Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)
Let's see....I've got Bottom Face Wide, Undereye Puffy, Widen Between Eyes, Turn Nose Up, Widen/Narrow Bridge, Remove Nose Bump, Nose Tip Shorter, Jaw Square, Cheek Bones, Nose Bottom Narrow, Brow Bone, Nose Tip Round, Flare Nostrils and Flare Nostrils Up.
Admittedly, I'm much better at sculpting morphs than I am expression morphs (and not a master at either...lol). However, I'm willing to give it the old college try, so we'll see what I come up with ;o).
Some of the morphs in the following images are overaccentuated so that they can be more easily seen.
Laurie
Those look great, Laurie. I'm very excited that Antonia's face is getting some variation.
I'd certainly hope she'd be easy to morph. :laugh: My frustration with the face topology in existing Poser figures pre-V4 played a big role in getting me to start this project. I tried to make a character morph for V3 in ZBrush and it was really tricky because ZBrush doesn't handle poles particularly well, of which V3's face has a lot. So I tried to avoid poles as much as possible and get an overall organic flow. Whether I succeeded I don't know, but whenever people tell me she's good to morph it pleases me, because it tells me my efforts weren't completely fruitless.
Do you have an invitation to the developers site yet? I keep forgetting who's in and who's not since I only see the email addresses on there. Anyway, give me your email address via sitemail or mail to Antonia.Polygon on GMail, and I'll let you in.
-- I'm not mad at you, just Westphalian.
Quote - Thanks, Laurie! What do you use (sculpt in) for creating these?
Regular old Poser 7 morph tool...lol.
I find that, since I'm really a 2D artist, that it's easier for me to "paint" on the details I want and Poser's morph tool works well for this, at least for me :o).
Some of the morphs were done with magnets where it wasn't practical to use the tool (such as making the tip of the nose shorter and making it tip upwards). But everything else was pretty much the morph tool.
Laurie
Quote - lesbently: Your revised shape looks great. I think the hips might be a tiny bit too rounded in the front view, but otherwise excellent work. I'd definitely like a full-body morph for Antonia based on that.
At the moment I'm making a new morph for the 114 figure. It will be similar to the previous one but not exactly the same. If it looks OK when I'm finished, I'll post a zip here so people can try it.
In order to fit in with my work flow - which is morph with magnets, spawn morphs with "Spawn FBM.py", create INJ/REM with "SpawnCharacterP6.py" - I had to add PBMCC_## channels. I did that by placing a line in each actor:
readScript ":Runtime:libraries:!Injections:Antonia:Antonia_PBMCC_Chnnls.pz2"
The "Antonia_PBMCC_Chnnls.pz2" contains the channels, 6 of them at the moment, but an advantage of storing the channels outside of the cr2 is that it's easy to add more channels without needing to make or distribute a whole new cr2. If you would like a copy of the modified cr2, just say and I will send it to you. > Quote - I don't think I will change Antonia's base shape - meaning the original shape of the mesh - much anymore.
I get your point here, but would make one suggestion for modification. I feel that the top of the shoulders (Poser collars) is too rounded, and would benefit from being squared off a bit.
Quote - By the way, have you tried to use the scaling dials to change her shape?
Yes I have. My "morph" is actually a combination of morph and scaling pose. Note though that there can be problems with xScaling the chest, it tends to mess up the bending of the shoulders (upper arms). Try scaling the chest to 50%, then raise a shoulder and you will see what I mean. This is a great pity, because it would be really nice to be able to scale the chest. It's not just your figure, V4 is even worse. I think it has something to do with the rotation order being different in the arms. With V4 I tried all sorts of things to fix it, but could not find a complete cure.
Quote - At the moment I'm making a new morph for the 114 figure. It will be similar to the previous one but not exactly the same. If it looks OK when I'm finished, I'll post a zip here so people can try it.
Orsum!
Quote - In order to fit in with my work flow - which is morph with magnets, spawn morphs with "Spawn FBM.py", create INJ/REM with "SpawnCharacterP6.py" - I had to add PBMCC_## channels. I did that by placing a line in each actor: readScript ":Runtime:libraries:!Injections:Antonia:Antonia_PBMCC_Chnnls.pz2"
The "Antonia_PBMCC_Chnnls.pz2" contains the channels, 6 of them at the moment, but an advantage of storing the channels outside of the cr2 is that it's easy to add more channels without needing to make or distribute a whole new cr2. If you would like a copy of the modified cr2, just say and I will send it to you.
Excellent idea! No need to send the modified cr2, though. At the moment I am working mostly in DAZ Studio and export the cr2 from there. That means I need a little script that rewrites that cr2 and inserts stuff that I can't set from within D|S. So when I write that script, I'll just have it insert your line into every actor, as well. > Quote - I get your point here, but would make one suggestion for modification. I feel that the top of the shoulders (Poser collars) is too rounded, and would benefit from being squared off a bit.
