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Subject: Pirate muskets desired


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paramount ( ) posted Fri, 09 January 2009 at 5:21 AM · edited Fri, 31 January 2025 at 11:55 AM

file_421461.jpg

I've been adding some great Pirate wear for my V4.2 lately, and am thoroughly enjoying putting together some deck and below deck scenes. But then I thought It would make a great addition to have some of those long Flintlock type Musket weapons to ward off any other dastardly marauding pirates around...

I've had a quick look round Renderosity (and DAZ and CP etc) for such goodies, but cannot find the longer guns/weapons so far...

Any ideas or directions guys/gals?!?

Cheers...

Above outfit by Hongyu

 


EnglishBob ( ) posted Fri, 09 January 2009 at 5:42 AM

Attached Link: http://www.greylight.com/poserweapons.html

There may be something suitable at the link - the site is Poser 4 vintage, but then, that's the last time **I** needed a musket. :)


paramount ( ) posted Fri, 09 January 2009 at 5:51 AM

Cheers Englishbob...

 


steverc ( ) posted Fri, 09 January 2009 at 6:16 AM

Wrong time frame but here are a flintlock pistol, long rifle, and shotgun:

http://homepage2.nifty.com/~mr_trout/models/poserModel.html#Weapon

and another rifle here:

http://www.renderosity.com/mod/freestuff/search.php?section_id=-1&query=colonial

There was a free blunderbuss somewhere, but I can't find it now. If I remember correctly, it was not easy to find in the first place, and I lost it in a HD crash.


paramount ( ) posted Fri, 09 January 2009 at 10:59 AM

Thanks also for these links, steverc...

I've had a few freebies from this link to date: some add without hitch to my various Poser downloads or Poser 6 runtimes, but when they appear as 'Copy' in my nice Poser instal utility, I can never seem to get them to appear in the various library's...
 
Thanks again though guys...

AJ

 


JoEtzold ( ) posted Fri, 09 January 2009 at 12:50 PM

file_421488.jpg

Ho, ho, ho, ... lazy waitress ... 4 pint of rum for the captains ... and hurry up ...


JoEtzold ( ) posted Fri, 09 January 2009 at 1:05 PM · edited Fri, 09 January 2009 at 1:06 PM

Content Advisory! This message contains violence

file_421490.jpg

But the outcome of piracy is not everytime a good one ... ok, it's point of view ... :sneaky:

Hi paramount, couldn't resist ...

Is that something in you mind ?

These gun's and pistol are the flintlok R3 from steverc's first link. Very fine armament for this purpose. With a little bit mangled primitives ball and cone ... and ready is fire and smoke ...

An other good long rifle (more like Daniel Cooper's Hawkeye and Chingachgook) could be found here 209.92.41.204/poser/dlframe.asp . Select "Colonial" in the right top box and push "find"-button. Also that hair wig might look good for someone like Captain Bligh ... :biggrin:

B.t.w. these boot's in your picture, are they from Highwaist package. They are looking a bit longer than I remember. Or are they other ones ??

Are you in need for a saber and belt like the iroquese captain ?
It's mine but I wanted to rework it a bit for having too much vertices at the moment and no morphs in the belt at the moment. But if you want I might provide you with the actual beta version.

Jo


paramount ( ) posted Fri, 09 January 2009 at 6:42 PM

Hey guys...

Managed to get some great long guns, sabres and shields from those links steverc - thanks a lot for that. I'm not too sure about exact time periods and that, but these'll do a bottle-a-rum treat so they will me laddies. Well chuffed tis I...

Hi, Jo...

Love the pirate renders there. Wish I could get more than the one V4 figure into a scene without the inevitable systems SPLASH!!!  Tried to add a whole pirate ship plus one V4 plus eight lights plus water plus skyscape today and Poser went asleep without me even touching the render button. Too much of a good thing methinks!!! Must organise my runtimes better some day...

I think the boots in that render were/are from a DAZ Pirate for V4 package called Pretty 3D in my main Poser 6 runtime - my DAZ content/installs prefer the main runtime it seems...

I think I can see the turn-overs on them boots in that render, so that would mean Pretty 3D package boots. However, I found they didn't reflect light so well, so I prefer Thigh-Boot for V4 by idler 168 myself, but these do not have the classical pirate boot turn-over at the tops. And because I'm liking my brave heroine pirates with pants on under the smart tunic whence on the high seas just now, am matting the legs with a Tabala rubber or latex material with the nodes played about with - thanks again with your help with tuts on nodes and stuff... Like the pants on em so they can merryly slap-a-the thighs without the unsightly bruisings resultings...  

AJ

PS: Jo... Hope your's and Morkonan's Moonbase Outfit gets back on track some time...

 


paramount ( ) posted Fri, 09 January 2009 at 6:51 PM

file_421508.jpg

Just a couple of wee test renders to wet ye old happetite ye dogs...

 


paramount ( ) posted Fri, 09 January 2009 at 6:52 PM

file_421509.jpg

second

 


JoEtzold ( ) posted Sat, 10 January 2009 at 2:18 PM

Ah, it's pretty3d's hifantasy pirat ... fine, fine, that boots didn't look as long in the promo picture.
Ok, I'm in the try to do such turn-overs as morphs to existing. Thats useful time by time.
But it's not as easy as I thought cause morphs are working linear on one hand and on the other it can't be done by magnets on the fly. So it must be done in a modeller by mirroring or such. And than it's not easy to beware the number of vertices. So my last try mixed up completely in poser ... but comes time comes morph ... 👍

B.t.w. the grade of reflection should not depend on the model but more on the particular settings in the shader tree. So I see no reason why idler's fine boots should be more/better reflective than pretty3d's. :unsure:

Yeah, V4 is really a super lovely model for doing closeup's and portraits ... but she's overloaded with morphs and magnets, that also are needed in their clothings. And that's in whole is a real memory killer. In my first picture are 2 V4, 2 V3 and one P4 besides the tavern props and that's on the edge for my 2 gig memory.
So in crowded scenery I prefer mostly P4 Posette ... in the second pic are only P4 figures and thats ok with the details. Think I have to do a figure setup once with a P4 and a V4 with nearly similar body settings. So than in the distance could use P4 and for a closeup use V4 better. :rolleyes:

Hm, that latex shader is nice ... but are you sure that pirates are provided with that material ... I think cotton, wool and such materials have been more common in that times ... 😕
Ok, latex might be good against salty sea water, but under caribean sun ... not the best smelling idea ... :ohmy:

Tomorrow I will post some poses for that gun's and rowing a boat ... all P4 but no problem with a little tweaking to use them with other figures. Have to redoe their png's first ... and than I will rework that sabber and belt, so next weekend it will be finished ... :closedeyes:

As far as the moonbase outfit is concerned ... I'm looking also for that but Morkonan seems to be inactive since december 20th ... might be on holidays or perhaps overloaded with ordinary daily work ... don'T know ... let's wait and see ... :sad:


paramount ( ) posted Sun, 11 January 2009 at 4:41 AM

file_421606.jpg

Thought I'd include this render after adding this and many more Flintlock and similar type long guns/weapons to my library thanks to you guys!!! They are brilliant!!! Cheers!!!

Yeah I see what you mean about the shader tree settings, Jo. I haven't tried this with the High-Fantasy boots. But I also prefer the more crimpled look (especially around the ankle) added to the Thigh Boot for V4 - though with some expertise (give me a few years) this also can be adjusted.

I can't bring myself to use the P4 and P5 figures, after having V4 or Miki 2 etc to play around with. I'll have to persevere to do so though, as I can clearly see the sense as far as poly count goes. I'll have to get me a super computer one day - even if its just to have more fun (and more trouble free time) with CGI...

