patorak opened this issue on Dec 27, 2006 · 103 posts
patorak posted Wed, 27 December 2006 at 11:02 PM
Here's my project I started yesterday, a new poser female figure. She's based on Simone from 3dsk. Comments welcomed.
Cheers,
Patorak
P.S. I'll start back up on the remapping of Jessi to take V3's textures, this weekend.
lesbentley posted Thu, 28 December 2006 at 12:10 AM
Just one persons oppinion of course. The belly looks extremely nice. The breasts and (what can be seen of) thighs also look very nice. The buttocks look ok in profile, but are too pinched in on their outer edges for my taste, when seen from the back view. The back looks flat and poorly defined, I would like to see the spine recessed between two strong muscle bands,the shoulder blades don't look quite right, and the back in general looks to flat and featireless (perhaps it's just the lighting). OK, so there were a few negatives there, but she already looks a mile better than Victoria. If you can get the mesh to bend well I think you are on a winner. How about showing us a wire frame view, and a bigger image? Good luck. I'm already drooling over this new beauty!
JOELGLAINE posted Thu, 28 December 2006 at 12:27 AM
I like the stomach. Very realistic looking. The breasts are very unique looking. One of my favorite shapes, in fact. (Like a girlfriend's from years ago. LOL) The scapula of the shoulders needs definition. The shoulder blades in poser figures are notoriously lacking in realism.
The buttocks look more...masculine, than feminine in the back-view. The spinal trough should be broader at the waist. Some dimples on either side of the base, might not be a bad idea as details go, maybe.
Fantastic work, so far. You seem to be on a kick-ass path so far. Keep on it!
I cannot save the world. Only my little piece of it. If we all act
together, we can save the world.--Nelson Mandela
An inconsistent hobgoblin is
the fool of little minds
Taking "Just do it" to a whole new level!
tekmonk posted Thu, 28 December 2006 at 12:45 AM
Mogwa posted Thu, 28 December 2006 at 12:46 AM
The muscles beneath the skin give an excellent effect of real dynamic mass. This looks to be really promising. Well done.
amacord posted Thu, 28 December 2006 at 4:08 AM
maybe you want to keep the base mesh as smooth as possible and add muscularity, hip bones and the likes later as morphs. it's hell to morph those details away when you don't want them. the breasts are quite nice, i'd have them less 'pointy' and the sternum more narrow. just my penny... Q:"How about showing us a wire frame view, and a bigger image?" i second that;) A.
patorak posted Fri, 29 December 2006 at 8:07 AM
Cheers,
Patorak
patorak posted Fri, 29 December 2006 at 8:08 AM
patorak posted Fri, 29 December 2006 at 8:14 AM
patorak posted Fri, 29 December 2006 at 8:15 AM
patorak posted Fri, 29 December 2006 at 8:18 AM
Thanks everyone for the comments and please keep them coming. BTW she stands at 7232 polys so far.
Cheers,
Patorak
Spanki posted Fri, 29 December 2006 at 9:07 AM
Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.
akibabe posted Fri, 29 December 2006 at 9:36 AM
cool:D looking forward to seeing the final result:D cant have enought poser gals:Pthe more, the merrier:P hehe-
cedarwolf posted Fri, 29 December 2006 at 10:17 AM
This is very interesting to those of us who have wondered about creating new figures and what all goes into it. Bookmarked for educational purposes (porpoises??)
patorak posted Fri, 29 December 2006 at 11:38 AM
That just gave me the definition I was looking for in the abdomen. Take a look.
Cheers,
Patorak
Spanki posted Fri, 29 December 2006 at 11:49 AM
Never hurts having an extra loop in there :). BTW, I notice that you've modelled the breasts 'natural'... which is a good shape for nekidness, but it might make sense to have the 'default' figure be bra/clothing ready and use that shape as one of the morphs.
Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.
JOELGLAINE posted Fri, 29 December 2006 at 1:21 PM
Great job so far! That back is kick butt. LOLZ Can't wait to see more!
I cannot save the world. Only my little piece of it. If we all act
together, we can save the world.--Nelson Mandela
An inconsistent hobgoblin is
the fool of little minds
Taking "Just do it" to a whole new level!
PapaBlueMarlin posted Fri, 29 December 2006 at 3:07 PM
Get job...let us know how it's going :)
masha posted Fri, 29 December 2006 at 6:44 PM
The new buttocks look too long and and low-slung to me which gives her a droopy-ass look.
This is purely a non-technical observation.
What a great job you are doing!
vilters posted Fri, 29 December 2006 at 7:01 PM
Look out for the area just below the breasts.
It does not show in all previews but you could get a mesh or a shadow problem there.
Also, please, do NOT subdevide her.
Keep the model workable. = Moderate poly count, and NOT high poly count.
We are being overflooded with zillion point figures lately.
