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6 comments found!
Caly, My understanding of Sims 2.0 is that the skins will be transferable in some form after some initial changes, only moreso (with expressions implemented,layers of clothing, etc.) Lots of limitations that we are stuck with in the Sims will be dealt with in version 2.0. So, I think the future for customization is really bright in that area. Of course, all the "objects" that exist now only as sprites will not be transferable, so we will be limited in that area; that is, until we create new things. A much greater obsticle will be dealing with new licensing requirements for using Poser meshes in the Sims 2.0. As it stands right now, it will be more difficult to secure licensing for using and distributing Poser files if the 3D format used by the Sims 2.0 becomes more closely related to the polished form of a Poser model (transmapping included, higher-poly models). But, we can cross that bridge when we come to it. And, I think, it will open the door for more Poser artists to join in the creation of content for the Sims, which would be a win-win situation for everyone involved. Coolness. Fionn
Thread: Poser and "The Sims" | Forum: Poser - OFFICIAL
Hey Jim. Just stopped by to check out the progress...Man, this stuff looks great. I've e-mailed you a copy of BodyWarp, in case you didn't get it. I'm excited to see what happens next. And, I love the hairstyle you got going. Heh. I'm still selling pyrotechnics, but will be back in pocket after the 4th of July. Nice to see you again, Spanki. I still use Bodywarp because it rights dang quick .cmx's. My only problem exists when I use it to write a .cmx for a hair for which I've either adjusted the Blend data, or I've reassigned some vertices to another bone. But, that's a small problem that I mostly create for myself. And, I want to say thanks to all of the artists who have been in support of my "conversion" process. I've sent something to everyone that I used, and the response has been overwhelmingly positive. I told Jim that I only wished that we could have turned some of you guys onto the Sims much earlier, and I think that the quality of things that we have available now would be much improved. Oh well, I'm excited to see what Jim comes up with next. Fionn www.simfreaks.com
Thread: Possible Piracy, opinions wanted. | Forum: Poser - OFFICIAL
Keith, I still use your final Bodwwarp edition as a final export utility, because it writes really fast .cmx files. You and Aladrin Kelahn were the pioneers, Dude. Good to hear from you. Fionn
Thread: Possible Piracy, opinions wanted. | Forum: Poser - OFFICIAL
I just wanted folks to know that I submitted a rather lengthy list of the work available (regarding this issue) at www.simfreaks.com to my webmaster, and I invite all the mesh artists whose work I have utilized to come by in the upcoming days to note that I am making the effort to provide accurate and adequate credit. Give us a few days to get them all updated. Links will be provided for each name used, when at all available. In addition, at-large links will be provided to www.Renderosity and www.Daz3d.com. If individual artists require more,don't agree, or have any questions about the process or backwards engineering used, then please e-mail me at barbarosx@comcast.net. This has been a long time in coming, and I appreciate the patience of the community and the artists. Fionn
Thread: Possible Piracy, opinions wanted. | Forum: Poser - OFFICIAL
Hi. Thanks for the replies, Anton. I am a great admirer of your work. Batty, as to the credit for the meshes, the only reason that I have left it off in the first place is because of the bastardized way in which I have to convert them. I also Truthfully, the meshes are so manipulated and so polyed-down that, were I an artist, I wouldn't want that claim. However, when I stated that anyone who resubmitted my files had to include a readme, it is because that readme contains credit to artists that I have used, particularly for that original series. I was always adamant that this remained with those files, because I knew that the links may be lost, but I could enforce that. I have never made any bones about those meshes which I convert, and those which are originals in my dialouges, or in the forums. However, that isn't enough. I have not been giving the proper credit where it is due. It wasn't to claim credit for myself; I was the first to do the process of conversion, but that is where my initial innovation left off. I want to, and need to, do more. So, I am going back to the original series and thereafter, and will have updated links and credit lines with those files that have been converted from a pre-existing geometry. I will also pass this on to a few of my meshy-convertin' cronies that are doing the same types of things. I hope that, and the knowledge that we fully support their work with our finances, satisfies those artists affected. Thanks again to all. Fionn
Thread: Possible Piracy, opinions wanted. | Forum: Poser - OFFICIAL
