Forum: Poser - OFFICIAL


Subject: Antonia - Opinions?

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


odf posted Sun, 03 May 2009 at 11:07 PM

cobaltdream: I agree that a comparison would be instructive. I'll see what I can do about that. The point I was trying to make is that with my new JCMs, there's even a wider angel range in which the shoulder bends look good than with phantom3D's original ones. So combining the shoulder and collar bends will still give more natural results, but we no longer need the collars to avoid large bend angels in the shoulders.

I also agree that we should have some poses distributed with Antonia that people can study and extend. Every figure bends a little differently, and there's some extra stuff that Antonia's rig can do and that we need to educate people about.

Fisty: Nice! I've never really looked at V4's skeleton that much. She and Antonia both have collar bones and no buttock bones. Apart from the feet and the extra hip bones in Antonia, they're really not that different. :biggrin: Maybe I'll write up a detailled comparison at some point to bring people used to V4 up to speed with Antonia.

phantom3D: I haven't made any JCMs yet for high-poly, so I can't really tell from experience wich is harder. 😉 But as I said earlier, I like to push individual vertices, so I usually prefer to work in low-poly. Since you use ZBrush, you might actually find high-poly easier to work with.

Yes, I remember you said you had trouble with the thighs. So my optimism might be a bit premature. But I figure if I can't handle the thighs myself, I can always fall back to your excellent work.

I'm done with the shoulders now (the first version, anyway), and I'm coming to terms with the little quirks of D|S and the DAZ setup system, so my work trickle is starting to resemble a flow. I think I'll do elbows next and maybe collars, so I can show off some nice arm poses.

When I'm done with the arms, I might transfer those JCMs to high poly and see how they work.

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