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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 01 12:52 pm)



Subject: Antonia - Opinions?


msg24_7 ( ) posted Sat, 12 February 2011 at 2:34 PM · edited Sat, 12 February 2011 at 2:44 PM

@BluEcho

Quote - Here is the way mine is set-up but it still asks me to locate it...

":Runtime:textures:BE4:BE4Nicol:BE4NicolHead_Lips.jpg"

so if Im not doing anything wrong, I will now upload to the MP. :)

BTW:The morps, poses and textures work fine in DS3 unless you create the morph with Binary Morphs enabled in Poser.

DS should find your textures, as long as you have the specific Runtime mapped in DS preferences as Poser content.

Yesterday's the past, tomorrow's the future, but today is a gift. That's why it's called the present.


lesbentley ( ) posted Sat, 12 February 2011 at 3:14 PM

file_465354.jpg

 

@odf,

This is what I meant. Sorry if my explanation was not clear.


ThespiSis ( ) posted Sat, 12 February 2011 at 3:19 PM

Hmmm...I use 7zip to unzip, so I just find the Runtime and extract it to Content. I never just unzip the main folder to Content. I even leave the Read me in the zip instead of extracting it so it's not taking up space, and I can go back to the zip if I want to read it.


Cage ( ) posted Sat, 12 February 2011 at 3:24 PM · edited Sat, 12 February 2011 at 3:27 PM

Quote - I was curious about a couple of things. First, I've seen a few face morphs for her but do you think there will be more? Is anyone working on a set of them for release? Second, do you think there will be a set of body morphs for her?  Is anyone working on that?

There are some body and face morphs for Antonia at the Antonia Developers site, although they're designed for earlier versions.  If permission from the creators of the morphs to distribute them can be secured, these could be updated for the current version.

There's also at least one full body morph for Antonia at ShareCG, which shapes her as a nineteen year old.  It was designed for an earlier version, but should still work, although the "Breasts Classic" dial on the Chest actor may need to be used to get the original effect.

Finally, odf has said that the morphs which were included with version 118 can be redistributed.  I've included them with the Batgirl character on my site, but these morphs should probably be posted separately at the Free Site so everyone can use them.

Perhaps we should put the call out to those who posted items at the Dev site.  Are you a Dev site contributor?  Can your contributions be shared for use with Antonia 1.0?  Please respond!  :laugh:

 

Edit: @ Les.  Thank you for the Zoe Heriot face feedback!  I'll try to integrate the changes you suggest.  The frustrating thing with this face is that some tweaks which look obvious and correct in one reference image end up contradicting the requirements of other images, depending on camera angle and maybe lens length and such.  Hoo boy, it's tricky.  :lol:

===========================sigline======================================================

Cage can be an opinionated jerk who posts without thinking.  He apologizes for this.  He's honestly not trying to be a turkeyhead.

Cage had some freebies, compatible with Poser 11 and below.  His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.


patorak3d ( ) posted Sat, 12 February 2011 at 3:28 PM

file_465356.jpg

Hi Odf,

Still working on my promise.  i'll start loading the basic fullbody morphs in Antonia's cr2.  BTW here's "Gem" for Antonia.

 

 


Cage ( ) posted Sat, 12 February 2011 at 3:34 PM

Quote - Still working on my promise.  i'll start loading the basic fullbody morphs in Antonia's cr2.  BTW here's "Gem" for Antonia.

Holy cow!  :laugh:  That's great!

===========================sigline======================================================

Cage can be an opinionated jerk who posts without thinking.  He apologizes for this.  He's honestly not trying to be a turkeyhead.

Cage had some freebies, compatible with Poser 11 and below.  His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.


patorak3d ( ) posted Sat, 12 February 2011 at 3:49 PM

file_465357.jpg

*Holy cow!  ![](http://www.renderosity.com/art/emoticons/laugh.gif)  That's great!*

Thanks!  i've got 24 body morphs for her,  12 animation,  6 fullbody,  and 6 character morphs.  Just have to load them into Poser.  When i'm done and my file locker purchase goes thru i'll distribute them.

