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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 24 8:11 pm)
I just tried it with an old SuperFly-only material and didn't have a problem. No time for more testing now, but I'll have a look after work. Could you show your material setup?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'm not mad at you, just Westphalian.
Antonia's eyelids move when the "Eyes up/down" slider is used. It doesn't react to "point at", so what I usually do is point the eyes at my target, then switch to the face camera and mesh preview so that I can see where the irises are and adjust the up/down slider manually until the upper lid is at the desired position (which really depends on how sleepy or alert I want Toni to look).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'm not mad at you, just Westphalian.
The way I understand it you can do with the texture what you want, you just can't redistribute a modified version or include any of the files, modified or unmodified, in your own products or freebies. My approach would be to use a mask for blending the modified bits with the original.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?
-- I'm not mad at you, just Westphalian.
Content Advisory! This message contains nudity
This is the setup that works well with Antonia 1.3, old texture, and ADP001 PrincipledBsdf shader; everything else is my own creation. The image below it is a Superfly render, nothing abnormal about it.
Now, when I replace the Poser Image_Map node with the Cycles Image_Texture node, the body part renders black. In this particular example, I only changed the Diffuse map node, not the specular or bump nodes.
Something has changed in the behavior of that particular node and how it interprets Antonia 1.3's mapping, at least, that's what I'm guessing. This needs to be verified by someone else on a different system before any conclusions can be made. This is an oddity that doesn't show up in other models.
Oops, I had been testing the texture issue with a pre-UDIM Antonia, so of course I didn't see the problem.
Anyway, I'm loading the latest Toni 1.3 and a P12 SuperFly material with ImageTexure nodes, and everything except the face renders black. Then I set "Extension" to "periodic" in all those nodes, and everything renders fine. I think the only problem there is that the default is not periodic for those nodes, whereas in Poser ImageMap nodes, the equivalent "Image_Mapping" setting defaults to "tile."
-- I'm not mad at you, just Westphalian.
If nothing else comes up, I think I may be doing the official release on the weekend (which starts early here, seeing as I live in Futureland). So, it will go up on github and Antonia's Google site first, then I'll see if I understand how to do a FreeStuff. From what it looks like so far, it will be identical to the second beta, unless I get ambitious and decide to make nicer thumbnails or something like that. Probably not, though.
-- I'm not mad at you, just Westphalian.
Sounds great. Was a bit worried about more changes.If nothing else comes up, I think I may be doing the official release on the weekend (which starts early here, seeing as I live in Futureland). So, it will go up on github and Antonia's Google site first, then I'll see if I understand how to do a FreeStuff. From what it looks like so far, it will be identical to the second beta, unless I get ambitious and decide to make nicer thumbnails or something like that. Probably not, though.
odf posted at 6:21 PM Wed, 12 October 2022 - #4446508No, it's strictly bug fixing at this point, with a fairly high bar on what counts as a bug.Sounds great. Was a bit worried about more changes.If nothing else comes up, I think I may be doing the official release on the weekend (which starts early here, seeing as I live in Futureland). So, it will go up on github and Antonia's Google site first, then I'll see if I understand how to do a FreeStuff. From what it looks like so far, it will be identical to the second beta, unless I get ambitious and decide to make nicer thumbnails or something like that. Probably not, though.
-- I'm not mad at you, just Westphalian.
Thanks for the tip! I‘ll keep that in mind.Main grrrr! on freestuff upload is the thumbnail which must be the exact size they give. Thy shallst not submit images one one pixel less, nor shallst thy seubmit images one pixel more. From there on it is pretty easy.
-- I'm not mad at you, just Westphalian.
The Nighty is now available in the freebie section. Included is also an easy simulation script that allows to simply pose Antonia with the Nighty prop added to here in frame 1 and when you click on the EasySimulation Icon it will generate the full simulation and run it without going to the cloth room.
jroulin posted at 3:36 AM Fri, 14 October 2022 - #4446615
Ooh, that's neat. That easy simulation script sounds very handy. In the meantime, I've had a little play in the cloth room, as well, and came up with this.The Nighty is now available in the freebie section. Included is also an easy simulation script that allows to simply pose Antonia with the Nighty prop added to here in frame 1 and when you click on the EasySimulation Icon it will generate the full simulation and run it without going to the cloth room.
