Philc Poser Tool Box
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Philc Poser Tool Box Rating: 3,9/5 3340 reviews
Firstly, I use this exclusively for making animations which I import into SecondLife, so I cannot comment on it's 'normal/intended use' (or it's latest character/prop content, which works a heck of a lot better than the SL models). My intention here is to review this software exclusively from the point of view of someone who intends creating animations for SecondLife.
For posing and animating figures (using somewhat dated SL avatar models):
1)The Inverse Kinematics are next to useless, they are either on, or off - you can't blend in and out of IK/FK, and you get some curious effects by enabling then disabling the IKs... it's somewhat unpredictable.
2) Control over the f-curves is really limited (there are no bezier options, it's either spline or linear interpolation - or no interpolation, but you can mix the different types on different key-frames) so you end-up putting in endless corrective key frames which makes editing the animation slow and clumsy.
Animation layers are, in principle a good thing, but the manual doesn't go into detail or give practical examples of how to implement them. Also, every time I've tried using them Poser crashed :o(
Making a convincing walk cycle (without using the walk designer) for example, is an exercise in patience that most saints would give-up on... You *can* get results, but is normally in spite of the software rather than aided by it.
The user interface is not particularly intuitive, the graphics are often glitchy and there are some stability issues (although the latest service pack helps in this respect). Python scripting is useful, but it's not really documented (so you'll need a copy of PhilC's excellent 'Python for Poser manual').
In summary, for animating characters for SL, using Poser can be like pushing an elephant up the stairs. For posing Poser 7 figures for use in other 3D applications, its much better.
For posing and animating figures (using somewhat dated SL avatar models):
1)The Inverse Kinematics are next to useless, they are either on, or off - you can't blend in and out of IK/FK, and you get some curious effects by enabling then disabling the IKs... it's somewhat unpredictable.
2) Control over the f-curves is really limited (there are no bezier options, it's either spline or linear interpolation - or no interpolation, but you can mix the different types on different key-frames) so you end-up putting in endless corrective key frames which makes editing the animation slow and clumsy.
Animation layers are, in principle a good thing, but the manual doesn't go into detail or give practical examples of how to implement them. Also, every time I've tried using them Poser crashed :o(
Making a convincing walk cycle (without using the walk designer) for example, is an exercise in patience that most saints would give-up on... You *can* get results, but is normally in spite of the software rather than aided by it.
The user interface is not particularly intuitive, the graphics are often glitchy and there are some stability issues (although the latest service pack helps in this respect). Python scripting is useful, but it's not really documented (so you'll need a copy of PhilC's excellent 'Python for Poser manual').
In summary, for animating characters for SL, using Poser can be like pushing an elephant up the stairs. For posing Poser 7 figures for use in other 3D applications, its much better.
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- You may of course unparent any item and move it around in your scene to arrange a different-looking city. I created the basic shapes using Shade 3D. I created arrays using each of the 4 different basic building shapes, using PhilC's Poser Tool Box. I reorganised their positions and applied my own shaders to each block using Poser Pro 11.
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