Here's fullbody Svelt

 

 


lesbentley ( ) posted Sat, 12 February 2011 at 4:39 PM

@patorak3d,

 

Good to see some FBMs for Antonia. Thank's.

**
**


patorak3d ( ) posted Sat, 12 February 2011 at 4:57 PM · edited Sat, 12 February 2011 at 5:00 PM

Good to see some FBMs for Antonia. Thank's.

Your welcome!  Here's what i got

animation;    Breathe chest,  Breathe Stomach,  Breasts Down/Up,  Breasts L/R,  Glute Crease L/R,  Glute Flex L/R,  Glute Raise L/R.

characters;    Andy,  Dee,  Di,  Gem,  Nana,  Ramses

fullbody;    Fit, Full, Lean, Male, Stout, Svelt

 

 


theprojectionist ( ) posted Sat, 12 February 2011 at 5:53 PM · edited Sat, 12 February 2011 at 5:54 PM

Looking great ODF, and the latest Poses from Saintfox Rock,no probs with DAZ either looking forward too further development,best of luck with it Bro.


odf ( ) posted Sat, 12 February 2011 at 6:23 PM · edited Sat, 12 February 2011 at 6:24 PM

@lesbentley: My apologies! I completely misunderstood. As I said, blame the insomnia.

Yes, github creates an extra folder at the top level, and that's the one making trouble. I forgot about that because I don't make the zip files that you download from github, and I would never have dreamed of adding that folder.

I'll fix this and replace the zip files (no need to re-download, just a curtesy to anyone who doesn't have her already). I might have to ask digital-lion to do the replacement on the free site, unless there's some way for members to do that that I haven't seen to far.

But first I need some breakfast. :laugh:

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


Cage ( ) posted Sat, 12 February 2011 at 6:36 PM

I'd like to add a control dial to my copy of Antonia, to optionally break the cross-linking between the mouth morph and the lower jaw.  When these are linked, no other mouth-opening morphs can be used effectively, because any adjustment to the jaw activates the default MouthOpen morph.

My thought was a valueParm dial in BODY, using valueOpTimes, as I've seen Les do in some cases (the chain script).  The cross-linking is evidently rather complicated, however.  the best I've been able to manage is completely deactivating the MouthOpen morph, leaving it unable to run at all.

Any idea how I need to go about setting this up?  Where in the ERC chain can I insert the option to multiply the effect by 1 or 0?  😕

===========================sigline======================================================

Cage can be an opinionated jerk who posts without thinking.  He apologizes for this.  He's honestly not trying to be a turkeyhead.

Cage had some freebies, compatible with Poser 11 and below.  His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.


odf ( ) posted Sat, 12 February 2011 at 7:21 PM · edited Sat, 12 February 2011 at 7:22 PM

Okay, the zip files are fixed. As I said before, no need to re-download.

(By the way, the free site has a really nice interface for updating my older uploads. Great work, Leo!)

 

@Cage: The channel to look for is JCM-MouthOpen in the BODY actor. I regard the mouth open morph as a JCM, and all my JCMs have a master channel in the BODY. The master channel is slaved to the original rotation, and all the channels in the body parts are slaved to the master channel. I did that specifically to allow users and developers easy control over the workings of the JCMs. I think you can also twiddle the master channels by hand and see what happens. They are not hidden, just stowed away in collapsed groups.

But personally, I would just subtract the default MouthOpen from whatever new shape I was making and store the difference as a new morph. That should make things less complex to set up, and with any luck, the new morph might then even be useful when the mouth is not open.

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


patorak3d ( ) posted Sat, 12 February 2011 at 8:46 PM

file_465370.jpg

Animation morphs are loaded...taking a break to get a pack of cigarettes,  then i'll load the fullbody morphs.

