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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 18 10:25 pm)



Subject: Alyson2012


MistyLaraCarrara ( ) posted Tue, 04 October 2011 at 12:52 PM

How's the Miki 3 lookin?

i thought about using the cp buyer reward on her, but she's extra pricey.

i was wondering if she's worth her sticker price.



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nobodyinparticular ( ) posted Tue, 04 October 2011 at 3:41 PM

Quote - How's the Miki 3 lookin?

i thought about using the cp buyer reward on her, but she's extra pricey.

i was wondering if she's worth her sticker price.

She was just on sail, up to the 30th. Only $19.99. I didn't have the funding at the time.


vilters ( ) posted Tue, 04 October 2011 at 3:51 PM

She will be in promo when the weightmapping is done. Patience.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


EClark1894 ( ) posted Thu, 06 October 2011 at 3:07 PM

file_473688.png

Many thanks to Phantom3D who did the rigging and cleaned up the mesh for me. Here's Alyson2 in her new conforming Little Black dress.




rokket ( ) posted Thu, 06 October 2011 at 3:15 PM

Wow...impressive. I like it. I can see that dress as a nightgown too... make it a bit sheer and it will be perfect that way.

If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.


EClark1894 ( ) posted Thu, 06 October 2011 at 3:54 PM · edited Thu, 06 October 2011 at 3:57 PM

Yeah that though hit me too, but the dress is so form fitting that bra and panties won't fit under it.

Guess you could always do textured bra and panties.




rokket ( ) posted Thu, 06 October 2011 at 5:10 PM

Or you could run it through the cloth room maybe?

I was reading an old thread on here awhile back about making conforming cloth dynamic. I haven't tried it, but I think it would work according to what I read. I believe that thread is in the tutorials sticky.

If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.


EClark1894 ( ) posted Thu, 06 October 2011 at 5:34 PM

file_473695.jpg

I have the obj. file which you could import to use in the cloth room. Thought I'd show Alyson in a sheer nightie.




EClark1894 ( ) posted Tue, 18 October 2011 at 4:27 AM

file_474186.png

One of the things I did notice was that the old poses for Alyson 1 were not working for Alyson 2 even with Universal Pose applied. Either that or I'm doing someing horribly wrong! Either way, I've decided to redo the poses for Alyson 2.




EClark1894 ( ) posted Wed, 26 October 2011 at 8:43 PM

file_474562.png

Just playing around with Alyson's face morphs. 😄




EClark1894 ( ) posted Thu, 27 October 2011 at 8:41 AM

Content Advisory! This message contains nudity

file_474579.png

Still playing with morphing Alyson. Gave her smaller breasts, shaped her hips and waist a bit more here.




EClark1894 ( ) posted Thu, 27 October 2011 at 9:14 AM · edited Thu, 27 October 2011 at 9:15 AM

Content Advisory! This message contains nudity

file_474580.png

Bends nicely too.




lkendall ( ) posted Thu, 27 October 2011 at 4:32 PM

file_474602.jpg

EClark1894:

That work on alyson looks very good, impressive really.

lmk

Probably edited for spelling, grammer, punctuation, or typos.


EClark1894 ( ) posted Wed, 02 November 2011 at 2:45 PM

Thank you much! I know a lot of people complain about her, but Alyson2 is a lot of fun!  Unfortunately, she doesn't have much to wear. I'm working on it though.




SteveJax ( ) posted Wed, 02 November 2011 at 6:24 PM

Quote - > Quote - > Quote - The figure seems to be standing up better than the clothes!

 

I've actually seen a human in that pose and it doesn't look at all like that image.

If you see me in that pose, I would look worse then Alison and probably it would be last pose in my life. What about you? ;)

 

I'm guessing you're not in the Cirque Du Soleil then.


estherau ( ) posted Wed, 02 November 2011 at 6:57 PM

I have noticed that in preview mode alyson looks like her face and body have irregularities that seem to disappear at render, whereas Vickie 4 looks pretty normal in preview mode.  ie alyson looks low poly I suppose.

