Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 03 10:43 am)
Nice! I like it.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.
-- I'm not mad at you, just Westphalian.
I'm happy to report that my animated centers EyeScale dials pass successfully to injection :)
I'll move on to the translation dials next, which should be much easier.
Barring some disaster, I'll release an open source complete eye pack for Antonia this weekend. Scale, Translation, and Iris/Pupil morphs. I was considering folding these morphs into a much larger morph package but there's a couple of people who seem to want this posthaste. So I'll release things more episodically.
The failure of the match centers was actually a blessing in disguise as now I'm very versed in the use of manually animated centers, which will have much more uses besides during projects in the future.
I see all the usual suspects lurking about but nobody's sayin' nothing lol.
Eyemorphs update... the translate dials are done except for forward and back. Both eyes have individual scale and translate dials and a master that drives both over top, all work to 1/-1. All dials in the Body. I'm trying to keep the naming conventions as similar to odf's as possible including the parm group naming. The group is just called pr_EyeMorphs. I'm naming the collapsed group for all the non user dependency dials 'Hidden' as to not conflict with odf's naming of Internal globally across involved actors (head/lEye/rEye)...
Oh yeah, oddly enough match centers to morph for translations works perfectly. Saved me a lot of work.
Any requests for additional things for the eyes that I might not be covering?
Thus far: EyesScale, EyesHeight, EyesApartTogether, EyesForwardBack... I'm thinking an EyesRotate or maybe an EyesInner and Outer Height, some lacrimal things (pinch, scale) and then some Pupil and Iris scale and pupil shaping things.
odf posted at 7:15 PM Tue, 18 October 2022 - #4446963
Dunno. Doesn't seem to effect translations, only scales. It might though. It seems to be having a hard time finding dead center so your theory might have some merit. But match centers has no problem with finding center with LF's eyes. Then again, I'd have to look, but I'm pretty sure that LF's pupil is a receding cone that's terminus is dead center of the eyeball. An odd pupil design that I always wondered about."One of us! One of us! Gooble gobble!"
I've been wondering if the receding pupil might have thrown Poser's match center calculations off. Hard to tell for sure, though, without doing extensive tests or having a peek at the actual code.
Incidentally your query about just using Poser's scale and matching it to the deformations wouldn't have worked easily. The scaling origin is different between Blender/Poser and the scale morphs I made so it would have to be not only a scale but a slight translation to match. Very tricky with eyes, you need everything to be an exact match or clipping happens. Even the slightest bit of clipping is a real PITA to deal with.
Working on this is going much quicker than the Nova eye stuff I did. Consider that there I had to make 3 sets of morphs for each transformation I did, 2 additional for the conforming crosstalk with the conforming lashes and brows. That was almost nightmarish... a good trial by fire for eye morphs though.
Anyway, I need to make some hidden utility sub dependencies to correct some brow texture stretching/compression at extreme dial ranges. It's a little thing, probably not something the normal range use would be relevant to, you can see it in the animation but those brows are a bit lower than Saintfox's, but I'll do it by using a default textured head in Mudbox which I'll have set as locked and comparing to a textured morphed version which I sculpt the difference onto. Just very minor tweaking to minimize it. I should have baked it in but attaching another sub is no big deal.
...as far as generating character shares derived from the eye morphs, I'm not seeing why a typical dial spinner pose wouldn't work provided the eye morphs are present. In regards to a custom morph that includes elements of the Eye morphs, that one might be a bit more tricky. Baking it together would require setting up the centers again, good luck lol. I'm not seeing why a hybrid dial spinner couldn't be created though; that is, an inject that spins pre existing to value and also calls pmd to inject custom. It's a shame lesbentley isn't around anymore, he would probably be able to demonstrate the pz2 hack for that.
I think I'll try and figure that out at some point, maybe post it over at the 11 tech forum. Betcha Nerd would know... of course if anyone lurking knows don't be shy. This might be relevant to ADP or someone else.
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primorgeYou're welcome. Though I'm not sure what I'm being thanked for. Thanks are in short supply so I generally overreact to any I get in contemporary society. Unbeknownst to most I have a very refined sense of manners, I'm almost a Paladin lol.Thank you
I try to thank every person who can help with Antonia. I mean it's been a huge work to revive, correct, upgrade this character. I don't have enough technical knowledge, but I can thank for this
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👿 Win11 on i9-13900K@5GHz, 64GB, RoG Strix B760F Gamng, Asus Tuf Gaming RTX 4070 OC Edition, 1 TB SSD, 6+4+8TB HD
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👿 Nas 10TB
👿 Poser 13 and soon 14 ❤️
Just about done with this, except for a couple lacrimal things I want to add. I've been working on this in the evenings after RL work. I think it's probably my most concise and inclusive eye morph set yet for any figure I've worked with. Everything has been exhaustively tested with 1.3's eye controls and dials and is in good order.