 

 


Cage ( ) posted Sat, 12 February 2011 at 8:56 PM

Quote - @Cage: The channel to look for is JCM-MouthOpen in the BODY actor. I regard the mouth open morph as a JCM, and all my JCMs have a master channel in the BODY. The master channel is slaved to the original rotation, and all the channels in the body parts are slaved to the master channel. I did that specifically to allow users and developers easy control over the workings of the JCMs. I think you can also twiddle the master channels by hand and see what happens. They are not hidden, just stowed away in collapsed groups.
But personally, I would just subtract the default MouthOpen from whatever new shape I was making and store the difference as a new morph. That should make things less complex to set up, and with any luck, the new morph might then even be useful when the mouth is not open.

I do like the way the JCMs are set up.  This one seems a bit trickier than the others, because the morph moves with the jaw and the jaw moves with the morph.  A simple deactivation switch doesn't seem to be something I can implement easily.  I don't want to screw up the ERC flow, just be able to block it selectively.  I think I'm going to add a second XROT dial for the jaw, so I can use it with other mouth morphs if wanted.  I think that should be possible.

I'm also going to try linking the translation dials for the teeth and eyes to valueParms in BODY.  I'm finding that some faces really require moving either the teeth or eyes, or both, and the translations end up in poses, which causes trouble.  Linking them to valueParms should prevent that trouble.

I agree with your thinking about the MouthOpen morph, for new morphs being created.  I have some I've been using and I want to be able to keep using them, at least to some extent, until I learn to use the default expressions effectively.

===========================sigline======================================================

Cage can be an opinionated jerk who posts without thinking.  He apologizes for this.  He's honestly not trying to be a turkeyhead.

Cage had some freebies, compatible with Poser 11 and below.  His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.


odf ( ) posted Sat, 12 February 2011 at 9:10 PM · edited Sat, 12 February 2011 at 9:10 PM

Quote - This one seems a bit trickier than the others, because the morph moves with the jaw and the jaw moves with the morph.

It only looks that way. The MouthOpen channel in head is just a proxy for the jaw rotation. It has no deltas. The real morph is JCM-MouthOpen in head, jawLower and tongue1.

So the control flow is something like this:

head/MouthOpen -> jawLawer/xrot -> BODY/JCM-MouthOpen -> head/JCM-MouthOpen

There is no circular dependency or two-way linking, just multiple levels of slaving. The channel in the body is the one you should multiply your switch value into. I did a quick test of the set-up a little while ago and it worked nicely. If you want, I can post a snipped of the modified cr2, but there's really nothing to it.

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


odf ( ) posted Sat, 12 February 2011 at 9:18 PM · edited Sat, 12 February 2011 at 9:24 PM

@patorak3d: Nice work! We can really use some full-body morphs.

I'm also hoping that people who made morphs for older versions - published or unpublished - will consider upgrading their work to fit Antonia 1.0.0. I'm very happy to help out where needed, but I don't feel inclined to sift through all that content on my own.

As a rule of thumb, if you have deltas, those should still work, even though in rare cases the result might look slightly odd because of the changed shape. If you only have obj files, you need to create deltas from the version you made the morphs for, then apply the deltas to the current version (otherwise you get effects like the one SaintFox demonstrated). I have tools that can help with the conversions, so if you run into a brick wall, just send me your files and I'll try my best to get them into some workable form.

 

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


SteveJax ( ) posted Sat, 12 February 2011 at 9:36 PM

*                        Back to work on another Antonia character I started a year ago.  
                        (Version 118, that was.  There's been chunks and hunks of progress on 
                        Antonia, since that version.  :laugh:)*

ZOE!!! Gimme' Gimme'! 😉


SteveJax ( ) posted Sat, 12 February 2011 at 9:50 PM

               Quote: I unpack into Content (DS user). I prefer a Runtime to extract.

                          Quote: That's great if you are a DAZ studio user.

