Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)
adp001 posted at 10:06 PM Mon, 29 August 2022 - #4443506
Yes, they remain separate. I'm not touching the UVs at this point. That's a whole other can of worms that I'll reserve for a possible future update.Do the lips remain a separated part of the UV map or are they now part of "Face"?
But that reminds me that I was wondering about reducing the number of material zones for the eyes a bit. Maybe pupilLeft, irisLeft and scleraLeft could just become eyeLeft, and similarly for the right eye?
-- I'm not mad at you, just Westphalian.
Speaking purely for myself, I would prefer to have separate mats for the iris and sclera at least, so I can put SSS into the iris but not the sclera. Come to think of it, separate pupil mat as well; I generally set it to be something light absorbant or at least with no specularity at all.
I suppose if the entire eye is one mat you could work with masks to achieve the same thing, but that would make things complicated, so might as well deal with three separate mats.
adp001 posted at 10:06 PM Mon, 29 August 2022 - #4443506
Working again recently with Antonia in texturing I'd say the lips are very difficult to work with. There's very little face skin region extending out from the lip part and the corresponding area of the face texture has a different texel scale from the lips. Very tricky, not as much if you do everything in a 3d painting software, but very difficult in a 2d image editor where one might do finer adjustments or just moving of texture elements or clone stamping. It's a big stumbling block that deters one from doing something that would be a rather straight forward thing if the lips were part of the face. Very odd choice there, makes me wonder who's idea that was.Do the lips remain a separated part of the UV map or are they now part of "Face"?
There also appears to be asymmetry in the face UVs around the eyes where the rim of the lids join the inner socket. At first I thought it was simply the face map not perfectly center X on the UV tile, my thinking here because painting an eyeliner on one eye, a very tight to the lid rim liner, does not copy flip horizontal exactly right to the other side. Actually, relative to that kind of flip in that area for that kind of makeup, it's way off. You can do this with most centered Poser face UVs. I then tried doing it in Mudbox with the brushes set to symmetry X and had a similar problem doing precision work accurately with symmetry. I think actually the problem might be twofold here. I think there might be a bit of stretching or distortion in the lid rim UVs and a bit of a uncentered on the tile problem in the placement. No offense to whoever UV mapped Antonia but there's some problems... Which really I'm surprised slipped through the QA process, or maybe it's just no one looked as closely at the minutiae. This would explain why the eyeliner makeups created by saintfox aren't very close and tight but more raccoon/Smokey eyed variety, or that's my theory there.
If you' ever get curious, have a look at Antonia-A.obj. That's got the UV mapping I made. I seem to distinctly remember that the version of UVMapper I used didn't support symmetries, so don't expect too much. May have been a free evaluation license or something. Everything else I tried was unusable. From what I've picked up so far, the situation is not so different today. Good UV tools seem few and far between, and probably somewhat expensive.
Anyway, that one has the lips attached to the face, and the eyelids were mapped in a closed position, so I'm guessing makeup should work better. But it's got some unusual seam placements, so it wasn't very popular.
-- I'm not mad at you, just Westphalian.
The UV-mapping question is especially can-of-wormy for me because there is some very interesting recent research in that area, complete with published source code. So if I got started on anything UV, I'd feel much more inclined to try and wrap my head around that stuff and turn it into something I could use in practice than dishing out money for some software that, if I'm lucky, is maybe a decade behind.
-- I'm not mad at you, just Westphalian.
Also: I'm now in the JCM-fixing stage. While I'm at it, I'm also fixing some older issues that weren't caused by transferring them to the modified mesh geometry. Still, I don't expect it to take too long. Staying in Poser and gradually learning how to work around the quirks of the morph tool keeps the turnaround times low, although it's not the most fun way of shaping a morph.
-- I'm not mad at you, just Westphalian.
FVerbaas posted at 4:41 AM Wed, 31 August 2022 - #4443587
It's from Keenan Crane's group at Carnegie Mellon University. I don't recall the specific paper, but titles with "conformal" and/or "flattening" in them will likely be relevant.Interesting. Could you give us a pointer to that research?
ETA for the non-mathematicians: conformal means angle-preserving.
-- I'm not mad at you, just Westphalian.