Just my 2 cents (others will shoot me for this) LOL
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
patorak posted Fri, 29 December 2006 at 7:25 PM
Hello vilters,
You're right about the breasts I've seen it on V3. I'm hoping by keeping them uplifted and small it will prevent that. I just don't know how the shadows will do on the morphs.
Cheers,
Patorak
patorak posted Fri, 29 December 2006 at 7:34 PM
Hello masha,
About the droopy ass, hagen-das ice- cream is to blame.
Cheers,
Patorak
freyfaxi posted Fri, 29 December 2006 at 7:58 PM
Hee..Droopy Ass ?? Whats wrong with THAT ? Me, personally..I'd like to have a basic female figure that looks like a REAL LIFE, AVERAGE human female..not the over-mammaried bimbos that are plastered all over the fashion papers and such like :)) Give me droopy ass, saggy/natural boobs and slightly over-tummied :))
lam2 posted Fri, 29 December 2006 at 8:10 PM
patorak, wonderful modeling job!
It looks really great.
PapaBlueMarlin posted Fri, 29 December 2006 at 8:17 PM
Is there a head to go along with the body?
patorak posted Fri, 29 December 2006 at 8:27 PM
Hello freyfaxi,
Thank you! Over-mammaried bimbos, you know, raising two daughters, I have fought and fought that fashion image. I've always looked at as an insult to the human form.
BTW I wonder how everyone will like the cellulite and stretch marks on the texture?
Cheers,
Patorak
patorak posted Fri, 29 December 2006 at 8:39 PM
Yes, here is the prototype.
Cheers,
Patorak
JOELGLAINE posted Fri, 29 December 2006 at 10:34 PM
In the oval of the head, the eyes bisect the median line of the vertical axis. Looks like you need to add about 20% to 30% to the verticle scale of the brow, You might want to slim the mandible a bit, too, but that last is an opinion.
Looking good!
I cannot save the world. Only my little piece of it. If we all act
together, we can save the world.--Nelson Mandela
An inconsistent hobgoblin is
the fool of little minds
Taking "Just do it" to a whole new level!
patorak posted Fri, 29 December 2006 at 11:07 PM
Thanks, I'll try it, just in case though i've started framing a second head.
Cheers,
Patorak
patorak posted Fri, 29 December 2006 at 11:36 PM
Faery_Light posted Fri, 29 December 2006 at 11:37 PM
This is looking great! As for the "droopy A**, well it is more realistic. My butt droops and did a bit even when I was younger. Not all females have high, firm bottoms. LOL.
Let me introduce you to my multiple personalities. :)
BluEcho...Faery_Light...Faery_Souls.
patorak posted Fri, 29 December 2006 at 11:48 PM
Hello BluEcho,
Thanks! I appreciate your support. You know maybe we should do a real male too(hmmm).
Cheers'
Patorak
patorak posted Sat, 30 December 2006 at 12:22 AM
JOELGLAINE posted Sat, 30 December 2006 at 4:36 AM
Wow. @@ THAT ROCKS! Very cool! Much better than Michael! You're still going too low into the southern hemisphere with the eyes, though. The eyes are the equator of the face. ^^
I cannot save the world. Only my little piece of it. If we all act
together, we can save the world.--Nelson Mandela
An inconsistent hobgoblin is
the fool of little minds
Taking "Just do it" to a whole new level!
tekmonk posted Sat, 30 December 2006 at 7:05 AM
Great work so far... I love how he actually looks like a male and not androgynous.
Gongyla posted Sat, 30 December 2006 at 8:00 AM
I'm afraid you're heading for problems with the shoulders/armpits.
patorak posted Sat, 30 December 2006 at 10:16 AM
Thanks for the heads up. Could you show me the trouble spots? Right now I'm edglooping the chest and I'll be headed in that direction soon.
Cheers,
Patorak
patorak posted Sat, 30 December 2006 at 10:18 AM
egaeus posted Sat, 30 December 2006 at 12:24 PM
Just my opinion...
The breasts appear a bit too pointy from the overhead view and something's going on with the thighs. In your previous images, the nearer thigh looks half the size of the farther thight. I realize this is partially due to the angle the image is at, but the farther one still looks awfully large to my eye. Others may disagree.
Mike
patorak posted Sat, 30 December 2006 at 12:48 PM
Hello eagaeus,
Thanks for your input. You're correct on the breasts. I'm thinking of leaving them that way until I finish the morphs. I'm going to try and rig them with either a bone or a body handle. The legs are being modelled with the feet turned out. I'm hoping this will correct the leg bending problems so many poser figures have. So yes it is the camera angle causing an optical illusion. Thanks again.
Cheers,
Patorak
lesbentley posted Sat, 30 December 2006 at 1:46 PM
patorak posted Sat, 30 December 2006 at 3:06 PM
Thanks, I do value your opinion. As far as the buttocks, I think we have two options; morphs or geom swap. Would that work though? The back? I got to tell you right now I'm in a fight with it, and that for sure. It's the age old form vs function. I started edglooping last night and lost some detail. Here's what I've got.
