paramount opened this issue on Jan 09, 2009 ยท 69 posts
JoEtzold posted Sun, 01 February 2009 at 3:22 PM
If I had done it only on the Sexy Leather original boot (without morphs), it would be finished.
But I used that CR2 holding the bodymorphs created with D3D CopyMorph program.
As seen left under 1 the original is completely intact and does also react to the morph dials.
Than I have combined the new cuffs with the respective original boot parts meshes. The thighs for number 2 and with the shins for 3 and 4.
:ohmy: What a sewing ... so the cuff and the original mesh are connected with their outmost vertices and saved as a new mesh object. In case of the shins I have shortened that originals for the correct height and rescaled/rotated the cuff's for best fitting.
So all that cuffs are now parts of one CR2. And as seen, the uv map is left intact. Oh, that green (preview color) seam is the new "trim" material group. I have taken the outmost line of polygons around and into the V and have split it with inner extension 3 or 4 times. The new outmost line of polygons is now a bit turned inside to have a feeling of thicker material at the edge.
And so most of the old outer polygon line went to a new material group ready to be textured.
I had to tweak the joints and spherical fallout zones somewhat. For the thigh's it was easy, only 10 degree more in one exclude paramameter for bend and, as you see, the old "BendFixMorph" is not neccessary any more.
B.t.w. the seen poke through a the legs is the same as with the original boot. So not related with my changes.
With the shin's it's lot's more complicated cause changing the fallout zones to have included the whole cuff is influencing the original style without cuffs more than good. So I did a acceptable compromise. The higher position at the shins (3) is quite good working. But with the lower position I'm not completely satisfied, the front part is stretched too much round the corner.
But this is as is for two reasons. First it's the upstanding style of the cuff mesh and second in accordance to that it's coming to the mostly bend position.
If the original wouldn't be a thigh boot but a boot only reaching up to the knee, I would have killed the bending in conjunction with the thighs to fix this. But this would kill the functionality if thigh is used too.
So I will do a additional alternate part with the cuffs deeper ... let's say one cuff height deeper along the shins. This should bring them out of the critical bending zone.
So than that positions 2, 3 and the new one are usable also with some more extrem bends and that position 4 is only good for les bend legs, e.g. standing or lying positions.
I think thats acceptable at all.
For using the shin cuffs, the thigh's are set invisible. In Poser 7 that visibility check mark can be changed to be a dial and therefor can be used as slaved body dial. I did so that all these can be steered in the dial pallet of the body. I'm not sure if this will work in Poser 6 too. In P5 it doesn't. So in P5 and maybe P6 you have to go to the single actors or the heirarchy window to set the thighs invisible.
For the next days I will have a look on how to transfer the bodymorphs also with using cuffs.
The question is not IF this will work but HOW to do it best and easiest. Have to try out ... :rolleyes:
But for the moment I'm really happy with that ... clap, clap, clap, ... :tt1:
Think that this is making a really versatile sexy pirate boot ...
Ahh, b.t.w. I think a separat morph to have more flare with the cuff's isn't needed. This will make things with the sperical fallout zones only more complicated. Using alternate geometry is a bit limitated to having parts that are not too different in their size.
But having a morph to move the both edges at the V could be a nice addon.