So if an exporter takes about 30 seconds either way ( that's a generous estimate) and you have 30 JCMs to make, you'd say 15 minutes all told is a significant turnaround increase to workload? Lol.Also: I'm now in the JCM-fixing stage. While I'm at it, I'm also fixing some older issues that weren't caused by transferring them to the modified mesh geometry. Still, I don't expect it to take too long. Staying in Poser and gradually learning how to work around the quirks of the morph tool keeps the turnaround times low, although it's not the most fun way of shaping a morph.
odf posted at 3:05 AM Wed, 31 August 2022 - #4443586You may be able to make a JCM in one go, but I need to see the vertices move. That means lots of exports and imports for a JCM.So if an exporter takes about 30 seconds either way ( that's a generous estimate) and you have 30 JCMs to make, you'd say 15 minutes all told is a significant turnaround increase to workload? Lol.Also: I'm now in the JCM-fixing stage. While I'm at it, I'm also fixing some older issues that weren't caused by transferring them to the modified mesh geometry. Still, I don't expect it to take too long. Staying in Poser and gradually learning how to work around the quirks of the morph tool keeps the turnaround times low, although it's not the most fun way of shaping a morph.
-- I'm not mad at you, just Westphalian.
I see what you're saying. Generally it's pretty predictable what the blend will be like between off and full. I'm used to it, but yes I do end up making a few difference morphs and baking down my final result. JCMs aren't a task I find unpleasant though. I'm not the fastest morph maker but that's relative.
primorge posted at 7:15 AM Wed, 31 August 2022 - #4443717
If I were to make new JCMs from scratch or change them significantly, I would probably do a round or two in Blender and then stay in Poser for the final touches.I see what you're saying. Generally it's pretty predictable what the blend will be like between off and full. I'm used to it, but yes I do end up making a few difference morphs and baking down my final result. JCMs aren't a task I find unpleasant though. I'm not the fastest morph maker but that's relative.
And sure, I can see how one would be able to predict the blend quite well with some experience. Mine is pretty outdated. :-)
-- I'm not mad at you, just Westphalian.
SamTherapy posted at 4:35 PM Mon, 29 August 2022 - #4443491Fair enough, provided it can be dailled down from pickaxe proportions. :DYes, but I can't promise she will load with a smaller nose.Looking good! Will this model be released?
Coppula eam se non posit acceptera jocularum.
odf posted at 4:57 PM Mon, 29 August 2022 - #4443492I have a morph for that and will make sure to include it. :-)SamTherapy posted at 4:35 PM Mon, 29 August 2022 - #4443491Fair enough, provided it can be dailled down from pickaxe proportions. :DYes, but I can't promise she will load with a smaller nose.Looking good! Will this model be released?
-- I'm not mad at you, just Westphalian.
Oh well, I just fell into a JCM rabbit hole. The thigh movements had been bothering me for a while, and making morphs in Blender is so much fun. Going with primorge's process of making difference morphs on top of the original JCM and baking them at the end.
See ya all when I see ya!
-- I'm not mad at you, just Westphalian.
Content Advisory! This message contains nudity
Quick snapshot of my hip/thigh JCM noodling so far: Toni 1.2 versus Toni 1.3 WIP in one of my favorite poses (rendered at subdivision level 1). Ask me about the health benefits of squatting deeply and frequently.
-- I'm not mad at you, just Westphalian.
JCMs for those type of rotation combinations in the thigh are tricky because something that might look right at one degree combination won't look quite right at a different combination. The only solution I've found for this are either multi axis JCMs which can only be done by value operations, or additional JCMs that kick in over top at degrees far into the rotation at a specific point. That is, starting not from zero but already into the rotation. It's a balancing act. Probably waaay too OCD for regular use cases.
If you' ever get curious, have a look at Antonia-A.obj. That's got the UV mapping I made. I seem to distinctly remember that the version of UVMapper I used didn't support symmetries, so don't expect too much. May have been a free evaluation license or something. Everything else I tried was unusable. From what I've picked up so far, the situation is not so different today. Good UV tools seem few and far between, and probably somewhat expensive.
Try Blender :)
Activate add-on: "Magic UV". It can rotate, flip, mirror and more.
https://docs.blender.org/manual/en/3.2/addons/uv/magic_uv.html
Another one: "Dream UV"
https://github.com/leukbaars/DreamUV
An improvement. I go for less crease where the thigh meets pubis, usually more relevant to a more acute zrot, but that's just a personal preference.