Cheers,
Patorak
PapaBlueMarlin posted Sat, 30 December 2006 at 6:30 PM
Your male's face is definitely more masculine than Michael's.
patorak posted Sat, 30 December 2006 at 6:42 PM
Thanks! The reference was " Drawing the Head & Figure " by Jack Hamm.
masha posted Sat, 30 December 2006 at 6:53 PM
I guess I'll stick my nose in again with my observations, haagen-das is nice alright, but to me it looks like her back has been indulging while her front worked out some. I like her front a lot but at this stage the back looks like it belongs to an older unfitter person - kind of a split personality. Heh. I think the work in this is terrific, and know that we tend to get so involved in the intricacies that it's hard to see the overall effect. This is where fresh eyes may help, which is obviously why you asked for comments.
But they are only comments of course and you must please yourself in the end. It's not at all unheard of to have fat go to the backside and have perky boobies and a toned tummy.
The male face is full of character but I agree the eye needs to be placed lower as illustrated by tekmonk. Great stuff Patorak, look forward to more as you progress.
Cheers!
Masha
patorak posted Sat, 30 December 2006 at 7:50 PM
Thanks again and duly noted. BTW I've added a truss to the frame, this wil allow for morphing or geom swapping of the buttocks.
Cheers,
Patorak
JOELGLAINE posted Sat, 30 December 2006 at 11:17 PM
There are three problem joint areas with poser characters, IMHO. 1) the Shoulders. 2)hips/Buttocks and 3) the Knees.
One thing to investigate is 'double-jointed' knees. Have has a new figure at hondara-city, a Japanese site, with a "Knee-bone"! Tuyoko's knee is one of the most radical and coolest ideas I've seen this year for more realistic movement of the human leg in poser!
As anyone who knows poser and knows something about anatomy knows--The FEMURs are NOT straight! They have a little curve to them, then at the knee they have a large cylinder joint, and at the hip they have a bed ending in a ball-and-socket joint.
With one leg bone going from hip to knee joint, when etreme bends (110+ degrees of bend) are applied to knees, the bend looks from unnatural, to hideous, to just weirdly strange.
Have's knee is not perfect straight on, and bent, but looks wonderous from the side and needs sone investigating. I'll look at some other figures and see if anything radical turns up about anyone else's rigging might be useful as far as shoulders and hips go.
I cannot save the world. Only my little piece of it. If we all act
together, we can save the world.--Nelson Mandela
An inconsistent hobgoblin is
the fool of little minds
Taking "Just do it" to a whole new level!
patorak posted Sun, 31 December 2006 at 12:40 AM
Hi JOELGAINE,
Thank you for the information. I agree totally about the problem areas. I think one thing we need to keep in mind is that we will have creases, it's just a matter of how and where we want them. We can control it though with the mesh, rigging and morphs.
With the mesh; I'm modelling it with the feet and knees turned out, the arms rotated, the polys flowing with the muscles, pinch points set to tendons, and double edgelooping each group. Later I'll rig it in lightwave bend each joint slightly, adjust the mesh, then send it to poser.
With the rigging; The double jointed knee is great news. I'm wondering if we could do the same, and maybe even the shoulder blades and breasts as well. One thing I was thinking about is if we could set the genitals as the hip then the hip as the first child bone. Is it possible and will it give the hip more movement? Also what if we put in buffer bones too?
With the morphs; I'm thinking muscle exspantion and contraction with JCM's
In the meantime thanks again, I really appreciate it.
Cheers,
Patorak
patorak posted Sun, 31 December 2006 at 9:51 PM
Here is Jane's first bend test.
patorak posted Sun, 31 December 2006 at 9:52 PM
Cheers,
Patorak
operaguy posted Sun, 31 December 2006 at 11:22 PM
what about the classic Poser figure problem...the spindly arms with bad folding inside the elbow, and the inward-curving upper arm?
patorak posted Mon, 01 January 2007 at 12:24 AM
Hi operaguy,
I'm thinking maybe buffer bones and material zones. Lady Cherry over at the art door is working on a tutorial about it.
Cheers,
Patorak
destro75 posted Mon, 01 January 2007 at 1:02 AM
I honestly can't help with the conversation. I have never even attempted to put together a model before, but I wanted to bookmark this thread since it is very interesting watching it all come together. Very nice work so far!
patorak posted Mon, 01 January 2007 at 1:22 AM
Hello destro75,
Thank you. If you see something that can be improved upon please let me know.
Happy new year,
Patorak
patorak posted Tue, 02 January 2007 at 3:05 PM
Here are the eyelids and eyeballs, now attached to the frame. I've made a full cornea and a reflective lens. The only problem is how do I make the Lens reflective. I wish I had a texture artist to lend a hand. Any takers? Anyways, other than the texture, how do they look.
