is it only me or some others around here expect software improvement over new content?

Fixme12Fixme12 Posts: 589
edited September 2013 in The Commons

is it only me or some others around here expect software improvement (did not said the word: free) over new content,
content that we mostly seen before in the past, like
a skirt and pants is a skirt and pants only some other shape/ color versions may be...
still did not jump on the G2 story, did it with G1 after alot of fun in the old days with V4 & WM4,
having triax was a first good step, the shapeshifter another great idea (had some problems as there was no autofix between poses & morphs = mesh interuption and pose kill without manually fix everything..)

Having a look at what’s being released for G2 over the last few weeks, it seems like inspiration has dried up more & more.
the same & same again, female clothing.... and a few versions of upcoming male later.
can be fine for some of us around here, for me personally this isn't working anymore.
may be it still to soon... that 's why 'm still waiting with patience,

now in 2014 a huge change in 3d technology become available to the mass and will make a lot of changes and new fun in 3d software
most of us all ready now the news about the upcoming oculus.
but if 've seen what's become available, then i can only hope we get this kind of content quality to daz soon.

this is the kind of quality i and pretty sure many of us expect from human figures as some future/upcoming genesis 3 version.
Link removed
as direct linking seems to be forbidden, do a manual y'tube search on HydraDeck Humans.
and another great thing, this is realtime, no more waiting on render.

the technolgy is becoming available, it wouldn't be wise to not make use of it, not?
hope for daz's own future they will jump on this at the right time...
as 3d as we know it, will make a huge change next year and another one at 2015/2016 when maxwell appear.


ps: if something in this thread isn't allowed with the TOS, then delete the parts that are not allowed and not the whole thread, THX.

Post edited by Fixme12 on

Comments

  • kyoto kidkyoto kid Posts: 41,205
    edited December 1969

    ...ummm in the Shadowrun RPG world there is a term: "BTL" ["Better Than Life"]. This looks like a major step in that direction.


    For someone like myself who suffers from severe arthritis this has some very exciting implications. If could just move my hands about (using the hand held device he has or better yet, a pair of VI gloves) to literally manipulate virtual space, it would be fantastic. To be able to pose, shape, morph, even build my own 3D models in virtual space without the need for (stealing a term from one of my favourite films) the standard "instrumentalities" of today's workstations would be a godsend. Add VR (voice recognition) assist and you'd have one heck of a tool.

    ...and to actually be able to "walk though" a scene as if I were on a stage would be incredible.

    "ahh Steph, I actually need you to move 3 feet to the left 8 inches back and turn about 12 degrees to the right. OK, that's better".

    ...talk about immersing oneself in one's art. This is what I have dreamed of.

    Now all I need to do is win the Megabucks Lotto.

  • CypherFOXCypherFOX Posts: 3,401
    edited December 1969

    Greetings,
    It helps to understand that DAZ is made up of multiple human beings, all with different skill sets.

    The people working on the software generally are NOT the people producing new content. Besides, most of the DAZ content is buyouts or for-hire work.

    It always bothers me when people say things like, 'Please don't work on replacing the forums, fix DAZ Studio.' or 'How come they keep releasing new figures, but no manual?!' These are entirely different groups of people, as far as I know. Further, DAZ is a small company. There's only so much they can do.

    I don't know what the link was to, as it's been removed, but having worked in the 3D software (and hardware!) business, there's only so much you can do to improve quality and have it work for most people. Most 'real time' imaging requires a lot of tradeoffs, mostly around rigging, active morphability, lighting, etc., and doing better is going to require end-users have significantly higher hardware requirements than DAZ Studio currently requires.

    And still, look around, you'll find a dozen people complaining that they're still using DAZ Studio 3, because they can't upgrade their hardware to use DS4, much less DS4.6. In the shipped-software world (as opposed to the studio-art world, where you can upgrade to bigger boxes all the time) you have to target only slightly above your existing average user's system. (If you target the average, it'll typically be woefully out of date by the time you ship your next version.) This means that if the slightly-better-than-average end-user is unable to do the realtime effects, spending time and money to put them in the software could better be spent elsewhere.

