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Subject: want V4.2 realistic nipples (pointing straight ahead to downwards)


MrMnc ( ) posted Sun, 12 July 2015 at 8:12 PM · edited Sat, 04 January 2025 at 8:47 AM

Does anybody know of a way to get real looking nipples for Victoria 4.2? A mod or magnets that allows for natural nipples. Ones that point from straight ahead to somewhat downwards. Not ones that point into the sky like anti-aircraft guns. Only flying babies could use that kind...

Please let me know if there is a way, could use a change from the air defense ones. :--)

1,000,000 internet points for a correct answer!


Morkonan ( ) posted Sun, 12 July 2015 at 9:26 PM · edited Sun, 12 July 2015 at 9:29 PM

There are a bunch of deformers in that area which makes using other ones, like magnets, problematic.

You can do it by first exporting the chest as a wavefront.obj, taking all the appropriate precautions for creating morph targets (IF you don't know what those are, reply and let me know.), and then import it back into a scene and muck about with it with some magnets, making sure to not change the object's location/rotation/scale while you're working on those areas. Once you have them looking as you'd like, then spawn a Morph Target for the object. Check to be sure it looks as you want it to by zero'ing out the magnets and with it's value set to 1 Export the object, with the morph target you created set to 1, once you're through, then load it as a morph target for your character.


MrMnc ( ) posted Sun, 12 July 2015 at 11:15 PM

"There are a bunch of deformers in that area which makes using other ones, like magnets, problematic.

You can do it by first exporting the chest as a wavefront.obj, taking all the appropriate precautions for creating morph targets (IF you don't know what those are, reply and let me know.), and then import it back into a scene and muck about with it with some magnets, making sure to not change the object's location/rotation/scale while you're working on those areas. Once you have them looking as you'd like, then spawn a Morph Target for the object. Check to be sure it looks as you want it to by zero'ing out the magnets and with it's value set to 1 Export the object, with the morph target you created set to 1, once you're through, then load it as a morph target for your character."

I have no experience working with V4 in that manner. I don't know what program to use to work on her or how to create morph targets. I have bryce, hexagon 2.5 and an older version of carrara that I have used very little. I believe most content creators use Maya or something else that is very expensive. Could what you are describing be done in a program like blender? As for Poser, I have Pro 2012 and poser 10. Once I know what program to use to create morph targets, I will need to learn it, get some tutorials for reimporting it and working with the magnets. So a suggestion for the program for creating morph targets is where I need to start. Thanks for the above info, now a program suggestion would be appreciated greatly.   :--)


hornet3d ( ) posted Mon, 13 July 2015 at 4:39 AM

I have used one product in the past and have been pleased with the results.  Although the title is about breasts a large part deals with the nipples.  It may or may not do what you want but if you look through the promos it should give you some idea.  It is also on sale until the start of August.

http://www.renderosity.com/mod/bcs/v4-ultimate-breast-shapes---merchant-resource/104820/

 

 

I use Poser 13 on Windows 11 - For Scene set up I use a Geekcom A5 -  Ryzen 9 5900HX, with 64 gig ram and 3 TB  storage, mini PC with final rendering done on normal sized desktop using an AMD Ryzen Threadipper 1950X CPU, Corsair Hydro H100i CPU cooler, 3XS EVGA GTX 1080i SC with 11g Ram, 4 X 16gig Corsair DDR4 Ram and a Corsair RM 100 PSU .   The desktop is in a remote location with rendering done via Queue Manager which gives me a clearer desktop and quieter computer room.


bopperthijs ( ) posted Mon, 13 July 2015 at 12:48 PM

I've made my own breastmorphs in Hexagon , because I also wasn't very pleased with the original V4-morphs, which I didn't found very natural. I also had to make a seperate morphs for the nipples, because they kept pointing upwards. It's a long time ago I did this, so I don't precise anymore how the whole proces of import/export was: I know I used a obj-file of the chest and you have to be sure that vertex-order isn't disturbed, otherwise you get exploding breasts. Nowadays I work with Zbrush and GoZ to make my morphs which is much easier.

best regards,

Bopper.