Good point! But a presume you mean when her arms are down? That's the JCMs taking too much volume away, actually. It's pretty high on my list of things to fix when I get to work on the shoulder bends. > Quote - Yes I have. My "morph" is actually a combination of morph and scaling pose. Note though that there can be problems with xScaling the chest, it tends to mess up the bending of the shoulders (upper arms). Try scaling the chest to 50%, then raise a shoulder and you will see what I mean. This is a great pity, because it would be really nice to be able to scale the chest. It's not just your figure, V4 is even worse. I think it has something to do with the rotation order being different in the arms. With V4 I tried all sorts of things to fix it, but could not find a complete cure.
Darn! I forgot about that problem. Yes, I've had endless struggles with the feet and legs. I think I finally got y-scaling the shins to work, but the feet are pretty much hopeless. You are right, there are likely to be similar problems with the chest. It's really quite annoying.
I wonder if it would make sense to change the rotation orders of the collar actors so that they match the chest. It would be a bit weird to use the twist channel for backward and forward, but it might just be crazy enough to work. Hmm... :laugh:
-- I'm not mad at you, just Westphalian.
I know some have wanted smoother lips. How'd I do? I mean they're not perfect, but I'm happy with them ;o).
Now, I'm hitting the sack. I'm pooped!
Oh, and while I'm thinking about it... While I'm perfectly able to make and spawn morphs, I'm absolutely clueless as to how to make them injectable. I know lesbently has "tried" to help me with this before (thanks, and bless you...lol), but I'm afraid I lack the know-how at the current time or I just am not sure of the tools I need to use. Anyhoo, if someone could help in that direction, I'd be FOREVER grateful ;o).
Laurie
Quote - Those look great, Laurie. I'm very excited that Antonia's face is getting some variation.
I'd certainly hope she'd be easy to morph. :laugh: My frustration with the face topology in existing Poser figures pre-V4 played a big role in getting me to start this project. I tried to make a character morph for V3 in ZBrush and it was really tricky because ZBrush doesn't handle poles particularly well, of which V3's face has a lot. So I tried to avoid poles as much as possible and get an overall organic flow. Whether I succeeded I don't know, but whenever people tell me she's good to morph it pleases me, because it tells me my efforts weren't completely fruitless.
Do you have an invitation to the developers site yet? I keep forgetting who's in and who's not since I only see the email addresses on there. Anyway, give me your email address via sitemail or mail to Antonia.Polygon on GMail, and I'll let you in.
Don't know how I totally missed this post...lol. I must REALLY be tired ;o).
Anyway, thanks. She really is nice to morph and takes to them well :o).
I use Poser 7's morph tool, so even if the morph comes out just slightly asymmetrical, I don't fret about it because I actually like that. Looks more natural ;o).
I don't have an invite to the developers site :o)...I've just been morphing away on the version you have in your sig. I will shoot you an email...that's if I don't pass out right here on my keyboard first...lol.
Laurie
Quote -
I use Poser 7's morph tool, so even if the morph comes out just slightly asymmetrical, I don't fret about it because I actually like that. Looks more natural ;o).
Of course, you could get them symmetrical if you did wish to, as the morph tool does have a mirror function (because Antonia isn't symmetrical, it spurs a warning, but it still works fine).
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
Quote - > Quote -
I use Poser 7's morph tool, so even if the morph comes out just slightly asymmetrical, I don't fret about it because I actually like that. Looks more natural ;o).
Of course, you could get them symmetrical if you did wish to, as the morph tool does have a mirror function (because Antonia isn't symmetrical, it spurs a warning, but it still works fine).
Actually I have been mirroring them. I don't get a warning, but because she's not symmetrical, the morphs aren't either ;o). I just touch up what I can and leave the rest as "more real looking"...lol.
Laurie
Quote - Excellent idea! No need to send the modified cr2, though. At the moment I am working mostly in DAZ Studio and export the cr2 from there. That means I need a little script that rewrites that cr2 and inserts stuff that I can't set from within D|S. So when I write that script, I'll just have it insert your line into every actor, as well.
OK, but in that case I should fill out one detail I neglected to mention. The BODY actor is a special case, you need valueParm not targetGeom channels in the BODY, so you will need a different readScript line calling a different pz2 for the BODY. A simple "Search & Replace", then rename the file, will convert the "Antonia_PBMCC_Chnnls.pz2" into a "Antonia_PBMCC_FBM_Chnnls.pz2". P.S. Don't know if I mentioned this in my IM. Best to use "_Chnnls" as the last part of the name, it seems that this keeps the file compliant with the DAZ updater, it seems that it will only work with certain endings. the ones I know of are "_Chnnls" and "_Grps" (for groups).
