Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 11 8:37 pm)
Cage,
Thanks for doing the tests and passing on the results. This is indeed bad news. Instead of an enhancement, we have a new bug to contend with:sad:.
Now that I think about it, I seem to vaguely remember something similar happening with valueParm channels when a pose contaned a valueParm channel that did not exist in the figure, and the pose had no createFullBodyMorph line to create it. I think the pose got applied to the wrong valueParm chan.
Quote - Now that I think about it, I seem to vaguely remember something similar happening with valueParm channels when a pose contaned a valueParm channel that did not exist in the figure, and the pose had no createFullBodyMorph line to create it. I think the pose got applied to the wrong valueParm chan.
It behaves as though they're failing to add new listings at the end of the morph stack, if morphs already exist, so maybe it tries to add all of the morphs but just keeps overwriting the same slot. So only the last morph in the pose, for each actor, gets through. :unsure:
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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.
This is pretty crucial information you're burying on page 391 of the Antonia thread.
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)
Quote - > Quote - A multi-actor pose seems to have done something similar. On actors where poses were already present, the last one is overwritten. On actors without poses, one pose only is loaded. In all cases, the loaded pose is the last one listed in the actor channels.
I blanged things up in this statement. In the above, for "poses", read "morphs". Cage needs more coffee than he'd had earlier before trying to express even simple ideas in words. :lol:
Thanks for taking the time to so thoroughly test this, Cage - oh, and I get you about the commenting before coffee! My fingers simply refuse to obey my brain and type their own words, I swear. They're going to need beating into submission... :glare:
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
Quote - So, I've written this tutorial on Dynamic Cloth... That's a link. Click on it to have a read. Let me know if something seems obscure to you.
Nice work. It clarifies a couple of points I was weak on. Seems I learn something different from each tutorial, even when they're all on the same subject.
Thank you, Thalek.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
OK
Just downloaded it and am going to try tripping through it as soon as I can.
Thanks.
Shante
Quote - So, I've written this tutorial on Dynamic Cloth... That's a link. Click on it to have a read. Let me know if something seems obscure to you.
Quote - Thank you, Thalek.
Nay, m'lady, I thank YOU for having written it. I much prefer dynamic clothing to conforming, for many of the reasons you yourself stated, but it can be a little tedious to set up, especially if you have to go through a few sims to get the effect you're hoping for.
This should help me a bit, especially with multi-layered outfits.
Yep, these require a bit thinking work, Thalek - or better: imagination to find out what is the piece that is as closest to the body and what piece comes next to lay over it. But believe me, as soon as you have done it some times it will get a bit of a routine. And needing more than one simulation per piece to get things the way you want them is quite natural. There's a little rest of surprise in dynamics and that's what makes them so fun and gives them the natural look.
I'm not always right, but my mistakes are more interesting!
And I am not strange, I am Limited Edition!
Are you ready for Antonia? Get her textures here:
The Home Of The Living Dolls
Quote - Is there any way to do selective intensification of the mesh, without sacrificing the, umm, topological integrity? If "topological integrity" is what I mean. Could some areas be given useful mesh detail without diminishing Antonia somehow?
The ColorCurvature Subdividion Script was actually written to subdivide selected groups; it was just some goofball who started subdividing entire figures with it.
If one is just doing a part or two, any resulting smoothing or JCM issues can be dealt with without massive effort...
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."Quote - The ColorCurvature Subdividion Script was actually written to subdivide selected groups; it was just some goofball who started subdividing entire figures with it.
If one is just doing a part or two, any resulting smoothing or JCM issues can be dealt with without massive effort...
Did he ever resolve the smoothing problems with the edges of subdivided areas? IIRC, there was a problem with a visible lump developing around the treated area of the mesh.
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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.
Quote - Did he ever resolve the smoothing problems with the edges of subdivided areas? IIRC, there was a problem with a visible lump developing around the treated area of the mesh.
IIRC that resulted only when smoothing was used...
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."I spun the camera around and couldn't see that bump on the side of her butt that yours has... That's my first quick look. I don't have eyes that detailing to notice more, I think.
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Feel free to call me Ohki!
Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.
Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.
Ah, I'm also noticing that, in your version, her shoulders bulge out a bit from the bending, and her butt in the side of the leg that goes to the front bends a bit like V4's which doesn't look too realistic...
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Feel free to call me Ohki!
Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.
Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.
Ah, another thing to worry - in the Poser version, see that her right arm is touching her leg, but in your WM version it isn't? That's a difference in rotation values needed; the same happens between Antonia Standard and Antonia WM, and it forces pose creators to make separate poses for each. If it remains that way, you'd need poses specially for your version too.
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Feel free to call me Ohki!
Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.
Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.