I think my heroine pirates did trade with either Amazonian native warriors and or Silvestre Diaz LaVega (Mr Tobacco himself) to utilise the newly aquired secret of latex use for their much needed watery protection, or high-class feelings wardrobe, or simply to run other pirates through as they stand with mouths agap whilst taking in the rather splended glimmer of the dastardly pirate 'ladies' leg wear... 

    

........Or maybe I just love the shiny pants...

That saber and belt sounds great, Jo... I don't think I have a good weapons belt set-up for my pirates as yet.  

Thanks lots for these links you guys...

AJ

 


JoEtzold ( ) posted Sun, 11 January 2009 at 12:55 PM

file_421646.jpg

Oh, that's bajonet on the gun is great ... it's somethere on my harddrive but seem's not to be in the library for now ...

B.t.w. the pose is well done ... have some similar in the package that's just posted to shareCG.
Pending for approval in the freestuff section but here is the direct link so long.
www.sharecg.com/v/31974/Poser/Gun-and-Rowing-poses

Though the Aurora boat makes a better pirate gig, I prefer the Avalon barge. The barge has a higher floor. If you push the Aurora boat into the sea correctly, to much sea is seen in the boat. You have to push it higher and then the waterline looks as if it's empty ... very nasty ...
So in images I have to prefer a low camera point not to have a look into the boat.
That's lots better with the avalon barge but it's not looking like a pirat boat ... indeed it's a other century ...

Ok, that shiny look of latex is much aprechiated ... but are you sure it's really latex and not only the normal shiny touch of pants whatever original material if been used for months on sea as a tablecloth ... :laugh:

Yeah, that was the point I was starting with the belt ... I have lots of swords, sabers, katanas and such things in library but there is no good belt for these. And the sword I have build is in a design not able to be putten into a scabbard ... so I needed a solution.
But I have to redo a little bit. Have read a other thread complaining about the absence of pistol holster's and/or knife holder at pirat belts. Think that man is right and so I will give the belt such things as morphable addendums. No big problem as it's mainly ready ... my only problem is UV mapping. That's my crucial point but for a belt no too big problem cause it will work with shader's only. So no big need for a texture map. Comes up this week ...

B.t.w. your right, the ruffles of idler's boot's are very well. Are you in need for such turn-overs at the top ??
It should be possible to make some as props to be parented at the boot's. I have seen such trick with some napoleonic curassier boot's and it worked well. So if in modeller I will give that a try. Might be it's not working with extrem posings but for normal standing, walking and so on should not bear too much problems. Let's see ... :rolleyes:


paramount ( ) posted Mon, 12 January 2009 at 3:43 AM

Thanks for the additional link, Jo...
...some really great poses you have there...
...which reminds me - my Poser keeps needing two (2) loads before opening and crashing more and more... MUST make more runtimes to lighten load on main download runtime... And just when I have all these amazing new pirate playthings to hand...

Oh that Avalon barge is really nice is it not! I have that - it renders well and cool shape too - even if somewhat out of time period with marauding men and gals of the highest of seas... But methinks my pirate gals/heroines have time travel awareness due to brief encounter with strange peoples from the skies above... 

Yes! Come to thinks! That boot turn-up-over does indeed look more of the part...

Good luck with furthering the belt etc...

AJ   

 


JoEtzold ( ) posted Mon, 12 January 2009 at 12:21 PM

Hi paramount,

as you said "two loads" ... don't know if it is the same with P7 but P5 & P6 are loading lot's quicker at the second and following loads. They might have done something tricky to have some libs staying in memory for further loads not being there the first time.

You might have a look to your poser directory and especially to the temporary directory. After a crash nearly all bigger softwares are loosing some of their data in that places, which are normally been deleted with normal end. Ok, there are also software (like MS office) loosing such rubbish also with normal ending ... so to clean out temporary places from time to time is not a bad idea as such.

And have a look to the total space of the harddisk where your temporary directory is located.
Having to less there might be also a reason for crashes. Keep in mind that this is normally the drive where windows is growing it's swap file and the (all) software is placing some things on the fly. Poser for example will place there shadow maps and other temporarily used things.

This remembers me to a colleague who normally opened word, access with 3-5 db's and excel with at least 10 sheets beneath a host terminal, pdf reader and, and, and ... and then complained that normally after 2 hour's of work his pc crashed and all work was lost ... :cursing:
It was the time of Win-NT SP2 and he had read something about the multitasking features ... I don't know, I'm working with pc's since the time of intel 8086 and DOS and have had never a need for more than 2 DB's and one excel at a time ... so one can go over the top ...
After cleaning that users temp-dir I have found 16 gig more capacity ... with only a 120 gig harddrive in that puter, really not a bad result I think ... :laugh:

So if poser crashes it might be not only poser itself but windows is normally a big supporter in doing so.

But for sure a big library might be a problem. But normally only in the time starting up while reading it. But it should not be the main point for a crash.

Did you do some disk cleaning to resolve fragmentation from time to time ... this could help lot's and is also a typical reason for bad performance and/or crashing software.
Microsoft once had said NT (W2K, XP) doesn't need that opposite to DOS and Win9x ... but it's a real myth, told everytime with the beginning "once upon the time ..." ... but I have never found the princess in that saga ... only the frog ... :ohmy:

So ok, out again to kill some unused/overused vertices from the saber and belt ... glad that you love the poses. Now we are making a fine pirat's basic armament package ... 😉


JoEtzold ( ) posted Mon, 19 January 2009 at 10:38 AM

Content Advisory! This message contains nudity

file_422109.jpg

Hi all, so here we are again ...

Seem's she isn't the most accessible partner to discuss about cargo ownership ... :unsure:

Will have to fiddle a bit with some of the polygons aroud the belt holes near the buckles and have to change abit with the tie for the saber cause it's a bit to high positioned. I need to separat the mounting of the saber as a own group. For now it was part of the hip but that meaned that is was bending with the hip. And that isn't quite right with every movement of the left leg.
I will give this part a unconforming name, so it could be bend left/right according to the pose following more to gravity instead of figure motion.

The bag, pistol holster and knife sheath will become parented props. So some of them will need a bending morph too. But this will be better than making them a group in the CR2. More flexibility to arrange them later. Might be someone will carry the knife at the sash part of the belt instead at the hip.

Then it come to the CR2 and is needing some of V4's morphs, only basics like amazon, etc.

Ah, and I have to play around with that cuff's for the Thighboots ... and some MAT poses in total.

Ok, so in 2..3 days there might be more in freestuff ... 👍  stay tuned ...

B.t.w. if there is interest I could be persuaded to make a V3, V2 and P4 conversion ...


paramount ( ) posted Tue, 20 January 2009 at 4:23 AM

Hey, Jo, that's coming along great shipmate!!!

The belt/sash detail and material/s are quite delicious - and I'm loving that wee little pouch!!! V4 will be queen of the Caribbean Seas with this fine addition to any pirate outfit!!!
 
Good luck with next stage...

AJ

 

 


JoEtzold ( ) posted Tue, 20 January 2009 at 10:41 AM

Ohh, that belt holes has been a real crux ... a total mess of polygons ... costs me complete yesterday to redo the 2 parts of belt completely.
Next time I should have an eye on that earlier in process.

That pouch was one of the easiest ... might be I give it a own belt later to have a separat lonestanding women's accessory.

Now going to rigg that ... and than create some boot cuff's. Should they be completely around or better with a V at the backside ... oh, possibly could be done by a morph, let's see.
The cuff as such isn't the problem, but I will be anxious to the behavior during movement. Could think that it works with not too extreme poses.

More to come shortly ...


JoEtzold ( ) posted Thu, 22 January 2009 at 4:44 PM

file_422299.jpg

While it's going to end winter and becoming springtime ... hopefully 😉 ... Vicky is willing to set sail and plunder some cargo vessels. Hurray ...