Quote - Good point! But a presume you mean when her arms are down? That's the JCMs taking too much volume away, actually. It's pretty high on my list of things to fix when I get to work on the shoulder bends.
Yes, when the arms are down. Good to know you are planning a fix.
Quote - I wonder if it would make sense to change the rotation orders of the collar actors so that they match the chest. It would be a bit weird to use the twist channel for backward and forward, but it might just be crazy enough to work.
I don't know if that will fix the problem, it's only a hunch that it is implicated, but I certainly think that it is worth a try. As to it being "weird to use the twist channel for backward and forward" the dial name can be anything you like (though you might have to tweak some JCM code to match). Any of the rotate channels could have the dial name "Twist", and the order of the dials can be set in the 'groups' so no need for the end user to be confused.
Quote - OK, but in that case I should fill out one detail I neglected to mention. The BODY actor is a special case, you need valueParm not targetGeom channels in the BODY, so you will need a different readScript line calling a different pz2 for the BODY. A simple "Search & Replace", then rename the file, will convert the "Antonia_PBMCC_Chnnls.pz2" into a "Antonia_PBMCC_FBM_Chnnls.pz2".
Good point! I'd probably have forgotten that. Additional question: what's the lowest Poser version that can do a "readScript"?
Quote - P.S. Don't know if I mentioned this in my IM. Best to use "_Chnnls" as the last part of the name, it seems that this keeps the file compliant with the DAZ updater, it seems that it will only work with certain endings. the ones I know of are "_Chnnls" and "_Grps" (for groups).
Actually, I'm not sure if we need to, or should, be compliant with the DAZ updater. So I'll just take that as a bit of extra info for now. :laugh:
Quote - As to it being "weird to use the twist channel for backward and forward" the dial name can be anything you like (though you might have to tweak some JCM code to match). Any of the rotate channels could have the dial name "Twist", and the order of the dials can be set in the 'groups' so no need for the end user to be confused.
No, the weird thing is that the twist channel uses different falloff settings, namely a set of bars instead of angles. That shouldn't matter too much in this case, though, since one needs those darn in/out spheres, anyway.
-- I'm not mad at you, just Westphalian.
Quote - > Quote - Not to be too pedantic here, but... :laugh:
Antonia is in fact perfectly symmetrical. Poser is just buggy and messes her up.
Which is rather ironic considering there's no such thing as a perfectly symmetrical person IRL.
It is. But it's much easier to work on a completely symmetric figure than on an asymmetric one. I like to separate things out. Base figure and basic sculpt morphs should be perfectly symmetric (or as symmetric as buggy software lets us make them). This saves a lot of time and prevents inconsistencies because one only has to work on one side of the model. Then there can be additional morphs that introduce asymmetries. That way, one has better control over the final appearance.
-- I'm not mad at you, just Westphalian.
Quote - > Quote - > Quote - Not to be too pedantic here, but... :laugh:
Antonia is in fact perfectly symmetrical. Poser is just buggy and messes her up.
Which is rather ironic considering there's no such thing as a perfectly symmetrical person IRL.
It is. But it's much easier to work on a completely symmetric figure than on an asymmetric one. I like to separate things out. Base figure and basic sculpt morphs should be perfectly symmetric (or as symmetric as buggy software lets us make them). This saves a lot of time and prevents inconsistencies because one only has to work on one side of the model. Then there can be additional morphs that introduce asymmetries. That way, one has better control over the final appearance.
Quick question if you don't mind. How scalable is Antonia? In other words can she be morphed into a child?
Quote - Additional question: what's the lowest Poser version that can do a "readScript"?
I think version 3 can handle it, but I would not swear to it. I know from experience that 4.3 can.
Quote - Actually, I'm not sure if we need to, or should, be compliant with the DAZ updater. So I'll just take that as a bit of extra info for now.
Well it may not be needed, but it won't hurt, so why not?
Quote - No, the weird thing is that the twist channel uses different falloff settings, namely a set of bars instead of angles. That shouldn't matter too much in this case, though, since one needs those darn in/out spheres, anyway.
Ah, I see.
Suggestion. Some of us do not like to have leg IK on by default. When the chains are named "LeftLeg" and "RightLeg", Poser automatically turns IK on, irrespective of the IK state when the figure was saved. If the chains are named "Left Leg" and "Right Leg" (with a space) Poser respects the state of the IK.
Quote - Suggestion. Some of us do not like to have leg IK on by default. When the chains are named "LeftLeg" and "RightLeg", Poser automatically turns IK on, irrespective of the IK state when the figure was saved. If the chains are named "Left Leg" and "Right Leg" (with a space) Poser respects the state of the IK.
