We couldn't find any threads matching the specified search criteria.
18 comments found!
Anton, Actually, to our knowledge, the person to which you refer to is not anyone employed by or affiliated with DAZ Productions in any way. If it is a clone account, which may be entirely true, it isn't someone being conscripted by us to do anything for us. And as for Daniel and myself, we really do not post very often on Renderosity (or in DAZ's own forums for that matter). I just want to reiterate that what I said earlier as a thank you to the Community was honest and sincere. I truly do appreciate everyone's support. I will be completely honest in stating that, in the past, I have had times when I was really down on the Community. But considering all of the mistakes we have made in the recent months, and everyone's patience and forgivness with those mistakes, my outlook on this Community as a whole has completely changed. You guys really do support us (and I might add even like us sometimes). ;) If it weren't for everyone in the Community who support us with their purchases I would not have the opportunity to be involved with DAZ at all. And I value my involvement with DAZ very much. So this thanks even includes a thank you to you, Anton. You are a member of this Community and you have supported us in the past both in the forums and by purchasing our products, so I thank you for that. Well, it's back to work for me. Everyone have a great weekend and keep making great art! Tony "Melmoth" Bradt Content Production Coordinator DAZ Productions
Thread: Saying Thanks to DAZ | Forum: Poser - OFFICIAL
Hello everyone,
I don't post very often here on Renderosity except to answer a question about a DAZ product or some other related topic, but I think this is important.
I just wanted to come in and say THANK YOU to everyone in the Community. You all really do so regularly support us with your praise and your pocketbooks. And I literally mean support us. Without your support we wouldn't have a business and I wouldn't have a job working in a field that I thoroughly enjoy. Your support is what we are all about. More than anything else, we need you. I just want to publicly recognize this fact. Without you there is no DAZ. So I'll say it once again...
THANK YOU ALL SO VERY MUCH!
Tony "Melmoth" Bradt
Content Production Coordinator
DAZ Productions.
Thread: Mill Horse WIP | Forum: MarketPlace Showcase
Hey all, Ghostofmacbeth, you're absolutely right. The Mil Cat, Mil Dog and the new Mil Horse do not have any DAZ made injection poses (or directories). They are enabled to use INJ poses for new products, but they have all of their initial morphs loaded into the figure file. As for the INJ/REM directories in the Pose library... Feel free to arrange those poses as you like. Conceivably, they could be put anywhere as long as you don't touch the files in the "libraries:!DAZ" directory. Although I wouldn't recommend putting the INJ and REM poses in the same directory because they are named the same (by morph name).
Thread: Mill Horse WIP | Forum: MarketPlace Showcase
PapaBlueMarlin, I'm not sure where you heard that we're making a new Mil Man, because we're not, technically. There is a new male figure option in the works, though. As for taking feedback on upcoming products... I think it will be best to wait until we have preliminary models and morphs, etc... before we take feedback on a given product. We have a few new figures planned that we hope will be fun products, but nothing ready to show off as of yet. When we have something that is worthy of being shown off we'll come calling. ;)
Thread: Mill Horse WIP | Forum: MarketPlace Showcase
Hello Everyone, After reading all of this detailed feedback, we had a meeting of the minds yesterday and came up with a list of additional items that we've added to our "to do" list. While a good portion of what has been mentioned in this thread consists of items that are still under production at this point, there have also been several good points brought to light that we've decided to incorporate into the final product. Here is a list of items that we are working on before the Mill Horse will be released: All Mil Horse hair (mane, tail and fetlocks) will be a conforming hair figure for the Mil Horse. This confroming figure will include multiple layers for the mane, fetlocks and tail so accurate transparency mapping can be done. The legs will be thickened up and shape changes made to the legs so the Mil Horse base will be more accurate according to what a Quarter Horse should look like. The final hoof size will be increased by 10-20% from what you see in the previews that have been posted. We haven't decided on the exact amount as yet because comparison of the final hoof size to horse reference images, to verify accuracy, still needs to be made. The