Monstrosity Weapons and question for content creators

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Comments

  • shanteshante Posts: 206
    edited December 1969

    icprncss said:
    shante said:
    This one has some Poser files: http://www.daz3d.com/sci-fi-warrior-bundle And the price can't be beat :-)

    Scifi Melee Weapons Ps 27.50 MB as per my product library.

    Looks nice but not worth my downloading now after this thread. needs D/S and DSON and Poser 9+ to work. Even free it is useless to me.

    You can use parts of the bundle in Poser 7. The Weapons have a Poser Core installer. You only need to download the PS versions of the weapons although you may already have them as they were given away as a weekly freebie at one time. Even if you don't they are very nice weapons and work well in Poser. The other prop you can use in the bundle is Level 19. It is an older Stonemason environment prop that DAZ bought out some time ago. In fact, the door to Level 19 was in the very old DAZ free archive. The one that pre-dated the weekly freebie. It's another item with a Poser installer and was actually created originally for Poser.

    There are 3 interactive bundles that are free.

    http://www.daz3d.com/inside-the-asylum-bundle

    West Park set is in this and has a Poser installer that will work for you.

    http://www.daz3d.com/day-at-the-beach-bundle

    You can use the volley ball set in this one.

    This one is $3.

    http://www.daz3d.com/slaying-the-dragon-bundle

    The Dragon Tower and the Daggers both have Poser installers.

    Thanks I'll collect them tomorrow! :)

  • patience55patience55 Posts: 7,006
    edited May 2014

    icprncss said:
    ... edit ...

    Ok, a PNU is Poser Native Unit. In P4 is was about the equivalent of 8 feet in the real world. As of P5, it was about 8.26 ft. Why the change? Beats the heck out of me. I just remember reading it way back in the P5 manual. DS uses centimeters as a unit of measure by default. Unless you go into Poser's general preferences and change the unit of measure to centimeters, it defaults to Poser Native Units. If you decide to leave the Poser default at PNU, make certain when you export an object from DS into Poser you use the DS to Poser conversion in the object export menu. DS Units (I cm) to Poser (8 ft).

    Hex and I never really got along. I either use Max, Maya and Mudbox for the most part. I've been rigging since the days of P3 and doing in in the set up room since PPP. If I import an obj file using the same settings on the Poser obj import and the obj doesn't import properly, the problem is usually with the settings I used on export from modeller and not Poser's settings.

    Okay, thank you. I'll keep the notes and see what happens next time I'm making a series of props.

    The puzzle, which maybe I should ask over at the Poser store, is why, with all the same settings, everything comes in at different ratios. But maybe changing something in the preferences will set it right, sure hope so.

    @shante, glad you're getting some of the free items for Poser. Maybe as more people work on "work flow fixes" and stuff like that, there'll be more items for both programs. I have noticed that several of the freeware items for D/S may also include the .obj files which can of course be imported into Poser. Sadly, their makers don't always say so in the published write-ups though so it's rather hit and miss.

    Post edited by patience55 on
  • icprncssicprncss Posts: 3,694
    edited December 1969

    icprncss said:
    ... edit ...

    Ok, a PNU is Poser Native Unit. In P4 is was about the equivalent of 8 feet in the real world. As of P5, it was about 8.26 ft. Why the change? Beats the heck out of me. I just remember reading it way back in the P5 manual. DS uses centimeters as a unit of measure by default. Unless you go into Poser's general preferences and change the unit of measure to centimeters, it defaults to Poser Native Units. If you decide to leave the Poser default at PNU, make certain when you export an object from DS into Poser you use the DS to Poser conversion in the object export menu. DS Units (I cm) to Poser (8 ft).

    Hex and I never really got along. I either use Max, Maya and Mudbox for the most part. I've been rigging since the days of P3 and doing in in the set up room since PPP. If I import an obj file using the same settings on the Poser obj import and the obj doesn't import properly, the problem is usually with the settings I used on export from modeller and not Poser's settings.

    Okay, thank you. I'll keep the notes and see what happens next time I'm making a series of props.

    The puzzle, which maybe I should ask over at the Poser store, is why, with all the same settings, everything comes in at different ratios. But maybe changing something in the preferences will set it right, sure hope so.

