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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 1:20 pm)



Subject: Daz Kids Morph Mapped Clothing


jbrugion ( ) posted Thu, 09 August 2001 at 11:21 PM · edited Mon, 23 December 2024 at 10:53 AM

file_199816.jpg

For Poser users who are tired of clothes that don't fit their nicely morphed characters, help is on the way. After a lot of late nights coding and debugging, the first product using my morph mapping Python scripts is now available at the Daz store at http://store.daz3d.com/store/merchant.mv?Screen=PROD&Store_Code=ZP1&Product_Code=ps_mo019b&Category . With these scripts I was able to transfer the morphs from the kids to the clothing without mesh editing by hand. As you can see in the shot above the "Heavy" morph on the Kids is now on the clothing. The next one to be coming out will be my much delayed Vicky 2 Clothing Pack 1 which will have all the morphs transferred from Vicky 2 to the Daz Vicky Clothing Pack 1. For those of you who have been asking and patiently waiting, I say thank you and promise it should be out next Friday. It would have been out by now but it was pushed back to fit the kids in real quick. I think you will be very happy with the result even if it took a little longer. After Vicky 2 is done I will be taking a LONG nap (haven't gone without sleep like this since undergrad finals week). Then I will be looking at transferring the Vicky 2 morphs to other items of clothing. Its about time she and the other characters can morph without losing their shirts.


leather-guy ( ) posted Fri, 10 August 2001 at 12:03 AM

Beauty! -


Mazak ( ) posted Fri, 10 August 2001 at 4:51 AM

Great piece of news! Mazak

Google+ Bodo Nittel 


wiz ( ) posted Fri, 10 August 2001 at 7:11 AM

Fascinating. Transfering morphs from the meshes to the clothes isn't easy. How are you doing it, taking each vertex on a piece of clothing, searching for the closest vertex on the underlying character, and using that morph delta?


jbrugion ( ) posted Fri, 10 August 2001 at 11:24 AM

The basic concept is something like that, although it gets just a little more complicated because the clothing and figure meshes can be very different in vertex layout. I've also run into a number of "issues" in Poser, the Poser-Python interface and the figure and clothing models that kept me up late and were the biggest block in my development time. I found a very simple script that hits a bug in the python interface that will eat all the memory on your machine (it blew through my 512MB like it wasn't there) if you try and apply it to the Vicki head. There is also a big difference between what is "mathematically correct" and what "Looks good". My original hope was to have a turnkey Poser-Python GUI app that anyone could use. It has turned into a suite or toolkit of scripts that do the mapping from figure to clothing (the "mathematically correct" part) and then do various post processes to get it "looking good" with some human intervention in the post processing. As an example. If you put the Vicky 2 Faerie/Anime morph on the Vicky Catsuit the wrinkles on the side and in the cleavage don't look right. The morph mapping is 100% mathematically and algorithmically correct but it really doesn't look good. That is where my beta-testers have been a godsend. The post processing is still faster than hand editing. The post procesing script I wrote to fix this problem runs in less than 2 seconds on my machine. I am still hoping that sometime this year or next I will be able to get the scripts into a form that are user friendly form. Big question is for the post processing can I auto-detect the problems and fix them on the fly vice having a human in the loop. The other option is to set up the tool kit to be "user proof".


Petunia ( ) posted Fri, 10 August 2001 at 2:12 PM

However you did it, they work very nicely. Thank you very much for makng such a versitile set!


wiz ( ) posted Sat, 11 August 2001 at 2:45 PM

John, thank you greatly. I sympathize. A lot of what I do with clothing manipulation algorithms ends up "semi automatic" and still requites a bit of human intervention at the end.


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