odf opened this issue on Oct 27, 2008 ยท 13933 posts
odf posted Fri, 01 April 2022 at 8:34 PM Online Now!
The longer version: as you may have noticed if you follow the galleries, I've been doing quite a few Antonia renders this year, often with new clothes I made in MD. This was probably the first time I properly worked with Antonia from a user perspective, and I noticed that my biggest and most consistent pain point was the way she bends. So it became increasingly clear that eventually I'd have to address that. I decided to use Antonia 1.2.0 as the base because I'm more familiar with it, and the low-res version because there are fewer weights to paint, giving me more control.
I started with the elbow bend because of the joints that bothered me the most it is not exactly the worst but probably the easiest to redo. I first fixed the origin and joint orientation (which annoyingly is slightly off so that one always has to correct via side-side after bending the arm), then deleted the JCM, tweaked the inclusion-exclusion angles a bit, converted the zones to a weight-map, and finally started editing that. So far that looks like a decent workflow but I'll have to see. As you can probably see from the image, I'm trying to embrace creases because that's what real flesh does, but make them look as realistic and intersection free as I can manage. We'll also have to see how *that* goes.
Anyway, the forearm twist is next, which I think will be a relatively simple WM edit to get rid of the slight twisted tube look. Then on to the wrists, and after that I'll have a look at the fingers, but might save them for later if they turn out too tricky. Then collars and shoulders, which are also quite tricky, but I've actually managed to achieve some nice improvements for back when I was practicing.
-- I'm not mad at you, just Westphalian.