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145 comments found!
Thanks for the link JoePublic.
I checked this out and the Dependancy Editor is a Poser 8 gadget. Alas I'm still working with poser 7. So having this facility built into Colorcurvatures scripts would still be an advantage for all the P7 users out there :)
Thread: How do you make a joint correction morph? | Forum: Poser - OFFICIAL
Hi JoePublic, you wrote "There is no need for that as you can do this much more easily with Poser's built in Dependency Editor "
Could you give a brief explanation of the process?
Cheers,
Isaac
Thread: How do you make a joint correction morph? | Forum: Poser - OFFICIAL
"It also builds the ECM calculations for the so that the correction morph is slaved to the joint movement."
Now that sounds like a useful extra. I was just about getting around to wondering how I would do that.
Maybe Colorcurvature will build that function in, if we ask nicely ;)
Thread: How do you make a joint correction morph? | Forum: Poser - OFFICIAL
*"The sequence I detailed above was indeed flawed. However, ColorCurvature's new script will eliminate the need to do any such hand-edit gymnastics"
*Exactly. I knew it was possible to achieve this end, but if you make one mistake along the way it doesn't work and then you have to try to track down where you went wrong. With Colorcurvature's software you simply export the posed figure, do the morphing and reimport, all using his scripts... piece of cake!
(PS. it appears that R'osity are hypersensitive to K4 images... sigh.... I'll ask if one with pants on will be ok and then repost... sigh again!)
Thread: How do you make a joint correction morph? | Forum: Poser - OFFICIAL
The problem of making a joint correction morph (or any other morph) on a posed character is solved! Colorcurvature has made a suite of python scripts which is called Pose Morph Loader.
He was kind enough to let me test this out. After a bit of trouble with Hexagon 2.5 (which contrary to some reports still screws up vert order) which he has now solved by adding a Hex option, I can show you a couple of joint correction morphs.
This is K4 which I have morphed to change the shape from the default (which looks like a dwarf) to a more child like shape. I also changed the Joint Parameters to compensate a bit for that, but there were still significant joint bulge issues. It maybe that I just suck at handling JP's but that aside, I have now been able to make transferable joint correction morphs with the help of Pose Morph Loader. Below are pics of shoulder and knee, before (left) and after (right). Whatever you may think of the morphs (and I admit they need more work), the point is that they look exactly like what I made in Hexagon. Pose Morph Loader works quickly and easily without any tedious messing about with trying to subtract the effects of joint bends and JCMs (which may or may not work anyway).
I understand that Pose Morph Loader will be released soon. I'm sure this will result in some great morphs being made :)
Thanks colorcurvature,
Isaac
Thread: How do you make a joint correction morph? | Forum: Poser - OFFICIAL
Perhaps I should clarify. By joint magnets I mean the inner MatSphere and outer MatSphere. I understood that they work in the same way as the Mag Zone of a magnet. In any case what I meant was that the joint controlling thing (that which determines how the verts around the joint center move when the joint dial "Bend" is used) seems to be acting on the morphed object (joint correction morph) in a different way to the way in which it acts on the original BentKneeObject. Which is of course logical since at least some of the verts are in different positions.
Thread: How do you make a joint correction morph? | Forum: Poser - OFFICIAL
I'm not sure where the additional distortion comes from, but I think that it's something to do with the fact that when the joint magnets act on the BentKneeCorrectionMorphFromHexagon morph part of the NewBentKneeCorrectionOnlyMorph morph, they are acting, to some extent, a second time.
I tried applying ShinBentAT90DegreesObjectAppliedAsMorph at value -2.000 when creating NewBentKneeCorrectionOnlyMorph, but that did not work either!
Thread: How do you make a joint correction morph? | Forum: Poser - OFFICIAL
Thread: How do you make a joint correction morph? | Forum: Poser - OFFICIAL
That sounds like just the ticket. Your link shows exactly what I wanted to see... morphed answers to joint problems (afterall, it'll be years before realistically working joints are available).
Thread: How do you make a joint correction morph? | Forum: Poser - OFFICIAL
*1. Either Get Poser 8, because the (new) MorphTool can smooth across joints.
Thanks for the tips. It would be a bit expensive to get P8 just for the morph tool when I have a better set of morphing tools in Hexagon 2 :(
The morphing script sounds good, but does it cope with making morphs on bent joints?
...and how long will I have to wait for it to be released?
I know that it is possible to make correction morphs for joints as there are commercially available ones for the infamous V3 and V4 shoulders, I just don't know what the trick is and everything I try seems to produce suboptimal results.