neck does indeed come into the chest too low, so the neck to chest transition will be fixed. We will be adding morphs that thicken the legs further; to make the back more swayed, or to remove the sway from the back if desired. There will also be a cloven hoof morph included and a morph to bulk up the back of the neck; as well as a morph to thicken the neck. Oh and thanks, Movida, for the Gaited Horses link. I think that should be very helpful in making sure the horse isn't bowlegged or tied-in. It also proves to be very useful in proper naming of the horse's body parts. There are a number of things mentioned above that we have already incorporated into the Mil Horse. These items consist of poseable ears, morphs to move the horse's mouth and lips (yes the horse will be Mimic compatible), fully modelled hooves, morphs to show the ribs, morphs for a deathly looking emaciated horse :), and more. Also, by way of information, we have a number of horse textures commissioned from various texture artists that will be wholly owned by DAZ and may possibly be included in the Millennium Horse package. Packaging has not been decided as of yet, but there are upwards of around 15 textures that will be owned totally by DAZ which could be included in an add-on pack or in the Millennium Horse base pack depending on what our marketing department decides. I hope this helps to answer some of your questions. We hope that Millennium Horse will be a successful product and thanks to all of your feedback it's well on its way. Tony "Melmoth" Bradt Content Production Coordinator DAZ Productions
Thread: Chest rotation with M3 SR1??? | Forum: Poser - OFFICIAL
I'm Back. The Michael 3.0 Base SR1.01 went live last night. I'm not sure if any one is still monitoring this thread, but I wanted to make the announcement for the benefit of those who are. The new SR1.01 is an update to the Michael 3 base pack only and contains all of the fixes from previous versions of the Michael 3 Base Service Release(s). Tony "Melmoth" Bradt Content Production Coordinator DAZ Productions
Thread: Chest rotation with M3 SR1??? | Forum: Poser - OFFICIAL
Tony with DAZ here again. I was notified about this thread recently. So, I thought it would be good to give you all an explanation of why we chose to change the Chest Twist parameter to the way it is now. Yes, this was an intentional change.
What were we thinking? Well, let me show you.
First, please see the top attached image. In this, you can see a bad break in the chest highlighted by a red circle. This is Michael 3 pre-SR1 with his Chest twisted to the right and bent to the right side.
Okay, now look at the second image. This is Michael 3 SR1 with his Chest bent and twisted in a manner similar to the first image. Here we see no break.
The Chest's Twist joint parameter was adjusted to get rid of this annoying break when Michael 3's Chest was bent to the side and twisted.
Okay, now go to the last image. This is also Michael 3 SR1. This image is to show that a realistic twist can still be achieved with the Michael 3 SR1 CR2's joint parameters. All that is necessary is to use the Twist channel of both the Chest and Abdomen. This is also a more realistic way to pose Michael 3, as the human body's chest is not the only area that moves when a person twists to the side, the abdominal area also twists, distributing the twist out among all of the lower back's vertebrae.
So what I'm trying to say is that when it comes to jointing we have to make concessions. Jointing isn't a perfect science that has one right or wrong answer. It is an art form in and of itself. As is posing a jointed figure. In order to get rid of an ugly break we had to make Michael 3's Chest twist differently. This really isn't a problem however, as the Abdomen can be twisted in tandem with the Chest to create a very realistic torso twist.
Alright, enough with the Chest. Staby, you found a problem that definitely needs to be corrected. After I read through this thread and saw your post I double checked the Michael 3 SR1 and found that indeed the "StretchArms" channel does not affect the Right Forearm. This will be fixed today. We are going to put up a new Michael 3 SR1 installer, which will be labelled Michael 3 SR1.1.
Not only will this installer have a fixed CR2, but it will also delete any previous Michael 3 RSRs from the "Runtime:Geometries:DAZPeople" directory to solve the problem that many users have been having with Poser 4 RSRs. We hope this will help to clear up much of the confusion that that pesky little "blMilMan_m3.rsr" has been causing.
Thanks for all of your patience and support of Michael 3. Keep asking questions here on the forums and with our technical support personnel. It would be great to assume that Michael 3 is perfect now, but we all know what happens when we assume...