Has anyone else noticed that?

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Karth ( ) posted Thu, 03 November 2011 at 2:48 AM · edited Thu, 03 November 2011 at 2:49 AM

file_474805.jpg

Thanks Jose !!

Great Facemorphs. I think the Poser figures need more support...thats all.

Some skins , poses would be fineg

To do a conform cloth piece was not so easy because of this WM Tool .

New tools, new ways....however....it works.

I wait for the PML update so that i can finish this dress with morphs.

Greetings Karth


EClark1894 ( ) posted Fri, 04 November 2011 at 9:30 AM

file_474838.png

Alyson and Ryan decided to do a little dancing! 😄




EClark1894 ( ) posted Fri, 18 November 2011 at 2:33 PM · edited Fri, 18 November 2011 at 2:38 PM

file_475417.png

Okay, so I was working in BLender on a half bodysuit for Alyson. And when I finish, I may make it to fit Antonia as well. Running into a few problem areas though and could use some advice if possible.

I'm noticing some poke through on the elbows and the under arms, and I think the area between her legs have some poke through as well.

Also, I know about Morphing clothes, but it won't work with my Mac, and I can't afford it right now anyway. Anybody know of a tutorial on how to get morphs into Poser clothing?

Edit: Oh, and in case you're wondering, the different suits on the bodysuit are material zones. I thought this would make it more versatile.




carodan ( ) posted Fri, 18 November 2011 at 8:29 PM

There's some really nice work been done here, especially with some of the face morphs.

That said, one reason I tend not to use this particular mesh is that I create a lot of face morphs using Posers morph brush. Alyson's mesh structure just doesn't play well with this tool, particularly around the brows and cheek dimples areas. Try smoothing those areas and you'll see what I mean. It doesn't on it's own mean that she's a completely useless figure, just that she doesn't fit in with my particular workflow.

However, I do feel the need to offer a critique of the Poser native figures. IMO they don't live up to anywhere near their full potential because in one way or another they tend to have quite major flaws in their design and development. For me it's not simply down to subjectve opinion about whether they may look 'ugly' to my eyes. There are far more objective critiques that we could discuss about them, depending upon what you want out of a figure in the first place.

I think there are problems with the mesh design/topology, hampering decent bending and custom morphing, one example of which I've mentioned already. I'm also not a huge fan of Alyson or Ryan's body shapes, and I think this is probably because they haven't been constructed with very close reference to real human examples (if they have I'd love to see the reference material). I think they need to be, lest they be more caricature than realistic in appearance even when morphed (again, it depends on what you want out of a figure). If I'm honest I don't think their morphs (albeit that there are plenty in these figures) are particularly great either. They tend to deform the mesh unrealistically in many instances, and in the worst cases cause bumps and creases in the mesh that I'd consider anomolies. While the weight mapping of P9/PP2012 offers much better rigging potential, I'm not convinced that this has been particularly well implemented (although it was very new at the time they were released).

Now, honestly, this isn't to bash in any way those that have worked on these figures. I'm trying to offer a constructive and honest critique here - gripe at me all you like for being honest. I would imagine that in the grand sphere of things Poser native figure development isn't necessarily as focused as I might suggest it needs to be in order to turn out exceptional design, rigging and morphs. This is perhaps because of cost or some other resource related factors (time constraints etc). I'm just guessing really. Teyon has suggested that there may have been some factors of this nature earlier in this thread. I know what it's like to work creatively to tight deadlines and low budgets.

My real point is that it's the one thing that's always perplexed me about Poser - why the single most important elements of a figure design and animation tool, aside from the application itself, arn't as excellent as they can possibly be. From my point of view it would be like sending out a commissioned portrait that didn't resemble the sitter or that was badly painted - I just wouldn't let a piece of work leave my studio that wasn't up to standard.

