Forum: Poser - OFFICIAL


Subject: Antonia - Opinions?

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


odf posted Sun, 29 March 2009 at 7:17 PM

Quote - odf- Look at that JCM on the calf, and give your 2p on it.

I think it looks great.

Quote - "Does anyone know of a Python script that lets one update a specific morph from an obj file? Basically I'd like to have a button that I can press whenever I made a change and that will then read in the new obj file and replace the existing deltas with the one computed from the new data."

I remember seeing one here that would do that, but I can't remember the name of it, or the maker. Send Ockam a sitemail, he's the BagginsBill of Python!  If he didn't do it, he'd know who did.

Thanks! In the meantime, I found a script by svdl that takes an obj file, turns it into a set of morphs - and optionally an FBM - for the current figure, writes INJ/REM poses and even makes thumbnails and a Python script to create the channels. Looks very nifty, and although it doesn't do exactly what I want, the ingredients are all there. I posted in the Poser Python group, anyway, to see if maybe the script I want already existed, but if I don't hear anything, I should have no problem now writing it.

Quote - About the HANDS: The creases in the skin are where they are for a reason--USE!  When the skin is folded, it creases.  Creases SHOULD be where the joints bend.  Humans are a good judge of what DOESN'T look human, or if a member of the tribe has become defective or diseased.

That IS why so many people are SO critical of CGI.  If it isn't perfect, the human mind is struck negatively by the movement,or bends or texture.

That is all quite true, but - no offense - in it's generality not all too helpful. 😉 Since we can't provide the perfect illusion, in practice we have to figure out which clues are most important to fool the human eye and try to provide those. Also, we have to find a good compromise between simplicity and accuracy in our meshes. So obviously, it would be very foolish not to have edge loops following the naso-labial crease in the face mesh. But for hand creases, it might be enough to have them in the texture or, for extra realism, add a displacement map and maybe some JCMs for the hand.

That's why I'm debating. The life line seems a good candidate for a loop, and I agree it's important for realism to have a crease there. But the thumb and its attachment to the hand are very difficult to model, and even if I came up with a better solution now, it could be quite tricky to make sure that all the existing morphs still work. So for me it's the question whether the gain would be worth the effort.

I'll do some experimenting and maybe post some renders here. It might turn out that - although not ideal - shifting some points along the palm-thumb intersection will be enough to achieve a better crease.

By the way, I adjusted the joint positions on the fingers, and I think they do indeed look better now when bent. I think it might be time for posting a new preview fairly soon. 😄

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