Quote - I think I have converted the Antonia WM into weight mapped character supported by DAZ Studio 4 successfully! This is the result of the WM-Kneel01 pose by Saint-Fox from the original Antonia WM package. I'll need someone has Poser 9 to confirm that.
Interesting! Is that a difficult conversion? Are the internal representations of the weight-mapping tremendously different from one another?
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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.
Afrodite-Ohki, your picture is very close to what I did, good observation!
I'm still using the weight map painting tool in DAZ Studio 4 to fix some of the issue. I hope I will not need to change it too much so that it is still compatible to the Poser version. Maybe, Antonia will be the first weight map character that works in both Poser and DAZ Studio.
For DAZ Studio user, please download it and try it. I'll continue to work on the issues.
http://www.sharecg.com/v/59715/view/21/DAZ-Studio/Antonia-WM-for-DAZ-Studio-4
Cage, the conversion itself is not hard if I found the proper way earlier. I went through a long way! The link above contains the plain text version of the files. I don't think the internal representations are very different but the numbers may. For example:
Poser
weightMap bulgeRight_lThigh_jointz
{
numbVerts 1591
v 14 0.000022
v 15 0.000002
v 16 0.023473
v 130 0.000862
v 132 0.002369
v 148 0.000195
v 180 0.000230
...
DAZ Studio
"local_weights" : {
"x" : {
"count" : 1193,
"values" : [
[ 1457, 0.4363928 ],
[ 1458, 0.926955 ],
[ 1459, 0.5131761 ],
[ 1460, 0.9254749 ],
[ 1462, 0.5284809 ],
[ 1463, 0.9321584 ],
I'm still looking into the files for the matched section.
Quote - Cage, the conversion itself is not hard if I found the proper way earlier. I went through a long way! The link above contains the plain text version of the files. I don't think the internal representations are very different but the numbers may. For example:
Have you used some script or program to convert the weights between these different formats, or have you been using weight mapping tools to create the D|S weight-mapping? Either way, it looks like it's going quite well. :thumbupboth:
I've been developing some Python scripts which work with Poser's weight-mapping and struggling at times with some of the oddities of the formatting applied to weights in a cr2. I'll be happy to share with you what I've learned about the format, if that could help at all.
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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, the conversion is easy, I surprised that no one tell me that when I asked about it. No special program or script is use, but some manual adjustments are required. This leads me to open the files and compare.
The steps:
Import the .CR2 file to DAZ Studio 4.
From the menu, select Edit -> Figure -> Rigging -> Convert Figure to Weight Mapping..., then choose the option TriAx Weight Mapping.
From the menu, select File -> Save As -> Support Asset -> DSF Figure or Prop File..., then fill in the information required.
From the menu, select File -> Save As -> DSF Character File.
That's it! It is simple. Unforturnately, I found this link http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/interface/action/index/dzconvertlocalmapstogeneralaction/start, instead of that link http://kotozone.blog55.fc2.com/blog-entry-233.html.
As of this time, I think http://kotozone.blog55.fc2.com/blog-entry-233.html is the best tutorial of how to use the Content Creator Toolkit, which is part of DAZ Studio 4 Pro. Note that, it is in Japanese.
Lack of documentation hurts DAZ Studio. As I know, someone even enter a bug for that at DAZ.
I'm glad you've awakened the thread, Les! Yay, Antonia! This thread should be a sticky! Too important to ever let it sink in the forum. :woot: :woot:
As far as where I've been, the Winter Blahs seem to have gotten to me a month or two later than usual, this year. :sad:
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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.
Funny animation xD Which reminds me, I should get the store page for my poses for Antonia ready already.
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Feel free to call me Ohki!
Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.
Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.
Too sweet! Yes, Les, it's nice that you gave us a gentle push. In fact I am working at the moment and since a while so it is nice to get an inviation to the cosy Antonia sofa. And I agree, Cage, the thread should be made sticky. It is stuffed with lots of informations so maybe it makes sense to ask an admin if this can be possible.
I'm not always right, but my mistakes are more interesting!
And I am not strange, I am Limited Edition!
Are you ready for Antonia? Get her textures here:
The Home Of The Living Dolls
I'm actually working with the WM version which until now as been easy as pie in the setup room. SO either the setup room changed in SP1 or my model is just somehow abhorrent to it.. :(
I'll take a fresh stab at it later this week once the sting of defeat has faded a bit
Quote - @meatSim,
Antonia does use rather a lot of joint controled morphs, and I think that introduces extra complications for clothing creators.
