Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)
Thanks Ohki! That's really generous.I'm here on the sides checking here every now and then LOL
Very cool things seen here.
I wanna make an announcement - I don't think I'll be coming back to Antonia any time soon, but on my morph set: it's been a freebie at Fantasy Realms for a while, I now release it for anyone wanting to create over it / with it. Make an updated version, use it for custom morphs, whatever, just drop me a bit of credit in the readme of whatever you make.
And have fun :)
-- I'm not mad at you, just Westphalian.
I got behind on this thread, so little late saying it. Morphs, please. Dynamics can be hacked in poser but Morphs, not so much. Shoes are another obj not for rookies. Love to see the great skin materials here, and can't wait to play with new 1.3.
-- I'm not mad at you, just Westphalian.
I have a small question about the small asymmetries. Did any of them happen to occur when you edited her eyes?Well, if it isn't bothering anyone else, I'll probably just leave it. If it ain't broke, etc...
I think I'm done with the figure setup now, as far as I wanted to take it. Some cleanup work on the geometry left. The breasts had some lumpy spots, and small asymmetries crept in that I'd rather fix.
Anyway, soon now...
odf posted at 5:30 PM Sun, 25 September 2022 - #4445263Hmm, I don't know. But I ran a script over the whole mesh to fix the asymmetries, so the beta *should* be clean in that respect (but no program is ever perfect, so I wouldn't bet my life on it). If you suspect any issues with the eyes, let me know. Please be as specific as you can. Also, what I did not check is whether each individual eye is perfectly symmetric in itself.I have a small question about the small asymmetries. Did any of them happen to occur when you edited her eyes?Well, if it isn't bothering anyone else, I'll probably just leave it. If it ain't broke, etc...
I think I'm done with the figure setup now, as far as I wanted to take it. Some cleanup work on the geometry left. The breasts had some lumpy spots, and small asymmetries crept in that I'd rather fix.
Anyway, soon now...
-- I'm not mad at you, just Westphalian.
Oh, I have some interesting ideas for poses. But as you said, not quite at the top of the list.Poses are nice too, just farther down the list.
-- I'm not mad at you, just Westphalian.
Well, usually when I create eye scaling morphs I import the head and eyes into blender and create a face map for each eye. I then use the proportional editing fall off along with the scale gizmo to scale first one eye, then the other. I scale each to the same numeric value with the same numeric fall off using the eyeball as the center of the scaling and having the fall off influence the surrounding head mesh likewise. It works great doing this way, very exact. Not to mention scaling each eye individually to identical value rather than scaling both simultaneously produces a better result as the origin of the scale isn't an average of the 2 but from each eyes origin. If this makes sense. Scaling both simultaneously results in a sort of goldfish eye type scaling where the eyes also translate a bit in the x axis. Scaling each individually results in the scale propagating from the eye center itself rather than the average which is an origin at the center of the space between both, the average of 2.
So anyway, now with that out of the way, this works great on every figure I've used it on, for Eye scaling morphs (match centers stuff)... La Femme, Nova, Antonia 1.2, V4...
I usually start my head morphs set process with the eyes, creating scaling, rotate, and translate morphs that will be useful in the character process. FBM effecting the eyes themselves and the housing head mesh.
Antonia 1.3 is showing some asymmetries most visible at the lacrimal with such scaling, again I've never seen this before in other figures I've done this process with. Being that it's fall off stuff it's hard to determine if it's the eyes themselves or the lacrimals, though its showing most obviously at the lacrimals that doesn't mean it's the source of the asymmetry, it might be the eyeballs themselves.
I can fix it for my morphs, at least good enough but I figured I'd let you know what I'm seeing. I'll do some more snooping and see if I can narrow the exact asymmetry down.
Seconded on Poses. Sometimes poses can be hard for me to get right especially if want to copy from other figures. So morphs, shoes and poses FTW.Poses are nice too, just farther down the list.
