Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 28 11:20 am)
No, I have the files. The makeup files included with AP weightmapped have an identical folder naming as the files that came with 1.2, if you merge the files it just adds a makeup folder with the textures of 1.2. Was just pointing out that those files are missing from the 1.3 installation.
No I'm not confused, apparently some people aren't even aware that there's additional files by Saintfox.
Ok
So there's a zip called SF-DL-Toni-Polgon-Base-Texture_File_1.zip that contains the base Saintfox Texture files for AP. You're right that the 1.2 zip contains no textures other than templates... here's the aforementioned zip
With the WM distribution the same files are included with the same folder structure but contain an additional folder within titled ToniPMakeUp...
The girl is missing her makeup in your 1.3 distribution
So, it turns out I can't find a ZIP file for that separate makeup package I was talking about. Which means I can't reconstruct where I got the actual files from.
Which doesn't change the fact that the original Antonia 1.2 that I distributed never came with textures. If you got one with textures, you didn't get it from me.
ETA: Oops, cross-post.
-- I'm not mad at you, just Westphalian.
Problem is some of those Make-up files have issues, at least the versions I have. If I were to redistribute them, I‘d feel obliged to fix those little issues. Can of worms…Just include her makeups with the next beta extras. What's a Poser female model without makeup files? <Roll Eyes>
-- I'm not mad at you, just Westphalian.
Seems like the right way to go.My take is this: Antonia 1.3 needs to have a finalised geometry and skeleton, most other things can be added or augmented later.
Second beta is out: github -> user odf -> repository Antonia.Polygon-1.3 -> release beta2 (direct link in the next comment). I've added a ZIP file without the textures, so folks don't need to download them a second time.
Changes:
- Use a welded OBJ file.
- Switch UVs to UDIM.
- Fix eye UVs.
- Fix vertex collision between upper and lower lip.
- Make the toned torso morph work better with "Poser Traditional" skinning.
- Add a character morph, Annie (head only).
- Improve the vulva morph.
- Use separate HeadMorph and BodyMorph groups for the included shape morphs.
- Warn users not to use the naughty material settings in the bad libraries.
-- I'm not mad at you, just Westphalian.
Second beta is out: github -> user odf -> repository Antonia.Polygon-1.3 -> release beta2 (direct link in the next comment). I've added a ZIP file without the textures, so folks don't need to download them a second time.
Thank you! I'm exited. Started with a basemorph already (face).
Yes, it's Antonia :)
Very nice work. Like the updates.
I would post a render of this modification, but couldn't find where to download character files, textures, and materials. I know I used to have it but that was one hard drive crash ago. 8-)
Anyway I made a slight morph mod. I reduced her nose size (it seemed too "masculine" to me) and straightened the lip curves on the outer upper and lower. I will be glad to pass this on if you are interested.
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Very impressed so far. I like what you're doing with the latest build. Her breast shape (torso), eyes and morphs are looking good. Primorge, DCArt, and Y-Phil are right, it's coming along well.
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primorge posted at 10:25 AM Mon, 10 October 2022 - #4446280
Thank you! Glad you like what I came up with.Excellent job odf.
No incomplete uv set errors.
Excellent Vulva Detail morph.
UDIM constrained to first tile row.
I can totally get behind this release and my breast undercut worries were unfounded, this is perfect for working with across the board.
👍
Incidentally, the caption of a blog image post I did on another site (no, probably not the one you're thinking of) was "TFW you spent most of your weekend making a vulva in Blender and now you can't show it anywhere."
-- I'm not mad at you, just Westphalian.
Very nice work. Like the updates.
I would post a render of this modification, but couldn't find where to download character files, textures, and materials. I know I used to have it but that was one hard drive crash ago. 8-)
Did you only download the bare OBJ that I posted earlier? Look at the latest link I shared just a few posts up (the Github one). There are three downloads on that page. The first one has everything except the texture maps, the second one (labelled "Source Code (zip)") everything including the texture maps.
-- I'm not mad at you, just Westphalian.
Poser can handle fibermesh brows, you need not make them ridiculously dense if you supplement with some clever texturing underneath. Just make them conformers that crosstalk with brow morphs in Antonia.Anyone with an idea for the eyebrows poser can handle?
adp001 posted at 8:39 PM Mon, 10 October 2022 - #4446345I‘ve been meaning to try that kind of thing for a while now. But if someone else does it first, I won‘t be mad.Poser can handle fibermesh brows, you need not make them ridiculously dense if you supplement with some clever texturing underneath. Just make them conformers that crosstalk with brow morphs in Antonia.Anyone with an idea for the eyebrows poser can handle?
-- I'm not mad at you, just Westphalian.
As a technical note about creating morphs for Fibermesh brows in Blender, you'll want your falloff on your brushes to act on volume rather than surface. Blender's brushes act on volume falloff by default. There's the new hair stuff with Blender so you can probably forego Zbrush, I haven't bothered to update Blender to latest so I can't comment on how good it is but judging by tutorial videos I've watched, pretty damn good.
This also applies to eye movements: Looking right, left, up, down. If the eyelids don't move, it looks very strange.
We could take this opportunity to develop a standard "Look-At". Including a nice prop as a target (at the moment I use a grouping object that I have to search for depending on the scene when I need it - something unique would be better).