I suspect that up to now, even taking into account the G2 range which I thought had some potential, that figure development has never really been a priority for the Poser developers. Understandably the app itself has come first, and in the case of PP2012 I think they've released a truly fantasic product with many improvements and new features. But I think there's probably been an acceptance that the Daz and other 3rd party figures would offer the quality in terms of figure content to be used in Poser.

A potential problem for SM now though is that if the apparent divergence of Daz content and Poser continues, then they will need to really up their game in provision of native Poser figures, or at least offer support to one or two of the third party developers who have sought to provide the kind of quality that I think Poser users are looking for. We have Antonia and phantom3d's rigging & figures developing in the wings, but even these efforts IMO require an additional input to bring them up to par with the potential of even V4's morphing capabilities (let alone what Genesis can do in DS, which I have to say looks awesome). I'd like to see these projects prosper with te help of SM rather than them churning out sub-standard figures in each iteration of the software. It's a waste of resources IMO. Why not take a little more time and develop a truly great figure/s, or support someone else in doing so.

This is just my opinion btw. Make of it what you will.

 

PoserPro2014(Sr4), Win7 x64, display units set to inches.

                                      www.danielroseartnew.weebly.com



Plutom ( ) posted Sun, 20 November 2011 at 9:06 AM

EClark, I thank you for being brave enough to put Alyson through her paces and to her creator.  She is a far cry from Jessie etc (tremendous improvement) due to her head and body morphing capabilities etc.

A lot of people  were undecided whether P9 and P2012 characters were improved (they really are from your work) .  I believe they are now, I am.

I personally don't mind a "plain" default group of figures if you can spin the dials and create your own default figure etc.  EClark you are a great Alpha tester.

As for the figures' creator, hat's off to him.  Not many people have that type of talent and now he's got some more information that can be added to updates.

Remember even the most talent writers have proof readers and editors.  Jan


vilters ( ) posted Sun, 20 November 2011 at 9:32 AM

Proof readers are very usefull if the writer is listening.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


LaurieA ( ) posted Sun, 20 November 2011 at 9:39 AM · edited Sun, 20 November 2011 at 9:43 AM

vilters, you're unecessarily obtuse at times. (hard to understand)

Laurie



vilters ( ) posted Sun, 20 November 2011 at 11:32 AM

Laurie, Let me rephrase:

Proofreading is only valuable if you have aprocximately the same idea's / opinions as the writer. Otherwise content takes over.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


LaurieA ( ) posted Sun, 20 November 2011 at 11:39 AM

Thanks for clearing that up....lol.

Laurie



Khai-J-Bach ( ) posted Sun, 20 November 2011 at 11:51 AM

Quote - Laurie, Let me rephrase:

Proofreading is only valuable if you have aprocximately the same idea's / opinions as the writer. Otherwise content takes over.

 

erm you do know Proofreading refers to checking for spelling and grammar mistakes...? nothing else?



vilters ( ) posted Sun, 20 November 2011 at 2:51 PM · edited Sun, 20 November 2011 at 2:57 PM

Ha-ha-, yes I know, but I also happen to know we are all humans.

My previous job (retired now) ;
Head of the department of all Technical Documentation used in the Belgian Armed Forces; Air Land and Sea.

So, I have had my part of word games.....
And we use 3 National languages + English, makes 4.
And all technical docs HAVE to say the same, and be free of any possible interpretation.

KISS : Keep it simple and direct.
Read what is written.

Happy Posering to ya all.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


Khai-J-Bach ( ) posted Sun, 20 November 2011 at 2:57 PM

and you did'nt fire proofreaders that changed things to suit themselves?

then you were not doing your job were you? Proofreading - professionally - is to only correct errors, not to change content. that's it. end of story. anything else, your not proofreading, your editing.



SamTherapy ( ) posted Sun, 20 November 2011 at 3:10 PM

Content Advisory! This message contains profanity

Quote - and you did'nt fire proofreaders that changed things to suit themselves?

then you were not doing your job were you? Proofreading - professionally - is to only correct errors, not to change content. that's it. end of story. anything else, your not proofreading, your editing.

