Game Development Community

Poser

by CodingChris · in Artist Corner · 01/26/2007 (1:43 pm) · 11 replies

Hi,
Short question, is it legal to use figures created with poser in my games?

#1
01/26/2007 (1:47 pm)
No you cannot used the 3d model from poser in TGE but you can make 2d image and use them in TGB. You can contact where you purchase the 3d model to see if can use them but they say no, than you cant.
#2
01/26/2007 (11:56 pm)
Do you know where I can use the models in my games?
#3
01/27/2007 (5:01 am)
There are lots of content packs in the Content Pack Store.

OR you could hire someone to do the modeling for you.

OR you could make the models yourself.
#4
01/27/2007 (5:04 am)
But this models are not really good for the use with poser or not?
#5
01/27/2007 (5:07 am)
Aye Chris they are not usable by Poser.
But Poser is not a good tool for game development. You should learn Blender.
#6
01/27/2007 (5:09 am)
This is very bad. Yesterday I bought Poser and I read the license and now the license says don't use it! I'm very frustrated.
#7
01/27/2007 (7:21 am)
If you have TGB you can create 2d animation image for a game. You can also create billboard images for 3d game. It will not be complete waste of money. You can buy model at DAZ3d and e-Frontier. If you have any doubt about this do what I did. I email each company I buy model from ask them. They all respond whatever image or animation you do is your to use. This does not mean you can take there texture and attach to your model, that a no. You can always ask for permission from the company about using the model that is done case by case with the company you buy the model from. Poser model is not good for game because they are to high polygon count, an average poser model is around 40,000 or more. There is some good tutorials on the DAZ3D site.
#8
01/27/2007 (7:23 am)
I will look at this tutorials.
#9
01/27/2007 (10:24 am)
Poser is a procedural rendering application. If you render an image or a test, you will see this in action. It is not designed for real-time rendering. It was never meant to be.

It is an excellent tool for 2D renders, but not so much for 3D real-time use. There are groups that use it for animation, but it requires either the Greenbriar or other exporters for use or a custom importer for the Poser format. Of course, you must rig and animate your own models in that case or get permission on a case-by-case and model-by-model basis.
#10
02/15/2007 (7:18 am)
What about Puppeteer, I thought Torque 1.5 would have a modeling - software (a tool) already???
Can't People make the modelling by Puppeteer?
#11
02/15/2007 (7:23 am)
No. Puppeteer is a name for the boned animation in Torque. It is not a separate modeling package. From the product page:

Quote:Artwork is a very important part of game design, perhaps the most important, because your game's art direction can either attract users to the game or push them away before they ever look at the gameplay. The tricky aspect of solid artwork is that it -if done well-will never be intrusive to the end user;and thats the essence of art optimization. It is vitally important to understand that, before you begin making artwork for your game, you will have to not only learn how to get your models into Torque, but also how to model efficiently for a real-time game engine. Because this is so fundamentally important; Torque Game Engine's mesh engine allows real-time animation blending of multi-bone skeletons for dynamic, flexible character actions with a high level of detail. Deformable meshes are supported by the exporter and the Torque Game Engine through the use skeletal animations while the vertices of the mesh are assigned weights to the skeletal nodes (joints), and the transforms of the skeletal nodes then deform the mesh in real time.