paramount opened this issue on Jan 09, 2009 · 69 posts
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.