So she got her new belt and saber to fight against all (some  :rolleyes: ) flags ... :scared:

While it is pending in freestuff approval here is the direct link to shareCG
www.sharecg.com/v/32190/Poser/V4---Pirate-Belt-and-Saber

It looks all very well, though the V4-bodymorphs in belt are not all satisfying ... some work well, others less ... but thats normal with having them transferred by program and not done manually. But manually is lot's of work and time ... but I think it's mostly well cause it's a stiff belt and not a comfortable evening dress ... 😊

A readme with some useful explanations is inside the zip-file.

Ahh, I forgot, if Vicky comes back with lot's of plundered treasure chest's, don't hesitste to send me the nuggets, coin's and juwelry ... :sneaky:

So, now going to have a look for the cuff's of the pirate boot's ... stay tuned ...

Cheerio
Jo


paramount ( ) posted Fri, 23 January 2009 at 5:13 AM

Hey, Jo...

Well done on completing the V4 Pirate Belt and Saber...

It looks great...

I must join ShareCG so I can leave comments...

Brilliant...

AJ

 


JoEtzold ( ) posted Sun, 25 January 2009 at 11:10 AM

file_422514.jpg

Hey all,

as promised I did a trial with cuffs for the V4 ThighBoots ... and as suspected it didn't work well.

As you see the cuff (did only one roughly for the test) will fit exactly in default pose but as much as bending the knee, the thigh part of the boot is reacting to the joints. Thats correct and well done for the visual look and feel of reality.
But the parented prop (cuff) doesn't follow the same rules. It is not infuenced cause a prop is a static object and so we get a heavy poke through.

Ok, there might be some solutions, e.g. use the prop in clothsimulation or make it a character with same joint as the boot. But these are solutions not very feasible. As dynamic prop it needs a lot of fiddling in the clothroom for a somewhat tiny visual effect. And making it a character would bring big problem to have it staying with the boot cause to be influenced it needs to be conformed to V4, not conformed to the boot. And so there would be to characters with same start position but than following the v4 bends separately ... I'm not sure how long they will match.

So the efford to get this working is far much more then the outcome would be as there are cuffed boots in market ... and no bad ones ... on one hand and on other hand modelling a new one would also not been much more efford.


JoEtzold ( ) posted Sun, 25 January 2009 at 11:35 AM

file_422516.jpg

With a look to a cuffed boot, in this example from HighWaist outfit, it is seen that the cuff follows the same rules as the boot ... naturally, cause it's the same mesh. That doesn't happen with a character/prop combination.

Even if there are problems according to bigger bendings as seen at the cuff and the heel tip, these can be corrected easily.
For the cuff there is a discrepency directly at the border between thigh actor and shin actor. The joints for shin ar ok, but one of the joint values for including mesh area is set to small. So with heavier bends the mesh isn't influenced enough. But this could be changed in joint editor either on the fly for a given image only or with saving back to library in general.
Thoug I didn't test if that joint change will effect badly without such a big bend ... but I didn't save ... :biggrin:

Also at the tip of the heel it looks like the joint zone isn't big enough to influence completely, but also no big deal to have this fixed ...

So I have stopped the activities with the boot cuffs for now. If it's sometimes neccessary I might try to make a complete boot but not at the moment. Next week I'm a bit busy and then there are some unfinished/not fine tuned blades, which all together shall make up a morphing axe.
I'm rather bored with looking through dozends of axes for one specific if I need one.
So I decided to have lot's of versions in one character with alternate geometry ... works very fine.

Might come to freestuff next :woot: ... accordingly with a block ... there are so much pirates, muggers and bandits on the way :cursing: that poservers' justice might need some upgrade ... :scared:


paramount ( ) posted Mon, 26 January 2009 at 7:17 AM

file_422605.jpg

Just thought you might like to see what's been 'appening Below Deck (mapps) with privateer/buccaneer V4 lately... Mind yer 'ead there lass...

Hey, Jo...

Well you certainly had a good go at this project... The cuff/s look terrific in that top image at top left corner... maybe is close to default position for V4 and or leg/foot?!?
 

 


paramount ( ) posted Mon, 26 January 2009 at 7:23 AM

file_422606.jpg

Whilst up on deck the watch has 'appened across some rather nasty thin chaps looking for some easy spoils aboard ship.........no chance there methinks!!!

 


paramount ( ) posted Mon, 26 January 2009 at 7:26 AM

file_422607.jpg

Take that you fathomless swab....

 


paramount ( ) posted Mon, 26 January 2009 at 7:31 AM

file_422611.jpg

Chew on that me shipmate... maybe that'll teach you to grin and me whilst wearing such a filthy outfit...

 


JoEtzold ( ) posted Mon, 26 January 2009 at 2:51 PM

Indeed the top left picture shows the default position. But than each bending will stretch the boots mesh differently and the cuff prop stays in same position relative to the boot but is not effected by any stretching ... and so each smallest angle will disturb the well looking startup position.

So, no chance to have that done in this way with acceptable effort.

I'm on this theme with the cuff's for a long time. Was looking for some sort of boot with a morph turning over the top to a cuffed position.
But coming closer to modelling and morphing I found that this is a really ambitious task. It can't be done with simply using one or magnets.

The problem is that the top part is mirrored down to it's end position and while turning over the top seam first goes down (y direction) and at the same time outside (x and z direction). So the single vertises are running in a circle from 0 to 180 degree. And this is not the behaviour magnets or morphs are working. They are linear straight forward.

Though it can be done. You have to divide the complete movement to some small movements.
As more precision is needed as more small steps are neccessary. So without having tried I think 10-15 degree by one step could be fine enougth. But this means at least 12-18 single mesh morphs that are combined to one big ERC morph.
Not to forget that the mesh has to be rather dense to have a smooth "roll down" effect. That means lot's of vertises to be moved by hand for each single morph.

And that was the point I stopped that project cause modelling that number (double for both legs) by hand was far to much work for only having this one nice effect.

And it's also not a task for a dynamic cloth cause these have to be singlesided normally. And that means with rolling down the inside comes out and poser will have problems with the coloring/texturing.

Huh, ok, there are differences between graphics fantasy world and the real outside existing world ... but on other hand isn't that also a good result ... though only philosophical and not to be rendered ... :laugh:

Though I'm not sure if that sword/rapier is the best weapon against skeleton warriors :scared: ... might be my morphing axe would be better to smash some skull's ... :thumbupboth:

And b.t.w. that dark red leather in the under deck scene is looking very well ... quite my taste ... :biggrin:


Morkonan ( ) posted Tue, 27 January 2009 at 5:07 AM

Quote - ...AJ

PS: Jo... Hope your's and Morkonan's Moonbase Outfit gets back on track some time...

I'm almost done. :)  But, then again, I've been almost done for too long now, lol.

I was working on the additional stuff the other day and crashed and wiped my save file I was working on.  I have bajillions of saves (I practice back-up early/often always) but it did wipe out a few hours of UV work.  So, I got ticked off and took a break, made a spindle for someone in the Poser forum and had it crash again in the middle of that project, which again lost me some time when it blew my save file.  (Crashing on saves lately.. I know what the bug is though so will avoid it.)

/sigh


paramount ( ) posted Tue, 27 January 2009 at 6:50 AM

Hi Morkonan...

Sorry to hear about your system crashes... Oddly enough I've been suffering the same thing so far this and most of last week. I've been blaming my over-burdened (bloated) poser Downloads runtime, and defraging etc, but it (P6) keeps crashing and needing up to four loads (start-ups) before I can use it. Deleting from the props library takes up to a minute for each item deleted (I need to get rid of possibly hundreds of items) and the inner mouth parts of any used characters remain in the default position as the character is moved from that spot. I also keep getting a: 'Increase the amount of memory allocated to Poser' warning/prompt/window (any ideas anyone) but am not sure how to do this!?!