-How can you improve things when you don't make mistakes?


MrMnc ( ) posted Mon, 13 July 2015 at 8:40 PM

"+I have used one product in the past and have been pleased with the results.  Although the title is about breasts a large part deals with the nipples.  It may or may not do what you want but if you look through the promos it should give you some idea.  It is also on sale until the start of August.

http://www.renderosity.com/mod/bcs/v4-ultimate-breast-shapes---merchant-resource/104820/"

Yes, this might work, and since it's roughly the cost of a trip to subway I will probably get it. Thanks for the point out. OTOH, I still would like to learn how to do this kind of thing myself. Thanks again!


MrMnc ( ) posted Mon, 13 July 2015 at 8:52 PM

"I've made my own breastmorphs in Hexagon , because I also wasn't very pleased with the original V4-morphs, which I didn't found very natural. I also had to make a seperate morphs for the nipples, because they kept pointing upwards. It's a long time ago I did this, so I don't precise anymore how the whole proces of import/export was: I know I used a obj-file of the chest and you have to be sure that vertex-order isn't disturbed, otherwise you get exploding breasts. Nowadays I work with Zbrush and GoZ to make my morphs which is much easier."

I found Hexagon a real pain to work with, and it had very little documentation at the time. V4 breast morphs are ok for fantasy or the very young but as for adult women you are right, not very natural. I looked at zbrush, a lot of people talk about it, but at 800$ it's not going to happen right now. Kid in college and all that... Thank you for the suggestion. :--)


Morkonan ( ) posted Mon, 13 July 2015 at 9:14 PM · edited Mon, 13 July 2015 at 9:24 PM

I have no experience working with V4 in that manner. I don't know what program to use to work on her or how to create morph targets. I have bryce, hexagon 2.5 and an older version of carrara that I have used very little. I believe most content creators use Maya or something else that is very expensive. Could what you are describing be done in a program like blender? As for Poser, I have Pro 2012 and poser 10. Once I know what program to use to create morph targets, I will need to learn it, get some tutorials for reimporting it and working with the magnets. So a suggestion for the program for creating morph targets is where I need to start. Thanks for the above info, now a program suggestion would be appreciated greatly.   :--)

Well, you can certainly reshape the breasts in a third-party program. But, you could probably get what you wanted, as described, by just using Poser's native toolset. (Magnets and the Morph Brush) I use Hexagon, mostly, for Poser morphs. It's a great program, but it has idiosyncracies you need to work around. (Vertex order problems are one of them. BUT, you can solve these problems using a python script, located here: http://www.renderosity.com/mod/forumpro/index.php?thread_id=2704761 (Download the ".doc" file and change the extension to ".py" Renderosity won't host .py files, that's why he chose a .doc extension.)You don't "need" any expensive 3D program in order to create morph targets. In fact, an expensive program dedicated to creating wavefront.obj morph targets for Poser is.. overkill. All you need to do is to be able to push verts around. :) And, you might be pleased to know that, historically, many character morphs were created for Poser characters using only Hexagon as the modeler. So, if you have it, you have what some of the best character creators were using, back in the day. I use it frequently and there is absolutely nothing you can do in any other 3D modeler that Hexagon can't when it comes down to reshaping figure objects and creating custom sculpted meshes. (Sure, those programs are "better" at many things that Hexagon is not, and they're less buggy to work with, with a lot of convenience factors. BUT, you don't "need" them to do this.)

All you need is Hexagon, UVMapper Classic (Free and found here: http://www.uvmapper.com/ ) and Poser. That's it. That's what a good majority of the creators of many Poser models and morphs created over the years used. Today, many use more robust programs, but they're more convenience factors than necessities when it comes down to pushing verts around to make a morph target.