    @shante, glad you're getting some of the free items for Poser. Maybe as more people work on "work flow fixes" and stuff like that, there'll be more items for both programs. I have noticed that several of the freeware items for D/S may also include the .obj files which can of course be imported into Poser. Sadly, their makers don't always say so in the published write-ups though so it's rather hit and miss.

    Without actually seeing the mesh and importing into Poser to see the variances and what is happening, I really don't have a frame of reference. Do you know of any obj files (freebies or some other common prop) that has done this that I can to test?

  • patience55patience55 Posts: 7,006
    edited December 1969

    icprncss said:
    icprncss said:
    ... edit ...

    Ok, a PNU is Poser Native Unit. In P4 is was about the equivalent of 8 feet in the real world. As of P5, it was about 8.26 ft. Why the change? Beats the heck out of me. I just remember reading it way back in the P5 manual. DS uses centimeters as a unit of measure by default. Unless you go into Poser's general preferences and change the unit of measure to centimeters, it defaults to Poser Native Units. If you decide to leave the Poser default at PNU, make certain when you export an object from DS into Poser you use the DS to Poser conversion in the object export menu. DS Units (I cm) to Poser (8 ft).

    Hex and I never really got along. I either use Max, Maya and Mudbox for the most part. I've been rigging since the days of P3 and doing in in the set up room since PPP. If I import an obj file using the same settings on the Poser obj import and the obj doesn't import properly, the problem is usually with the settings I used on export from modeller and not Poser's settings.

    Okay, thank you. I'll keep the notes and see what happens next time I'm making a series of props.

    The puzzle, which maybe I should ask over at the Poser store, is why, with all the same settings, everything comes in at different ratios. But maybe changing something in the preferences will set it right, sure hope so.

    @shante, glad you're getting some of the free items for Poser. Maybe as more people work on "work flow fixes" and stuff like that, there'll be more items for both programs. I have noticed that several of the freeware items for D/S may also include the .obj files which can of course be imported into Poser. Sadly, their makers don't always say so in the published write-ups though so it's rather hit and miss.

    Without actually seeing the mesh and importing into Poser to see the variances and what is happening, I really don't have a frame of reference. Do you know of any obj files (freebies or some other common prop) that has done this that I can to test?

    I'll make a few ;-)

  • DirewrathDirewrath Posts: 225
    edited December 1969

    shante said:
    CR2 hair should work in Poser 7 - it first appeared in Poser 4. Individual items may have problems, but not as a rule.

    Normally .Cr2 hair works fine in older versions of poser....IF it is a conforming figure the hair was created for. If it is made for V4 it is not going to work as a conforming hair for say V2. I have on the other hand, .Hr2 hair for Posette functional in Poser 4 that still works work fine with all figures useable in Poser including animals, robots etc. because it is not conforming therefore generally more flexibly useable hair.

    I only included the hair stuff to expand on my point of not being able to get product that I can still use. Again, i repeat I understand figures like the Genesis based figures and their cloths no longer being backward compatible with older apps but I just don't understand architecture sets, hair and props and non articulate stuff can't continue offering us retro app and character users to continue giving DAZ our money.

    I think you're assuming that everyone has a version of Poser available to create content. Some don't and probably don't see the need to create content for software compatible to 3 versions behind the current versions. Should creators be restricted be required to support versions of software 3 versions behind? I don't think so and it doesn't advance the content in general or the software when vendors can't use all the latest features of software. Eventually it does becomes necessary for customers to upgrade when they fall behind several versions or they won't be able to use the latest content. Asking vendors to stay behind in technology because customers don't feel the need to upgrade their software that is several years old is unrealistic. There's been several upgrade sales that cost the equivalent of several pieces of content, so upgrading to use currently content is not extremely expensive.

    Not too much to ask actually, given that many have made these complaints for so long and that it is rather obvious that this is not a lifestyle but a hobby to the many who do spend their hard earned money on it.
    Heck I still have Poser 7, spend all of my money on content trying to keep up with my wishlist that the thought of spending a chunk of that allowance on yet another upgrade is just a tad outrageous.
    Money spent here at Daz for the new items is nil, I spend more at the other stores even though I have a membership here and there are $1.99 items. That has got to speak for something.


    We all aren't well off enough to have the luxury to just jump on the next wave for a mere hobby, must be nice for sure. But it is that group who have made this as big as it is, you know the hobby artists who do this cause they love it. Many do not make a killing off of this, if they did we would all be better off wouldn't we?

  • patience55patience55 Posts: 7,006
    edited December 1969

    icprncss said:
    ... edit ...