Agreed! I've started to work on decreasing the creases, so to speak. Takes a bit of practice.
Fair! That kind of thing is why I put a big smiley up there and would never seriously step on a soap box and try to give people health advise. Or any advise, really. Some things seem to have worked well for me, maybe consider trying them if you are in a similar situation, is the most I will ever say.I can tell you one of the disadvantages of squatting deeply and frequently. Stoop labor.
-- I'm not mad at you, just Westphalian.
JCMs for those type of rotation combinations in the thigh are tricky because something that might look right at one degree combination won't look quite right at a different combination. The only solution I've found for this are either multi axis JCMs which can only be done by value operations, or additional JCMs that kick in over top at degrees far into the rotation at a specific point. That is, starting not from zero but already into the rotation. It's a balancing act. Probably waaay too OCD for regular use cases.
Quite true! I actually "invented" delayed-onset JCMs for Antonia back in the day (invented in quotes because it's unlikely I was the first person to ever do that in Poser). But they're much easier to implement now via keyed dependencies. This kind of work is generally much more pleasant now with the tools I have at my disposal than it used to be. Less energy spent on coercing the software and more on the actual problem is generally a win in my book. Still tricky, though!
There's a good chance I will shelve this stuff for now and go back to my original plan of only fixing the artifacts introduced by transferring the morphs to the new mesh. But I couldn't resist having a play.-- I'm not mad at you, just Westphalian.
odf posted at 5:15 PM Tue, 30 August 2022 - #4443558Sure, I always try Blender first. :)If you' ever get curious, have a look at Antonia-A.obj. That's got the UV mapping I made. I seem to distinctly remember that the version of UVMapper I used didn't support symmetries, so don't expect too much. May have been a free evaluation license or something. Everything else I tried was unusable. From what I've picked up so far, the situation is not so different today. Good UV tools seem few and far between, and probably somewhat expensive.
Try Blender :)
Activate add-on: "Magic UV". It can rotate, flip, mirror and more.
https://docs.blender.org/manual/en/3.2/addons/uv/magic_uv.html
Another one: "Dream UV"
https://github.com/leukbaars/DreamUV
-- I'm not mad at you, just Westphalian.
odf posted at 8:50 PM Sat, 3 September 2022 - #4443892
There's a good chance you won't get a significant improvement. At least not without messing something else up. I tried and tried with Nova but her topology there just wants to have a strong crease, I've had better results with far more unlikely figures. Just to play along here's an incomplete JCM set on Nova. Preview. I put a painted thong on her for modesty. And forgive the hand clipping, a tricky pose to do without IK or Pose Symmetry (neither work on Nova), I got tired of fussing with it. The creasing is still pretty evident even with a ton of smoothing and flattening. I just chalked it up to best effort. Oh, and ignore the GrabAss parm group, that's for something else.Here's some progress on the de-creasing. Still needs additional de-creasing for the higher x-rotation angles, but that's mostly hidden in this render.
I do like creases sometimes, as long as they look plausible. The main problem, I think, is that deep creases are hard to control and tend to look ugly in at least some positions. Over-smoothing of bends on the other hand can lead to boring, unrealistic shapes, so it's always a bit of a balancing act. As of course you well know.
PS: That's a good-looking squat Nova's doing there, especially from the back.
-- I'm not mad at you, just Westphalian.
odf posted at 7:38 PM Mon, 5 September 2022 - #4443998
It's a shame vyuser dropped the ball on some of her Poser-isms. She makes really nice things. Her DS figures are gorgeous... Ah well, I like having Nova in my collection. Great hands and elbows on her. I've disappeared into V4 land for a while I think, slowly learning to make conforming clothes I guess, although I suck at modeling clothes or at least I definitely need practice, unexpectedly and out of nowhere, one body part at a time basically. Looking forward to seeing what you've been doing.I do like creases sometimes, as long as they look plausible. The main problem, I think, is that deep creases are hard to control and tend to look ugly in at least some positions. Over-smoothing of bends on the other hand can lead to boring, unrealistic shapes, so it's always a bit of a balancing act. As of course you well know.
