Forum: Freestuff


Subject: Pirate muskets desired

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


JoEtzold posted Fri, 30 January 2009 at 5:13 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: