tchamberlain2 opened this issue on Jul 05, 2024 ยท 42 posts
primorge posted Tue, 09 July 2024 at 10:51 PM
odf posted at 6:29 PM Tue, 9 July 2024 - #4487221
I think I can do it. Probably there's nobody left that would want too, or have the skill set to do so, other than you ODF. I'm actually percolating on that for my figure. How I'm doing it is creating viseme morphs that emulate V4's and naming them identically externally and internally likewise. Ditto with the Emotions face morphs, using the typical naming conventions. All in the head actor. But in a roundabout way. There's masters in the head AND body. The masters in the body are just drivers from that actor. So the main dependencies are in the head (which is mandatory for Talk Designer) but there's also a blank master that can drive that master if desired. Simply because everything other than the viseme stuff is actually primarily driven from the body actor... If that makes any sense.Okay, this is way off topic, but could someone explain to me why this whole viseme business is such a challenge? Antonia's face morphs are based on one of Osipa's systems, so I'm assuming there shouldn't be much missing in order to create visemes. I tried, unsuccessfully, to find documentation on that famous morph map file or whatever it's called, so I can't say for sure. Is the problem here that no one who knows how to do it and has the skills to is in fact interested in doing it?
Looking at the xml file for a V4 viseme map it should work. It's just I'm pretty busy with other things besides, but it's on my trajectory of things to finish. It should work just as V4's talk designer viseme map functions work. In theory. I'm not seeing anything that requires V4 other than like named morphs and facial emotions found in the head, the fc2 files accordingly, and naming like Blink and head turn/bend yada yada. So, in theory even if something has a different naming you could just change that required naming to match in the xml. We'll see. I think even if I run into snags I'll just elbow grease it into working, plus there's the animation idle blink timing stuff that would need to be probably adjusted. Just needs testing and trial and error I think. There's a V4 talk designer file(s) on share CG that can be referenced. Or even those that come with the Poser natives.
As far as doing it for Antonia. I'd rather get it ironed out with my own project honestly. I'm just too busy with that, and other features besides. Sorry.
As far as Antonia goes... and this is directed at OP. If your interested in some additional morphs for Antonia 1.3 I actually used to work quite a bit with that figure. I created a pretty elaborate eye morph set that turned out good and also some breast morphs/shapekey physics type morphs...
A preview gif of the eye scaling on Antonia, theres also copious other options such as translates and such transforms, lash, pupil, iris etc morphs and utilities...
As an aside I was also working on a very elaborate head/body shape, expression, JCM character set for Ant 1.3 called Svetlanka. Basically what it comprises is a new face and body shape and expression dials and JCMs (single, double, and some triple axis JCMs) built around that new base... it's still a WIP but I'll probably return to tinkering about with it sometime in the future. Believe it or not here's just SOME of the dials. (Epilepsy Warning)...
Here's a Firefly render and a couple of preview animations I did using Svetlanka...
Svetlanka is a default small breasted gal but she, for some reason, grows enormous boobs when denied a certain iron rich essential bodily fluid (it's a long story). Here she is chillaxin', follically challenged at the moment, and also demonstrating how to rig a simple helmet conformer from an old forum thread...
Anyway. Yeah, Antonia.