It's great if you're a Poser user too! Learn to install to the Poser Directory and not the runtime and it will install perfectly every time! IE:

Installer: Where do you want me to install?

User: C:Program FilesPoser 8

Simple huh? Works like a charm every time. (Unless the vendor didn't create the zip with a runtime in it,  then you're back to being screwed.)

 


wolfie ( ) posted Sat, 12 February 2011 at 9:51 PM · edited Sat, 12 February 2011 at 9:53 PM

file_465378.jpg

I was working on some morphs and I found something.  There are a number of flipped polys around the fingernails.  The SS shows some of them, but if you look at the mesh yourself,  there are a few that are not visible in the SS (or are hard to see).


lesbentley ( ) posted Sat, 12 February 2011 at 9:58 PM · edited Sat, 12 February 2011 at 10:07 PM

file_465379.TXT

@**Cage**,

I think it presently works like this. The xrot in the jaw is slaved directly to MouthOpen in the head, this is just a controll channel with no deltas. JCM-MouthOpen in the head is the actual morph to open the mouth, and this is slaved to a valueParm in the BODY, "JCM-MouthOpen", which in turn is slaved to xrot in the jaw. The "ValueParm JCM-MouthOpen" also drives other JCM-MouthOpen channels in various actors.

To my mind the simplest solution is probably to change the valueParm in the BODY so it is slaved to MouthOpen in the head. The attached file does just that. It assumes that no slaving code has been added to the "ValueParm JCM-MouthOpen" in the BODY, other than what odf put in there originally.

With this new set up, the MouthOpen dial drives the jaw rotation, and "ValueParm JCM-MouthOpen" in the BODY, and the valueParm  still drives all the other associated JCM-MouthOpen channels in other body parts the same as it did before. You can then use multiple mouth opening morphs in without conflict with odf's MouthOpen, and if desired in conjunction with expressing that morph. Rotating the jaw directly from the jaw actor will have no effect on the head, and if you want to express MouthOpen without driving the jaw rotation, you can use the "ValueParm JCM-MouthOpen" dial in the Body.

All this does a certain violence to odf's origlal concept, and I don't know how he will feel about it, but if you don't tell him we did it, neither will I. 😉

The above does not actually give you a dial to turn the slaving off/on, but I think it gives you the flexibility to use other morphs that open the mouth, or io xrot the jaw without the mouth opening. I will think about how to add a dial to turn the slaving off, whilst still maintaining the ability to rotate the jaw and use the MouthOpen morph. I'll get back to you on that.

P.S.
I wrote this in responce to your original question, before reading the subsequent posts, and have not had time to digest them yet.


Cage ( ) posted Sat, 12 February 2011 at 10:03 PM · edited Sat, 12 February 2011 at 10:04 PM

Quote - head/MouthOpen -> jawLawer/xrot -> BODY/JCM-MouthOpen -> head/JCM-MouthOpen
There is no circular dependency or two-way linking, just multiple levels of slaving. The channel in the body is the one you should multiply your switch value into. I did a quick test of the set-up a little while ago and it worked nicely. If you want, I can post a snipped of the modified cr2, but there's really nothing to it.

Okay.  That little flow diagram helps a bit, but I'm still not getting it to work.  😊  I have the BODY-JCM dial slaved to the valueOpTimes toggle.  If I put the toggle dial ERC before the normal valueOpDeltaAdd listing, it does nothing.  If I place it after, the toggle dial prevents the MouthOpen morph from being activated at all, using the regular morph dial.  So I guess a .cr2 snippet might be necessary.  :blushing:  ERC always makes me feel like a real thickie.  :lol:

A second xrot dial works fine, however, without creating any complcations in the existing ERC code.

Quote - ZOE!!! Gimme' Gimme'!

I'm working on it, albeit slowly.  :lol:  I'll send an advance (WIP) copy of the character to anyone who can offer constructive feedback toward improving the resemblance.  :laugh:  PM me if interested.*

===========================sigline======================================================

Cage can be an opinionated jerk who posts without thinking.  He apologizes for this.  He's honestly not trying to be a turkeyhead.