I'm considering adding a punchbag to my study so as to enable me to unwind from time to time as each successive crash and freeze up hits either Poser or my system!!!

You'll get there evenutally, mate... All in good time I guess...

AJ

 

 


Morkonan ( ) posted Tue, 27 January 2009 at 8:26 AM · edited Tue, 27 January 2009 at 8:29 AM

Quote -
Hi Morkonan...

Sorry to hear about your system crashes... Oddly enough I've been suffering the same thing so far this and most of last week. I've been blaming my over-burdened (bloated) poser Downloads runtime, and defraging etc, but it (P6) keeps crashing and needing up to four loads (start-ups) before I can use it. Deleting from the props library takes up to a minute for each item deleted (I need to get rid of possibly hundreds of items) and the inner mouth parts of any used characters remain in the default position as the character is moved from that spot. I also keep getting a: 'Increase the amount of memory allocated to Poser' warning/prompt/window (any ideas anyone) but am not sure how to do this!?!

I've had that happen from time to time.  Usually, it's simply a memory problem.  I'm really not sure how a bloated runtime effects poser except that it stores the menu information and monitor changes made to the menu items which forces it to refresh that info.

However, I haven't had to go through the restart procedure.  That sounds like Poser is leaving cached info behind on crashes and then ends up reloading it when it restarts.  Or, it could be leaving information stranded in memory that doesn't get dumped.  You might be able to manually clear unused cache files by using a utility (easier) or deleting them manually (more difficult).  There are also several memory scrubbing bits of freeware out there to clean out Ram-cached memory left behind by either memory leaks or crashed software, etc..  Your motherboard manufacturer might have one on their site and it's worth checking into.   Sometimes, other programs can interfere with Poser as well.  For instance, some Anti-virus products and firewalls may inadvertently block certain functions that Poser must have access to.  Disabling them in the system tray may not always remove some of their security features.

Quote - I'm considering adding a punchbag to my study so as to enable me to unwind from time to time as each successive crash and freeze up hits either Poser or my system!!!

I'll do the same thing for Hexagon.  Actually, I know what caused the two crashes I had yesterday (had another one during another project) and will avoid those in the future.  But, all in all, I really like Hex so am not too put off by them.

Quote - You'll get there evenutally, mate... All in good time I guess... AJ

 

Time, the one thing in the Universe that we can never escape from yet can never get enough of. :)


Morkonan ( ) posted Tue, 27 January 2009 at 11:19 AM · edited Tue, 27 January 2009 at 11:21 AM

Since I'm already behind on the other project... Why not get even more behind and do something relatively quickly!

These are for the free Pretty 3D Thigh boots in the Sexy Leather outfit (or whatever it's called).  I don't have access to any other long boots that I can recall so, whipped these up.  They're conforming, mapped, etc..  and seem to do fine in the poses I tried with them.  I can add a couple of movement morphs in there as well with no problem.  (Flare/forward/backward/etc) 

But, are they long and big enough?  Also, I don't know much about boot cuffs. :)  Are they normally pointed?  Do you want them pointed?  Floppy?  Do they have edge designs like a v-cutout or something?  Anyway, take a look at these and let me know if you ...

A) Want them or can use them
B) Want them longer, shorter, bigger, floppier, pointed, notched, etc..

I'll texture them as well and see about a better texture/reflection map for P3D's boots.  The P3D boots don't show up very well because there's simply no texture image on them to play with.  No bump or reflection map I can see either.  I can wrap up and package the cuffs sometime after lunch today.  (I'm actually going to eat lunch today which is unusual for me.)

 


JoEtzold ( ) posted Tue, 27 January 2009 at 2:07 PM

Hey Morkonan,

sad to hear about your system crashes.

As far as it's Hexagon it's a derivative of some probs that was also in AMAPI. I got Amapi 5 (??) a ten years back cause it was the only (semi-)professional modeler with a output option for the freeware POVray raytracer. That's up to today one of the best raytracing engines. But all for it has to be written as source code. And really, it's not my way to have things I see or want to see defined in values and vectors ... that must be done visually or it's a big trial and error experiment.

But on one side Amapi did that output but only as a triangle mesh instead using the POV-primitives, so changing small parts was not easy. And on other side I never became familiar with Amapi's (often prized) naturally workflow interface. I think in version 6 they offered then also a professional interface like Hexagon, C4D, etc.
So that was better but with each version I got sudden unreproducable crashes ... so I put it aside.

I also got Hexagon cause it was cheap. But build by the same developers I found lots of things I don't like also in Hexagon. For example the whole workflow with the mouse using different functions with right or left clicks and enter between is rather bumpy ... in my opinion. And it was mostly tricky to work with the mouse and the keyboard. I love to enter values for different functions and often you have to choose the number fields by mouse while function is active. And then  the drawn line etc. is  hiking over the complete desktop  to the entry field.
So for modelling C4D is lots more precise in handling ... ok, ok, also lots more dollars ... although for american people it is much cheaper as for us european guys :cursing: ... up to 30% ... I don't know why
But Hexagon has some functionality in UV making which is really outstanding, e.g. that thing in making new seams and splitting with lines ... but as said before UV mapping isn't my best side. I struggle with that ... and the winner isn't defined up to this moment ... 😕

As for all that pc, poser, etc. crashes I'm really surprized sometimes. I read a lot of such things in the forum but I never can understand. Ok, I'm a pro with pc's since the old DOS times but except the earlier Win31 times I never had that big problems with any pc neither in office nor at home. If there was problems they had been based on hardware ... often the expensive hardware of brand name products have been much more tricky as the cheap build system from the unknow dealer around the corner.
But since Win98 all is working like a charm ... normally. The only big deal might be the graphics card or better their drivers. Especially cause MS is having nearly no competence in graphics programming ... MS and graphics - two worlds collide or might be universes :sneaky:

So I'm with you in most cases memory is the problem. But it's not the problem if poser is crashing while starting ... with figures loaded in preview it might be a OGL flaw with graphics card driver and while rendering it's mostly a memory problem. But normally a big library doesn't shoot poser. It might slow down the start cause poser is reading the complete directory structure of the library plus the content of the last choosen folder. But this isn't very memory intensive, thats only pointer lists.

@paramount: for that starting problem, try to build one separat runtime as I mailed you and leave it empty or only one easy prop in it. If you are ending poser normally, make sure you are standing on that empty lib with your library pallet. Next time starting poser will read this structure and cause it's empty there should be no delay. If doing so and poser is crashing on start again then we will be sure it's not a problem with the library as such or it's volume.

And now for the cuff's ... Morkonan, they look great but that did my also. Did you try for example with bend knee's ?   If that work I'm very interested in that cuff's.

And having a wish I would prefer cuff's with a outcut V at the back. While the overall length is well I would prefer a bigger height in the front and a lower height at the back. So that the boot looks diagonal at the top from front to back with the cuff unfolded. You know what I mean ?
In your actual model I would give them up to 1/3 to 1/4 of length more in front and up to 1/4 to 1/5 less at the back ... depends a bit how wide the V will be.

B.t.w. did you see that these boots have a bug in their CR2 ?  The creator has hidden far to much dials in that figure. You are unable to do anything with them if not conformed to figure.
At the moment I use a python script to unhide neccessary dials on the fly but that's annoying, have to go into the CR2 next time and push the respective parameters to correct values.
Are you interested in a updated CR2 ?

Hope you had had a fine kunch ... for me it's time for late night diner now ... :biggrin:


Morkonan ( ) posted Tue, 27 January 2009 at 3:30 PM · edited Tue, 27 January 2009 at 3:34 PM

Quote - Hey Morkonan,  sad to hear about your system crashes.  As far as it's Hexagon it's a derivative of some probs that was also in AMAPI. I got Amapi 5 (??) a ten years back cause it was the only (semi-)professional modeler with a output option for the freeware POVray raytracer. That's up to today one of the best raytracing engines. But all for it has to be written as source code. And really, it's not my way to have things I see or want to see defined in values and vectors ... that must be done visually or it's a big trial and error experiment.