Oh cool! I had no frigging idea.
Good to have you on board, Les!
-- I'm not mad at you, just Westphalian.
Quote - I have started work a square shoulder JCM. I know odf will probably come along soon and do a better job, but I'm sure he has a lot on his plate right now. So whilst I am waiting, I am rolling my own.
Opinions sought. Have I made the shoulders too square? Not square enough?
Working with joints...
....rolling your own....
....oh I see the opportunity for a punny pun here....hehehe....
:lol:
Sorry I couldn't help myself. I can get out of control silly some times.
My brain is just a toy box filled with weird things
Content Advisory! This message contains nudity
Certainly! But since I am still somewhat short on clothes for her (mostly because I'm too busy with other things, not because there are none available that could be made to fit her) and I'm not allowed to show nekkid kids in here, I give you a somewhat unusually proportioned adult.
(Legolas: Damn, I had no idea Gimli's sister was so pretty.)
-- I'm not mad at you, just Westphalian.
I LOVE you new slogan in your signature, Jules! VERY cool!
YAAAAAAAAAAAAAAAAAAAAAY! Now we have Les on board! To my mind tht's like having Stonemason or Philc over for lunch! :laugh: Like a friend said, "It's always better to fight alongside a winner, than against one!"
More happy dancing time!
I cannot save the world. Only my little piece of it. If we all act
together, we can save the world.--Nelson Mandela
An inconsistent hobgoblin is
the fool of little minds
Taking "Just do it" to a whole new level!
Here's one that uses Eyes Apart_Closer, Eyes Up_Down, Eyes Tilt Up_Down, Eye Outer Corner In, Eyes Big, etc. I'm planning some up and downs for the mouth and nose as well as a few other things :o).
Laurie
Quote - I don't think there is a theoretical numerical limit, as she uses binary morphs (PMDs).
Well, I don't have Use Binary Morph Targets turned on, and even if I did (as I said in an earlier post), I don't know how to make them injectable anyway ;o). I have them saved in a document AND have exported the morph targets for each one, just in case.
Laurie
I thought there was a pmd script for DAZ Studio...
OH yea, I forgot, iirc, it needs to be updated for DS3! :cursing:
---Wolff On The Prowl---
Hm, I don't use DS, but I was under the impression there was an available script that worked in everything later than 2.somethingorother.
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
For Poser, ockham's free loader.py can load a folder of .obj morphs onto a body part so a folder of head morphs for instance can be loaded at one time. For body morphs though it would be one body part at a time and the user would have to create the full body morph dials. Back in the day MorphManager was used to move morphs from a "donor.cr2" onto figures.
There was earlier in the thread a discussion that script for creating FBM channels... can someone possibly package that script or similar with a "How To" tutorial to go on the final Antonia release site to encourage the distribution of morphs/characters by those who don't know how to do the INJ or PMD injection stuff?
Is there still going to be a dedicated Antonia release distribution site for the final figure and contributed textures, morphs, poses, clothing etc.? It would be so nice if Antonia was the occasion for the renewel of the old DYI and sharing that we had back in 1998 with Posette and Eve when this whole Poser thing first got going on-line.
Even people without a great Poser technical skills can make really cool artistic contributions. If the site had tools and information for packaging and distributing morph work and textures even by the less "techy" people it could be really invigorating in terms of creating a little sub-community of Poser users outside the DAZ/RMP consumer model.
Attached Link: InjectPMD Plugin
Here is the thread at DAZ for the PMD script. I think Delta is going to combine that with other scripts to make a multi purpose plugin rather than separate scripts ....---Wolff On The Prowl---
Hmmm, I wasn't paying enough attention. Your correct. I've just downloaded both the 32 and 64 bit versions. YAY!! No more worrying about that at least!! LOL
---Wolff On The Prowl---
Quote - For Poser, ockham's free loader.py can load a folder of .obj morphs onto a body part so a folder of head morphs for instance can be loaded at one time. For body morphs though it would be one body part at a time and the user would have to create the full body morph dials. Back in the day MorphManager was used to move morphs from a "donor.cr2" onto figures.
wow...anyone know where I can find that script? My morphs are ALL head morphs.
Thanks ;o).
Laurie
Attached Link: Loader (Python) ... all-purpose getter script
I think the above should link to the loader.pyThis site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
Hey.
I just made a Full Body sculpt with Blender with no problems, loaded up to Poser, and without a doubt, she's a real beauty to behold. Just using the poses where bending is without a doubt stunning. Whatever the rig is, it's coming along good.
I think I will be playing around this figure some. I'm liking it, and I'm just trying it out.
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