Forum: Poser - OFFICIAL


Subject: Sydney Geometry problems

Maz opened this issue on Dec 26, 2006 · 9 posts


Maz posted Tue, 26 December 2006 at 6:24 PM

A few problems with Sydney:

  1. Her eyelashes are single sided. In other words they are opaque when viewed from one direction, transparent when viewed from the opposite direction

  2. As above, but it's not consistent. Three of her lashes are opaque from below and transparent from above, but her left upper lash is the other way around.

  3. There are no morphs for making the lashes larger/smaller.

  4. You can't colour her pupils or irises. This is a problem with all the recent figures; probably done in the interest of 'customer service', but very annoying for those of use who work in cartoon mode rather than rendering.

  5. You can't colour her nipples

  6. In fact, to all intents and purposes she doesn't have nipples, despite the 'nipple gone' control.

  7. She has no eyebrows in cartoon mode.

  8. Her genitals are OK in single toned cartoon mode, but useless in smooth toned cartoon mode.

Most of these, though highly annoying, are fixable with the grouping tool or by a new morph. Number 1 on the other hand will require a significant edit of the .obj file.

Is it me, or is P7 a lot more buggy that P6 was when first released?


nruddock posted Tue, 26 December 2006 at 7:26 PM

  1. & 2. Check the Normals_Forward box for the relevant material.
  2. The EF figures have fewer material zones, this is sometimes an advantage, sometimes not.
  3. Transmaps don't work in cartoon mode (IIRC they never have).

You might want to consider getting Oliver's Cartoon Shaders -> http://www.runtimedna.com/mod/bcs/index.php?ViewProduct=2139
from RDNA which can work with textures and transmaps.


Miss Nancy posted Tue, 26 December 2006 at 7:53 PM

so P7 cartoon mode is still the same as previous versions? bummer.



SAMS3D posted Wed, 27 December 2006 at 5:08 AM

I have had a few problems with Syd, like some poses do not work, her legs go wacko.  Sharen


mickmca posted Wed, 27 December 2006 at 5:23 AM

I mentioned elsewhere that her Point At function for the eyes is utterly hosed. I pointed both eyes at a ball 1000 feet away, and they STILL crossed. They seem to be Ok if you adjust the Point at Dial (one or both, I can't remember) to 0.50.

Her fingers are hugely disproportionate to her body, especially the second joints. Some diversity is allowed, but she is digited like a monkey.

And what is it about the proper functionality of a thumb that defeats riggers? Does anyone know of a character whose thumb joints actually work like humans'?

M


-Timberwolf- posted Wed, 27 December 2006 at 5:56 AM

Her inner mouth normals are reversed and not attached to her lips.There is an ugly gap between lips and inner mouth section.


Little_Dragon posted Wed, 27 December 2006 at 6:00 AM

Quote - 7. Transmaps don't work in cartoon mode (IIRC they never have).

Sydney doesn't have transmapped brows.

But then, neither does Victoria 4 ....

Quote - I mentioned elsewhere that her Point At function for the eyes is utterly hosed.

Oh, that's easily fixed with a couple of small tweaks in the joint editor.  I can provide a pose file that does it, if you like.  The eyes' centers of rotation need proper centering, anyway.



mickmca posted Wed, 27 December 2006 at 9:07 AM

Quote - > Quote - I mentioned elsewhere that her Point At function for the eyes is utterly hosed.

Oh, that's easily fixed with a couple of small tweaks in the joint editor.  I can provide a pose file that does it, if you like.  The eyes' centers of rotation need proper centering, anyway.

You are the master. But I'm curious. I looked at the eyes pretty carefully with both the Joint Editor and the Setup room, and I couldn't see anything that seems amiss. Can you explain what's wrong?

M


Little_Dragon posted Wed, 27 December 2006 at 10:07 AM

Quote -
I looked at the eyes pretty carefully with both the Joint Editor and the Setup room, and I couldn't see anything that seems amiss. Can you explain what's wrong?

The eyes rotate off-center, though that effect isn't really all that noticeable unless you rotate the eyes beyond normal human limits.

Sydney is also naturally cross-eyed.  By default, her eyes were manually rotated about 5 degrees outward to compensate, but the point-at function only takes the origin/endpoints of the joints into account.