I've used POVRay a few times and it's interesting to use.  But, I do agree there are some drawbacks to implementation.  The learning curve to get good quality results intuitively is pretty steep.  I don't mind certain command line "like" functions but POVRay has too much going on there for my personal tastes.  The GUI for rendering is fairly straightforward but, it takes a lot of work to get used to using it.  As you said, there is very little in the way of visual feedback previewing and that is really needed.  I haven't updated my version in a long time.

Quote - I also got Hexagon cause it was cheap. But build by the same developers I found lots of things I don't like also in Hexagon. For example the whole workflow with the mouse using different functions with right or left clicks and enter between is rather bumpy ... in my opinion. And it was mostly tricky to work with the mouse and the keyboard. I love to enter values for different functions and often you have to choose the number fields by mouse while function is active. And then  the drawn line etc. is  hiking over the complete desktop  to the entry field.
So for modelling C4D is lots more precise in handling ... ok, ok, also lots more dollars ... although for american people it is much cheaper as for us european guys :cursing: ... up to 30% ... I don't know why

I work well using both hands but, I do agree that it is very annoying not to be able to enter certain values for functions and then, being forced to click on a field entry while a tool is active is very disconcerting.  I do like Hex's overall interface and it is very, very intuitive.  There's not much need to spend hours searching among nested menus and obscure commands.  It's all laid out for you fairly easily.  You can be modelling with Hex and using complex functions within a few minutes.  Trying to do that with something like 3DS, admittedly a much more robust and commercialized engine, and you'd be lucky to get primitives modelled the way you wanted in the same amount of time.

Quote - But Hexagon has some functionality in UV making which is really outstanding, e.g. that thing in making new seams and splitting with lines ... but as said before UV mapping isn't my best side. I struggle with that ... and the winner isn't defined up to this moment ... 😕

I guess I'm one of the few that actually enjoys UVMapping with Hex.  However, my biggest complaint there is that one reason Hex has some great UV mapping tools is that you NEED them to make sense out of the initial projection maps that Hex first supplies you with for your object.  I don't think Hexagon knows wtf it is doing on some projections and "pinning" doesn't seem to help much most of the time.  Some better instructions there would be most helpful.  If it didn't have some great tools to manipulate the UVs, that feature would be impossible to use otherwise.

Quote - As for all that pc, poser, etc. crashes I'm really surprized sometimes. I read a lot of such things in the forum but I never can understand.

Hex's overriding problem, IMO, is intercepting errors when the program is waiting for a particular procedure to be "Validated" by the user.  Choosing other functions that may depend on the validation of a previous procedue will result in an error.  The new function doesn't have anything to appy itself to because the object is still "in use" by a function that is still "open" and not Validated (closed/finished).  Since it wasn't set up to be intercepted with a reminder to the user to "Validate" whatever process they had begun beforehand and are now finished with, Hexagon crashes.

Quote - So I'm with you in most cases memory is the problem. But it's not the problem if poser is crashing while starting ... with figures loaded in preview it might be a OGL flaw with graphics card driver and while rendering it's mostly a memory problem. But normally a big library doesn't shoot poser. It might slow down the start cause poser is reading the complete directory structure of the library plus the content of the last choosen folder. But this isn't very memory intensive, thats only pointer lists.

I agree.  But, a previous crash could compound the problem, couldn't it?  If unassigned instruction sets are running around in ram or still in Poser's old cache and Poser restarts and loads those instead of ignoring or flushing them, would that cause continued problems?

Quote - @paramount: for that starting problem, try to build one separat runtime as I mailed you and leave it empty or only one easy prop in it. If you are ending poser normally, make sure you are standing on that empty lib with your library pallet. Next time starting poser will read this structure and cause it's empty there should be no delay. If doing so and poser is crashing on start again then we will be sure it's not a problem with the library as such or it's volume.

That's a nice debugging tool for runtimes.  Good one!

Quote - And now for the cuff's ... Morkonan, they look great but that did my also. Did you try for example with bend knee's ?   If that work I'm very interested in that cuff's.

They work fine with bended knees with the only problem seeming to be controlled morphs like thigh muscle flexes when the knees are bent at significant angle.  I could add some standard V4 morphs in there that should handle that or just include some poke-through morphs.  (Maybe a bit of both.) 

Here, you can see they work just fine with extreme bends of the shin (unlike P3Ds boots which don't work well with the calf-flex controlled morph).  However, on the thigh bend upwards, they don't have the controlled morph in them (there could be a center issue as well, I'll check it) so there's some poke through when the thigh is bent at a negative angle and the muscle morph is activated:

Quote - And having a wish I would prefer cuff's with a outcut V at the back. While the overall length is well I would prefer a bigger height in the front and a lower height at the back. So that the boot looks diagonal at the top from front to back with the cuff unfolded. You know what I mean ?
In your actual model I would give them up to 1/3 to 1/4 of length more in front and up to 1/4 to 1/5 less at the back ... depends a bit how wide the V will be.

Understood.  I'll either put those in as a morph or just do another set as well.  However, I can't go any lower in the back without also doing a corresponding morph for P3Ds boots.  The top of my cuff is only a few centimeters above the top of P3Ds Thighboots.  I'll raise the front in a new model or morph and see how that looks.  I'll look for some photos of a "v" notched cuffed boot and use that as a guide for the size of the notch.  Modelling the cuffs is the part that takes the least amount of time and doing two sets doesn't impact the rest of the workflow to any great extent at all.

Quote - B.t.w. did you see that these boots have a bug in their CR2 ?  The creator has hidden far to much dials in that figure. You are unable to do anything with them if not conformed to figure.
At the moment I use a python script to unhide neccessary dials on the fly but that's annoying, have to go into the CR2 next time and push the respective parameters to correct values.
Are you interested in a updated CR2 ? 

I haven't looked at the CR2 yet.  I hadn't really ever looked at these boots until they were brought up in this thread.  I don't have a lot of call for using thigh boots. :)  But, I do like pirates so I'll do an unhide on them and see what's there.  They probably used a pre-existing CR2 from something else and then hid too much of it. 

Quote - Hope you had had a fine kunch ... for me it's time for late night diner now ... :biggrin:

Lunch was fine!  I went to the cafeteria and had a full, well-balanced nutritional meal and a big slice of pie. :)


Morkonan ( ) posted Wed, 28 January 2009 at 8:12 AM · edited Wed, 28 January 2009 at 8:13 AM

I managed to put in a bunch of morphs for the cuffs including some fit morphs, pirate morphs, flare, etc.  But, I couldn't get the "notch" morph to conform correctly in all poses.  I was suspecting that would be the case.  Because of where the points are in the original, they want to continue translating the same way, their new location in the morph doesn't seem to be recalculated for the deformer. 

So, I'll leave the piritish like morph in the regular cuffs and make a special "Pirate" cuff with a better notch and perhaps a bit more stylized.  The other boots can have a notch put in them if they add a transmap.


JoEtzold ( ) posted Wed, 28 January 2009 at 4:03 PM

Quote - - I've used POVRay a few times and it's interesting to use.  But, I do agree there are some drawbacks to implementation.  The learning curve to get good quality results intuitively is pretty steep.  I don't mind certain command line "like" functions but POVRay has too much going on there for my personal tastes.  The GUI for rendering is fairly straightforward but, it takes a lot of work to get used to using it.  As you said, there is very little in the way of visual feedback previewing and that is really needed.  I haven't updated my version in a long time.

Yessss, the problem isn't command line code as such --- in some case I do really miss it in the new visual IT world, DOS was a pain but struggling with lots of filenames was definit a task for batches and commandline and that's ways worse on desktop and icons --- but the real problem is to imagine something visual on your mind have to be translated into rough numbers and values.
Some guys are great with such kind of doing, e.g. chess masters or bagginsbill :biggrin:, but I have to see it, need it somewhat haptic ...