So maybe I can release some dynamic clothes for Antonia, after all.
-- I'm not mad at you, just Westphalian.
So if you want I can run the SimulationScriptGenerator on your clothing and give the SimScript to you for your cloth so that you can add it with your release.Ooh, that's neat. That easy simulation script sounds very handy. In the meantime, I've had a little play in the cloth room, as well, and came up with this.
So maybe I can release some dynamic clothes for Antonia, after all.
Did it without the need to change textures (headmorph only, beta)
Download: https://adp.spdns.org/Morph_ADP_001.zip
Poser Screenshot:
That's lovely. Many thanks.Did it without the need to change textures (headmorph only, beta)
Download: https://adp.spdns.org/Morph_ADP_001.zip
Poser Screenshot:
Coppula eam se non posit acceptera jocularum.
That's lovely. Many thanks.You are welcome!
May I ask a question? Has Antonia 1.3 been released? If so is there a link? Cheers
Custom built computer 128 gigs RAM,4 Terabyte hard drive, NVIDIA RTX 4060 TI 16 GIG Gig,12 TH Generation Intel i9, Dual LG Screens, 0/S Windows 11, networked to a Special 12th Generation intel I9, RTX 3060 12 Gig, Windows 11,64 gigs RAM, Dual Phillips Screens, 2 Terabyte SSD Hard Drive plus 1 Terabyte Hard Drive,3rd Computer intel i7,128 gigs ram, Graphics Card NVIDIA RTX 3060 Gig,1 Terabyte Hard Drive, OS Windows 11 64 Bit Dual Samsung Syncmaster 226bw Screens.Plus INFINITY Laptop 64 Bit,64 gigs RAM.Intel i9 chip.Windows 11 Pro and Ultimate. 4 x 2 Terrabyte Hard Drives and 2 x 2 Terrabyte external USB Hard drives. All Posers from 4 to Poser 2010 and 2012, 2014. Poser 11 and 12, 13, Hexagon 2.5 64 Bit, Carrara 8.5 Pro 64 bit, Adobe Photoshop CS4 Creative Production Suite. Adobe Photoshop CC 2024, Vue 10 and 10.5 Infinite Vue 11 14.5 Infinite plus Vue 15 and 16 Infinite, Vue 2023 and 2024, Plant Catologue, DAZ Studio 4.23, iClone 7 with 3DXchange and Character Creator 3, Nikon D3 Camera with several lenses. Nikon Z 6 ii and Z5. 180-600mm lens, 24-70 mm lens with adapter.Just added 2x 2 Terrabyte portable hard drives.
That sounds exciting. Due to my long hiatus, most of the hair I own is for V2 or V3, I think. But I'm hardly typical, so don't let that influence you.I am, amid some family obligations, working on an Antonia-centered version of the Prefitter. I have morphs now to convert garments and hair from V4, Genesis and G8 to Antonia.
Are there any other donor requests? LaFemme maybe? V3 for hair models?
-- I'm not mad at you, just Westphalian.
Yes! Of course! LF, V3, Dawn, Miki, etc. All the popular models if possible.I am, amid some family obligations, working on an Antonia-centered version of the Prefitter. I have morphs now to convert garments and hair from V4, Genesis and G8 to Antonia.
Are there any other donor requests? LaFemme maybe? V3 for hair models?
Okay, I've just officially declared the second beta an official release. The Google site and Github releases section are updated, and a FreeStuff submission for Rendo is out. No real need to download anything if you've got the second beta, only the ReadMe file has been updated a little bit (which you can just navigate to and download separately on github).
I'm not posting any new links right now. Anyone who doesn't have the beta either figure them out or wait for the FreeStuff item to be approved.
Time for coffee, and then taxes.
-- I'm not mad at you, just Westphalian.