Cheers,
Patorak
Parthius posted Tue, 02 January 2007 at 7:15 PM
She is looking very nice! It is a shame that no one seems to care over in the LW forum...
patorak posted Tue, 02 January 2007 at 10:38 PM
Hello Parthius,
Thank you. Seems like the lightwave forum doesn't get a lot of traffic.
Cheers,
Patorak
JOELGLAINE posted Wed, 03 January 2007 at 6:04 AM
Main thing about the eye-parts: DO NOT WORRY ABOUT MATERIALS! As long as they are different materials, They can be handled later. The transparent parts are best handled procedurally, anyway. Fantastic stuff so far!
I cannot save the world. Only my little piece of it. If we all act
together, we can save the world.--Nelson Mandela
An inconsistent hobgoblin is
the fool of little minds
Taking "Just do it" to a whole new level!
patorak posted Wed, 03 January 2007 at 8:11 AM
That's a relief. What I did was model a full cornea encasing the eye. Made the pupil cup shaped, and placed a reflective lens over the irises. I'm trying to get the eyes so the irises sparkle.
ccotwist3D posted Wed, 03 January 2007 at 8:15 AM
Create something different with the skeletal rig. Perhaps fan bones betwen the shoulder blades, it would be more difficult to pose, but much more fluid. Pay special attention to the elbows, knees, and hip, and neck area to achieve greater realism. Don't settle for Joint controlled morphs, or magnets, do it with rigging. Rigging and proper joint parameter settings should be enough. You might use magnets to simulate squash and stretch, gravity, compressed flesh. They are also useful when a character bends, not for covering up poor rigging, but to simulate the pressing of flesh against flesh, which isn't present in many, models out there, unless you rig them in MAX, or MAYA, and set up muscle constraints, and soft body dynamics to simulate flesh.
Just a few thoughts.
Poppi posted Wed, 03 January 2007 at 8:22 AM
The only problem is how do I make the Lens reflective. I wish I had a texture artist to lend a hand.
Saw this at the LW Forum, as well. Why not add a cornea? What I do is simply copy the eyeball to another layer, make it uniformly smaller, keep it labelled as eyeball...cut it and paste into the figure layer, click on the larger version, select all that mesh and control q, label as lcornea, etc.. Then, pick out a nice reflective glass material.
Spanki posted Wed, 03 January 2007 at 9:02 AM
Quote - Create something different with the skeletal rig. Perhaps fan bones betwen the shoulder blades, it would be more difficult to pose, but much more fluid. Pay special attention to the elbows, knees, and hip, and neck area to achieve greater realism. Don't settle for Joint controlled morphs, or magnets, do it with rigging. Rigging and proper joint parameter settings should be enough. You might use magnets to simulate squash and stretch, gravity, compressed flesh. They are also useful when a character bends, not for covering up poor rigging, but to simulate the pressing of flesh against flesh, which isn't present in many, models out there, unless you rig them in MAX, or MAYA, and set up muscle constraints, and soft body dynamics to simulate flesh.
Just a few thoughts.
Admirable goals, but it doesn't sound like you've done much rigging in Poser (either that, or you've done more than anyone else and are more talented than anyone to date).
JCMs and Magnets / Deformers are useful for covering up "limitations in the Poser rigging system" (my prefered phrasing). I'm all for innovation and new ideas, but you shouldn't pretend that there aren't limits to the Poser rigging system. Labeling it as "poor rigging" or "don't settle for... do it with rigging" is just an insult to (presumably) everyone who's every tried to do a nice rigging job in Poser.
If you have rigged some figures in Poser that defy the limitations of the Poser rigging sytem (?), that would be great - I'd be really happy to study your work and I'm sure e-F, Daz and others would as well. If you're just trying to encourage some innovation, that's another story. - but let's not ignore the boundries ;).
Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.
patorak posted Wed, 03 January 2007 at 9:35 AM
Poppi, thank you I'll try it.
ccotwist3d, I agree, right now, I'm developing a schematic of the upperarm bones. It will involve a buffer bone, a ghost bone, and the shoulder bone. I'll start with a cylinder first. This will give me an idea of what the mesh needs. I'm also wondering about parenting bones to material zones. Is it possible?
Spanki, don't worry I haven't ruled out JCM's or magnets. I'm also rigging Jane in lightwave to help with the bending issues.
tekmonk posted Wed, 03 January 2007 at 9:36 AM
Quote - - but let's not ignore the boundries ;).
I agree... Plus even if you manage to come up with something really innovative, I wonder how well it will work with existing props/clothes. If there are too many issues, then your mesh is gonna be just one more that is ignored and left to rot. There's a long line of such meshes that failed because of this dependence on legacy content.
I would say if interesting and realistic rigs are the goal, then stay with your native modeller and import pre-posed stuff into poser if you have to.
patorak posted Wed, 03 January 2007 at 9:45 AM
Hi tekmonk,
Thanks, that's very sound advice.
kobaltkween posted Wed, 03 January 2007 at 2:21 PM
couple of things: i like the pointy breasts. some women have more conical shaped breasts than apple shaped ones. i think the join of buttocks to back could be more accurate - right now they kind of look as if there's a slightly odd roll of flesh at the top of each one that i don't think i've ever seen even in unfit women.
i like the shape of the eye a great deal. on the eye geometry itself i'd say recess the iris. everyone's going on about how v4 looks more like a doll or more toony or whatever. i think most of that is because people focus on the head, and because her eyes are very unrealistic, imho. i've seen lots of different textures and read a tutorial, and all of them looked almost unacceptable (again, imho). one reason is the shape of the her eyes, a hurdle i think you've already jumped. but the other is the depth to her iris. as bast black said over at daz, she looks like she's wearing contacts. depth isn't acheived just with highlights and reflections- it's created with shadows. all the modern eyes i have (awful eyes, millenium figure's eyes, and the light version black eyes that came with irina 2.0) have recessed irises. v4 has a confusing number of layers to her eye, but the best textures still look more dead to me than i can get v3's to look with just flat colors and the right material settings.
patorak posted Wed, 03 January 2007 at 3:05 PM
Great idea on the eyes. I'll dish the iris. Do you think I should add a reflective lens between the iris and cornea? On the hip, I'm going to wait for any adjustments until I do another bend test. I'm going to try a buffer bone and ghost handle in that area. As for the breasts, I'm considering adding a bone there as well. Hopefully, it will add movement and gravity to them.
tekmonk posted Wed, 03 January 2007 at 4:26 PM
Also for ref, you can get a very nice and free video tutorial from GNOMON on making realistic eyes here:
http://forums.thegnomonworkshop.com/showthread.php?t=20
Though he uses Maya, he mostly only uses common techniques which you can duplicate in any app, including LW and poser. (It is 600MB or so though).
ccotwist3D posted Wed, 03 January 2007 at 4:41 PM
My comment was intended to be encouraging Spanki. I can't own to being a whiz when it comes to rigging in poser yet Spanki. My rigging knowledge comes from other applications, primarily Maya. However, If I do come up with something I'd be more than happy to share it.
I don't know about grouping the bone to a material group, but you could create more groupings to include breasts, nipples, ears, and things like that, and create bones for them. They could serve as guide bones for area specific motion (ears stick out, bend, Breasts rotate, swing, so forth). You could make ghost bones for even more control, and set up erc dials for them.
Spanki posted Wed, 03 January 2007 at 5:22 PM
Understood ccotwist3D, thanks for the clarification. I was really hoping that you did have some magic to share :).
The general issue I had was the general statement: "Rigging and proper joint parameter settings should be enough". The problem is, due to limitations inherit in Poser's rigging system, that's just unfortunately not true - or at least not practical. As tekmonk mentioned, there are other things that also have to be considered beyond what might be remotely possible (given some creative/innovative rigging) when you're creating Poser content for the Poser masses.
Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.
patorak posted Wed, 03 January 2007 at 6:21 PM
Hi Everyone,
tekmonk, thanks for the link.
ccotwist3d, great idea on the ERC for the ghost bones. I want to set the genitals as the hip and the hip as a second abdomen. Right now though, I'm still running bend tests in poser. I want to see if I can simulate weight maps.
Spanki, could the rigging be shared through an INJ file?
Cheers,
Patorak
Spanki posted Wed, 03 January 2007 at 7:20 PM
Quote - Spanki, could the rigging be shared through an INJ file?
You mean to allow 3rd-party developers an easy means of rigging conforming clothing? Yes, but easier and more complete is just to provide a 'blank' .cr2 to work from. The .cr2 would have all the rigging in it.
I think the bigger issue comes about just by the nature of doing some non-standard rigging. For example, additional bones means that existing Pose files probably don't work well (or defeat the purpose of having he extra bones). The Poser masses would need to be re-trained in how to achieve the best results ("what? I have to manipulate 3 bones to get the knee bent?"), etc. Non-standard rigging also likely reduces or eliminates the possibility of things like Wardrobe Wizard being able to get existing clothing moved over (those bone groups won't exist in older clothing), etc.
Some of this is already taking place with newer figures like Sydney and V4. The (hidden) magnet deformers on V4 replace some of the JCMs (not all of them), but do end-users know how or remember to use the included Magnetize poses to make clothing work? Everything's a trade-off between ease-of-use and acceptable level of functionality (fully clothed figures have fewer issues with what the bends look like than nudes).
Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.
patorak posted Wed, 03 January 2007 at 7:54 PM
Thanks, I didn't even think about wardrobe wizard. I wonder what the specs are for the figure to be compatible?
