Forum: The Break Room


Subject: Poser for game development and Extended license rant

bingomion opened this issue on Mar 31, 2026 ยท 22 posts


Warlock279 posted Mon, 20 April 2026 at 1:24 PM

bingomion posted at 9:20 PM Sun, 19 April 2026 - #4505503

Just to keep everything together.... 

https://www.renderosity.com/forums/threads/2987738/can-i-decimatesimplify-the-geometry-file-in-poser#msg4505493


Poser 12 and above are not as useful for game dev as P11 and 2014 were because they removed figure reduce polygon and find hidden polygons.  Which means you would have to create the character (cloths etc) in Poser, export to do the reduction (and textures/face etc), import back into Poser and rig and animate, export again into game engine. I think anyway, I haven't played around with it enough. I don't think you would want to mess with polygon reduction with it being animated... I wouldn't trust it anyway.


I have P11 so moving forward I'll be using that....  I'm still a Poser noob and I'll be setting up a workflow based mostly on the Poser game dev videos:

 https://www.oreilly.com/videos/poser-pro-game/9781771373425/ (You can watch for free with the trial, unfortunately it can't be bought out right.) 

So:

1) character morph, cloth fitting room , face room (yes  it's basic and is useful for me!)

2) remove hidden polygons and reduce for hi res model.

3) animation set

3) export models as high res, reduced LOD1 LOD2 LOD3 and collision

4) export animation

4) Engine work


From basic testing it all seems to just work fine.

https://www.ambiera.com/coppercube


Its unfortunately not uncommon to have to "jump through some hoops" when you're moving models between software, especially when one or more are not necessarily meant for the purpose you're using them for. In cases of really popular software combinations they might develop a "bridge" software/plugin that facilitates working between them, but that's not always the case. As long as you've got something that is effect and you're comfortable with, that's all the really matters I guess.


I have to keep two versions of Blender around because the older version imports LWOs while the newer one doesn't, and LightWave does a terrible job with exporting OBJs,- my pipeline is better served by importing an LWO into an old version of Blender, saving it in the Blender format, then working on it in the newer version of Blender  before sending an OBJ or FBX or something off depending on where its going next.

Core i7 950@3.02GHz | 12GB Corsair Dominator Ram@1600mHz | 2GB Geforce GTX 660


Lightwave | Blender | Marmoset | GIMP | Krita