[Feedback] What do you consider to be an essential functionality of a 3D poser?

Hello,

I’d like to see what other people consider to be essential parts of a 3D poser, what does it have to include for you to even consider using it for your art, please?

This it not just a technical feedback even if you don’t understand some technical terms or so I’d still like to hear from you as a potential user what you would like to have.

As far as my essential list goes it would be these:

  1. Handle multiple models
  2. Lights - as minimum one sun light, customizable
  3. Model import for custom models
  4. Possibility to pose models - including an IK rig

Well my non-essential list is huge but these would be what I’d like to at least have (import a model, pose, change the light/shadows) :slight_smile:

Important notes:
Please don’t let other replies or other poser apps limit you.

If you don’t know what it is or how it’s used check some of the videos here: https://www.youtube.com/results?search_query=3d+poser+drawing

Anyone developing such feature now or in the feature feel free to take inspiration from this thread.

Thank you for your feedback!

At least a simple room showing the perspective and stuff so it’s possible to add background. Preferably, an easy building mode (like in The Sims). But it wouldn’t be “essential”. Essential would be loading such models though.

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Just to clarify as I wrote above, it’s essential to you not necessarily “technically essential for an app to be consider a 3d poser” :wink:

What exactly is the easy building mode, please?

Basic 3D models like cubes are built in.
And these basic models can perform basic scaling, moving and rotating.
Simple interaction is required, and it can be used intuitively without shortcut keys.
This allows for quick construction of a basic perspective scene.
In actual use, first use the basic perspective scene built from the basic 3D model, and then use the perspective tools to add details.

Built-in basic male and female mannequins.
And it has a simple interaction to adjust the posture, and it can be used intuitively without shortcut keys.
This can be used with the former to quickly build a complete general scene or a separate character pose reference.

3D layers are available in the Layers panel.
It is convenient to quickly switch to specific 3D models and the like.

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  • moving camera and camera target
  • universal and simple sun light source (this could be a sphere that would rotate at the origin) or a matcap for the camera
  • default floor object that can be replaced
  • objects with only one side visibility
  • ability to spawn Prims
  • move scale rotate objects without rigs
  • ability to pose a FK rig and IK if possible
  • import meshes and rigs
  • imported objects have sliders for shape keys if possible.
  • view coordinate grid
  • camera lens adjustment
  • save somehow for next session
  • ability to scribble on it if possible

I would oppose against multiple light sources and animation as by then you should probably just be in blender doing fancy renders.

Maybe to save space on the amount of rigs you could make a screenshot of a mesh in space and keep moving it or go back to it. Or set a limit for the amount of characters in a scene.

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I think multiple light sources would be helpful at least for rim light scenes and 3 point light setups, these are almsot a staple in any art piece.

Animation is something I would personally like to see, not creating animation but animation playback.
For example you could take your model to mixamo (free) - or anything else for animations -, give it a sword swing animation or so, import it to krita then in one one comic panel you have the character starting a swing, in the next panel you can just move the playback forward to find a nice shot for swing and in the next panel you find a nice shot for swing finish, all with one model, pretty quick even if just for mock-ups for comic or animation artists using krita.

By prims you mean primitives, correct?

I think about everything you wrote I have on my non-essential list with exceptions which I like so I’ll add it on my list, just to clarify some:

  • replaceable floor object what do you mean by that? Like multiple different floor options because technically you could just use a cube for the floor.
  • one side visibility what use that would have in krita?

good luck solving gimbal locks then for the playbacks.

I think you will starting ask for more resources than you will probably have available then.

yes

probably a plane as default floor not a cube

making inverted cubes that you could see inside but not outside from. Also lighter to render.

Well animation playback for models is pretty common in 3D, maybe I’m just misunderstanding the issue here?

Hm I don’t thin this would he that much of an issue, lights in modern engines are handled well. Godot is an example in the 4.0, I don’t 3-4 lights would be an issue even on low end HW, it obviously depends on the implementation but even if this was built with qt then it will probably be ok, they are pointing out some game use cases so lot more intensive than a static scene with couple lights.
(though I’m pretty sure qt6 handles 3d in general better)

I should have been more clear, I was confused about the repleceable part, I assume hiding it would be the simplest option for this unless you mean something else?

I’m still not sure what exact purpose would this have for illustrations? Would you mind explaining it a bit more I’m dumb :slight_smile: