if there were tools that could assist in designing the style. but having to guess where the hair will pull or bend is not efficent. Having a brush or comb that you could place the hair where you actually wanted it instead of having to guess. I use an inexpensive program to create items or to morph figures because again the interface is simple. but when I carry the figure back it looks nothing like what it looked like in Silo. I really cannot understand why this happens. Both programs have the same import and export and the morph works, just not the way it was designed. One last thing, update the manual and explain how to do things with examples.
Dive into Fantasy and Ride the Waves
I have many scenes in my head, but non of those are on paper.
I have yet to learn to bring those to life.
The ones that I give life, are not those I see
I've been creating content for Poser for 20-25 years (I've lost track). I used to create content that would fill the void, and also tried to create content that people requested in the forums. The problem is, the requests don't often equate to sales. It's a fact of reality.
As far as LF and LH 1 and 2 go, I'd love to see characters that approach the realism of the Genesis figures. Sadly, I haven't seen any yet. 8-( I'd try some myself but my skills are more in clothing than in characters.
You can make any mesh any shape you want, it is just moving polygons. However, a non-stylized mesh and good topology makes it a lot easier. LF2 has much better rigging but old fashioned eyelashes ( shouldnt be attached). She has some problomatic areas, around the eyes and nose, ears. Still it is possible to make her a lot more realistic. Here is mine attempt at a more realisic morph:
This is another morph that I did in just 35 minutes. As you can see, the mesh doesnt really matter but it does help if the polygon flow is great. We can try to make her a little better if we dont have what we like. She misses a lof of stuff but if people are willing to spend a lttle time and put also stuff in freestuff for her, i think she will be much more popular.
Late to the party but let me put in my little honest rant.
I fully agree with the need to better recycle existing content. Some things age. For example: old textures often have burned-in highlights and that's difficult to solve. Poses on the other hand do not age. The parameters may change between figures but they still have two arms and two legs and the direction of the left forearm in xyz space does not change. There are/were perfect pose converters available that can do batch jobs. The poses section of my Project Evolution Runtime has all the poses I collected over time for V4, V3 as well as Schlabber's collections, ready to use with tweaks as needed anyway to match the character.
Obviously conversions cannot be put out as marketplace products, so even when distribution is permitted it has to be as freeware, and as such it does not exist in Rendo eyes. They rather desparately try to market a figure lacking supporting content than actively facilitate existing they do not earn direct money from. I converted manually three pose setsthree pose sets originally by Sclabber to LF/LH, just to see how that goes. It took me an hour or 2 per set to convert.
Same for clothing conversions and clothing development. LF and LH come with a higher resolution figure as a donor. The problem is of course the geometry is the body shape and not a clothing shape, so copy by proximity leads to bad results, in particular if the figure is muscular or busty. About the bust: shape is usually altered significantly by clothing. You therefore cannot model a nightshirt and a business suit from the same mold. What Rendo lacks is thinking in a system: what would a creator need to make something to work in our system, of which the figure is just one part.
And about figure textures: why reinvent uv mapping with every figure? After 20+ years there should be some consensus about best practice to skin a human body and spread the pelt on two square tables.
Time to rethink ways.
Sadly, most of the points here fall in the same old issue: we severely lack Poser creators. Most people passed away or moved on to other software/other things entirely. Poser severely struggles attempting to bring new people in.
With LF2 I can say that our priorities were to have a more neutral shape that's easier to morph (and I ADORE what Solo24 has done there!), less JCMs to make it easier for clothing creators, and as much ease to convert old stuff as we possibly could with Poser's limitations.
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Feel free to call me Ohki!
Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.
Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.
OK, I'll be unfiltered again, and I apologize ahead of time if this comes across as harsh or rude.
It's simple. There are no tutorials or lessons from the ground up for a beginner content creator to start. I looked.
All existing tutorials (very few) assume you have knowledge already. If I just want to start--there is absolutely nothing like Blender's 'donut tutorials'. Nothing. nada.
Until that is done, don't expect people to line up to make content. I would love to, but absolutely have nothing to start with. The existing creators and owners of poser, for some reason,. don't think that creating tutorials is feasible, possible, or important. I don't know why. Perhaps someone can explain.
As to why no one knows this exists--it's marketing, marketing and marketing. Even on its own page, Poser is relegated to the back of the scroll on the top and often no products for it show on the banner. If you go to the main page, right now and look: does it say proudly at the top of the page: 'hey, this is the home of Poser'? Nope. Does it show La Femme2 as its flagship figure? Nope again. It has generic 'this is a content marketplace, unlock your creativity' on. How many of those renders on the main landing page are made in Poser?
I work for a large company. If our flagship products, the ones we OWN, were not advertised in huge banners and explained it detail on our main page...
I think, with Poser 14 coming out in the coming months, we probably won't see tutorials coming out until then, otherwise any P13 or earlier tutorials would be quickly outdated.