I've included some utilities to deal with minor mesh things with extreme range combinations of the dials. Mostly for my own use as I don't see a lot of people doing anything of an absurdist or toon nature with Antonia. With this pack, now that's entirely possible for anyone using the figure. For regular human depiction use you'll probably never need to even address the utilities.
After the upload I'll probably start work on another morph pack for 1.3 in between other projects. I'm thinking of calling it 'Ohhhh Lady' and will be small collection of new faces for Antonia.
Anyway, after tonight I'll have a couple days off and will package everything up and create some quick explanatory images to go over the various dials, nothing too long winded. I'll have a private download link here by or before Sunday and then will upload to Rendo's freestuff I guess...
Ooooh, I look forward to it, primorge! That would help a bunch.
____________________________________________________________________________________________________________________________
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@ADP
I haven't looked at your files yet but judging by your images you've done a good job changing her face landmarks. I generally don't like such upturned noses but that's just a personal preference thing, not a critique of your morph quality. I have weird taste in noses anyway. I took a little break from wrapping up the eye morphs to start sketching out a character, Svetlanka; obscure chezch republic erotic entertainer trying to find her dreams in the city of Angels. I think some elements scaling after shapes will start to bring her together. In particular the mouth. She gotta have a big ol' mouth. I'm trying to give her one of those noses with a pronounced bump that I find attractive ;)
I'm having a bit of a hard time with Antonia's lips...
Thank youAnd another free face:
Download: https://adp.spdns.org/Morph_ADP_003.zip
@ADP
I haven't looked at your files yet but judging by your images you've done a good job changing her face landmarks.
I generally don't like such upturned noses but that's just a personal preference thing,
I made me 2 weightmaped deformers (magnets) to size an turn up/down the nose. With this and magnets for chin and cheeks I can make hundred of different faces :)
My morphs do have no restrictions (like my scripts). Use it as a base if you like (just give some credit). Use Posers "Eraser" (morphbrush) to delete unwanted parts.'m having a bit of a hard time with Antonia's lips...
The subtext is a bit to unpack ADP. We all appreciate your generosity throughout the years, especially on the scripts front, and your commitment to Poser. Some people don't realize this just because they don't look deeply enough. Back to lacrimals ;)
@odf
Try looking at some of StudioArtVartanian's long hairs for V4, or some of 3dream/Mairy's things. Most Poser hair isn't bone articulated though, it's usually movement morphs. There are some though. You just need to take a look around for yourself. I'm probably going to do some refits for Antonia down the road. That's meditative work.
I know that magnets have fallen into disrepute. Unjustly, in my opinion.
Maybe someone would like to try out some of the magnets I used for Antonia's face.
https://adp.spdns.org/Mags_Head.pp2
The magnets are saved as props and load directly into the head-actor. They are set to 1 by default. Looks strange, because the morphs are all fully on. It's best to turn them all back to zero, and then save a CR2 (pose) once.
It is worth to manipulate the magnets themselves. Rotate, scale and move them. You can't break anything. Just press Ctrl-E and everything is back to zero.
Reminder: The "Deformer Zone" can have a weightmap, which I also used. You are not limited to the area of "Sphere" and can work much more precise.
In contrast to the Morphbrush, Deformers have the advantage that you can strengthen, weaken, scale and rotate them at any time. This is not so easy with the Morphbrush and you have to know exactly what you are doing.
@primorge: I have a challenge for you. It would be nice if we could vary the distance between the jaw and the eyes without giving Antonia a crooked smile or squinty eyes.
Together with your morphs for the eye area, this would be a great basis to create character for Antonia on the assembly line :)
What do you think about it?
Consider this a beta, though other than a better thumbnail it won't need to be updated. I'll go over the details of the dials over in my Character Creator's thread. Some of the utilities may need clarification. I also added a bunch of misc. morphs since the last parms screenshot. License is Creative Commons Attribution.
odf posted at 1:49 AM Sat, 22 October 2022 - #4447243
The very longest hair I have is PropsChick's Ariel Hair:Can anyone recommend a really long posable hair prop? Like down to her bum long? Alternatively, a messy bun that can be morphed large enough to imply bum-long hair.
And here is a challenger: Erogenesis' EvolutionHair, which have the most fantastic hair controls, especially useful when the head bends, twists, etc.. Here with the length at his max:
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👿 Nas 10TB
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odf posted at 1:49 AM Sat, 22 October 2022 - #4447243
I like ALL of Mankahoo's hair props. This one can come down to bum length, I think:Can anyone recommend a really long posable hair prop? Like down to her bum long? Alternatively, a messy bun that can be morphed large enough to imply bum-long hair.
odf posted at 1:26 AM Sat, 22 October 2022 - #4447242Footwear is on my to-learn list.I've started working on Antonia's Halloween costume.
Nice. Also useful as a base for some winter cloth. But it needs some warm boots to go with it though :)
-- I'm not mad at you, just Westphalian.
adp001 posted at 10:16 AM Sat, 22 October 2022 - #4447270
I did not know that they could have weight maps. That's got to be a game changer for me.Reminder: The "Deformer Zone" can have a weightmap, which I also used. You are not limited to the area of "Sphere" and can work much more precise.