Minor technical note to odf;
I discovered the lacrimal symmetry problem. The problem was not in the 1.3 mesh itself but in how I was applying the falloff center to the proportional editing in this instance. In the example where I was having the problem I was applying the falloff with the eyeballs alone as the center of influence. A very aggressive test scaling. In prior manipulations of this sort I would create face maps for the eyeballs, socket including lacrimals, and utilize the lot together as the total center of influence for the scaling. And apply less aggressive iterations of scaling and falloff with adjustments to the falloff to gradually increase to the final scale. In other words a more careful and gradual working up to a final scale. Applying this method again corrected the slight lacrimal scaling difference in 1.3, and a much better overall result with complete symmetry in left and right results.
Apologies for the false alarm.
No worries! I did manage to let some tiny asymmetries creep into the OBJ earlier and had to write a script to fix them, so it didn't hurt to double-check. Thanks for the update! Good to know it wasn't a problem in the mesh.Apologies for the false alarm.
-- I'm not mad at you, just Westphalian.
So, my FreeStuff submission has been approved overnight (my night) by the Renderosity elves, which means we can consider Antonia 1.3 to be officially released. Yay! By the way, that download does not include the texture map, as I found out the other day that they are already available in FreeStuff from SaintFox.
-- I'm not mad at you, just Westphalian.
Nice morphs, adp001!
Speaking of morphs, here's the morph transfer kit I promised, based on the blank CR2s that primorge kindly provided. I'll be putting it on the Google site and submit to FreeStuff soon, but if anyone would like to give it a whirl in the meantime, let me know how it works for you. As you all know by now, I'm extremely lazy, so the ReadMe is text-only, which I think should be fine. But I wouldn't refuse a donation of a nice PDF ReadMe with screenshots if anyone feels so inclined.
-- I'm not mad at you, just Westphalian.
I should inform you that match centers to morph does not work optimally with Antonia 1.3 eyes probably due to the intentional end point misalignment with the centers. It's ok, I can use manually animated origins to cope with this.
Antonia 1.3 has no memorized state apparently.
She also loads with point at on the eyes active at value 1. No target of course.
These things are just little things that only someone messing with 1.3's rig and internals would notice but they do raise some small complications for certain processes. It's nothing that really would require fixing for the typical Poser user but I'd figured I would point it out.
Additional note;
You didn't delete the local empties in the parented props (Goal Center of Mass) when you spawned full body morph. When you use Spawn Full Body Morph it creates an empty local morph dial across all actors, unless targets directly involved by the master, including parented props. While delete morph works globally to rid of the unnecessary local empties in chosen Actors it does not delete those generated in parented props, as they will not appear in the list, which have to be deleted manually. It's most easy to do this by selecting the 2 center of mass props in the hierarchy and deleting the unnecessary generated parm dials in the palette.
The machine Poser is running on has 64GB RAM, 8 Cores, one M2 and 3 normal SSDs, all 512 GB/1 Terrabyte in size. Isn't that enough?
Thank God I backed up multiple generations and turned on autosave. However, Poser never makes copies of PMD files when autosaving. So not helpful in case of such an error. That's why I create new generations several times per working session. Because of this, I only lost a few hours of work, not all morphs.
I have never trusted Poser - but this?
I have never trusted Poser - but this?
Odf, I downloaded Antonia 1.3 from the Freestuff area and have to say that I am very impressed with the updates to the original figure! I'm also very impressed with the free poses by SaintFox. What I would love to see is a head morph in the near future that allows for proper fitting of V4 hair figures/props, such as the one that Blackhearted created for La Femme so that she could easily wear V4 hair right out of the library. Is anyone willing to undertake that project?
Also, is there a UV body template available in the event others want to create ethnic/racial textures for her?
Again, I'm impressed and grateful for your very generous contribution to the 3D/Poser community. Keep the great work coming!
--Anim8dtoon, Renderosity Forum Moderator
I'll chime in with my own complaint.
Match centers to eye scale morphs does not work with Antonia. I've tried every process and variation over the past 2 days that I can come up with. This is something that works with very little or no effort with La Femme and Nova.
So ok. Fine. I'll use manually animated joint centers to force the centers to their proper positions.