Cage had some freebies, compatible with Poser 11 and below.  His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.


lesbentley ( ) posted Sat, 12 February 2011 at 10:16 PM

Quote - That little flow diagram helps a bit, but I'm still not getting it to work.

To get an off/on dial to work, without disabling the morph or rotation, I think you will need to place an extra channel between the morph and the rotation. The principle is something like this.

Master
Sub-Master -slaved to Master and to Off-On
Slave -slaved to Sub-Master


odf ( ) posted Sat, 12 February 2011 at 10:58 PM

file_465387.txt

@**Cage**: The attached seems to work for me.

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


SteveJax ( ) posted Sat, 12 February 2011 at 11:01 PM

file_465388.jpg

Ok, who wants these XMP MetaData files for the base figures?


odf ( ) posted Sat, 12 February 2011 at 11:05 PM

Thanks for creating these. I'll have one, thank you!

(You seem to have put the license in the 'rights holder' field, by the way. :lol:)

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


SteveJax ( ) posted Sat, 12 February 2011 at 11:37 PM · edited Sat, 12 February 2011 at 11:46 PM

file_465389.jpg

*                Thanks for creating these. I'll have one, thank you!* *                (You seem to have put the license in the 'rights holder' field, by the way. :lol:)*

LOL! I did indeed. I looked more closely for a license field and there isn't one. The only tab that License Rights might go is the Poser Usage tab and I can't create extra fields on that tab.

 

 

 

 


Cage ( ) posted Sat, 12 February 2011 at 11:40 PM · edited Sat, 12 February 2011 at 11:42 PM

Quote - @Cage: The attached seems to work for me.

That seems to be the same as what I had set up, myself.  😕  When the MouthOpenActive dial is set to zero, the MouthOpen morph no longer responds to the regular dial on the Head actor.  :sad:

Quote - To get an off/on dial to work, without disabling the morph or rotation, I think you will need to place an extra channel between the morph and the rotation. The principle is something like this.

Master
Sub-Master -slaved to Master and to Off-On
Slave -slaved to Sub-Master

I wish I knew why ERC confuses me so much.  I guess I'm Mr. Thick-Thickity-Thickface from Thicktown, Thickania.  (And so is my Dad.)  :lol:  I'm fairly certain the event flow would make sense to me in a standard programming context.  Maybe I just can't visualize it, or something.  In my head, I think of the .cr2 as separate chunks in actor form and I have trouble intuiting an overview.  :unsure:

At any rate, thank you for your thoughts on this.  :thumbupboth:  I think I'm just going to use a second xrot dial.  It achieves what I need without creating a mess in the .cr2.  When I want to share the figure I can just delete the extra xrot dial, along with my non-standard morphs.  If you want to work out the ERC process, just to know what works, I'm certainly all for it.  :lol:  I'll just be hiding over here, in the bunker.  :scared:

===========================sigline======================================================

Cage can be an opinionated jerk who posts without thinking.  He apologizes for this.  He's honestly not trying to be a turkeyhead.

Cage had some freebies, compatible with Poser 11 and below.  His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.


Cage ( ) posted Sat, 12 February 2011 at 11:45 PM

I also want to say that the dropped ERC problem with hidden actors has disappeared, now that I've ported my characters over to the new version.  :woot:  This makes me very happy.  :laugh:  The joint-handling is improved in the knees and hip2 area, as well.  I guess I hadn't noticed how great the improvement was, while testing updated versions.  I can see it now, in my WIP characters.  Hooray!  Antonia 1.0 is fantastic!  :woot:

===========================sigline======================================================

Cage can be an opinionated jerk who posts without thinking.  He apologizes for this.  He's honestly not trying to be a turkeyhead.