JOELGLAINE posted Wed, 03 January 2007 at 8:12 PM
THAT is something best done by opening a dialogue with Phil Cooke. He's the one that wrote Wardrobe Wizard and would know better than anyone. He can be contacted at the email I PM'ed you.
Also he is Uncannily canny about poser figures, bones and rigging more than ANY I can think of in the whole of poserdom because it is literally his stock in trade! Asking him for some thoughts on poser characters anf what he likes to see/and use might be eye opening.
I cannot save the world. Only my little piece of it. If we all act
together, we can save the world.--Nelson Mandela
An inconsistent hobgoblin is
the fool of little minds
Taking "Just do it" to a whole new level!
operaguy posted Wed, 03 January 2007 at 8:21 PM
Wardrobe Wizard is probably doable, considering how many other meshes Phil has brought under its umbrella. I'd bet it would not be difficult to persuade him to work up your new mesh.
Getting your model under WW is pretty important...that means she has clothes. The "hair fits" issue is there, but not as critical; most poser people know how to maneuver a hair model into place for and parent it to the head of the human model.
Texture libraries....now there you have a challenge.
Just my opinions.
Much encouragement to you on this project, especially if you can make her move and bend well in the shoulders and upper arms.
::::: Opera :::::
patorak posted Wed, 03 January 2007 at 8:22 PM
Cool! Thanks.
Dale B posted Wed, 03 January 2007 at 8:44 PM
Just to throw encouragement, don't be hesitant about trying new rig designs. Anton did that with Apollo Maximus, and while it does take a bit of getting used to, it can produce some better results. Right now, Poser is starting to be used more and more -as- an animation tool; getting folks to think outside the standard rigging box is a good thing IMHO. The non-linear animating capability is also going to require breaking folks of the habit of doing it all in one layer.....but the results will be better animnations and more reuseability of some motion patterns. Folks are going to have to adjust to the fact that Sydney has that extra torso joint, which kind of blows most of the old poses to one degree or another, unless you can get them all saved as universal poses. But the result is that unlike any other mesh, Sydney can bend forward better and further before the mesh breaks. Don't hobble yourself. The greatest thing about Poser is the ways that creative folks find to compensate for the fact that it was born and still bears the burden of being a virtual woody. A lot of the things we have now are the direct results of the likes of Syyd, Yamato, Traveller, PhilC, Anton, Ziggie, Dodger, Maz, and a hell of a lot more pushing that poor old P4 app in ways that no one intended. A lot of things we the user asked for found its way into P7. A character that shines....but would positively flouresce with further improvements in the app might be just the thing to fuel the next leap forward. Maybe even a 'Pro' version built from scratch just for the animators and pro crowd.....
patorak posted Wed, 03 January 2007 at 8:54 PM
Hi Dale B,
Hey, remember Steve Torino's freebie Eve. I wonder where daz got the idea for Victoria's rigging?
Cheers,
Patorak
kobaltkween posted Wed, 03 January 2007 at 9:19 PM
going backwards...
it's going to take something to get people to use anything but one figure anyway. merchants are all switching to v4 only, and everyone who critiques v4 is told that in a few months, it'll be all v4 and nothing else in the galleries. and that's probably accurate, even though v3 is so different in appearance , i think of v4 as just a whole different figure. that is, i think they don't fill at all the same purpose in terms of figure types, and i can see using both. v4 may have better bending, but miki still has better expressions, body shape and general facial realism than either, imho, but i haven't replaced all my unimesh stuff with her and i've bothered to acquire v4.
i think new figures appeal to the people who bother to learn new things and use new technologies and use more than one figure in the first place. some people had to learn to use apollo, but those that did touted his advantages loudly. and the most praise was about his most difficult and least standard aspect- his rigging.
personally, i'm interested in new figures because of the diversity they'll bring to my renders and the advantages that come from many innovators instead of one or two groups. i'd rather have much, much better bending and a realistic and different body shape. if a figure isn't much different in the body than an existing and popular figure, i'd much prefer body morphs and a new head.
bones for breasts - it seems like a good idea to me. i've always heard good things about figures that did that, and i've often wanted them for other figures.
i don't think there's a need for another surface on the eye. v4's eye has all these surfaces, and i can't see a need for them at all yet. if i want to layer types of highlights, i can do it in the material room. i'm not sure what benefits all the different layers are supposed to have. that isn't to say there aren't great uses possible for all those layers, but i've yet to see results on par with eye props that had fewer layers.
ccotwist3D posted Wed, 03 January 2007 at 10:06 PM
I'm curious. Would it be possible to use readscript to have multiple rigs for a character? You could have them point to different .cr2 files in the geometry folder. If you could have several rigs, you could have a character that could be a baby, child, and adult, by just using morphs, and not geometry switching. Would it be possible to inject a rig? That would really open up alot of options. You could have one mesh that covered multiple age groups. I wonder if you could set up the .cr2 file to use python scripting to switch just the rigging portion of the character file? I'm sure someone has thought of this before. It's just something I'd wondered about.