@Kerya,
Thanks for the heads up about the hair.
ok... well using correct and realistic limits on my bends would have saved me a fair lot frustration ... back on track for now
Quote - I'm actually working with the WM version which until now as been easy as pie in the setup room. SO either the setup room changed in SP1 or my model is just somehow abhorrent to it.. :(
I'll take a fresh stab at it later this week once the sting of defeat has faded a bit
Quote - @meatSim,
Antonia does use rather a lot of joint controled morphs, and I think that introduces extra complications for clothing creators.
@Kerya,
Thanks for the heads up about the hair.
Hi All
I am having a problem with the Antonia Standard that came out over at RuntimeDNA.
Seems the same morphs I used for the original Antonia 1.2 especially the 19 teen morphs and the Anna morphs don't work properly for all the designated body props especialy the abdomen. Anyone ele see this problem?
I have foubd this to be true in both the individual body selection modes as well as in the overall BODY morphs section/dials.
I think the teen morphs from ShareCG were made for Antonia 1.0, if those are what you're using. I don't know about Anna. :unsure:
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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.
As Cage said, I think you are working with older morphs, made for antonia 1.0 or even one of the many earlier betas. One of the aims of the Antonia standard project was to at least standardize for the future, and therefore we could not avoid incompatibility with some earlier versions.
You may want to open the pose file in an editor and rename the groups there.
Not sure but I thought I had made it a point to remove all downloads from my folders that were NOT for Antonia 1.2. Remember waaaaaay back in this thread when that compatibility issue was going on I asked if there was a way to differentiate what morphs and textures and accessories were for what version. It was then when the community folks here did that. I used that kind setting up to determine what to keep and what to throw away.
Something may have slipped through the works. But I was pretty sure that I used Antonia 1.2 and applied the 19 figure morphs to it and it worked. It did NOT work when I installed the version of Antonia downloaded from RDNA. I thought that was a more concise and complete Antonia from everything I was led to believe but the folks there say it is the same figure just downloadable from them.
So are there any younger morphs for my version (v.1.2 or DNA v. Antonia Standard) of Antonia?
I'm enjoying working with Antonia WM. I definitely like the way she bends, for the most part.
She could definitely use some more geometry. Her low resolution and lack of edge flow for muscular detail really limits how much detail a character sculpt for her can have.
I haven't read through this entire thread so I don't know if it's been discussed as to why her mesh is so simplistic, but 38K polys and no definining edge flow in the abdomen, arms and legs is a drawback. Considering there are hair models alone that have over 30K polys, is there a reason she's so low?
That, and the unusual default pose of the base mesh makes it a bit more difficult to get things accurate.
Still, I'm working on a character sculpt for her and it's not turning out too bad so far. It would be nice if I could sculpt in more detail, but I'm working with what is there.
Antonia was originally designed as a much lower-resolution figure than the base which was used for Antonia-Standard and Antonia-WM. If you'd like to see the original Antonia resolution, you can download Antonia 1.2 here:
http://sites.google.com/site/antoniapolygon/
There has been periodic discussion of creating a subdivided version of Antonia, but so far nothing has come of that.
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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.
I think a year ago you left it undecided, shante.
Check: http://www.sharecg.com/v/37381/View/11/Poser/Antonia-Age_19. You may know the one who provided the feedback.
In any case the files of the .zip at ShareCG have date stamp 01 october 2009. This thread was then at page 137. I do not know what version of Antonia we had then, but it was well before release of Antonia 1.0. ODF is discussing the number of injection channels there, and mouth morphs were not developed yet.
On that page you also find -Timberwolf-'s announcement of the morph set.
Quote - I think a year ago you left it undecided, shante.
Check: http://www.sharecg.com/v/37381/View/11/Poser/Antonia-Age_19. You may know the one who provided the feedback.
In any case the files of the .zip at ShareCG have date stamp 01 october 2009. This thread was then at page 137. I do not know what version of Antonia we had then, but it was well before release of Antonia 1.0. ODF is discussing the number of injection channels there, and mouth morphs were not developed yet.
On that page you also find -Timberwolf-'s announcement of the morph set.
LOL
Nice detective work....hope you don't think I was intentionally trying to be devious.
Quite frankly I was not downloding stuff as it was becomming available. In fact I didn't use ntonia until just before the version 1.2 was finally released. Only then after it was discussed that a lot of the older stuff was going to be reomoved or updated for release for that final version on her "offgicial' DL page did I finally get all the stuff that was there.
I asumed that because a lot of the stuff according to my apparently limited understanding, left on the site would be for the final 1.2 version I downloaded and installed all the stuff there.
I was wrong I guess and should have read the data that came with the files.
I am going to go into my Runtime folder now and delete everything ANTONIA and start over. A real drag but if I am going to use her I want the experience to be pleasureable or it just is not worth it.
:)
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Oh...ok...sorry Cage. :(