Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 22 9:27 pm)
good question grey - 85% I think? but leave the palm the same size if possible. Whatever leaves the length of the fingers (from base to tip) about the same as the width of the palm. Which is incidentally the proportions of my hands. LD - Not again! sigh I'm still working on p4fem Wolfrider. Pini made some very curvy big eyed girls :) Someday I'll make Mike (steph), Vik and milkid versions. Later. Hauk, webbed? what are you making? I can see in my head how the prop should be set up (to use the figures mesh, you'd have to splice new hands on) But alas, I am not a modeler. sigh
{ version { number 4.01 } actor rHand:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 1 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor rThumb1:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 1 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor rThumb2:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor rThumb3:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor rIndex1:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor rIndex2:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor rIndex3:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor rMid1:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor rMid2:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor rMid3:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor rRing1:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor rRing2:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor rRing3:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor rPinky1:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor rPinky2:1 { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 1 } } scaleY yScale { keys { k 0 0.85 } } scaleZ zScale { keys { k 0 1 } } } actor rPinky3:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor lHand:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 1 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor lThumb1:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 1 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor lThumb2:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor lThumb3:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor lIndex1:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor lIndex2:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor lIndex3:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor lMid1:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor lMid2:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor lMid3:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor lRing1:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor lRing2:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor lRing3:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor lPinky1:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor lPinky2:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } actor lPinky3:1 { channels { scale scale { keys { k 0 1 } } scaleX xScale { keys { k 0 0.85 } } scaleY yScale { keys { k 0 1 } } scaleZ zScale { keys { k 0 1 } } } } }
Mermaids! Mermaids ought to have webbed hands for better and more efficient swimming while underwater. The mermaids I draw have webbed fingers; the mermaids other people have drawn usually have webbed fingers. However, with the more than a dozen merfolk models produced by very talented people, not one of them has webbed fingers. :( Actually, I'm working with an exquisite model right now... dacort's Aquamarine... so I'll have to make her hands inobvious. With a mile and a half of curvy tail to lead the eye astray, I doubt they'll be noticed. Carolly
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Heyas, I'm working on a character for my online comic - does anyone have a morph (or scaling pose) to make Victoria's fingers shorter? and the lores Vick as well? (I'm setting up the character for both, so I can use LoRes for distance and crowd shots) Vick's hands are just a little too elegant and streamlined for my female lead character