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Well I took a look. Can't seem to find what's causing it. Just figured I'd let you know. It's a very small thing. I'll fix it by creating and baking down a difference morph to correct the slight difference in the lacrimals before a split and match centers... orthographic of the extreme range of the eye scale morph without any difference nose bridge adjustments... probably about 2x scale of original.
Here's the screen cap of the incomplete uv set highlighted verts for the warning. It looks like it's at the welds you did. It's not surprising or even anything to worry about. Just as a FYI.
Back to my cave, sans beanie of course ;)
And FTW, as in the old metal/punk meaning lol.
I just figured out the problem with the DieTrying morph package not working as it should. Load Antonia 1.3 and remove the Torso Fit from the Parameters list. Then load Antonia 1.2, apply the DieTrying morphs, then copy the morphs from her to Antonia 1.3. Don't attempt to load the morphs directly into Antonia 1.3 from the library, you'll get a certain amount of oddity occurring with some of the dials.
Thanks, hborre! Funny thing about that TorsoFit. I'll take a look tonight. The plan was to leave that out of the CR2 for the final release, anyway, and either put it in an injection pose or a separate package.
I've been considering packing up a little Antonia 1.2 to 1.3 morph transition kit. Blank dev cr2's for both, and possibly some small edits to the meshes that fix the vertex collisions between the upper and lower lip and - I suspect - some of the toes. Plus, a little how-to of the morph copying process. But first I need to test it on some morph sets myself and work out the kinks.
-- I'm not mad at you, just Westphalian.
odf posted at 10:36 PM Tue, 4 October 2022 - #4445871
You can save yourself the work of making the blanks for your kit and just use the ones I've already made for 1.2 and 1.3, I use a Netherworks script to generate blanks. Just give them different thumbs if you want. Not like it's anything other than a button push, but without an automation a bit more work.Thanks, hborre! Funny thing about that TorsoFit. I'll take a look tonight. The plan was to leave that out of the CR2 for the final release, anyway, and either put it in an injection pose or a separate package.
I've been considering packing up a little Antonia 1.2 to 1.3 morph transition kit. Blank dev cr2's for both, and possibly some small edits to the meshes that fix the vertex collisions between the upper and lower lip and - I suspect - some of the toes. Plus, a little how-to of the morph copying process. But first I need to test it on some morph sets myself and work out the kinks.
Here's 1.2
odf posted at 10:36 PM Tue, 4 October 2022 - #4445871
You can save yourself the work of making the blanks for your kit and just use the ones I've already made for 1.2 and 1.3, I use a Netherworks script to generate blanks. Just give them different thumbs if you want. Not like it's anything other than a button push, but without an automation a bit more work.Thanks, hborre! Funny thing about that TorsoFit. I'll take a look tonight. The plan was to leave that out of the CR2 for the final release, anyway, and either put it in an injection pose or a separate package.
I've been considering packing up a little Antonia 1.2 to 1.3 morph transition kit. Blank dev cr2's for both, and possibly some small edits to the meshes that fix the vertex collisions between the upper and lower lip and - I suspect - some of the toes. Plus, a little how-to of the morph copying process. But first I need to test it on some morph sets myself and work out the kinks.
Here's 1.2
-- I'm not mad at you, just Westphalian.
I just had a look at the eye UVs. The problem seems to be that several edge loops got mapped onto the same loop in UV space, so the faces in between all got squished into pancakes. There are two loops squished together in the cornea/eye cover, and four, I think, between the iris and pupil. Should not be too hard to fix but will require a bit of care to make sure both eyes end up with identical maps. I'll use the Toni eye texture as a guide to make sure I end up with a placement matching the original Toni 1.2 one.
-- I'm not mad at you, just Westphalian.
Hmm, so I just tried to copy DieTrying's "258 Morphs" pack onto an unmodified Antonia 1.3 in P12, and it seems to have worked without any problem. Here's what I did:
- Loaded Antonia 1.2 and Antonia 1.3 into an empty scene.
