Forum: Poser 12


Subject: LaFemmes neck and head bones are causing strange bending behavior....

blackbonner opened this issue on Jan 08, 2023 ยท 26 posts


primorge posted Fri, 13 January 2023 at 7:43 AM

blackbonner posted at 4:43 AM Fri, 13 January 2023 - #4453805

Hi @primorge, thanks for sharing your work. I installed it and run some posing test with it. So far it's quite close to what I had in mind.
Creative Commons Attribution License means I can base my work on yours, if I give you credit for your work, provide a link to the license and indicate that I made changes, right?
I would not want to get into any legal trouble over some trivial like a hobby.

Sure. You're welcome to use the morphs in whatever capacity with the stipulations you mentioned.

Due to LF's neck topology I think really the only way to get more realistic bends out of her neck would be with something like subdivision level JCMs (at this point not possible) or a re rig. Her neck is basically a low poly cylinder with no musculature edgeflow baked in. You need to consider also how one rotation effects another, with something like the neck with so many axis of rotation compounded by a like actor such as the head which also has a pretty free range of rotation. You can quickly get bogged down creating multi axis JCMs and correctives to correct correctives if that makes sense.

Anyway, I said I wouldn't linger with my opinions on LFs neck or Poser figure's necks in general. I've found that the best bends I've seen have come out of figures with 2 bones for the neck. I'm sure with a bit of finessing of LFs existing rig better results can be had, but really in the end you can end up with a situation of diminishing returns to labor investment with trying to fix everything with correctives. I've created some monstrously complex JCMs for odf's Antonia 1.3 figure that I'm sitting on at the moment and to say there were a lot of migraines induced with value operations would be an understatement.

Sometimes with Poser figures you just need to accept the limitations that there are and fix things with a final posed morph pass for your final renders, that is: Pose the figure in it's target pose and do a beauty pass sculpt to correct everything for the final render, a Beauty Pass sculpt.

Good luck, and I'm glad my humble morph set is at least a starting point for something more completely refined.