Tony "Melmoth" Bradt
Content Production Coordinator
DAZ Productions
Thread: M3 SR1 - Correcting the Record | Forum: Poser - OFFICIAL
Hi guys, Thanks for posting the link to the older Michael 3 SR1 thread. I didn't see this one when I started posting on that thread. I hope it isn't too much trouble to go there to look for the explanation of what the M3 SR1 fixes and what files it includes. It's a fairly long post and I've added some additional posts per Cherokee69's requests about the "shoulder issues" he is having. Xoconostle, The "p" is our new way of stating "PBM", just as GhostofMacbeth suggested. It takes less space in the morph name and so makes it easier to tell just what morphs are loaded onto and affect each body group. When Muscular 3 is set to 1 on just that group or any one group it is indeed "not a pretty picture", just as you said. SnowSultan, In the post I made explaining the M3 SR1 a solution to your problem is laid out. But to paraphrase... after you install the M3 Base update, go to your "Runtime:Geometries:DAZPeople" directory and delete the "blMilMan_m3.rsr" file and your problem should be solved. Okay, I'm off to my home now. Have a great night all. I'll check back to these 2 threads in the morning. Tony "Melmoth" Bradt Content Production Coordinator DAZ Productions
Thread: Michael 3.0 SR1 | Forum: Poser - OFFICIAL
Okay, It looks to me like the best way to solve your "pinching deltoid" problem is to distribute the bend more between the Collar and Shoulder groups. In the preceding images, the pose is: Left Collar: Twist: -13 Front-Back: -16 Up-Down: 31 Left Shoulder: Twist: -69 Side-Side: 4 Bend: 35 Left Forearm: Twist: 0 Side-Side: 0 Bend: -83 This first image is without morphs. The second is Muscular 1 set to 1. The third is Muscular 2 set to 1. The fourth is Muscular 3 set to 1. The fifth is muscular 3 set to 1 and Deltoid set to -1.399. If you distribute the bend between the Collar and Shoulder groups you can get a much more realistic bend on Michael's arm. We designed both Victoria 3 and Michael 3 to take advantage of this style of posing. We studied our own bodies as reference. When I raise my arm, for example, the upper arm isn't the only thing that raises, my clavicle raises also. Since we can't use real bones in Poser we use the collar group to simulate the collar bone (i.e. clavicle). So, when Michael's arm is raised, ideally, the Collar should go up with the Upper Arm (i.e. Shoulder group) in relatively equal amounts. At least that was our intention. Many members of the community have varied methods of posing that give equally good results, but the method I use is what you see above. As for the Forearm problem you see. I can't actually duplicate that fold in the inner elbow to that extremety unless I put a fairly drastic twist on the Forearm. Poser's joint system is definitely not perfect, but I feel that we've done as well as possible with what we have to work with. If we add too many JCMs to correct ALL of the joint issues then things get to be so complicated that conforming clothing is impossible to make without ridiculous amounts of joint and morph work. I'm sure we all agree that too much work to make clothing makes it difficult for everyone. :) I hope this helps. I have to go now, time to go home and get some rest. I'll check in on this thread in the morning to see if I can help out any more with anyone's questions. Thanks again for your patience, Tony "Melmoth" Bradt Content Production Coordinator DAZ Productions
Thread: Michael 3.0 SR1 | Forum: Poser - OFFICIAL
Thread: Michael 3.0 SR1 | Forum: Poser - OFFICIAL
Thread: Michael 3.0 SR1 | Forum: Poser - OFFICIAL
Thread: Michael 3.0 SR1 | Forum: Poser - OFFICIAL
Thread: Michael 3.0 SR1 | Forum: Poser - OFFICIAL
Thread: Michael 3.0 SR1 | Forum: Poser - OFFICIAL
Cherokee69, I took a look at Michael 3's Shoulder and Collar groups per your request and images and then created a pose similar to yours. I have 5 different images to post and then I will explain myself. Thanks, Tony "Melmoth" Bradt Content Production Coordinator DAZ Productions
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
Thread: Saying Thanks to DAZ | Forum: Poser - OFFICIAL