- Changed the skinning method to "Poser Traditional" for Antonia 1.3 (loads as "Poser Unimesh" by default).
- Loaded the morphs into Antonia 1.2.
- Selected Antonia 1.3 and clicked "Copy morphs from..." in the Figure dialog.
- Unselected everything, then selected all morphs listed in the body actor except for the JCMs and "toecaps gone".
- Clicked OK.
It's possible that it's a P11 vs P12 things, or maybe copying while in Unimesh mode was the problem. I'll have a look at fixing the TorsoFit morph so that it doesn't interfere anymore. Still probably easiest to at least use a blank Antonia 1.2 for this process, so one can simply load a morph pack and select everything for copying.
-- I'm not mad at you, just Westphalian.
Double hmm! I tried again, without changing the skinning mode for Antonia 1.3 or doing anything with any of her morphs or dials. Copying still worked flawlessly. I could have yet another attempt and select morphs for copying that I don't actually want to copy, but why would I do such a thing?
-- I'm not mad at you, just Westphalian.
GeneralNutt posted at 6:01 PM Tue, 4 October 2022 - #4445851Now I am intrigued. Interesting.....Oh, I have some interesting ideas for poses. But as you said, not quite at the top of the list.Poses are nice too, just farther down the list.
It's usually rows of 10. I noticed the squashing in the eye UVs a couple days ago, I might be mistaken but I think that might also be an issue with 1.2. Might, I'm going by memory and don't have the time to look. You might check 1.2 and compare.
Any idea when Antonia will be stable enough to make things for? Regardless of copy morphs I mean.
primorge posted at 6:30 AM Wed, 5 October 2022 - #4445890
Any idea when Antonia will be stable enough to make things for? Regardless of copy morphs I mean.
Soon, because I really don't have the stamina for a long beta phase.
I'll go through my short list of small fixes below, put out a second beta, wait a week or two, and do the release. If you find that the outstanding items don't concern you, you can grab the files from Github any time and just start. Of course, there's always a chance an unexpected serious bug pops up that can't be fixed without breaking something you've made. Unlikely, but not impossible.
Anyway, here's the list.
Done:
- Switch to a welded OBJ.
- Convert UVs to UDIM.
- Rearrange UDIM tiles to use 1001 through 1010
- Fix eye UVs
- Check eye meshes for asymmetries
- Fix the TorsoFit morph (only works correctly with Unimesh skinning right now)
- Fix vertex collision between upper and lower lip
-- I'm not mad at you, just Westphalian.
odf posted at 7:07 PM Wed, 5 October 2022 - #4445930
Those sound like very nice additions odf, at least in my book. I can wait 'til things settle a bit, it'll definitely be nice to paint on the figure and not have to do a ton of prep or hoop jumping. A pleasant surprise you're doing that. Also nice that you've replaced with a unimesh obj, it's just one of those tidiness things and doesn't effect my our particular work process but it might have consequences for others maybe. I can't remember which figure it was, a recent indy one... a nice figure too, but I took a look at the mesh from geometries and it was unwelded and I thought to myself "what the F am I looking at here, Posette?!" Lol ;)primorge posted at 6:30 AM Wed, 5 October 2022 - #4445890
Any idea when Antonia will be stable enough to make things for? Regardless of copy morphs I mean.
Soon, because I really don't have the stamina for a long beta phase.
I'll go through my short list of small fixes below, put out a second beta, wait a week or two, and do the release. If you find that the outstanding items don't concern you, you can grab the files from Github any time and just start. Of course, there's always a chance an unexpected serious bug pops up that can't be fixed without breaking something you've made. Unlikely, but not impossible.
Anyway, here's the list.
Done:
- Switch to a welded OBJ.
- Convert UVs to UDIM.
