LOOKING DEEP INTO POSER 8

So for my last post here I want to talk about my experience with Poser 8. In a previous post I wrote that I saw no real reason to upgrade and that Smith Micro wasn't doing enough to push the program. Well, I still think Smith Micro could do a lot more to push their software, but after using Poser 8 for some time now, I can say that the software itself is absolutely amazing.I have been given more freedom and power to create than I ever thought possible!
First left me talk about the interface. At first glance it looks the same, though with a coat of professional interface paint seen in programs like Fusion or Maya. The real power, though, lies in the totally dockable, rearrangeable windows. You can tear off any window, move it anywhere and when you drop it, other windows will flow around it. You can drag them, scale them, float them, or otherwise make what you will of your workspace. Yu have complete control. If you only use a tablet, like me, this can cause a bit of trouble too, though. I have more than once torn off a window and dropped it somewhere else while meaning to move the camera or some other item. Luckily this is easily remedied by a setting in the preferences panel that allows you to have the windows return to default or your preferred state on startup.

Cool as it is, interfaces have never been a big deal to me. In most every software I use, I keep to the default and get directly into the meaty stuff. In Poser 8, the real power is found in the new characters. Now here I am going to make a statement that will probably have a lot of diehard DAZ users thinking I am insane. I believe these new Poser 8 characters are the best characters to ever come out of the Poser universe. I will make an effort to clarify that now. In the past I have always used DAZ characters like Victoria, Michael Hiro etc., not because they are the best character models around, but because they are the most supported characters around in terms of costumes and accessories. Don't get me wrong, they are very good characters, but one of the problems I have with Victoria and Michael is their body proportions. This is not because they are bad, but because they are good. Too good in fact. Few people in the real world have such proportions, and those few are probably underwear models. When it comes to making everyday real people, you may be able to turn on the "heavy" morph and add some flab here and there, but that's where they start to fall apart. I will try to explain this in a slightly different way.

Think of the Poser model Miki II. I have no knowledge of how this character was actually done, but it looks like a body scan of an actual Japanese woman. Well, what do I mean by that? Look at the length of the torso, the placement of the hips, the height of the thighs and so on, in comparison to a northern European body type. Go even further and compare it to an idealized northern European body type, which is what Michael and Victoria are. Their torsos are too short, legs too long and hips to high to even consider trying to make an east Asian body type out of them. The proportions are radically different. This is why I believe the new characters, Ryan and Alyson are perfect. Not perfect, perhaps, for those who wish to do pin up models, elves, and fantasy art type images. You may find Victoria and Aiko best for that, but perfect for doing every day, down to earth, real people.

Now, you might say, "But Terrence, your animation is usually sci-fi and fantasy!" This is true, however, when it comes to animation, the things which have held the most influence over me have always been those with more realistic designs, like Ghost in the Shell, Jin Roh and Ralph Bakshi's rotoscoped filmes. I love A Scanner Darkly too. With the new characters in Poser 8 , I can finally get close to those kinds of looks. These new characters come with as many morphs as you might expect to get in a paid for morph pack for other characters. Even though their default forms were a bit of a turn off, even for me, after playing with dials and realizing how much I can do with them, I was sold.

Another improvement which means a lot to me is the ability to display 4096 pixel textures in Open GL in Poser 8. This has changed the the way I create, what I can create and what I want to create! I can now make grater use of OpenGL, and its speed, which I could not do in Poser 7. This has allowed me to really expand what I considered myself capable of as far as producing a decent animated show at a good enough speed to be viable. The new content library navigation is also a big help. If your content library is as large as mine (approaching 50 GB) then you can imagine how the old system might become a pain. On the whole I very happy with Poser 8. I still have to fault Smith Micro, though, because they did not make me, an avid user of the software, aware that there are so many great things in it! If I had known I would have upgraded on day one. I hope that will soon change as the program gains more ground and more people begin using it on larger projects. I think great days are ahead for the Poser universe.
So this is my last post here on this blog. As I mentioned before, Blogger is shutting down my method of posting in favor of everything being hosted on their managed sites. The blog itself will always be here, but going forward I will be creating a new blog, integrated into a new branch of the site, and part of my new show. You will soon find it and all new animation here:
www.studioartfx.com/eternal
(feel free to ignore the temp pages for now)