Spanki posted Wed, 03 January 2007 at 10:19 PM
Just to be clear, I agree with the comments above. As I mentioned, I'm all for innovation - and it's going to take some for things to move forward. Particularly in free models like this one, you can afford to be creative and help drive things forward.
Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.
Dale B posted Wed, 03 January 2007 at 10:33 PM
Quote - Hi Dale B,
Hey, remember Steve Torino's freebie Eve. I wonder where daz got the idea for Victoria's rigging?
Cheers,
Patorak
Oooh, yeah, that I do. I still have Eve in my runtime and use her, in fact. Actually, I think that the ones I don't have are Maya's ball jointed doll and Clark. Maybe some esoteric meshes from Japan or elsewhere that you have to join a site to get, and the joining process is.....obscure, shall we say?
Spanki posted Wed, 03 January 2007 at 10:38 PM
Quote - Hi Dale B,
Hey, remember Steve Torino's freebie Eve. I wonder where daz got the idea for Victoria's rigging?
Cheers,
Patorak
Interesting that you should mention that... it ironically helps illustrate a point, which is that 'some things work and some things are red-herrings'. If you notice, V4 (and Sydney, for that matter) no longer has buttocks 'buffer' joints (first done in Eve). Buffer joints, as it turns out, don't really give you anything that good fall-off zones can't give you.
They can be of some use as alternate/additional rotational centers or behaiviors (unfortunately, almost noone uses them this way), but if used just to keep some mesh from being deformed, you can tidy up your falloff zones instead.
Daz has always been good about uhm... incorporating other's ideas, but they've also come up with at least a few and tried out things on thier own. I don't recall if it was V1 or V2 (or both) that had 2 neck joints... but those went away too. The old tri-split chest (ala V3) reverted back to the mono-chest of Posette in V4 as well. Now we have a new chest/neck/head grouping being tried out (mostly to accomodate a new uv-mapping layout). Etc.
Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.
patorak posted Wed, 03 January 2007 at 10:43 PM
cobaltdream, Thanks on the eyes. As for the rigging I'm considering doing a lite Jane and an advanced Jane.
ccotwist3d, Injecting a rig would be great, especially for 3rd party developers. I wonder if a dial could be used to call up the python script?
patorak posted Wed, 03 January 2007 at 10:58 PM
Spanki, I'm sorry you were misled but, this isn't going to be a free model. What I will make free though is a merchant developer package. Which will include her rigging.
Cheers,
Patorak
kobaltkween posted Wed, 03 January 2007 at 11:05 PM
patorak - it's the placement of the thread that misled. you can't make commercial posts to the poser forum. in fact, i think all commercial w.i.p. threads have to go to the developers forum, and not even the product showcase. i know seraphira's threads got moved there when she was working on kaimira (who i really wish had been completed).
Spanki posted Wed, 03 January 2007 at 11:10 PM
Ahh.. sorry, yes. I just assumed it would be free because you had the thread in here.
Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.
patorak posted Wed, 03 January 2007 at 11:11 PM
I am so sorry everyone, please forgive me. Thread closed.
tekmonk posted Thu, 04 January 2007 at 1:43 AM
Well even if the discussing the mesh here is no longer a good idea, i think the rigging discussion is OK.
So i'll just ask if anyone has done research on setting up layered rigs in poser. I dont think poser has anything like a 'parent' feature (or does it ?) but maybe through scripting ? Cause layered rigs are an elegant solution to the problem of getting good rigging along with compatibility. ie you would have separate deform rigs and pose rigs. The deform ones can be as nutty as you like, and as long the pose rig is fairly standard, various poses, props, clothes etc should work just fine with the char.
Or if its not possible now, maybe we should be bugging them to add some more basic rig tools to poser so we can do this sort of thing in the future.
patorak posted Thu, 04 January 2007 at 10:53 AM
Hello tekmonk,
I agree, the riggging discussion should go on. I think it's time we had an openGL rigging. One that would be free of restrictons and continually developed. much in the tradition of Steve Torino's Eve. Also, I don't think we should limit ourselves to bi-peds either.
Queston is should we keep this thread or start a new one?
Cheers,
Patorak
operaguy posted Thu, 04 January 2007 at 11:18 AM
patorak, while i personally would welcome another discussion of the rigging, I'd say you can make the loudest statement by developing and releasing a model that employs something superior to what is out there for Poser.
JOELGLAINE posted Thu, 04 January 2007 at 11:45 AM
If you are making a "Jane Lite" a freebie, then the thread doesn't need anything done to it, IMHO. THAT is how DAZ should have done V4. They did a base figure and charged people for the Dev version. I mean--what is the difference in them? @____@;;
Doing a freebie Dev version would be a great movement to encourage people to make items. I'd encourage you to make another thread in the other forum about the commercial aspects of the figure, and keep this thread open for rigging and other figure developmental suggestions.