Cage had some freebies, compatible with Poser 11 and below.  His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.


odf ( ) posted Sat, 12 February 2011 at 11:50 PM

Quote - > Quote - @Cage: The attached seems to work for me.

That seems to be the same as what I had set up, myself.  😕  When the MouthOpenActive dial is set to zero, the MouthOpen morph no longer responds to the regular dial on the Head actor.  :sad:

Oops! I guess I must have misunderstood what you wanted. When MouthOpenActive is zero, do you want MouthOpen to have the same effect that it does now, but the jawLower/xrot used directly not to trigger the morph? If so, that seems more in line with lesbentley's approach.

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


SteveJax ( ) posted Sat, 12 February 2011 at 11:58 PM · edited Sat, 12 February 2011 at 11:59 PM

file_465391.jpg

OMG! Kick me hard! The Usage Rights was right below the rights holder!! Weirder still it displays right above the rights holder in the library window.

 


SteveJax ( ) posted Sun, 13 February 2011 at 12:11 AM

file_465392.txt

Ok. Rename the file extensions from txt to xmp on the following attachments. Then place them with the antonia.cr2's. Here's:

Antonia


SteveJax ( ) posted Sun, 13 February 2011 at 12:11 AM

file_465393.txt

AntoniaA


SteveJax ( ) posted Sun, 13 February 2011 at 12:12 AM

file_465394.txt

AntoniaA-lo


SteveJax ( ) posted Sun, 13 February 2011 at 12:13 AM

file_465395.txt

Antonia-lo


fivecat ( ) posted Sun, 13 February 2011 at 12:15 AM

This is the first time I've used Antonia. I took her into zbrush for some tweaks, and also fit a dynamic v4 dress to her. I love how well she poses. I was thinking of doing a spandex morph (remove navel, reduce buttock crease, etc.).

Click image for full size.


odf ( ) posted Sun, 13 February 2011 at 12:39 AM · edited Sun, 13 February 2011 at 12:39 AM

That's beautiful work, fivecat. How does the mesh behave in ZBrush? One of my original goals was to optimize it for sculpting software, but I lost sight of that over the course of the project.

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


fivecat ( ) posted Sun, 13 February 2011 at 1:03 AM

The mesh behaved very well in zbrush for the quick morphs I did, but I need to try something a little more detailed to really get a feel for it -- like maybe the spandex morph I mentioned.  Here is a closer look at the head morph. This was just a quick few minutes work. (I made the body a little more hourglass also -- and added some booty :)   ).   Oh, and congratulations on the release of Antonia -- she's a beautiful figure.


RAMWorks ( ) posted Sun, 13 February 2011 at 1:04 AM

NICE!!

---Wolff On The Prowl---

My Store is HERE

My Freebies are HERE  


lesbentley ( ) posted Sun, 13 February 2011 at 1:06 AM

file_465396.TXT

@odf,

Your "MouthOpenActiveSwitch.pz2" should work as far as it goes, but it looks to me like it just deactivates the morph (I haven't tested it in Poser). I think Cage wants a way to deactivate the slaving without deactivating the morph, or jaw rotation.

I'v been up a long time and, I'm tired, so perhaps I am not seeing things clearly, but I can't see a way to do what cage wants, without slaving "valueParm JCM-MouthOpen" to the MouthOpen channel, instead of the xrot channel. In fact its being slaved to xrot does not make much sense to me.

The above file seems to do what cage wants, it adds a dial to break the slaving, but at the price of changing the slaving relationships. I don't see what harm applying this pose could do, but then I don't know your reasons for setting up the JCM the way you have, and perhaps my pose will mess things up in some way.

Perhaps tomorrow I will be able to see things more clearly. Perhaps I will be able to think of some other way to do it.


lesbentley ( ) posted Sun, 13 February 2011 at 1:54 AM · edited Sun, 13 February 2011 at 1:59 AM

@fivecat,

I like what you are showing us very much. I know you do great stuff, with you making morphs for her, I'm sure she has a bright future.  :thumbupboth:

Quote - I was thinking of doing a spandex morph (remove navel, reduce buttock crease, etc.).