I'm wracking my brains trying to remember if there was something, at least in a post reply. My brain is telling me there was, but I haven't found it yet. I'll keep looking.
I agree with you. The best-kept secrets are locked up in a vault where nobody has the key. If there were a communal tutorial center with vendors sharing their time and talent, not afraid of a little competition, we would probably see different types of content freely available to users.OK, I'll be unfiltered again, and I apologize ahead of time if this comes across as harsh or rude.
It's simple. There are no tutorials or lessons from the ground up for a beginner content creator to start. I looked.
All existing tutorials (very few) assume you have knowledge already. If I just want to start--there is absolutely nothing like Blender's 'donut tutorials'. Nothing. nada.
Until that is done, don't expect people to line up to make content. I would love to, but absolutely have nothing to start with. The existing creators and owners of poser, for some reason,. don't think that creating tutorials is feasible, possible, or important. I don't know why. Perhaps someone can explain.
As to why no one knows this exists--it's marketing, marketing and marketing. Even on its own page, Poser is relegated to the back of the scroll on the top and often no products for it show on the banner. If you go to the main page, right now and look: does it say proudly at the top of the page: 'hey, this is the home of Poser'? Nope. Does it show La Femme2 as its flagship figure? Nope again. It has generic 'this is a content marketplace, unlock your creativity' on. How many of those renders on the main landing page are made in Poser?
I work for a large company. If our flagship products, the ones we OWN, were not advertised in huge banners and explained it detail on our main page...
That's perfectly reasonable, you helped a ton in the past years heck, past decades (so hard to believe). Makes sense about the release pitting things on hold, but tutorials specifically for content creation for newbies hasn't been on the radar for very, very long time for anyone, not just with P13 and 14. No wonder there are no up and coming creators for Poser.
@Rhia: What kind of content are you wanting to make? Clothing/accessories? Props? Hair? Skin/Materials? Aside from weight mapping, content creation really has not changed much for Poser since forever. The methods have improved and become a bit easier but the basic steps for creating content are the same whether you're making it for P4 woman or LF2.
Materials are a bit different story. The basics are still the same but there have been so many changes to nodes and settings between 11, 12 and 13 that they have to be customized for each version you're wanting them to work in.
@DeeCey: From the latest Posersoftware email regarding the 13.3 update, I'm not sure how close P14 is:
"This release marks a change of direction for the Poser development team. Customers can expect ongoing updates to Poser 13 for the next 12-24 months as the team explores new technologies for the next major version of Poser."
@DeeCey: From the latest Posersoftware email regarding the 13.3 update, I'm not sure how close P14 is:
"This release marks a change of direction for the Poser development team. Customers can expect ongoing updates to Poser 13 for the next 12-24 months as the team explores new technologies for the next major version of Poser."
EEK
@Rhia: What kind of content are you wanting to make? Clothing/accessories? Props? Hair? Skin/Materials? Aside from weight mapping, content creation really has not changed much for Poser since forever. The methods have improved and become a bit easier but the basic steps for creating content are the same whether you're making it for P4 woman or LF2.
Um. To make content like clothing from scratch for a figure in P13, I'd think at least rigging is vastly different because the figures are more modern. And even for that. Can you point me to a tutorial that explains in small steps for someone who is completely new but is familiar with Poser itself, how to do it? Online, with links that are live?
These tutorials go into a lot of it. It explains how to use La Femme's dev rig to transfer morphs and joint centers to clothing.
Instead of using a dev rig for Dawn 2, you can try copying joints and morphs from Dawn herself. The principles are pretty much the same.
LFDevRig3-InjectMorphSupport (Instead of this, you can copy morphs from Dawn to the clothing later in the Pose Room)
LFDevRig4-TransferMorphs toClothing
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Hi fellow Poser User,
in response to the thread "The Future of Poser" I decided to start this thread, as a wish-list of things you would like to have for Poser.
I know that many of you are looking over the fence at the Daz Store with the a feeling of envy and hopelessness.
They have so many nice toys, right?
And most of it is out of reach for us Poser user.
So, like I wrote before in "The Future of Poser" thread, we can complain and wait until the cows come home, or we can at least try to take things into our own hands.
I thought it would be a good idea to collect some information first.
It would be nice to have an overview on stuff you want to work with in Poser.
This list could be useful as a guideline for content creator, to focus on things who are needed instead of putting out content which is collecting dust on the store shelf.
To break the ice, here are some items I would like to have.
1. A Catsuit for LaFemme and LHomme, because I loved working with the Victoria/Michael 3/4 versions of it.
2. Outfit sets for LaFemme and LHomme, like Nurse, Soldier, Cheerleader, Pilot, Police Officer, Craftsman/woman, Firefighter.
3. Sci-Fi environments for Poser, in a world-building, modular fashion.
4. A Riff, with corals, different sort of sea live, light presets for night and day, maybe a ship wrack, underwater gear like diving bells, etc.
If you like, make your entry's.
To the content creator's out there, maybe you choose something out of that list and put it on your bucket list.