PS: That's a good-looking squat Nova's doing there, especially from the back.
primorge posted at 11:56 PM Thu, 8 September 2022 - #4444162
Well, I might as well fess up then. Tweaking the JCMs for Antonia's new thigh bend wasn't really bringing me joy. So last night I started to weight-map it instead. Much more pleasant workflow so far, but we'll see how far I can take it. I don't mind adding some small JCMs at the end, but my hope would be that the WMs will end up good enough for the 1.3 release, which as I said is meant to just be a steppingstone, anyway.Looking forward to seeing what you've been doing.
Still not planning on weight-mapping any further joints at this point, though. Beware the feature creep!
-- I'm not mad at you, just Westphalian.
Content Advisory! This message contains nudity
Here's a quick snapshot of where I got to last night, and I'm really emphasizing the word snapshot here, lol. The pubis and inner thigh area as well as the buttocks definitely need more work, but it's amazing how easy and fast it is to produce clean shapes with a bit of pushing and smoothing. I should be able to get a nice basis for JCMs at the very least.
-- I'm not mad at you, just Westphalian.
That's a tricky one you have there, the butt crack height.
I'd say the results would look better if a JCM kicks in when both thighs are bent to that extreme that lowers or pulls the start of the crease downward from the tension of the flesh. Now I'm saying in theory... the reason it would be a nice theory is because such a JCM is on the center of the figure so you can't simply create the morph, split it, and attach it to both rotations under that condition only. It wouldn't be right if it kicked in when only one thigh bends, the asymmetry would be wrong. It would have to be a strict value operation that applies the morph under the condition of both rotations happening, and only then. Does this make sense?
I've never been able to do this. Multi axis rotations on a single actor JCMs are doable, and I've managed to solve the math between negative and positive simultaneous rotations (I was over thinking the instructions that Nerd gave me on that, as I usually do). Multiple actor rotations single JCM? Center line? Stumped on that one. I have the strong feeling it's possible though, it just escapes my ability to figure out and apply a formula.
Long story short, it would look better if her glute crease wasn't so long. Obviously this can be done easily by a manual dial fix, but that wouldn't be fancy ;)
Probably the easiest fix there would be raising the glutes higher or tighter, de-emphasizing the length of the crease. Probably the most sensible, easily done with weights or morphs. And more asymmetry "friendly" or correct to the tension of the individual thigh bends.
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Yeah, to me the long buttocks seem to be the primary problem here. Both the bend and the side-side have a tendency to pull them down, but I think that should be fixable. Will see about the butt crack after that.
Here's a small update, only influence weight-maps on thigh bend and side-side at this point, no bulges yet and no JCMs. The long glutes problem is still quite apparent in the bottom-left image.
(Word of warning from Antonia: "Don't stick regular tape on your crotch when you take your anatomical reference shots for the gram. This is special skin-friendly censoring tape I'm wearing here, applied by trained professionals.")
-- I'm not mad at you, just Westphalian.
The leg spread looks perfectly fine, and so does the kneeling and deep knee bend, but the center of gravity for the squat does not look right. I would think that if you are going to base your modifications on a particular pose, the pose should be as close to an actual position that an individual can maintain. There should be an upper body tilt forward for a squat; Antonia looks like she is leaning against a wall.
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Here's a side view of the squat, if that helps. Her forward lean looks sufficient to me, but I could be wrong. Ideally, she'd want her center of gravity above mid-foot, but without a loaded barbell on her, mid-heel should be fine.
-- I'm not mad at you, just Westphalian.
That looks totally plausible to me. The same thing crossed my mind when trying to get Nova in a similar pose. The one I made is not plausible, probably, but it was just to show the similar bend issues. If amputees can eat breakfast with their feet I'm pretty certain someone can maintain balance in such a pose.
I have a feeling that my old knee JCMs may be lengthening and thinning the knees when bent, so that might be contributing to the impression that they're beyond their natural range. It's also possible that the rotation center for the knee needs adjusting. I remember checking this pose in Antonia WM, and the legs looked considerable shorter.
-- I'm not mad at you, just Westphalian.
Well, I'm a youth of only 58 years, so obviously I'm a bit more bendy. But I've looked at some references, including myself in the mirror, and I think I'll change my test squat to a more relaxed position with an overall stronger forward lean, some lumbar flexion and less extension in the upper spine. It's important to make sure that the thigh bend interacts well with the hip bend, anyway.
-- I'm not mad at you, just Westphalian.
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Yes, but I can't promise she will load with a smaller nose.
-- I'm not mad at you, just Westphalian.