Thread: Daz kid K4 proportions | Forum: Poser - OFFICIAL
Ah plazmaks you ol' smoothie, flattery will get you everywhere!
Thanks for your comments on V4PT, but I must say that I consider myself to be very much an amateur.
It is true that I'm already playing around with some body morphs for K4, but whether they will ever come to anything, I don't know.
I would be impressed if anyone can make K4 look like a real 12 year old, as I suspect that the rigging does not leand itself to those body proportions; but I look forward to being disproved :)
I hope you're right that in the not too distant fuyure either DAZ or a good modeller will release some body morphs for K4; the default is far too stocky and dwarf-like.
Thread: Daz kid K4 proportions | Forum: Poser - OFFICIAL
Quote - the kids were designed to be aged 4-8 and can push up to 12. they were designed to be morphed. which means they were built to have a neutral look about them which is why they look like they do in the promo images. if they were perfect then there would be no need for 3rd party artists to generate morphs or keep the market going. people here need to look a little deeper into whats goin on. i for one think that maddie was a horrible looking child. not at all realistic and it seems that no matter what was done to make her look more realistic... never quite cut it. with the new kids 4 after using it for 3 days (not judging it from promo images) i can see that with the morphs++ that were made available gives the user greater control of the model more so than the maddie morphs. also they didnt over do it with the body morphs which means people who are planning to create characters for this model for free or for sale they have room to be creative.
plazmaks, your argument seems to be self contradictory. On the one hand you claim that the high number of head morphs gives the user greater control but a low number of body morphs means people have room to be creative. Think about reversing the situation. Would a lower number of head morphs allow more creativity?
I have no idea why DAZ decided to put so few body morphs into the Kids4 Morph++ pakage, but it seriously limits the flexibility of the K4 figure for the normal user. I accept that professional morphers would make their own morphs anyway (for copyright reasons, if nothing else), but the K4 figure was not marketed as a figure for developers only.
Personally I feel very disappointed that DAZ has not provided the flexibility found in V4 and M4 in the K4 figure.
Thread: Daz kid K4 proportions | Forum: Poser - OFFICIAL
Believeable3d wrote:
"I don't think it's possible to generalize about proportions like that. It's not just adults that come in all shapes and sizes."
I agree, and assuming DAZ thinks the same way, it makes it rather strange that there are only four body morphs in the Kids 4 Morph++ pack (compared to 203 Head morphs); namely Navel, Nipples, Thin and Heavy. (Chibi seems to be same as Thin?). There is also Realistic in the Base but that is... well, not very realistic.
"Thin" is actually mostly "sunken abdomen" and Heavy is as you would expect; fat.
There are some morphforms which are useful but where are all the limb adjustments, the toe curls etc. etc. The default bum is a bubble butt to say the least. So, where is the Glute size morph.
Sigh... DAZ... the K4 Morph++ package is sadly lacking.
Thread: V4/M4 morphs to K4: Can it be done? | Forum: Poser - OFFICIAL
Thanks for the tips. I give that a try.
WandW wrote: "So, while you are there I suppose you could add The Freak to the KIds as well!"
Ach, no need for that, the default Kid looks pretty freakish already ;)
Thread: Is Poser 8 less buggy than Poser 7? | Forum: Poser - OFFICIAL
3Dave wrote:" P8 still needs SM to pull their finger out and give us a fully functional bug free ap, I just switched from the material room to the Pose room and it launched Talk designer full screen, froze and crashed. It will sometimes collapse after a couple of renders. Not to mention all the stupid stuff that should have been sorted before it was ever released, biting my tongue not to say anything slanderous but 6 months(?) in I still haven't got what I paid for.
"
Ahh, this is pretty much what I was worried about. Though it seems that not everyone has the same problems. This raises the issue of the reliability of P8 depending substantially on system specs and other apps installed (or not?). In my mind this would suggest that P8 is not necessarily as robust as it could (should) be. I think that a well written app should not depend on what other apps are doing or have done. A good app should check that the memory is in the state it should be and that if it needs exclusive access then it takes it and reports any conflicts without crashing.
Sadly error traping seems to be lacking in many 3d apps. Perhaps the reason the "high-end" apps are so expensive is that their programmers have taken the time and effort to make their programs robust.
I guess I'll wait to hear if there are improvements in the robustness of P8 before I upgrade. :(
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Thread: How do you make a joint correction morph? | Forum: Poser - OFFICIAL