Forum: Poser - OFFICIAL


Subject: Antonia - Opinions?

odf opened this issue on Oct 27, 2008 · 13933 posts


odf posted Sat, 17 January 2009 at 9:22 PM

Quote - Sub D in D|S probably means that the D|S crowd will probably be highly interested in a low-poly Antonia.

True! I hadn't thought of that.

Quote - I think you're right that porting the morph transfer software to PoserPython probably isn't worth the effort.

Well, that would be a relief. :biggrin:

Quote - About the Scala thing - would it be possible to compile your code to bytecode, and provide a link to the Scala download pages in the documentation?

I could do that, but the bytecode is already coming close to a megabyte, whereas the source code is just a bit over 32KB. The Scala runtime library itself is less than 5MB, so essentially if I distributed the byte code, just adding the library to produce something that runs directly would be on the same order of magnitude. But I don't have to decide that right away. I could start out providing the source code for morph developers, and if enough people asked for a pre-compiled binary, I'd make one.

Quote - Morph target transfer software - man, that's been a holy grail for ages! There are some solutions on the market, especially designed for transferring morphs from figure to clothing, with varying degrees of usefulness and quality of the resulting morphs. But if your solution transfers morphs cleanly, there'll be quite a market for that software alone!

Well, let me be clear here. It wouldn't be a general purpose morph transfer program. It would simply transfer geometry back and forth between different SubD levels of the same object. SubD uses an algorithm known as Catmull-Clark subdivision. If you have a mesh that's been generated that way, you can simply reverse the process and reconstruct the original mesh. Now if you apply a morph to the subdivided mesh, you can still do the reverse subdivision in the same way, but of course you might lose some detail. I imagine that's pretty similar to what ZBrush does when you sculpt a high-res mesh and apply the result back to the original low-res version. You lose some detail, and that lost detail is then baked into a displacement map.
 

-- I'm not mad at you, just Westphalian.