    But fundamentally there's no zero-sum relationship between the production of content and improvements to the software.

    -- Morgan

  • surrealitysurreality Posts: 0
    edited December 1969

    Cypherfox pretty much nailed it.

    The majority of vendors you see creating content for the store have absolutely zero input into the software development process and are certainly not hands-on in that regard in any form other than through what feedback we provide when we use it, just like any customer in the store.

    Most of us are independent artists that sell through DAZ; we are not employees of DAZ in any way. A handful of people do both, but they are very few and most are already known (ArtCollab, Mallenlane, etc.) to the public for the work they formally do with and for DAZ.

  • Fixme12Fixme12 Posts: 589
    edited December 1969

    isn't it time to search for a bigger team? running slower in development and the world around is running faster & faster with new tech.
    there have to be a time where you make a choice...

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    I don't buy content, but I do buy things that let me make content.

    Top of my list would be HEXAGON 3.

    Hexagon is such an elegant modelling program that has had the legs knocked out from under it by being completely unstable on most modern machines.

    It's like having the best chef in the world grill you a perfect hamburger and then take a wiz all over it before serving it to you. Bon Appétit indeed.

  • kyoto kidkyoto kid Posts: 41,205
    edited September 2013

    ....I would say more like him or her putting a couple slices of Velveeta™, some Miracle Whip™, French's™ yellow mustard, and Hunt's™ Catchup on it and then serving it up with Ore-Ida™ Tater Tots™ after which you get a bill for 32$ plus 15% gratuity.

    ...and that doesn't include drinks.

    Post edited by kyoto kid on
  • surrealitysurreality Posts: 0
    edited December 1969

    fixme12 said:
    isn't it time to search for a bigger team? running slower in development and the world around is running faster & faster with new tech.
    there have to be a time where you make a choice...

    The people making the content are not the same people who have any ability or authority to make these choices in any way.

    We, the vendors making content? Have no control at all over the things you want to see happen.

    We have the same choices and authority you do as a customer and no more than that.

    We have no say about the size of the team.

    We have no authority to say which software they work on next, what gets fixed, what gets added, what gets updated, or what features come next.

    Our ability and authority begins and ends with what we ourselves produce. Could one of the vendors create new software or address bugs or create workarounds or add-ons for some piece of software or another? Sure -- if that's the kind of work they do -- and it happens from time to time.

    To sum up: it makes no sense to complain that people who create clothing models or character textures are not debugging software they may not even use and are instead creating clothing models and character textures, because debugging software is not their job, creating content is. Our other option is to simply stop working (and starve) while waiting on the people who do have the power to do what you want to take action (or not) if you don't want to see new content come out until the software is updated/debugged/upgraded/etc., and what sense would that make?

  • Fixme12Fixme12 Posts: 589
    edited December 1969

    fixme12 said:
    isn't it time to search for a bigger team? running slower in development and the world around is running faster & faster with new tech.
    there have to be a time where you make a choice...

    The people making the content are not the same people who have any ability or authority to make these choices in any way.

    We, the vendors making content? Have no control at all over the things you want to see happen.

    We have the same choices and authority you do as a customer and no more than that.

    We have no say about the size of the team.

    We have no authority to say which software they work on next, what gets fixed, what gets added, what gets updated, or what features come next.

    Our ability and authority begins and ends with what we ourselves produce. Could one of the vendors create new software or address bugs or create workarounds or add-ons for some piece of software or another? Sure -- if that's the kind of work they do -- and it happens from time to time.