I did the updates but didn't use it for long time. There is a bridge between poser and POVray, it's somewhere on my disks as a zipfile. Wanted to try it but didn't ... once upon a time ... :closedeyes:

Quote - - I do like Hex's overall interface and it is very, very intuitive.  There's not much need to spend hours searching among nested menus and obscure commands.  It's all laid out for you fairly easily.  You can be modelling with Hex and using complex functions within a few minutes.  Trying to do that with something like 3DS, admittedly a much more robust and commercialized engine, and you'd be lucky to get primitives modelled the way you wanted in the same amount of time.

Thats the same to Cinema4D and it's the most stable prgramm I have ever seen. Only had 2 crashes lately on a new XP, never one on W2K for years. It clear and easy ... ok, from modelling to UV mapping it'S a bit complicated. But mostly in my mind cause the help tutorials are divided, one for modelling and one for 3D Bodypaint and the gap between is a bit wide ... at least for me.
One time with a separate tut I managed that well but have to search the tut again for the next try ... :sad:

But what I like most, even if you have a open function and/or a line/polygon or such hanging at your mouse, you can go easily to somewhere outside the viewport and do something like rotating/panning the view or key in some values and the actual function/element will stay in the viewport not running across the complete desktop.

Quote - - Hex's overriding problem, IMO, is intercepting errors when the program is waiting for a particular procedure to be "Validated" by the user.  Choosing other functions that may depend on the validation of a previous procedue will result in an error.  The new function doesn't have anything to appy itself to because the object is still "in use" by a function that is still "open" and not Validated (closed/finished).  Since it wasn't set up to be intercepted with a reminder to the user to "Validate" whatever process they had begun beforehand and are now finished with, Hexagon crashes.

Indeed, thats the point with the weak user interface. Often it's ambigous if a function is open or not or you touch a wrong place while trying to activate only a number field or such. Then Hex isn't very error tolerant and can't handle that user faults in a exceptable manner ... and crash is the worst case, a real developer bug. But anyway there must be a reason for a difference between 100 $ and 800 to 1500 $ ... :huh:

Quote - - I agree.  But, a previous crash could compound the problem, couldn't it?  If unassigned instruction sets are running around in ram or still in Poser's old cache and Poser restarts and loads those instead of ignoring or flushing them, would that cause continued problems?

Yes and No ... normally after a program crash it's the main task of the operating system to make a garbage collection. But cause fiddling with flying windows and other of these useless gimmicks for year, MS has forgotten to improve these really essential tasks of their OS.
So there are gaps in memory, less on disk, after a crash. Normally with bigger programs I restart windows after a crash, especially with all graphical programs like poser, photoshop or such AND everytime if something out of MS-Office has gone without asking and allowance.
On other hand I found that poser is cleaning up very carfully it's rudiments lost in drive cache.
So I see the major problem with crashes in the OS capabilities handling such exceptions.

So paramount's starting problem looks more like a disability of the OS with one or more driver having an impact to poser. And surely virus scanner and firewall might be of big, big influence.
Especially Norton/Symantec tools are really memory wasting and ressource consuming.
I don't have that problem cause I have one (the oldest) pc with W98SE running as internet pc. Only having browser and such internettools on it besides virus scanner and firewall, but no real applications. So all coming and going to doubtful places is secured and checked. And the other pc's doing real work with real applications ae not able or allowed to have access to something outside the room. This in my opinion is one of the safest configurations and it spares the ressources on the working pc's to the real tasks. Ok, I have to download tutorial and transfer them in front of using. But on other hand working with poser while having a open internet connection in the back might not even been the best idea with view to the ressources.


JoEtzold ( ) posted Wed, 28 January 2009 at 4:43 PM

Yeah, that up bending dicrepencies was the problem I encountered too. And it's not or not only a problem of the morphs and also no problem of the invisible magnets. It's mostly a problem how the mesh is influenced by the joint angles and bulges.
So my trial cuff was exactly centered (see images on first page) but didn't bend the same manner like the thigh actor ... naturally cause holding exactly its position to its parent but not being influenced like this. So I'm not fully sure if a morph can fix this ... ok, a bit for a still image but not while moving, so not animation safe, I guess. OK, no problem, animation is not my kind of hobby ... I also did photographing but never super-8 or video ... :biggrin:

But on the other hand cause these boots are freebies (it's easier as if sold with some experiments), if your morphs are ready and you agree, I could combine the cuff and the thigh mesh to a new tigh mesh and implement it as a alternate geometry. In this case it will follow completely to each movement, so being stretched and crushed in total omiting morphs for that. Ok, the outcoming CR2 will then be packaged (objaction mover for example) against the original but this is easier as with a sold piece in view to licensing things. This might solve that theme best.

B.t.w. the cuff's with morphs are looking very well even if they (the last blue ones) are a bit spiky at the front and the V might be bigger up to the topline of the cuff.
The side line is to curvy ... for a old fashioned pirate boot, not for a modern fetish boot. I mean that boots are made of leather, so it's a stiff material and that blue cuff then looks more like fabrics or latex. Not cause blue but think of that cuff being unfolded ... I think with normal leather this would be problematic. So I think that side view should be more like a diagonal line, a mirror line there the top part is folded down. You see my point ?

Quote - - I haven't looked at the CR2 yet.  I hadn't really ever looked at these boots until they were brought up in this thread.  I don't have a lot of call for using thigh boots. :)  But, I do like pirates so I'll do an unhide on them and see what's there.  They probably used a pre-existing CR2 from something else and then hid too much of it.

Oh, I did a mistake ... it was not the boot's CR2 but that from the respective dress. They have thrown out the complete transformation block where it is defined for menu. The parameters as such are all ok. But with that nodes definitions killed they don't show up in the parameters pallet. This is nasty cause I often try different clothing to look what suits best and therefore I move the reference pieces by 100 or 200 in x-axis. And therefore I missed that dials.
Have fixed it and might add the CR2 next time.


Morkonan ( ) posted Thu, 29 January 2009 at 8:43 PM

Well, here are some cuffs.  :)

http://www.sharecg.com/v/32359/Poser/Pirate-Boot-Cuffs-Add-On

http://i42.tinypic.com/24enarm.jpg

I redid them because I finally figured out that what was wanted was a big, floppy fantasy-style cuff instead of a more traditional cuff.  I included a fix morph to handle V4's thigh bending upwards over 70deg.  There are also body and fit morphs included.  There are four textures, the base black leather and what you see above.  They load with no texture with mats set up so they match the original P3D's Sexy Leather Thighboots as closely as possible.   There's a UVMap template included and it's flat-mapped so it's very easy to change the base texture and bump if desired.


Morkonan ( ) posted Thu, 29 January 2009 at 8:52 PM

Quote - Yeah, that up bending dicrepencies was the problem I encountered too. And it's not or not only a problem of the morphs and also no problem of the invisible magnets. It's mostly a problem how the mesh is influenced by the joint angles and bulges.
So my trial cuff was exactly centered (see images on first page) but didn't bend the same manner like the thigh actor ... naturally cause holding exactly its position to its parent but not being influenced like this. So I'm not fully sure if a morph can fix this ... ok, a bit for a still image but not while moving, so not animation safe, I guess. OK, no problem, animation is not my kind of hobby ... I also did photographing but never super-8 or video ... :biggrin:

Yeah, the problem lies in it's not easy to correct that type of deformation without more mesh there.  At that point, it's a problem following the JCMs for mesh that doesn't exist in the conformed objects.  The shin bending controlled morph in the thing for the muscle flex is easy.  The thigh bend and controlling that morph is more difficult.  But, I put in a fix morph that should only be needed when the thigh is bent upwards at +70deg or more.

