Forum: Freestuff


Subject: Pirate muskets desired

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


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.