    To sum up: it makes no sense to complain that people who create clothing models or character textures are not debugging software they may not even use and are instead creating clothing models and character textures, because debugging software is not their job, creating content is. Our other option is to simply stop working (and starve) while waiting on the people who do have the power to do what you want to take action (or not) if you don't want to see new content come out until the software is updated/debugged/upgraded/etc., and what sense would that make?

    ok, as a content creator..., don't you want a bigger more powerful daz tool to use all that content?
    or at least some kind of pipeline platform to use your content and features in bigger software, if it will be out of reach for daz dev team. ;)

  • SiscaSisca Posts: 875
    edited December 1969

    fixme12 said:
    fixme12 said:
    isn't it time to search for a bigger team? running slower in development and the world around is running faster & faster with new tech.
    there have to be a time where you make a choice...

    The people making the content are not the same people who have any ability or authority to make these choices in any way.

    We, the vendors making content? Have no control at all over the things you want to see happen.

    We have the same choices and authority you do as a customer and no more than that.

    We have no say about the size of the team.

    We have no authority to say which software they work on next, what gets fixed, what gets added, what gets updated, or what features come next.

    Our ability and authority begins and ends with what we ourselves produce. Could one of the vendors create new software or address bugs or create workarounds or add-ons for some piece of software or another? Sure -- if that's the kind of work they do -- and it happens from time to time.

    To sum up: it makes no sense to complain that people who create clothing models or character textures are not debugging software they may not even use and are instead creating clothing models and character textures, because debugging software is not their job, creating content is. Our other option is to simply stop working (and starve) while waiting on the people who do have the power to do what you want to take action (or not) if you don't want to see new content come out until the software is updated/debugged/upgraded/etc., and what sense would that make?

    ok, as a content creator..., don't you want a bigger more powerful daz tool to use all that content?
    or at least some kind of pipeline platform to use your content and features in bigger software, if it will be out of reach for daz dev team. ;)

    In a word no.

    If I wanted a bigger better tool/pipeline I'd go out and invest the time and money to learn and use one of the multitude of tools already out there.

    I don't want Daz to turn into 3DS or Maya or even to merge Studio into Carrara. I like the simple work flow I have in using Daz. I don't want an all in one solution. I like having specific tools to do a specific job.

    I'd love to see a Hexagon 3 but that's a separate tool not something I want inside of Daz. I don't think we'll ever see it though because it looks like they're rolling those features into Carrara.

    The main pipeline improvements I'd like to see would be more options for the Send To... tools. Things like Send to Gimp or even Photoshop Elements instead of just Photoshop. Maybe a Send to Blender option instead of just Hexagon for those that use it. I think those are a function of the other tools as much as Daz though so it might not be doable.

    Since your link was removed I did the search you recommended. Based on what I found I'm guessing you're talking about interfacing the Razer Hydra controller with the Occulus Rift VR headset to move through a virtual world. I could see that being cool but I'm not sure it would improve my work flow right now. Especially since you're talking not only learning a new UI but also having to buy expensive new hardware. Maybe in a few years if/when the hardware becomes more common place I could see this being rolled into Daz but it's still to early.

  • surrealitysurreality Posts: 0
    edited September 2013

    fixme12 said:
    ok, as a content creator..., don't you want a bigger more powerful daz tool to use all that content?
    or at least some kind of pipeline platform to use your content and features in bigger software, if it will be out of reach for daz dev team. ;)

    Workflows to use the existing content in a vast array of other software packages already exist; DAZ Studio already has Zbrush integration, for instance. FBX export, Photoshop Bridge, and similar export formats for the existing content are either included or available separately. Third party solutions exist for further integration with other modeling software and render engines. Further, the export options for DAZ Studio even include a variety of features and functions that will allow the user to tailor their exports to best suit the alternate work environment and return them to DAZ Studio again if so desired.

    Content generally would not exist in the variety it does today if features of this kind did not already exist in variety enough that no one content creator would likely ever use even a fraction of them in the time they are in the business.

    The tools I need already exist. Once in a while, a fun new toy appears -- but the tools I actually need are and have long been present.

    Post edited by surreality on
  • kyoto kidkyoto kid Posts: 41,205
    edited December 1969

    ...as I mentioned part of what I saw looked promising. Again if such a system could be set up using VR gloves it would make working in Virtual space (at least from my perspective) that much more accessible. Heck I might even get into modelling more.

    The display could include a "floating toolbar" which is accessed with the "virtual hands". No physical keyboard, tablet, stylus, mouse or trackball needed.


    Yes there would be a learning curve to adapt to it, but in the long run, I see it could almost becoming second nature to use as it actually responds closer to "real life" movements.

  • StonemasonStonemason Posts: 1,195
    edited December 1969

    waving your arms around in the air for an 8 hour work day would be exhausting,i'll stick with the rest your arm on the desk and use a mouse/tablet workflow.
    also that hardware would be very expensive for the hobbiest user.

  • GhengisFarbGhengisFarb Posts: 173
    edited December 1969

    waving your arms around in the air for an 8 hour work day would be exhausting,i'll stick with the rest your arm on the desk and use a mouse/tablet workflow.
    also that hardware would be very expensive for the hobbiest user.

    But slapping someone upside the head for an annoying forum post would be OH SO MORE SATISFYING.
  • surrealitysurreality Posts: 0
    edited December 1969

    ...I can't argue with that logic. Can I change my vote?

  • SiscaSisca Posts: 875
    edited December 1969

    The Occulus Rift is aimed at the gaming market, the current dev kit is heavily focused on game developers. In fact the current version of the product can't even render the Windows UI so it can't be used to run a standard program or even play a movie. The software has to be written (or re-written) to take advantage of the features of the hardware. In essence this is like a cool new VR console for gamers.

    Hopefully, like the Kinect, it will eventually make it into different segments but since the thing is still in development that's a ways off.

    As for the motion control he uses to move around in the demo, it's the Razer Hydra which you can get on Amazon for about $75.00. From the reviews I've seen it works pretty well with most games though it still has some issues with not tracking or the cursor being jittery. I guess you could get one of those and hook it up and use it instead of your mouse but I have to agree with Stonemason, sounds exhausting to me :).

    These things have a lot of potential but it's not a next year thing.

    Oh and the images used in the demo that was linked are from a company called Infinite Realities. They do 3D scans of people using an array of high end DSLR's (115 of them for a full body scan). They then process those with some custom software to turn them into a 3D object and textures. I agree that this makes for some highly realistic models/textures but it's an expensive process. Again, lots of potential but it'll be awhile before it trickles down to something affordable for the average DS/Poser user.

  • Jim_1831252Jim_1831252 Posts: 728
    edited December 1969

    DAZ have been making great updates to DS, so not really sure what the complaint is all about. Sure, it is amazing what can be achieved with real-time rendering, but compared to the quality of offline rendering it still has a long, long way to go.

    Or am I missing something? All I see with HydraDeck is 3D scans of people rendered in realtime.

  • kyoto kidkyoto kid Posts: 41,205
    edited September 2013

    waving your arms around in the air for an 8 hour work day would be exhausting,i'll stick with the rest your arm on the desk and use a mouse/tablet workflow.
    also that hardware would be very expensive for the hobbiest user.

    ...for now it would be (cost).


    For myself, I would find it less a strain and less painful to use than the conventional controls we have today as well as improve the workflow.

    I cannot use a stylus and tablet because I no longer have a steady grip in my hands. A mouse is a real pain (in various ways) for working in 3D space. Even trackballs (I have one) become fatiguing on the wrist and lower arm and most of the commercial ones don't have the sensitivity to make very minute adjustments.

    Eventually I find myself just keying in parameter settings and constantly having to reset the sensitivity for every morph and transformation slider I use each time I open the application to use the +/- buttons to move/morph in smaller increments.

    Post edited by kyoto kid on
  • kyoto kidkyoto kid Posts: 41,205
    edited December 1969

    waving your arms around in the air for an 8 hour work day would be exhausting,i'll stick with the rest your arm on the desk and use a mouse/tablet workflow.
    also that hardware would be very expensive for the hobbiest user.

