Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)
JoePublic, your dial spin D3->M3 Shape only goes to show how far superior D3 is to M3. Man, SP3 and D3 were so awesome, I can't understand why they never really "took off". I guess they were not "Heroic" enough for most people's taste. But look at those shoulders etc! M3 barely looks human in that comparison. I think you are on a huge roll with your scaling and dial-spin work these days. I can't believe my eyes. It is so interesting what you have been able to tease out from D3 and V3. I guess I sound like a gushing fan boy but really I am so impressed I can't help it.
Joe, thanks for doing this!!! My attempts at weight mapping V3 so far have been laughable at best.
Sadly, I can't get the decode process to work for nothing. I even reset my Daz download of V3 SAE and re-installed it. No dice. It's determined to not like any version of the blMilWom_v3.obj that I point it to.
Is it absolutely necessary to decode this? As far as I can tell, the only thing shared here is a cr2 that YOU created. Does Daz have an issue with sharing cr2's? Even without the base geometry file?
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PoserPro2012, Photoshop CS4 and Magix Music Maker
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...and when the day is dawning...I have to say goodbye...a last look back into...your broken eyes.
@colorcurvature: While I said I didn't ask for critical feedback, I'll answer it anyway:
Sphere zones are a lot more efficient than weightmaps. So the only thing I'd gain by converting joints to weightmaps that otherwise work perfectly fine would be a bigger cr2.
For example the buttock actors are not weightmapped because all leg posing is now done by the thigh actors. The buttocks are only used for perhaps 5° max to fine-tune a pose, and for that the speherical joints were more than enough.
Same for hands and fingers. Nothing to gain by adding 30 additional weightmaps.
I just like my cr2's to be as efficient as possible.
But as I wrote above: Anyone who thinks he could improve the rigging, PLEASE DO SO !
Just re-encode the new version to keep DAZ happy and keep my original ReadMe attached and you can do whatever you want with V3WM and D3WM, as long as they stay free.
@cyberscape: Sorry that I can only ask you to try again. The modified cr2 still is DAZ' intellectual property so it has to be encoded for re-distribution.
Maybe your Vicky object is OK but something went wrong with the V3WM download ?
I tested the decoding several times and a lot of people already succesfully decoded her, so I guess there is not much I can do.
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@momodot: Thanks !
Yeah, stylized and heroic has been always much more en vogue than boring realism.
But what can I say ? I just prefer my Poser people to look more like real people.
Some like it, some not. It's ok. I just do what I think I need to do.
:-)
That is sure an unusual body on the tall woman. The figure to our left is so terribly beautiful. I live in a city which is SO multi-ethnic... so any body types. I see the human equivalent of Toy Greyhound to Bullmastiff everyday. I wish there was more a realism factor to Poser content... so hard to find hair as down to earth as even celebrities on TV wear. When do you see skin textures with tanlines, razor bump, regional color variance. Real ladies and gentleman have all sorts of interesting things going on, dark knees, pale buttocks, some subcutaneous blood vessels, etc. I got into this for commercial art (retired now) and back in the early days despite the crudeness of figures and render engine etc. at least there seemed to be more a focus on realism. I guess P5 was the end of that... Jessie 6 was just so damn bizarre.
@Joe: Yes, you are right. Blind weight map conversion doesnt always bring a benefit. I got confused when I tried to apply my "genesisify" script to your weight mapped V3 and I noticed an anomaly in the hand bend. But that wasnt because of a weightmap or not weightmap, but because of the bulge settings / joint angles of V3. The bulge effect seems to be applied according to the current pos of the animatable joints or the morph, which might cross the joint angle borders. So this might be a disadvantage compared to scaling.
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And that's why I personally still prefer individual cr2's.
Yes, a multi-figure cr2 is very convenient for the hobbyist user, but individual cr2's allow me to easily customize weightmaps and JCMs to better match a bodytype.
All eight figures are David 3 derivates.
But all are separate cr2's with just a single FBM and some expression morphs so the cr2 is as light as a feather compared to Genesis or even your average morph injected dial-spun character.
This works better for me than a single big cr2, but as I said, I'm a stickler for efficiency.
The casual hobbyist user is definitely better off with "dial-a-character" functionality and auto-fit clothing.
Quote - JoePublic, your dial spin D3->M3 Shape only goes to show how far superior D3 is to M3. Man, SP3 and D3 were so awesome, I can't understand why they never really "took off". I guess they were not "Heroic" enough for most people's taste. But look at those shoulders etc! M3 barely looks human in that comparison. I think you are on a huge roll with your scaling and dial-spin work these days. I can't believe my eyes. It is so interesting what you have been able to tease out from D3 and V3. I guess I sound like a gushing fan boy but really I am so impressed I can't help it.
I can answer why SP3 & D3 didn't take off - they were released towards the end of the V3 lifecycle - just like SP4 was released at the end of the V4 lifecycle (and D4 wasn't released at all - bstrds!).
Quote - ... But all are separate cr2's with just a single FBM and some expression morphs so the cr2 is as light as a feather compared to Genesis or even your average morph injected dial-spun character.
This works better for me than a single big cr2, but as I said, I'm a stickler for efficiency.
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YES!
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Many thanks for the kind words. Glad you like my work.
Btw, remember V4toV3 ? That came free with V4 ?
It's a V4 that is shaped and rigged like V3 so she can use V3's clothing.
I had to re-smooth the weightmaps, but all in all the new rigging transferred over from V3WM quite well.
She can only use V4's head morphs because of the different grouping, but you could use MorphingClothes to transfer V3's bodymorphs over to her.
sounds like there's some creative uses for morphing clothes
now that V3 is wm, maybe it could put Aiko3 body into V3 or even into V4
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Except for the faces there's not much I like about the 4th gen meshes, so I would hate every minute working with them.
And as for M3, David already comes with a M3 face morph. And M3's body shape can be easily cloned by David with a bit of scaling and dialspinning.
(See pic)
But maybe David-WM and V3-WM will encourage others to also try weightmapping older figures ?