Hi. My name is Fionn, and I am one of the parties in question here. First of all, I want you guys to know that I am a huge supporter of Renderosity (as my account would show) and I faithfully purchase all meshes that I have used. Now, the question remains...am I stealing these? God, I hope not. Am I violating copyright through unauthorized distribution? Here is what happens. About 50% of the meshes that I used in the past (give or take several original pieces) used work that was from various artists in the community. I use Rhino to do most of my stuff now, but there are several times, even of late, that I have used these meshes to help our community. I can't find better quality, and happily admit that many appreciate them on a different level. But, let me address a couple of issues that were brought up in this forum. #1 credit. Agreed. It has been an oversite on my part (though I was sure to credit the Studio Maya mesh that I used recently)and will be rectified. I assumed too much in the area of the usability of the given material, and will be sure to give the credit where it is due. While I have freely admitted my use of this website and the artist's files to everyone, however, I want to make sure that I have corrected this error. My readme. txt files include such credit, but let's be honest...no one reads those. #2) Backwards compatibility. The process with which I have to convert the meshes available here to products available for the use in the Sims makes it extremely difficult, nay impossible, to convert them back to use in Poser. I shouldn't say impossible...there are people out there with much greater skills than I that could do it, but why would they want to when the products are readily available here? To save a few bucks? The time taken would far outweigh the advantage of saving the pennies. And, if they are that good, they should be providing content here. There are three areas of concentration with which the files would be nearly impossible to reuse, and I want to outline those, if I may. A) Shaping. In order to use them, I have to enlarge and reshape the files. In many cases, I have to duplicate frontal faces, and of course, the .skn format, used by the Sims program, does not even support bump mapping, so the conversion process dumps that aspect of the object files entirely. I also have to attach them to default cranium files in Poser. B) Poly Reduction. Many of the lovely subtleties of meshes available here are entirely lost due to the tremendous polygon reduction that has to occur. In most cases, 90% of the original polygons are lost, leaving only the border and shape of the hairstyle. I use 3D Studio and a couple of prioprietary vert reducers to accomplish this. As a rule, these files must be reduced to something shy of 4000 vertices; converting to less than 1 mb. of file space, once the conversion is made to the Sim's format, .skn. What this means, of course, is that even if someone could take these meshes, change them to the appropriate size needed for Poser conversion, resize, then the product would be far inferior. Indeed, much of the effect that keeps these files looking like their Poser counterparts is illusory. C) UV Mapping. This is the area with which it would be impossible to do a backward conversion. In order to work in the Sims, I have to fit my meshes on a standard 128x128 bitmap, and as such, only 40% of that area is available for mapping with the hair. So, the UV mapping has to change. In many cases, I opt for conserving what I can of the mesh author's intended mapping, but I rarely can. So, most of the reconstruction occurs in this area. I hope I have helped with this issue some. It is not my intent to defraud or discourage this community in any way. I have learned lots of meshing techiniques from the experts here, and have in no way, I hope, defamed or stolen their great work. Also, I want to say this: if any artist feels that the work is a violation of the understood rules for purchase here at Renderosity (or at DAZ), or is an abuse of freely available policy (as in the case of Studio Maya), please e-mail me at barbarosx@comcast.net, and I will IMMEDIATELY take whatever steps are necessary to correct the problem. I want to quickly address Batty's comment...we are a PAY site because we believe in the purchase of materials that we have used, and that payment helps to compensate for that. Last year alone, I spent about $400 in the purchase of meshes (I know...I did my taxes) and gladly support the artists when those new and great meshes are made available with my funds. As to the furniture, that comment is a little misleading because while my meshes might be remotely usable in a backwards way, the furniture is really just sprite snapshots of the 3D file, and not convertible in any way, in any other format. In that case, no part of that file could ever be reproduced by anyone. I welcome all comments and questions at the posted e-mail address. Thanks for your time. Fionn
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Thread: Poser and "The Sims" | Forum: Poser - OFFICIAL