Exactly.

I'd royally kick a proofreader's arse if he/she changed anything I wrote, other than spelling errors/typos. 

Coppula eam se non posit acceptera jocularum.

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Blackhearted ( ) posted Mon, 21 November 2011 at 10:15 AM

file_475472.jpg

basically what carodan said sums it up. there are some smaller issues he didnt mention, but it all boils down to the fact that the base poser figures are a little rough around the edges and harder to work with from a vendor standpoint. i do disagree on one thing: the base body/head shape is totally irrelevent (except for the initial impression it leaves on a user) - and not something people should worry too much about. the issues i am speaking about are mesh/UV related. but for the past few months ive been pestering SM to make top notch base figures a priority and they are listening. but its not going to happen overnight. the base figures are just a part of the poser software development and therefore they cant exactly go and release a new SR every time a potential issue with them is found. keep in mind also that fixing some of the issues with them would invalidate *all* existing alyson content - since remapping, regrouping, changing a single vert, etc would nuke all morphs/textures/etc (~90% of addon content). i do believe there is hope for the base figures, however, since the people at SM do listen and are a very friendly and down to earth and open to ideas/feedback. the latest advancements in weight mapping and SSS also open up a world of new possibilities. i still intend to work with vicky but it really is in the poser community's best interest for there to be several viable base figures. this forces all figure creators to innovate and push boundaries rather than simply sit back on their laurels. alyson is a little rough around the edges but i do believe she is worth working with.



LaurieA ( ) posted Mon, 21 November 2011 at 10:19 AM · edited Mon, 21 November 2011 at 10:23 AM

WOW!!!

Gabe, I bow at your feet...LOL. That's f*ckin' fantastic!

Damn, if I could only interest you in an Antonia morph :P.

Laurie



SamTherapy ( ) posted Mon, 21 November 2011 at 11:40 AM

Hell's bells!

Coppula eam se non posit acceptera jocularum.

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My Gallery


PotaLuna ( ) posted Mon, 21 November 2011 at 6:15 PM

I am not reading all so say to corban i see your site paintings and they so very good, and so mine too and so much people paint good like photography all over earth.  best we make much of alyson it not be alyson at problem but us that do not do such work on her best face it is haveing hie resolution for you and us to play on and mak good


JenX ( ) posted Wed, 23 November 2011 at 6:00 AM

Quote - basically what carodan said sums it up. there are some smaller issues he didnt mention, but it all boils down to the fact that the base poser figures are a little rough around the edges and harder to work with from a vendor standpoint. i do disagree on one thing: the base body/head shape is totally irrelevent (except for the initial impression it leaves on a user) - and not something people should worry too much about. the issues i am speaking about are mesh/UV related. but for the past few months ive been pestering SM to make top notch base figures a priority and they are listening. but its not going to happen overnight. the base figures are just a part of the poser software development and therefore they cant exactly go and release a new SR every time a potential issue with them is found. keep in mind also that fixing some of the issues with them would invalidate all existing alyson content - since remapping, regrouping, changing a single vert, etc would nuke all morphs/textures/etc (~90% of addon content). i do believe there is hope for the base figures, however, since the people at SM do listen and are a very friendly and down to earth and open to ideas/feedback. the latest advancements in weight mapping and SSS also open up a world of new possibilities. i still intend to work with vicky but it really is in the poser community's best interest for there to be several viable base figures. this forces all figure creators to innovate and push boundaries rather than simply sit back on their laurels. alyson is a little rough around the edges but i do believe she is worth working with.

Uh...I know I'm a bit tardy to the party, but, Gabe, this is fan-f*ckingTASTIC.  I seriously sat staring at it for a few minutes.  (It could have something to do with being tired, but let's not go there.)