Quote - But on the other hand cause these boots are freebies (it's easier as if sold with some experiments), if your morphs are ready and you agree, I could combine the cuff and the thigh mesh to a new tigh mesh and implement it as a alternate geometry. In this case it will follow completely to each movement, so being stretched and crushed in total omiting morphs for that. Ok, the outcoming CR2 will then be packaged (objaction mover for example) against the original but this is easier as with a sold piece in view to licensing things. This might solve that theme best.

Sure, that'd be fine by me.  I'd like to see how that is implemented anyway for future reference.

Quote - B.t.w. the cuff's with morphs are looking very well even if they (the last blue ones) are a bit spiky at the front and the V might be bigger up to the topline of the cuff.
The side line is to curvy ... for a old fashioned pirate boot, not for a modern fetish boot. I mean that boots are made of leather, so it's a stiff material and that blue cuff then looks more like fabrics or latex. Not cause blue but think of that cuff being unfolded ... I think with normal leather this would be problematic. So I think that side view should be more like a diagonal line, a mirror line there the top part is folded down. You see my point ?

(The blue was just the random color Poser assigned it without mats.)
As for the rest, I'm already with you on that and completely redid them.  I finally figured out that what was wanted was a cross between the traditional high-boot cuff (they don't have peaks and are a bit longer and floppier) and the fetish-like or "movie style" high cuffs.  I think I got pretty close to it.

I'll be happy to add any morphs, make changes or add textures if you want.  Enjoy!


paramount ( ) posted Fri, 30 January 2009 at 4:28 AM

Goodness Morkonan these boot cuffs are absolutely devine!!!

That trim is soooo cool!!!

And the overall shape is soooo piratey and the skull and crossbones simply finishes it off a treat!!!

Brilliant!!!

Is there a link to these P3D's free boots, anywhere?!?
 

 


JoEtzold ( ) posted Fri, 30 January 2009 at 7:50 AM · edited Fri, 30 January 2009 at 7:51 AM

Morkonan, really great work ... looks nearly like Maureen O'Hara coming round the corner or even better ... :thumbupboth:   (She had a V in the front side of her boots ... not my fashion)

Have to try it now asap ...

paramount, here is the link
www.pretty3d.com/download.php
go to the bottom of that page ... though, don't miss to have a look to the rest of the pages ... there lot's of goodies ... a bit higher are also some separat textures for Sexy Leather.
I'm at the moment not sure if you need to make a account prior to downloading freebies.

Out now for dressing my captain ... :tongue1:


paramount ( ) posted Fri, 30 January 2009 at 8:12 AM

file_422943.jpg

Thanks for that link, Jo...

I've added this render to show you the latest package I've added (yesterday) to my already bloated dowloads runtime: Its Tortuga Port of the Pirates by Luke Ahearn, and its jam-packed with unfathomably beautiful props to blend in with our very piratey and unquestionable goings-on to be sure!!! The glowing prop street and wall lights included are scrumptious and the detail overal for not much cash is favourably exquisite...

...And I'm not even sure why I've gone all pirate keen of late!?!

 


Morkonan ( ) posted Fri, 30 January 2009 at 11:47 AM

Quote - ......And I'm not even sure why I've gone all pirate keen of late!?!

Because... Pirates are cool.  :)


JoEtzold ( ) posted Fri, 30 January 2009 at 3:55 PM

file_422967.jpg

Hey, matey ... hurry up to have Tortuga cleaned up 😉 cause Lady Hornblower is on her way to visit your lousy jerkwater town :ohmy: ... she's a bit bored with the speed on her morning walk ... :bored:

That boot cuff's work like a charm ... mostly, Morkonan, please see next message ... 😄

No big efforts done with lighting and background for this quick shot ...


Morkonan ( ) posted Fri, 30 January 2009 at 4:02 PM

Quote - Hey, matey ... hurry up to have Tortuga cleaned up 😉 cause Lady Hornblower is on her way to visit your lousy jerkwater town :ohmy: ... she's a bit bored with the speed on her morning walk ... :bored:

That boot cuff's work like a charm ... mostly, Morkonan, please see next message ... 😄

No big efforts done with lighting and background for this quick shot ...

I'm glad they're useful!  I'll hang around for the next message.  I assume I need to do some tweaks or cleanup work?  If so, no problem.  I'm happy to oblige!


paramount ( ) posted Fri, 30 January 2009 at 4:49 PM

file_422971.jpg

Hey shipmates!

Above set took ten minutes to put together and light and two minutes to render - not bad eh?!?

Nice render and the boot cuffs look posatively adorable. Nice outfit, Jo. And I'll simply have to say it again folks: That Skull & Crossbones motif is absolutely stunning!!! 

Now ain't it odd!!! You guys started the Moonbase Girl Outfit, and UFO was suddenly on UK cable TV every day - and still is - almost... And then you went and started off the piratey themed props and oddments, and now the TV (UK anyway) is awash (good choice of word eh?!?) with all things most piratey!!!

So what's next then guys!?!

  

 


Morkonan ( ) posted Fri, 30 January 2009 at 4:53 PM

Quote -
Hey shipmates!

Above set took ten minutes to put together and light and two minutes to render - not bad eh?!?

Nice render and the boot cuffs look posatively adorable. Nice outfit, Jo. And I'll simply have to say it again folks: That Skull & Crossbones motif is absolutely stunning!!! 

Now ain't it odd!!! You guys started the Moonbase Girl Outfit, and UFO was suddenly on UK cable TV every day - and still is - almost... And then you went and started off the piratey themed props and oddments, and now the TV (UK anyway) is awash (good choice of word eh?!?) with all things most piratey!!!

So what's next then guys!?!

  

Uh.. hmm.. it seems the forces of the Universe are working in conjunction here..

So, how about we do a Winning Lottery Ticket and you tell us what UK TV say's the winning numbers are? :)

That set looks awesome, btw!


JoEtzold ( ) posted Fri, 30 January 2009 at 5:13 PM · edited Fri, 30 January 2009 at 5:15 PM

Morkonan, I have found some small issues and fixed most of them (see list below). I have included a update file only holding the changed CR2 and PZ2. Might be you want to integrate into your package.
Also in the character folder I have added the Dress.CR2 from the original P3D-package. As said before I have recalled the transformations dials in body which was missing (by error?).

With you cuff's the special bend-morph is working very well. B.t.w. did you create the cuff's with the "LengthShort"-morph of the boots l/rThigh set to -1. Looks like cause in normal position there is a discrepence seen between top of cuff and top of boot. Especially while looking from backwards into the upper part of that lovely V.

Now what did I do with you nice package.

  1. In CR2 and PZ2 I changed all that absolute path references with windows-conform backslash to the poser normal relative format ":Runtime:Geometries:....". I think this will avoid problems for all people having poser not installed at the default location and/or using external runtimes. Poser 7 and also 6 will work with this without any problems. Poser 5 might be a bit critical if used in a external runtime and not being located there ... this is a "flasher" in P5 ... sometimes ok, sometimes not ...

Next points are all only in CR2.

  1. Changed all [actor]:7 or Figure 7 to [actor]:1 or Figure 1. It's not essential, more cosmetic, but as a final version keeps things straight and clear.

  2. Changed 2 or 3 display options to the default USEPARENT cause I found that going to a different display option in poser only one of the cuffs followed. The other stayed with full shader and didn't show me the mesh lines.

  3. Changed DefaultPick from hip to body. I find it's more useful to have body as the first choice if the character has to be translated, rotated or such. Cause I normally have IK-Chain on it's impossible to place a character in scene using the hip.