I thought I would somehow get around it: I need to change the head texture (mouth part). The way I read the Antonia readme, the texture ("Antonia Polygon") may only be used as-is.
It's really only about the outer edge of the mouth, which needs to be reduced inward a bit. Everything else remains as is, including the creator note.
The alternative would be for me to craft a Python script that the user has to run, which then makes the change in the bitmap and overwrites the original texture on disk. The result is the same: the texture is permanently changed. Only that the accompanying text does not show the author of the texture in a good light, because such a circumstance is necessary.
What should I do?
The first morph pack I'm going to make for Antonia is called 'Well Basically' (subject to naming change) which will be scaling/translation morphs for eyes, mouth, nose and ears. Including some "Gone" things... Match centers and adjustment morphs/utilities. The pack will be Creative Commons Attribution License. It won't take long to create but I'm working 6 days a week lately and am trying to wrap up some La Femme freebies so it might be a minute before I get to it. But not overly far off.Developing a character often means to move and scale the eyes in any direction. This is not easy and often leads to malfunction of other morphs.
Wouldn't it be an idea to make this a standard "morph" (@primorge, are such things not your speciality)?
primorge posted at 8:13 AM Tue, 11 October 2022 - #4446397
adp001 posted at 7:45 AM Tue, 11 October 2022 - #4446393Nice!The first morph pack I'm going to make for Antonia is called 'Well Basically' (subject to naming change) which will be scaling/translation morphs for eyes, mouth, nose and ears. Including some "Gone" things... Match centers and adjustment morphs/utilities. The pack will be Creative Commons Attribution License. It won't take long to create but I'm working 6 days a week lately and am trying to wrap up some La Femme freebies so it might be a minute before I get to it. But not overly far off.Developing a character often means to move and scale the eyes in any direction. This is not easy and often leads to malfunction of other morphs.
Wouldn't it be an idea to make this a standard "morph" (@primorge, are such things not your speciality)?
Could you please make the eye morph(s) first? I can't publish my character facemorph without the eye position modified. I'll use magnets until you come up with your morphs.
I have been seeing odd behavior with Superfly renders incorporating the actual Cycles ImageTexture node, Antonia 1.3 renders black, with no texture applied. When I switch to the original Poser Image_Map node, everything works as it should, The only part that renders correctly is her head. It almost seems like the Cycles Image node is not handling the UV correctly. I tested V4, no problems.
I'll check tile loading in mudbox and do a full body fill to see if anything strange happens.I have been seeing odd behavior with Superfly renders incorporating the actual Cycles ImageTexture node, Antonia 1.3 renders black, with no texture applied. When I switch to the original Poser Image_Map node, everything works as it should, The only part that renders correctly is her head. It almost seems like the Cycles Image node is not handling the UV correctly. I tested V4, no problems.
I have the solution to your problem. I'm at work right now but will post my solution theory when I get home.primorge posted at 8:13 AM Tue, 11 October 2022 - #4446397
adp001 posted at 7:45 AM Tue, 11 October 2022 - #4446393Nice!The first morph pack I'm going to make for Antonia is called 'Well Basically' (subject to naming change) which will be scaling/translation morphs for eyes, mouth, nose and ears. Including some "Gone" things... Match centers and adjustment morphs/utilities. The pack will be Creative Commons Attribution License. It won't take long to create but I'm working 6 days a week lately and am trying to wrap up some La Femme freebies so it might be a minute before I get to it. But not overly far off.Developing a character often means to move and scale the eyes in any direction. This is not easy and often leads to malfunction of other morphs.
Wouldn't it be an idea to make this a standard "morph" (@primorge, are such things not your speciality)?
Could you please make the eye morph(s) first? I can't publish my character facemorph without the eye position modified. I'll use magnets until you come up with your morphs.
Has UV Maps changed? Just wanted to know.
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Textures seem to load fine for me. Also painting across tiles in mudbox works fine...
As far as ADP's eye problems go. Immediate solution would be:
Assuming your magnet scaling/translations work seamlessly with blink and eye rotations without any clipping... spawn a full body morph from your magnets (assuming this is possible, I don't have much experience with magnets, I'd be shocked if it weren't possible) and once you have the FBM dial result apply the match centers to morph command to the FBM choosing those actors effected by the FBM in the pop up. Once this is done test to see if everything works as expected, I usually check the origins/ centers by using outline display style on the figure and activating display origins in the effected actors. When you spin the FBM dial the origins should move along to accomodate the alterations. In order for this to reliably copy to pmd injection it's best if the match centers is applied to a fbm dial in the body, even if it's a single actor and especially in the head. As a paranoid safety precaution save your scene file and reload it before generating your inject. This seems to be a cure all measure for things such as split morph option not showing up in the options etc. Poser seems to behave better if things are written and then reloaded for these kinds of operations.
Let me know how this works out for you.
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There's a separate makeup package from SaintFox, as well. If that contains the files you're looking for, I can put it on the Antonia page as a separate download, as I will probably do with the plain Toni Polygon texture, anyway. If there are any additional files in Antonia WM, I can ask SaintFox for permission to redistribute them.
-- I'm not mad at you, just Westphalian.