I can teach you how to create morphs and full body morphs using Hexagon. But, there are many tutorials out there on this. (Though, yes, good ones are harder to find these days. A couple that I found when searching didn't appear to me to know what they were actually doing... ) I also don't know how much you know about Hexagon and its tools. (Here's a great vid series: http://www.geekatplay.com/dh.php)

But, first - What do you want to know how to do? Do you just want this morph and just feel like wanting to work solely from inside Poser, using magnets and the Morph Brush, or do you want to know how to use Hexagon and its tools to make the morph (or any others that you might wish). Also - How much have you used Hexagon and are you familiar with its tools?

(I am a little hesitant to go deep into this only because I have to do some traveling very soon, so I won't be around for awhile if you blow something up or catch on fire or something... :) But, I'm sure others could throw some water on you, if necessary. :) )

PS - A few things that you must know when creating morphs in an outside 3D application:

  1. NEVER, EVER, work with the original object targetted by the .cr2. ALWAYS work with a copy. Don't screw up your original mesh! :)

  2. NEVER, EVER, UNDER ANY CIRCUMSTANCE, delete or add vertices, faces or edges when making a morph tartet. Never! You can't do this and be able to create a useable "morph." The morph target object must have the same geometry as the intended target, though it can certainly have that geometry pushed and pulled around into a completely different shape!

  3. Do not change any x,y,z coordinaters or scales when working with an object to be used as a morph target. (You can rescale it for import/export, but you should not choose to "scale" it as part of a morph. That needs to be done, if necessary, from inside Poser, so it can use its scaling features to make the groups flow together better.)

  4. In order to make morphs that cross groups when using Hexagon, like for a Full Body Morph for V4, the target object must be regrouped to one group and then those groups must be reapplied to it after you've exported from Hexagon. (Otherwise, it's almost impossible to work with inside Hexagon.) Most people use UVMapper for this to both save the original UV and Groups (.uvs file) and then to reapply those UVs and Groups to the new Full or Partial Full Body Morph Target. However, Hexagon, not unlike other 3D programs, by the way, can suffer from what is called "vertex reorder" issues, where the program borks the vertex order in the mesh, effectively telling the host object that verts were actually created in a different order than they were, and it results in an exploded/mangled mesh when the morph is applied. You can fix this using the python script I linked, above. It will work on any wavefront.obj, that has only one group, to restore the vertice order of a morph target created from and for that object.

Quick edit- added note: When using magnets to help create morphs on V4, make sure that no deformers are active (All rotations, morphs, scales, set to default should be fine for that part) and no other morphs are active/loaded. Why? Because, unlike the Morph Brush tool, magnets battle the heck out of each other and V4 has a ton of deformer magnets in her chest that aren't going to take kindly to "strangers.: :) For this reason, if you plan on using magnets in Poser to deform V4's breasts, don't have any other morphs active and don't expect to get pinpoint accuracy, either. BUT, it can be done and plenty of people do it.

PS - Last edit before the timer runs out! You can, if you wish, and only if you have to have this quickly, PM a pic of the sort of thing you want. IF I can do it quickly and dump it out in the next 24hrs, then I can do a morph for you for V4. Otherwise, it'd probably be best just to help you learn how to create morphs for Poser using third-party programs, like Hexagon, which you already have, and then you can do whatever morphs you like! (Teach a man to fish, etc...)


MrMnc ( ) posted Mon, 13 July 2015 at 9:52 PM

Well, you can certainly reshape the breasts in a third-party program. But, you could probably get what you wanted, as described, by just using Poser's native toolset. (Magnets and the Morph Brush) I use Hexagon, mostly, for Poser morphs. It's a great program, but it has idiosyncracies you need to work around. (Vertex order problems are one of them. BUT, you can solve these problems using a python script, located here: http://www.renderosity.com/mod/forumpro/index.php?thread_id=2704761 (Download the ".doc" file and change the extension to ".py" Renderosity won't host .py files, that's why he chose a .doc extension.)You don't "need" any expensive 3D program in order to create morph targets. In fact, an expensive program dedicated to creating wavefront.obj morph targets for Poser is.. overkill. All you need to do is to be able to push verts around. :) And, you might be pleased to know that, historically, many character morphs were created for Poser characters using only Hexagon as the modeler. So, if you have it, you have what some of the best character creators were using, back in the day. I use it frequently and there is absolutely nothing you can do in any other 3D modeler that Hexagon can't when it comes down to reshaping figure objects and creating custom sculpted meshes. (Sure, those programs are "better" at many things that Hexagon is not, and they're less buggy to work with, with a lot of convenience factors. BUT, you don't "need" them to do this.)