A good spandex morph is sorely needed. One complication is that the ThighKick JCM in hip2 tends to put detail back into the genital area.


Kerya ( ) posted Sun, 13 February 2011 at 2:23 AM

infinity10 just added a message in the japanese freebies thread:

 

MaskDa has released his limited-time morph for the Antonia 1.0.0. figure

Morph uses PMD.  Downloads available until 01 March 2011.

http://maskda.blog5.fc2.com/blog-entry-651.html


odf ( ) posted Sun, 13 February 2011 at 3:19 AM

Quote - I was working on some morphs and I found something.  There are a number of flipped polys around the fingernails.  The SS shows some of them, but if you look at the mesh yourself,  there are a few that are not visible in the SS (or are hard to see).

If you are looking at Antonia's original mesh, and we mean the same thing by 'flipped poly', then whichever software tells you so is buggy. I can say that with confidence, because if there were a single flipped polygon in Antonia, my whole workflow would implode.

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


shante ( ) posted Sun, 13 February 2011 at 3:21 AM

Quote - The mesh behaved very well in zbrush for the quick morphs I did, but I need to try something a little more detailed to really get a feel for it -- like maybe the spandex morph I mentioned.  Here is a closer look at the head morph. This was just a quick few minutes work. (I made the body a little more hourglass also -- and added some booty :)   ).   Oh, and congratulations on the release of Antonia -- she's a beautiful figure.

 

Hey dear these look great. are you going to offer these tweaks including the hourglass figure and of course the booty mt?  ;)


shante ( ) posted Sun, 13 February 2011 at 3:21 AM

Quote - infinity10 just added a message in the japanese freebies thread:

 

MaskDa has released his limited-time morph for the Antonia 1.0.0. figure

Morph uses PMD.  Downloads available until 01 March 2011.

http://maskda.blog5.fc2.com/blog-entry-651.html

thanks for the headsup. any idea what these morphs do?


lesbentley ( ) posted Sun, 13 February 2011 at 4:30 AM · edited Sun, 13 February 2011 at 4:33 AM

Content Advisory! This message contains nudity

file_465400.jpg

 

Thanks for the heads up Kerya.

shante, quote: "any idea what these morphs do?"

See image above.


Faery_Light ( ) posted Sun, 13 February 2011 at 8:36 AM

@fivecat:those look great!


Let me introduce you to my multiple personalities. :)
     BluEcho...Faery_Light...Faery_Souls.


PhilC ( ) posted Sun, 13 February 2011 at 10:50 AM

Just downloaded the latest version with the aim of producing the Wardrobe Wizard support files. Could someone please tell me the reasoning for using a "Hip2" and "hip" where every other Poser figure uses "hip" and "waist" or "hip" and "abdomen"?

Denoting the hip/buttocks region of a figure as "Hip2" and not using that as the hierarchy root pretty much blows out the chance of the figure being compatible.

I'll bend over backwards to do the impossible but I'd be grateful if I could be told why.

Many thanks.


patorak3d ( ) posted Sun, 13 February 2011 at 11:19 AM

@patorak3d: Nice work! We can really use some full-body morphs.

Thanks!  just tryin to keep my promise.  i'm going to hold off on including "Ramses"  and "Gem",  they're...being difficult.  i think they need further tweaking.

Speaking of promises,  i think i may have found my long lost friend(got an e mail from her this morning!  WooHoo!) so i'm going to call it at 22 FBMs and spend time with her.

Hope 22 FBMs will fullfil my promise.

 

 


bagginsbill ( ) posted Sun, 13 February 2011 at 11:19 AM · edited Sun, 13 February 2011 at 11:19 AM

Tada - now you know why Antonia's bends are superior - two hips!

Compatible = inferior. Sorry. Not with regard to WW, but bending like V4 is not what was wanted.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


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