    But slapping someone upside the head for an annoying forum post would be OH SO MORE SATISFYING.
    ...heh, I really could smack someone's avatar upside the head with a Red Grouper.
  • Fixme12Fixme12 Posts: 589
    edited October 2013

    Sisca said:

    The main pipeline improvements I'd like to see would be more options for the Send To... tools. Things like Send to Gimp or even Photoshop Elements instead of just Photoshop. Maybe a Send to Blender option instead of just Hexagon for those that use it. I think those are a function of the other tools as much as Daz though so it might not be doable.

    Since your link was removed I did the search you recommended. Based on what I found I'm guessing you're talking about interfacing the Razer Hydra controller with the Occulus Rift VR headset to move through a virtual world. I could see that being cool but I'm not sure it would improve my work flow right now. Especially since you're talking not only learning a new UI but also having to buy expensive new hardware. Maybe in a few years if/when the hardware becomes more common place I could see this being rolled into Daz but it's still to early.

    Well then i guess we want the same thing, if daz don't have the power to make it's software better/bigger (because of team power...)
    why not start focusing on pipelines?
    'm also searching for a great pipeline, to use the genesis features workable in modo, c4d, max, maya or even blender should be possible... The move to accept Zbrush, was one great step in the right direction.
    Now, i hope to see more & let me use all this content in the programs, where we can do so much more with it.
    It's all about time, this quick content you can use & play with it for fun.
    True if we use one of the above pro programs, we can create all this on our own. (but at what cost of time?)
    If you have a life, wife, kids, job, you don't always have the time to create all your own stuff.

    So if daz don't have the power to develop more, may be they can focus/think more in pipelines between other soft.
    Poser has poserfusion,

    If i remember well there was an article a few years ago where DAZ "EX-DAN" announced "genesis 1" the new figure and spoke about a "platform to use this in other software packages". I've seen only a demo plugin, where you could use the genesis features in Maya.
    And that was really GREAT! But now it's very quiet about these possible pipelines.
    I know alot of the creators here use Zbrush & Modo. Zbrush we have all ready done.
    I think as content creator, it also would be great to have options for Modo, Max,..., i don't think alot of us use Maya only Smay i've seen working with Maya. Anyway i still hope on great pipeline and having fun again with these available content.

    and about the hydra models,

    scans from IR, if you see that kind of quality.... WOW (now morphing in zbrush or get Mocaps to them, how great sounds that not?)
    then i really expect such results from a new upcoming genesis.
    the 3d world is changing so fast today and prices wil go lower & lower.
    the upcoming game engines would be the realtime 3d render engines for 3d & realtime movie creation.
    when nvidia launch maxwell, where at a stage of realtime rendering...
    systems getting faster & cheaper.
    think $400 for oculus is a very reasonable price.
    there are more people in Europe spending that money on bad iphone.
    may be 'm still a year to soon, but 'm pretty sure it's the right direction to move into.

    Post edited by Fixme12 on
  • Takeo.KenseiTakeo.Kensei Posts: 1,303
    edited December 1969

    I find it just bling bling stuff like the iphone. Sure it looks great because they used HD scans. But I only see an opengl view like in the games but with HD textures. The occulus gives you a wider view and some interactivity but I wouldn't even try to use that to model or pose or use a software. That must be quite tiring to wave your arms to command your software. OK in games as that is it's original purpose

    I'd rather get bullet physics, particles and fluid in DS than this type of tool

    There are a lot of development that could be a good benefit in DS before this type of gadget and I think DS team is already on it as we've got the beginning of PTEX which is not really used at this time, Opensubdiv and I've seen some dev for Alembic on Mac version of DS which is an other open standard

    My point of view is that if you implement big standards, you'll always have the base to get a pipeline in other softwares. I don't know what Poserfusion does, but I guess it's an export in a standard format like Obj in a third party app, with the textures and may be some basic shader. You don't have the one click solution but you can have it in less than 10 clicks.

Sign In or Register to comment.