I can teach you how to create morphs and full body morphs using Hexagon. But, there are many tutorials out there on this. (Though, yes, good ones are harder to find these days. A couple that I found when searching didn't appear to me to know what they were actually doing... ) I also don't know how much you know about Hexagon and its tools. (Here's a great vid series: http://www.geekatplay.com/dh.php)

But, first - What do you want to know how to do? Do you just want this morph and just feel like wanting to work solely from inside Poser, using magnets and the Morph Brush, or do you want to know how to use Hexagon and its tools to make the morph (or any others that you might wish). Also - How much have you used Hexagon and are you familiar with its tools?

PS - Last edit before the timer runs out! You can, if you wish, and only if you have to have this quickly, PM a pic of the sort of thing you want. IF I can do it quickly and dump it out in the next 24hrs, then I can do a morph for you for V4. Otherwise, it'd probably be best just to help you learn how to create morphs for Poser using third-party programs, like Hexagon, which you already have, and then you can do whatever morphs you like! (Teach a man to fish, etc...)

Wow, very nice and comprehensive reply.  As for questions, I would like to learn to do this myself, in Hexagon. I like learning to do stuff myself. I dloaded a copy of your reply because nothing lasts forever on the internet, so just to be safe...

About 5 yrs ago I had started to get moderately decent in Hex, but various outside factors forced me to drop using it at the time. Just knowing this can be done for Poser in Hex will get me started reusing it.

Thank you for your generous offer of doing it for me, but there is no rush so I'm ok without it. Enjoy your trip, hope it's a vacation!

Thank you again.


Morkonan ( ) posted Mon, 13 July 2015 at 10:36 PM · edited Mon, 13 July 2015 at 10:39 PM

Wow, very nice and comprehensive reply.  As for questions, I would like to learn to do this myself, in Hexagon. I like learning to do stuff myself. I dloaded a copy of your reply because nothing lasts forever on the internet, so just to be safe...

About 5 yrs ago I had started to get moderately decent in Hex, but various outside factors forced me to drop using it at the time. Just knowing this can be done for Poser in Hex will get me started reusing it.

Thank you for your generous offer of doing it for me, but there is no rush so I'm ok without it. Enjoy your trip, hope it's a vacation!

Thank you again.

You're very welcome! I looked around for some "using Hexagon to make morphs for Poser" tutorials and the ones that I found didn't promote sound judgement... Sure, they had valid instructions, but they often required that the user already know what's going on when they're doing things rather than just taking the time to explain things. There used to a lot of good quality ones, but it will take some digging to find, methinks.

I'll write up a tute on how to use Hexagon and UVMapper to make full and partial morphs for Poser figures like V4. It's not really difficult, but it does require a bit of explanation, since when something goes wrong, it's often necessary to know exactly what it was in order to fix it. But, once you do it a few times, it's very easy to do. It's the "artistic" part that's hard.

You can do a quick try by just loading up V4, selecting it, choose Edit->Restore-Figure to be sure all morphs and such get zero'd, then select her hip, go to Window-Joint Editor, then click "Zero Rotations" in the Joint Editor's menu. Close that menu, then, select her hip, in the Object menu, being sure not to move it, and be sure that all translations, xyz, are at zero. Then, select the entire figure and be sure that all its translations are set to zero.

For just a morph of a single group, like the chest, you can export that as a Wavefront object, which Hexagon natively supports. (And, just about every other 3D app supports, as well.) Choose File->Export->Wavefront Object, then choose Single Frame, then make sure everything is deselected except for the single group you're exporting. To do that quickly, click on "Universe" in the export window and that will deselect everything. Then, click the box next to V4's "chest" group and click "OK." Uncheck all the options except for "As morph target" (Which really just helps you ensure, at this point, no translations will be at non-zero values.)

