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As Bill said:
"I don't have Poser 4, but having tried out 3, I assume that you have to
move the shoulder and other parts of the body to make more natural
movements."
I agree with him here. In Poser 3 I wanted to do a similar pose some time ago.
You have to rotate the shoulders up as well. Try and move your own arm up
vertically in real life without moving your shoulder and you'll see for
yourself.
--
- Nekar
http://nekar_xenos.tripod.com/metanoia/
"Timothy R. Cook" <tim### [at] scifi-fantasy com> wrote in message
news:3C023F30.A735E391@scifi-fantasy.com...
> Bill DeWitt wrote:
> > You seem to be talking about animation, since
> > this is a still image group I didn't expect that.
>
> No, I'm talking about still images. In order to
> make pose Z which is somewhere between poses A
> and B, you can either stretch they daylights out
> of pose A, or you can average the datasets of A
> and B.
>
> > Realism in movement probably takes tedium and
> > skill, realism in static poses takes texture
> > mapping and Giles can probably help you with that.
>
> Texture mapping? Look at the attached image. I
> don't care WHAT texture you slap on it, it's not
> going to look right; the geometry is flat out
> wrong.
>
> (Realism in movement takes a few hundred thousand
> dollars to afford a motion capture system, then
> the know-how to clean up the end data...unless
> you have a lot of time on your hands and really
> detailed knowledge of anatomy)
> --
> Tim Cook
> http://empyrean.scifi-fantasy.com
>
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Nekar Xenos wrote:
> You have to rotate the shoulders up as well.
> Try and move your own arm up vertically in
> real life without moving your shoulder and
> you'll see for yourself.
A bit of a limitation of Poser 4; in the image
I attached, the part labelled 'right collar' is
rotated, and the next part, 'right upper arm'
is then rotated.
--
Tim Cook
http://empyrean.scifi-fantasy.com
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"Timothy R. Cook" <tim### [at] scifi-fantasy com> wrote in message
news:3C023F30.A735E391@scifi-fantasy.com...
> Bill DeWitt wrote:
> > You seem to be talking about animation, since
> > this is a still image group I didn't expect that.
>
> No, I'm talking about still images. In order to
> make pose Z which is somewhere between poses A
> and B, you can either stretch they daylights out
> of pose A, or you can average the datasets of A
> and B.
Have it your way.
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I also own Poser versions 1 through 4 and (I'm not trying to put words in
anyones mouth but) I think what these guys are trying to say is that Poser
isn't the worst program in the world for creating life-like figures (or
animals, creatures, robots, etc) in a quick and dirty way but it isn't as
good at creating models as the pro's are.
Almost all of the really good looking Poser images have been retouched in a
paint program (some - pick me, pick me, consider this to be cheating). Yes,
the Victoria model is pretty good, no, she doesn't look human.
Here's a site with some pretty good Poser images... all retouched, and a few
tutorials.
http://www.earthcurves.com/art/images.htm
Here's the real deal.
http://www.erc.msstate.edu/~camen/thehumanhead/gallery.html
Pez
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Rocket Jock wrote:
> Almost all of the really good looking Poser
> images have been retouched in a paint program
> (some - pick me, pick me, consider this to be
> cheating).
If you can't do everything you need to do on
the first render pass, what's the point of
using a renderer? If you're gonna retouch it,
make the whole bloody thing in your paint
program. ;) "One program per image!"
> Here's a site with some pretty good Poser images...
> all retouched, and a few tutorials.
Hmm ok, Poser can emulate one thing accurately;
the 'Birth of Venus' broken-neck look. ;P
--
Tim Cook
http://empyrean.scifi-fantasy.com
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On Mon, 26 Nov 2001 11:47:29 -0500, Timothy R. Cook wrote:
> If you can't do everything you need to do on
> the first render pass, what's the point of
> using a renderer? If you're gonna retouch it,
> make the whole bloody thing in your paint
> program. ;) "One program per image!"
That's a pretty provincial attitude. I can't see it being a useful
attitude for anything but the IRTC or the digital photo contest or
something like that.
--
#macro R(P)z+_(P)_(P)_(P+1)_(P+1)+z#end#macro Q(C,T)bicubic_patch{type 1u_steps
6v_steps 6R(1)R(3)R(5)R(7)pigment{rgb z}}#end#macro _(Y)#local X=asc(substr(C,Y
,1))-65;<T+mod(X,4)div(X,4)9>-2#end#macro O(T)Q("ABEFUQWS",T)Q("WSXTLOJN",T)#
end O(0)O(3)Q("JNKLCGCD",0)light_source{x 1}// ron### [at] povray org
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news: 3C023F30.A735E391@scifi-fantasy.com...
> Texture mapping? Look at the attached image. I
> don't care WHAT texture you slap on it, it's not
> going to look right; the geometry is flat out
> wrong.
You're certainly true on all counts about Poser, and being about a Poser
user since version 1 I certainly know about its shortcomings. Are these
flaws laughable ? Well, lots of people laugh at Povray too...
So the question isn't to know whether Poser characters are the epitome of
realism, but what practical solution Povray users have when it comes to put
realistic characters in their scenes and whether it's possible to obtain
acceptable artistic results with it.
Granted, people have done nice work with sPatch, Blender, or even blobs. As
far as I'm concerned, however, the present answer is either to use Poser and
ready-made Poser models, or to spend enormous amounts of time using costly
modellers, often at the expense of developing real scenes. Unless someone
has a better solution...
G.
--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters
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That hurts...
--
Jonathan.
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Gilles Tran wrote:
>Unless someone has a better solution...
Hand made clay models and a 3d scanner?... if only I could afford that...
--
Jonathan.
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Ron Parker wrote:
> That's a pretty provincial attitude. I can't see it being a useful
> attitude for anything but the IRTC or the digital photo contest or
> something like that.
Useful? Huh? *blinks in confusion*
--
Tim Cook
http://empyrean.scifi-fantasy.com
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