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DCArt ( ) posted Fri, 25 November 2011 at 9:57 PM

Quote - basically what carodan said sums it up. there are some smaller issues he didnt mention, but it all boils down to the fact that the base poser figures are a little rough around the edges and harder to work with from a vendor standpoint. i do disagree on one thing: the base body/head shape is totally irrelevent (except for the initial impression it leaves on a user) - and not something people should worry too much about. the issues i am speaking about are mesh/UV related. but for the past few months ive been pestering SM to make top notch base figures a priority and they are listening. but its not going to happen overnight. the base figures are just a part of the poser software development and therefore they cant exactly go and release a new SR every time a potential issue with them is found. keep in mind also that fixing some of the issues with them would invalidate all existing alyson content - since remapping, regrouping, changing a single vert, etc would nuke all morphs/textures/etc (~90% of addon content). i do believe there is hope for the base figures, however, since the people at SM do listen and are a very friendly and down to earth and open to ideas/feedback. the latest advancements in weight mapping and SSS also open up a world of new possibilities. i still intend to work with vicky but it really is in the poser community's best interest for there to be several viable base figures. this forces all figure creators to innovate and push boundaries rather than simply sit back on their laurels. alyson is a little rough around the edges but i do believe she is worth working with.

 

Absolutely brilliant, Gabe!



Blackhearted ( ) posted Sat, 26 November 2011 at 6:40 PM

thanks guys :)



DCArt ( ) posted Sat, 26 November 2011 at 6:53 PM

I'd buy that puppy 8-)  I'd even make time to make clothes for her. 8-)



Blackhearted ( ) posted Sat, 26 November 2011 at 6:59 PM

PM incoming :P



BucmaTemar ( ) posted Sat, 26 November 2011 at 7:28 PM

Quote - I'd buy that puppy 8-)  I'd even make time to make clothes for her. 8-)

Me too!  Gabe, please consider selling face morphs for Alyson.  What you did up there was amazing.

The cooling thing about it to me, is that you can still tell it's Alyson...  The essence of the face is still there.  It's like you brought out what she was always meant to be.


Blackhearted ( ) posted Sat, 26 November 2011 at 7:34 PM · edited Sat, 26 November 2011 at 7:35 PM

thanks.  the above is part of a GND character for Alyson.  thats the new 'base' :)
shell be in my store soon, just doing final tweaking.

cheers,
-gabriel



722 ( ) posted Sun, 27 November 2011 at 9:10 AM

What!!!!!!!!  

This I,ve gotto see more,,,,

A Alyson touched by your hands im excited!!!!!!!!! Can't waite to see more

love the Face Beautiful!!!!!!


carodan ( ) posted Sun, 27 November 2011 at 11:47 AM

Blackhearted - that is an awesome morph. Hard to believe Alyson is under there somewhere.

Still hold to a lot of what I said about her mesh & other stuff though. Makes her hard to tweak using the morph brush etc. But hey, if vendors start putting out quality morph products to make the base figures adaptable it's got to be a step forward.

 

PoserPro2014(Sr4), Win7 x64, display units set to inches.

                                      www.danielroseartnew.weebly.com



LaurieA ( ) posted Sun, 27 November 2011 at 11:57 AM

Heh..even I'd use Alyson with Blackhearted's morphs. Come to think I use Vicky 4 almost exclusively with Blackhearted's morphs....

Laurie



Letterworks ( ) posted Sun, 27 November 2011 at 1:26 PM

As one who has had the honor to see it, let me just say that if you think the face morph is good, wait until you see the smoking' body under it!!


Blackhearted ( ) posted Sun, 27 November 2011 at 1:37 PM

i have moved every single vertice on this mesh.  thats not an exaggeration :P

a lot of the time spent was on fixes to symmetry, fingernails, toes, ears, eyes, etc.  the overall body and face shape were only about half the work.   in the end it should give a much better base to work with if anyone wants to take it further or do spinoffs like other body types.

in terms of working with the mesh, yes smoothing is a pain because of the underlying topology.  however the poser morph brush morphing and smoothing works quite well on her (better than zbrush actually), and for the average end user that is changing body proportions but not necessarily concerned about minute detail on the vertice level this will be a non-issue.

cheers,
-gabriel



Blackhearted ( ) posted Sun, 27 November 2011 at 1:49 PM

oh, all ill add about her body is that while she is still unmistakably a 'GND',  she should easier to adapt to different characters.  ie: if you wanted to add 10-15lbs of fat, or muscle, it would be a breeze.  the anatomy from head to toe is fixed and it should be a very versatile starting point where, if they want, people can focus on squishing her into what they like rather than being totally hampered by underlying mesh/anatomy issues.