Coming:
- Rearrange UDIM tiles to use 1001 through 1010
- Fix eye UVs
- Check eye meshes for asymmetries
- Fix the TorsoFit morph (only works correctly with Unimesh skinning right now)
- Fix vertex collision between upper and lower lip
Anyway, hope I didn't come off some kinda way about it, I didn't mean to, contradictory observations escalated my pulse... which isn't hard to do depending how my day has been. It's nice you take those kinds of things into consideration though.
Looking forward, plenty to do in the meantime.
Rhia474 posted at 6:13 PM Wed, 5 October 2022 - #4445922
Been sick for the past few days but managed a quick render for Antonia using a dynamic dress and a fitted Master Skull Cap plus some earrings. The pose is from one of the old Antonia pose paks. Not happy with the nail mats yet, need tweaking; eyes the same. Decent start.
Nice!
Tried to make a complete Materialset based on Cycles PrincipledBSDF Shader. Donwload the set if you like to try it (or extend it, or make it better): https://adp.spdns.org/Antonia_PrincipledBSDF.mc6
Image: Only Posers Background with an HDR Image. No additional lights.
Next I will do: Get rid of this mouth (morph and texture overlay).
That looks good ADP. The bump or normals you have look a bit too granular, in other words someone who has a sandy complexion, but that's a taste preference thing. I'm curious if you've had any luck with displacement maps in Superfly? I ask because I wonder if it would be useful for Superfly users if included with a distribution. Not anything ridiculous, just maps baked from 2 or 3 levels of subdivision...
If you are using the PhysicalSurface node, you have access to displacement. But you need a significant resolution for it to work correctly. Don't even bother with Cycles ATM, it's trickier to get the right values for displacement.
@ADP, I peeked into that MC6 file and I see no reference to the PrincipledBsdf node anywhere in the coding. It looks like it's missing nodes.
hborre posted at 4:54 PM Thu, 6 October 2022 - #4445993
I played around with the physical surface with displacement in the past, the values were tricky there also. It did seem to work but not quite like it does in Firefly. Seemed to require more subdivision than expected IIRC... I'll play around with it some more, does seem a shame to hinge certain details on displacement and have that not work in both renderers optimally. Subdivision morphs out of Zbrush can be unpredictable, can cause you to waste some work.If you are using the PhysicalSurface node, you have access to displacement. But you need a significant resolution for it to work correctly. Don't even bother with Cycles ATM, it's trickier to get the right values for displacement.
@ADP, I peeked into that MC6 file and I see no reference to the PrincipledBsdf node anywhere in the coding. It looks like it's missing nodes.
Thanks for commenting hborre. Also saw your comments on it in the other forum, I'll fuss around with it a bit more seriously when the time comes.
hborre posted at 4:54 PM Thu, 6 October 2022 - #4445993
Sorry, something went wrong while saving I think.If you are using the PhysicalSurface node, you have access to displacement. But you need a significant resolution for it to work correctly. Don't even bother with Cycles ATM, it's trickier to get the right values for displacement.
@ADP, I peeked into that MC6 file and I see no reference to the PrincipledBsdf node anywhere in the coding. It looks like it's missing nodes.
Updated and download checked :)
Watched the first few minutes. That's a standard noise shader that he uses.Have you seen this? It's a Voronoi shader very similar, I think, to what you are using...
https://youtu.be/xbVK8-Ak-Ko
hborre posted at 4:54 PM Thu, 6 October 2022 - #4445993
You have also access to Displacement with a Cycle Surface.If you are using the PhysicalSurface node, you have access to displacement. But you need a significant resolution for it to work correctly. Don't even bother with Cycles ATM, it's trickier to get the right values for displacement.
@ADP, I peeked into that MC6 file and I see no reference to the PrincipledBsdf node anywhere in the coding. It looks like it's missing nodes.
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I got behind on this thread, so little late saying it. Morphs, please. Dynamics can be hacked in poser but Morphs, not so much. Shoes are another obj not for rookies. Love to see the great skin materials here, and can't wait to play with new 1.3.