Lets get real for a moment. Everyone wants to make characters and have them appreciated. It's even better if you could sell them and have them wildly popular and have them be the "Next big thing". Having a frank and open discussion about what works and what DOESN'T work in poser figures and how to build a better mousetrap is only going to help EVERYONE who has interest in rigging and making ANY poser character!
Leave the thread open, and lets get back to it! ^___^ V,,
I cannot save the world. Only my little piece of it. If we all act
together, we can save the world.--Nelson Mandela
An inconsistent hobgoblin is
the fool of little minds
Taking "Just do it" to a whole new level!
Spanki posted Thu, 04 January 2007 at 12:24 PM
Joel, ~ getting real for a moment ~...
Your arguement for keeping the thread open in here for what will eventually become a commercial product is pretty much exactly the reason they aren't allowed in here, to start with.
If I could come in here - the most popular forum on the site - and thus getting the maximum exposure possible to 'hype' my 'Next Big Thing' in the Poserverse, this forum will become nothing but an advertising tool.
Personally, I'd be posting a new Next Big Thing thread each time I had some idea for a new product that I wanted to make sure got maximum exposure (everyone else would too, so I'd have to, in order to keep on a level playing field).
There's nothing wrong with technical discussions about rigging and such (actually, they'd be more appropriate in the Poser Technical forum), but people don't come to this forum to be barraged by ads for comercial products and if you open those flood gates, you better get out your hip-boots.
The "Jane Lite" argument doesn't work for me either. It's a dodge, that doesn't address the above issues.
These are all just my opinions, of course. ~ shrug ~
Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.
JOELGLAINE posted Thu, 04 January 2007 at 1:03 PM
^ Good points. Alrighty, the thread needs to be moved. I wasn't really thinking the thing through. That's what I get for posting after being up for 24 hours without caffiene. :lol:
I cannot save the world. Only my little piece of it. If we all act
together, we can save the world.--Nelson Mandela
An inconsistent hobgoblin is
the fool of little minds
Taking "Just do it" to a whole new level!
kobaltkween posted Thu, 04 January 2007 at 11:23 PM
actually, i agree and disagree with spanki. i think he's right about the issues of commercial threads. i pretty much don't care either way, but i do think we should be consistent. if people can't post their threads about any of the other products they're developing, then this shouldn't be allowed. i think it innovations in uv mapping and realistic shape would be have more importance to the community in the pursuit of the "perfect" figure than rigging (since most people do simple portraits or pinups), and tons of people are interested in how to start modeling. there are all sorts of aspects of development whose discussion would be highly beneficial to the community. but the ptb decided that it was more important to keep this forum from being full of advertisements.
and it's not as if the developer's forum excludes everyone but people who have 3ds max serial numbers. if people want to know more about rigging, they should read and post there.
conversely, i'd say a free base figure would change the nature of this thread. i believe dodger posted his sariel threads here and they were not moved precisely because his unimesh was going to be unavailable and the base figures made from it were going to be free. if this is about the development of a free product, that it will have commercial add-ons isn't the point. but then the development of the free part should be the focus.
i will say this: i have a few things for h.e.r. because her base was free. rikishi looks great, but i won't get him until i have a render that really calls for him. daz made v3 and m3 free after sixus1 had had a great deal of success with the free base / commercial add-ons model.
patorak posted Sun, 07 January 2007 at 12:50 AM
Hello Everyone,
I agree the thread should be moved. So if anyone is still interested in the development of a poser figure in general and jane in specific, I'm moving it to http://theartdoor.com In the lightwave forum you'll see the developement of the mesh. In the poser forum you'll see the developement of the rigging.
Cheers,
Patorak
patorak posted Mon, 23 March 2009 at 11:26 PM
BUMP
patorak posted Mon, 23 March 2009 at 11:57 PM
Well more that just bump. Sorry to be a necromancer but she is done.
Here's a preview of her. http://www.youtube.com/watch?v=pTiE5pXQXJc
patorak posted Tue, 24 March 2009 at 12:17 AM
You know, I completely forgot about this thread...
patorak posted Tue, 24 March 2009 at 12:27 AM
Look at the date when I started this thread. Dec 27, 2006. My how time flys.
PapaBlueMarlin posted Tue, 24 March 2009 at 2:56 PM
Just downloaded them. I hope lots of people make stuff for them.
patorak posted Tue, 24 March 2009 at 3:40 PM
In the meantime, still waitin'...cause the job ain't finished til the paperwork is done.
patorak posted Wed, 25 March 2009 at 6:24 AM
RWoman Test 1 is ready. You can download her here.
http://www.sharecg.com/v/33540/Poser/RWoman-for-Poser-Test1
As payment for your testing time, commercial use is allowed.