We hope to open up a huge new space for content developers, without having to recreate anything they've previously built. All that's needed are some tweaks to those items inside a tool like Poser, so they comply with best practices for poly-counts, textures, animation data, morph targets and rigging. The Poser eco-system has created far more assets that would be perfect for game deployment than any other system to date, Turbosquid included. True fusion between Poser and Unity could be a great thing for Poser users, and for content vendors. There's way more you can do with a game engine than just making games. Quote - > Quote - Why combine the material? His Python scripts were saved at, along with the rest of the Morphography site, where they were hosted. He's honestly not trying to be aĬage had some freebies, compatible with Poser 11 and below. =sigline=Ĭage can be an opinionated jerk who posts without thinking. Since no versions before P10/Pro14 will be updated to work with Windows 8.1, perhaps keeping these versions current for an extended period will help create a situation where all of Poserdom ends up updating to the current version of Poser before the next upgrade. I don't recall that he announced any upcoming features, unfortunately. Hopefully that means they're going to get everything working in the current versions before moving on to the next one. Steve Cooper posted to a Renderosity thread a week or so ago, stating that Poser 10/Poser Pro 2014 would be with us for some time.
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