EClark1894 ( ) posted Wed, 30 November 2011 at 9:07 AM

Quote - basically what carodan said sums it up. there are some smaller issues he didnt mention, but it all boils down to the fact that the base poser figures are a little rough around the edges and harder to work with from a vendor standpoint. i do disagree on one thing: the base body/head shape is totally irrelevent (except for the initial impression it leaves on a user) - and not something people should worry too much about. the issues i am speaking about are mesh/UV related. but for the past few months ive been pestering SM to make top notch base figures a priority and they are listening. but its not going to happen overnight. the base figures are just a part of the poser software development and therefore they cant exactly go and release a new SR every time a potential issue with them is found. keep in mind also that fixing some of the issues with them would invalidate all existing alyson content - since remapping, regrouping, changing a single vert, etc would nuke all morphs/textures/etc (~90% of addon content). i do believe there is hope for the base figures, however, since the people at SM do listen and are a very friendly and down to earth and open to ideas/feedback. the latest advancements in weight mapping and SSS also open up a world of new possibilities. i still intend to work with vicky but it really is in the poser community's best interest for there to be several viable base figures. this forces all figure creators to innovate and push boundaries rather than simply sit back on their laurels. alyson is a little rough around the edges but i do believe she is worth working with.

I appreciate the critique of Poser's base figures. And frankly, I agree. It has never been my intention to become a Poser Base figure evangelist. I just simply think people are putting the Alyson Base figure down simply because they do not like the appearance of the Alyson's default shape. I happen to like her and with a little bit of experimentation, which is what I thought the Poser community was all about, I think great things can be done with Alyson. As for vendor participation, frankly, I never cared if the vendors supported her. I didn't really think they would anyway, especially before Genesis, and that like Genesis, Alyson only works in one program.




vilters ( ) posted Wed, 30 November 2011 at 9:37 AM · edited Wed, 30 November 2011 at 9:44 AM

Oh, it is always the same thing.

A new figure has to blow you off your socks.

She has to look friendly, nice, caring, and she has to have the right amount of sex apeal.

She has to have the right body shape, and certainlay for a woman; The breast shape is very - very important.

A "new" user has to fall in love the very first second she comes on screen.

If a new figure can not do this: "the very first second??"

She never will. 

A golden rule in life: You never get a second chance to make a first impression.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


LaurieA ( ) posted Wed, 30 November 2011 at 10:18 PM · edited Wed, 30 November 2011 at 10:20 PM

Quote - Oh, it is always the same thing.

A new figure has to blow you off your socks.

She has to look friendly, nice, caring, and she has to have the right amount of sex apeal.

She has to have the right body shape, and certainlay for a woman; The breast shape is very - very important.

A "new" user has to fall in love the very first second she comes on screen.

If a new figure can not do this: "the very first second??"

She never will.

 

I don't demand pretty. However, I would at least like them to look human.

It helps when you wanna render a human that they, yanno...look human. Gabe's morph is as human as I've ever seen her look. Yeah, she's pretty, but that's beside the point.

Laurie



Blackhearted ( ) posted Wed, 30 November 2011 at 11:01 PM

thanks :P

i just finished up all her extra morphs (JCMs, breast morphs, high heel morphs, etc), so i should have her uploaded to the queue by this weekend, monday at the latest.  just packaging left to do and some tweaks to the shaders.

i will post some more renders, including full body renders once shes safely in the queue - i like to keep things under wraps till then.

cheers,
-Gabriel



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