    Without actually seeing the mesh and importing into Poser to see the variances and what is happening, I really don't have a frame of reference. Do you know of any obj files (freebies or some other common prop) that has done this that I can to test?

    Okay ... hehehe ... didn't even have time to get the link and already it's somebody's fav lol ...

    Temporarily here: DA Link

    I've included the pics of the journey.

  • patience55patience55 Posts: 7,006
    edited December 1969

    shante said:
    CR2 hair should work in Poser 7 - it first appeared in Poser 4. Individual items may have problems, but not as a rule.

    Normally .Cr2 hair works fine in older versions of poser....IF it is a conforming figure the hair was created for. If it is made for V4 it is not going to work as a conforming hair for say V2. I have on the other hand, .Hr2 hair for Posette functional in Poser 4 that still works work fine with all figures useable in Poser including animals, robots etc. because it is not conforming therefore generally more flexibly useable hair.

    I only included the hair stuff to expand on my point of not being able to get product that I can still use. Again, i repeat I understand figures like the Genesis based figures and their cloths no longer being backward compatible with older apps but I just don't understand architecture sets, hair and props and non articulate stuff can't continue offering us retro app and character users to continue giving DAZ our money.

    I think you're assuming that everyone has a version of Poser available to create content. Some don't and probably don't see the need to create content for software compatible to 3 versions behind the current versions. Should creators be restricted be required to support versions of software 3 versions behind? I don't think so and it doesn't advance the content in general or the software when vendors can't use all the latest features of software. Eventually it does becomes necessary for customers to upgrade when they fall behind several versions or they won't be able to use the latest content. Asking vendors to stay behind in technology because customers don't feel the need to upgrade their software that is several years old is unrealistic. There's been several upgrade sales that cost the equivalent of several pieces of content, so upgrading to use currently content is not extremely expensive.

    Not too much to ask actually, given that many have made these complaints for so long and that it is rather obvious that this is not a lifestyle but a hobby to the many who do spend their hard earned money on it.
    Heck I still have Poser 7, spend all of my money on content trying to keep up with my wishlist that the thought of spending a chunk of that allowance on yet another upgrade is just a tad outrageous.
    Money spent here at Daz for the new items is nil, I spend more at the other stores even though I have a membership here and there are $1.99 items. That has got to speak for something.


    We all aren't well off enough to have the luxury to just jump on the next wave for a mere hobby, must be nice for sure. But it is that group who have made this as big as it is, you know the hobby artists who do this cause they love it. Many do not make a killing off of this, if they did we would all be better off wouldn't we?

    Conceivably it should be possible to create a script in D/S that could create "normal" props that could be used in most programs. Somehow an option for flipping normals sometimes would be a good thing too. HOWEVER, it being that one normally starts making a D/S prop with an .obj file [at least I do] the concept of simply including an .obj file in the download package shouldn't be problematic. Then anybody could buy it for that even, import it into their program of choice and make a prop for said program. But as with all things, such matters are up to the PAs ... and with experience we all come to habitually buy from some and not so much from others.

    Speaking of buying, I've let my membership expire and am waiting for "normal" selling promotions again. The idea of percentage buying and with said purchases the then reduced prices for certain other items --- does NOT fly over here. If the sole concept is to make purchases non-refundable, just post lower prices and say so.

    As to making files obsolete ... well, if I'm not updating the program, and it's not made plain that the "new" products will also work in the "not very old yet" editions, then returns and/or cessation of purchases will continue. I was not happy to have to return one item I was waiting for to go on sale simply because the installer had been updated to not work on previous editions even for which the product had been advertized to work with. The company was decent and gave me a store credit ... but you know, I really wanted a working product. So I'll do without. No biggie.

  • icprncssicprncss Posts: 3,694
    edited December 1969

    I downloaded the examples. Let me see what happens with the DS to Poser workflow. I'll try it with both P7 and Pro 2012. I think my version of DS is the second last public release of DS. I don't mess much with the beta.

  • patience55patience55 Posts: 7,006
    edited December 1969

    icprncss said:
    I downloaded the examples. Let me see what happens with the DS to Poser workflow. I'll try it with both P7 and Pro 2012. I think my version of DS is the second last public release of DS. I don't mess much with the beta.

    Okay, thank you. That's the edition of D/S I'm using too. It works for what I'm doing.

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