After a couple of stupid mistakes on my part I get both centers to match to the morphs manually and work as they should from a 0 to 1 state and back. Great. I go to create an inject and test it on a fresh Antonia 1.3, I apply the injects, the eye centers become stuck in their modified state. So the scaling centers manipulation, though they work through a cr2 state, will not copy properly to an injection.
This leaves me with only 2 options.
Abandon this project or proceed as planned and release my morphs in a cr2 version. Releasing this stuff as a cr2 sabotages the merchant resource part of the plan. While the end user can use the cr2 to create characters there will be no way to share any of the eye scale stuff they use by injection.
Thoughts?
You want a head morph that fits V4 stuff? Give me about an hour. Realize that though I can make the shape of Antonia's head match V4 there's a significant height difference in the 2. It would require that you manually move the target props into that position. The reason that the Blackhearted V4 LF fit morph works is not so much the shape but the fact that V4 and LF are virtually the same height and position for the head. It's not magic, it was an intentional design choice built into LF I think. Antonia has no such similarity. Creating a V4 skull shape is the easy part. The rest is up to the end user to fiddle with.Odf, I downloaded Antonia 1.3 from the Freestuff area and have to say that I am very impressed with the updates to the original figure! I'm also very impressed with the free poses by SaintFox. What I would love to see is a head morph in the near future that allows for proper fitting of V4 hair figures/props, such as the one that Blackhearted created for La Femme so that she could easily wear V4 hair right out of the library. Is anyone willing to undertake that project?
Also, is there a UV body template available in the event others want to create ethnic/racial textures for her?
Again, I'm impressed and grateful for your very generous contribution to the 3D/Poser community. Keep the great work coming!
--Anim8dtoon, Renderosity Forum Moderator
Here's the V4 head shape morph.
Apply the pose and find the dial in the Body in it's own parm group at the bottom. All the morph does is make Antonia 1.3's Skull, Ears, and nape of the Neck match V4's shapes so that hairs will fit without a lot of fussing with the cap shapes and such. It's up to the end user to translate and apply any scaling to the hair for positioning, although not much in the way of scaling will be required as this is pretty much covered by the shaping morph. Antonia is much shorter than V4 and is slightly more forward in the z axis.
Here's some images with V4's shapes in orange wireframe superimposed with the 1.3 SkullShape morph applied to Antonia, texture shaded. Demonstrates match between shape topology...
The morph is free to do with as anyone pleases.
I'm interested in the eye scaling, as I have been having trouble scaling the applying morphs and the eyes don't seem to work with it.
As for AP1.3, it's very promising, my render by the way.
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primorge posted at 7:27 AM Sun, 16 October 2022 - #4446770
I've never tried match centers to morphs. If we can identify the cause of the problem, I'm happy to release a bug fix version in the not too far future. (ETA: Sorry you're still having trouble with this. That sounds really frustrating.)I should inform you that match centers to morph does not work optimally with Antonia 1.3 eyes probably due to the intentional end point misalignment with the centers. It's ok, I can use manually animated origins to cope with this.
Antonia 1.3 has no memorized state apparently.
She also loads with point at on the eyes active at value 1. No target of course.
These things are just little things that only someone messing with 1.3's rig and internals would notice but they do raise some small complications for certain processes. It's nothing that really would require fixing for the typical Poser user but I'd figured I would point it out.
Sorry, I don't know what memorized state means.
-- I'm not mad at you, just Westphalian.
Also, is there a UV body template available [...]
There's one for Antonia 1.2 on Faery_Light's Antonia site. This should still work for Antonia 1.3 because the seams have not changed. The templates are also in the original Antonia 1.2 distribution if anyone has that.
If anyone's really keen on the exact templates for 1.3 and does not know their way around Blender etc. to make them, let me know.
-- I'm not mad at you, just Westphalian.
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Didn't Blender only recently make UDIM a hassle free (well sorta) option? One can hope that this doesn't have something to do with hborre's observation. As in maybe some code wasn't written into cycles yet in the Poser version when it was implemented? Just taking wild guesses.