Then, load up the object in Hexagon. You'll want to import it at 500. Later, when you export it back out, you will export it at .002. You need to do this because Poser's scales are miniscule and you won't be able to see the object in Hexagon, otherwise, since it'd be too small. It also keeps Hexagon from choking out, trying to render an extremely tiny or, if you imported it a lot larger, extremely large objects. Also, the ratios must add up to "1", for the morph to work correctly. Once you have it in, start moving stuff around. It's worth noting that Hexagon often forgets "symmetry" when you're moving individual vertices/faces/edges. But, it works just fine for the sculpting tools. So, when moving individual vertices/faces/edges, it's best just to use the mirror symmetry function to locate the corresponding spot on the other side and then select that bit as well. (ie: Select a vertice, CTRL Select its now highlighted mirror on the other side and then move them both together at the same time, rather than relying on Hexagon to "remember" symmetry, because it won't with these operations.. :) )

Don't move the object's center in Hexagon. IOW - Do not move the object, itself, along xyz coordinates and don't scale the object, as a whole. You can, of course, move and scale groups of vertices however you wish. (Don't use a scale effect on the entire object, though, since that will force it to recalc its center.) BUT, the important thing here is to be sure that you don't end up giving the object a "new center" position that is different from its location in the original figure.

Also, do not move the vertices around the edge of the group. Those need to match up with their original positions if they're going to flow nicely once the morph is loaded.

Once you're done moving verts, export the wavefront object from Hexagon. The only selection you need to have active is "export UVs" and set the export scale at .002, so when you're finally done exporting and import it into Poser, its scale will equal "1" as far as Poser is concerned.

With one group being morphed, it's not likely you will run into a vertex order correction problem. But, if you do, you'll notice it when you activate it in the figure. For instance, you will click on V4's chest group and then choose to Load Morph Target. Once loaded, everything seems find until you change it's setting to a value other than zero. IF you have a morph target vertice order problem, her chest will seem to explode and get very broken up. If this happens, run the python file I linked to you, above. Run it from within Poser by going to Window-Python Scripts, then click a blank button to search for it. When you find it, click on it and it will be loaded into the Python window. Then, click the button again to activate it. You will be prompted to choose "Original Object." For that, you need the original object and you'll probably need to export another clean chest object from V4. For this reason, it may be a good idea to go ahead a work on a copy of that chest object in Hexagon, instead of the one you exported. (I keep a dev directory of "original" group objects for figures, just for this purpose. ) Select the original object, then select your new morphed version, which has the vertex reorder issue. Then, you'll be prompted to save it as something. You can just save it over itself, if you wish, and the script won't balk. Once that it done, you can then load that object again as a Morph Target for V4's chest group and you shouldn't have any problems.


duanemoody ( ) posted Wed, 15 July 2015 at 10:40 PM

I realize I'm in the minority in this thread but this is really a good place to learn magnets. No, magnets do not always play well with existing morphs, but you can always spawn a morph from a magnet and then combine it with the other morph. Also, because nipples are separate materials here, you can have your magnet be quickly confined to the polys of the nipples.

Also, I think the majority of modelers over the last 10 years used whatever 3D app they had handy. Hexagon is only one of several but it's the most affordable without being free like Blender. 


Y-Phil ( ) posted Sat, 22 August 2015 at 2:36 PM

If you are still interested in a solution, here is the one I am using: Posermatic's NBM. It's different from his NGM addon, as you have the control on the tits/areola zone (you can move them up, down, right and left), on the volume of the zones above, under, to the right and to the left of the areola.
You have many movements up, down, hanging, etc...
Look at the picture below: her left breast does not follow the dress, it's slightly concave.

Maggy-Test.jpg

This solution has an advantage on the use of magnets: as it is a set of morphs, you can copy some or all of them to the clothes.

𝒫𝒽𝓎𝓁


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