  4. I removed all abdomen and foot related twist and smooth settings from hip and shins. These actors are completely outside and with also hip and shin without geometry these joints have no influence to the thighs. But I don't know how intelligent poser is working internally if having useless parameters. So these joints might/will only cost memory to hold them and time to recalculate them while rendering without any effects. Ok, you may say it's only very little ressource but with more than one figure plus round 4...6 cloth parts plus hair or other props also small amounts get together to make a big bunch ... and than crash rendering or worse ...

  5. I have hidden hip and both shin's cause they are not used to be moved directly by a dial and are not holding morphs or such. So the user doesn't need them in view.

  6. That all was easy but now I see as last a bigger problem, ok, no really problem, but very strange.  😕
    All that V4 bodymorphs, e.g. FBMAmazon, are twice. One as FBMAmazon and the second one as FBMAmazon_0. First problem, in dials pallet both come up as FBMAmazon, the lower one is that with _0 ... I think, not sure.
    I have found that one is working for the right actors and the other for the left actors. So this is unusual. I could understand if this will happen in BODY to have separat acccess to left and right bodyparts, though also unusual. Normally FBMAmazon is influencing all parts in total.
    But wait, there is more. For example FBMAmazon in right thigh is making the greatest (normal) morph, but FBMAmazon_0 is also making a very small morph (on some same vertices but a bit into the other direction). And this happens for left thigh vice versa. But the body fbm's work straight to there conterparts, so doesn't take into acount to use both as one.
    So for me it looks like you have done them in two runs and than put together without aggregating the morphs to one final result.
    I think it might be useful to have this behavior fixed, especially with a look to all that  copymorph-python-scripts which brings the values from the parent figue to all conformed parts. Or also if looking to cross-talk driven conforming.

B.t.w. the original boot's from P3D doesn't have any build in bodymorphs. In my SHADO materials package I had implemented a boots++.cr2 where I had rebuild the morphs using D3D's CopyMorph program.

And as a penultimate point what do you think about having that cool trim as a separat material group. This will open the chance to have leather and trim textured separat using a procedural shader without a image texture. It would be easier to change the cuff main color according to a given boot color.

And as last a morph to only flare the two edges left and right of the V could be nice. So to spread the V a bit outside and/or upside. 🆒

Sorry for that much critics and/or proposals because your cuff's are also marvelous 👍 and well working :thumbupboth: without these ... but I have read somethere

Quote - I'll be happy to add any morphs, make changes or add textures if you want.

... :blushing: ... so I couldn't resist.

Will give my alternate geometry idea a try in the next days, I keep you informed. And also have a idea in the back of my mind that it must be possible, if using alternate geometry, to have these cuffs also implemented to the shin parts a bit below knee. That than might be a very versatile  pirate boot ... :rolleyes:


JoEtzold ( ) posted Fri, 30 January 2009 at 5:36 PM · edited Fri, 30 January 2009 at 5:39 PM

Hopefully for such a  Lottery Ticket the UK TV might give us the the numbers of the german Lottery ... 35 Million Euro in jackpot this weekend ...
But you need 6 numbers plus the correct super number, that's the last digit of your ticket. So the chance is round 1:14000000 to get the cash. The chance to meet a lightning personally is 3 to 4 times better than that.  So anybody here who has been crashed by a lightning 4 times in the past ... might be the lucky guy/girl ... :laugh:

Nice market place with that dominant ... uh ... hanging facility ... or there a too much doctors working on spinal column problem ...

But Lady Hornblower wants to know, where the hell is the tavern ... :woot:


JoEtzold ( ) posted Fri, 30 January 2009 at 6:18 PM

Might be the 35 Million or the late hour ... I have forgotten to attach the file :blushing:

But cause it's to big for this forum, Morkonan, I have mailed it to your email adress ... Hope this is ok.  File is virus scanned.


Morkonan ( ) posted Fri, 30 January 2009 at 8:13 PM

Quote - Might be the 35 Million or the late hour ... I have forgotten to attach the file :blushing:

But cause it's to big for this forum, Morkonan, I have mailed it to your email adress ... Hope this is ok.  File is virus scanned.

Thanks VERY Much!  I'll take a look at it in the morning and incorporate it in a new CR2.

I'll also take a look at the mesh, paying attention to what you described concerning the length.  What I was planning on doing was making the interior of the cuff long enough so that it would work, in a pinch, with another boot that was similar to P3D's if someone wanted to use it for that.

I used a morph cloth program to transfer morph approximations over to the cuffs for the very same reason - In case someone either had already morphed their P3D boots or were trying to use another.

The issues with the CR2 are things I'm still learning.  I'm not good with debugging CR2s yet. :)  Anything you point out in that area is excellent learning material for me!

I'll add some movement morphs when I build the new CR2.  I was rushing it at the end because I didn't have much time.  I had wasted a bit of time with the other cuffs, trying to make a cuff that would do "Everything."  Lots of morphs later, I realized that it just wasn't going to be suitable.  So, I started over from scratch. :)  I'll throw in a few movement morphs for the rear wings of the notch, a bigger flare morph and then I'll put in some special Fitting morphs for people who may be trying to use other boots.  Morphs are really easy.  I was thinking about putting in some extra bones for controls but, that would just make it a bit too heavy on resources for what it would most likely be used for most of the time.


Morkonan ( ) posted Fri, 30 January 2009 at 8:25 PM

Quote -

  1. That all was easy but now I see as last a bigger problem, ok, no really problem, but very strange.  😕
    All that V4 bodymorphs, e.g. FBMAmazon, are twice. One as FBMAmazon and the second one as FBMAmazon_0. First problem, in dials pallet both come up as FBMAmazon, the lower one is that with _0 ... I think, not sure.
    I have found that one is working for the right actors and the other for the left actors. So this is unusual. I could understand if this will happen in BODY to have separat acccess to left and right bodyparts, though also unusual. Normally FBMAmazon is influencing all parts in total.
    But wait, there is more. For example FBMAmazon in right thigh is making the greatest (normal) morph, but FBMAmazon_0 is also making a very small morph (on some same vertices but a bit into the other direction). And this happens for left thigh vice versa. But the body fbm's work straight to there conterparts, so doesn't take into acount to use both as one.
    So for me it looks like you have done them in two runs and than put together without aggregating the morphs to one final result.
    I think it might be useful to have this behavior fixed, especially with a look to all that  copymorph-python-scripts which brings the values from the parent figue to all conformed parts. Or also if looking to cross-talk driven conforming.

This is evidently a problem I had with using Morph Cloth.  I tried to limit transfers and noticed that it was doubling up on some test items.  It seemed like it was loading morphs for each body part and then loading them all again every time it moved to a new body party.  The effect would bloat the CR2 with all sorts of duplicates.  I don't know if it is "User Error" (which is likely) or a bug (less likely).

Quote - And as a penultimate point what do you think about having that cool trim as a separat material group. This will open the chance to have leather and trim textured separat using a procedural shader without a image texture. It would be easier to change the cuff main color according to a given boot color.

I thought about doing that but I was already getting behind in my deadline to get them done.  The only reason I didn't do that was because I hadn't built the mesh with that in consideration so I would have had to go back and tweak it so the new material group would be a nice, even width across the bottom of the cuff.  I can revisit that before I start doing the morphs and tweak the mesh then if it is needed.

Quote - And as last a morph to only flare the two edges left and right of the V could be nice. So to spread the V a bit outside and/or upside. 🆒

Will do!

Quote - Will give my alternate geometry idea a try in the next days, I keep you informed. And also have a idea in the back of my mind that it must be possible, if using alternate geometry, to have these cuffs also implemented to the shin parts a bit below knee. That than might be a very versatile  pirate boot ... :rolleyes:

:) 
I'm really looking forwards to the alternate geometry lesson! heh heh

PS- BTW, I didn't hide the shin/hip because I usually leave them exposed out of habit, just in case they're needed.  I'm used to leaving them alone since bones like that are only included in helping smooth out certain JP's/Morphs when conforming.


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