In contrast to the Morphbrush, Deformers have the advantage that you can strengthen, weaken, scale and rotate them at any time. This is not so easy with the Morphbrush and you have to know exactly what you are doing.
Looking forward to checking out your magnet sets.
-- I'm not mad at you, just Westphalian.
primorge posted at 1:12 PM Sat, 22 October 2022 - #4447287
Neat! Can't wait to try it out.Consider this a beta, though other than a better thumbnail it won't need to be updated. I'll go over the details of the dials over in my Character Creator's thread. Some of the utilities may need clarification. I also added a bunch of misc. morphs since the last parms screenshot. License is Creative Commons Attribution.
(I need to do some web app maintenance this afternoon for a friend (and former boss), so here's hoping that'll go fast.)
-- I'm not mad at you, just Westphalian.
odf posted at 1:49 AM Sat, 22 October 2022 - #4447243
The very longest hair I have is PropsChick's Ariel Hair:Can anyone recommend a really long posable hair prop? Like down to her bum long? Alternatively, a messy bun that can be morphed large enough to imply bum-long hair.
[...]
And here is a challenger: Erogenesis' EvolutionHair, which have the most fantastic hair controls, especially useful when the head bends, twists, etc.. Here with the length at his max:
Both of those are looking quite good, but I forgot to mention that all the hair needs to be in the back. I guess I could make morphs for that if there aren't any yet.
-- I'm not mad at you, just Westphalian.
odf posted at 1:49 AM Sat, 22 October 2022 - #4447243
I like ALL of Mankahoo's hair props. This one can come down to bum length, I think:Can anyone recommend a really long posable hair prop? Like down to her bum long? Alternatively, a messy bun that can be morphed large enough to imply bum-long hair.
That's actually very close to the style I'm looking for, if it goes long enough.
-- I'm not mad at you, just Westphalian.
Thanks!Try looking at some of StudioArtVartanian's long hairs for V4, or some of 3dream/Mairy's things. Most Poser hair isn't bone articulated though, it's usually movement morphs. There are some though. You just need to take a look around for yourself. I'm probably going to do some refits for Antonia down the road. That's meditative work.
-- I'm not mad at you, just Westphalian.
@odf: I think I found a little problem with Toni's eyes. In the corners, the mesh of the cornea seems to get too close to the one below it, so this apparently causes problems when using refraction.
primorge's new eye morphs make this worse when zooming in on the iris, and it doesn't go away even at the maximum Superfly render level.
Here's a link to an explanation of the utility dials
https://www.renderosity.com/forums/comments/4447303/permalink
@odf: I think I found a little problem with Toni's eyes. In the corners, the mesh of the cornea seems to get too close to the one below it, so this apparently causes problems when using refraction.
Have a look at the cornea material Antonia loads with. The SuperFly shader uses a neat trick I learned from hborre, which makes only the rays leaving the cornea towards the camera refract, not the ones entering it. Doing refraction in both directions may seem more "correct", but that's assuming a smooth surface and infinitely many samples. :-) I think it's just making Cycles' job unnecessary hard.
If that does not help, I'd try increasing the subdivision level, and as a last resort scaling down the eyeball (but not the eye cover) a tad to increase the distance.
-- I'm not mad at you, just Westphalian.
My version looks quite different at first, but the result is very similar :)
...
elif mat.Name() in ("corneaLeft", "corneaRight"):
x, y = cycles_root.Location()
x += nodewidth
root_node.Delete()
root_node = C_mix(fac=nn(poser.kNodeTypeCodeCyclesLIGHTPATH,
pos=(x + nodewidth, y + spacer),
collapse=1,
),
nodeA=nn(poser.kNodeTypeCodeCyclesTRANSPARENTBSDF,
pos=(x, y + spacer * 2),
collapse=1,
),
nodeB=nn(poser.kNodeTypeCodeCyclesGLASSBSDF,
IOR=1.35,
Distribution=1,
pos=(x, y + spacer * 3),
collapse=1,
),
pos=(10, y + spacer * 2),
collapse=0
)
cycles_root["Surface"] = root_node
...
Scaling the eyeball should do it. But maybe I use a Deformer to scale the eye. Maybe this works better than a simple morph.
Updated Zip. Includes a Cornea Rim Expand morph in utilities (CorneaClipFix), should solve clipping, season to taste... old link dead
Updated Zip. Includes a Cornea Rim Expand morph in utilities (CorneaClipFix), should solve clipping, season to taste... old link dead
Sounds good! I'd assume the steeper the angle at the rim, the greater the likelihood of seeing artifacts there.
-- I'm not mad at you, just Westphalian.
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[...]
I love it. I was just thinking the other day that Antonia's skull is way too round in the profile and needs a morph for a good buzz cut look.
-- I'm not mad at you, just Westphalian.