Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 28 10:36 am)
Quote - So this won't work with the current Antonia then? I don't have 114.
Any morphs made for older Antonias that are distributed as deltas (INJ/REM poses and/or PMDs) will still work with later versions up to the current one. If the morphs influence regions that have been changed (eyes, breasts and pubic area), they may not look the way they were intended, but most morphs will be just fine.
If they come as .obj files, they will also work, but they will have any changes between the current and whatever earlier shape they were made from baked in. To counteract that, all that's needed is a morph target that restores that old shape. Antonia includes such morphs for the breasts and the hip (hip2, to be precise), but not yet for the head. The reason for that is that I used to think the eyes were too large and thus "wrong" in the older versions.
That is of course not quite true. Apparently head sizes vary more than eyes sizes in humans (someone correct me if I picked that up wrong), so basically if one dialed the size of the head down, it would make sense to compensate by enlarging the eyes in relation to the head. That's where having the old head shape available as a morph would come in handy.
Long story short: I am quite happy to include the old head shape as a morph in future versions of Antonia. If people have head morphs in .obj form but don't have any pre-120 Antonias, I could make the old head shape available as an .obj file as well. If you don't have 114, but have 118, that will work just as well, because the change happened between 118 and 120.
-- I'm not mad at you, just Westphalian.
Quote - Long story short: I am quite happy to include the old head shape as a morph in future versions of Antonia. If people have head morphs in .obj form but don't have any pre-120 Antonias, I could make the old head shape available as an .obj file as well. If you don't have 114, but have 118, that will work just as well, because the change happened between 118 and 120.
I like this idea. :thumbupboth:
===========================sigline======================================================
Cage can be an opinionated jerk who posts without thinking. He apologizes for this. He's honestly not trying to be a turkeyhead.
Cage had some freebies, compatible with Poser 11 and below. His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.
lesbentley, thank you for trying it in Poser.
Quote -
The zip contains two DSA files, and I guess those are the D|S equivalent of magnets, but it is not a format that Poser understands.
Yes, the 2 DSA files are for D|S. It is not required for Poser or to use the cr2. I made this for testing some new ideas and to fix the poke through in D|S.
Quote -
Say I have one JCM morph "MorpX" that reacts to xrot, and another "MorphZ" that reacts to zrot. Say I now want a third JCM morph "MorphXZ" that only reacts to a combination of xrot and zrot, but does not react to either xrot and zrot when only one of these rotations is used alone. Can this be done? I think it can, and I plan to test my idea on your Beach Volleyball Set.
This is what I want to know too.
I download the manual of Morphing Clothes, by Dimension3D and some of the samples. It looks great. I want to try to achieve the same without something like Morphing Clothes because I would like to improve my 3D graphics programming skill. For example, the right side of the JCMs in the Beach Volleyball Set is generated by a simple program I wrote based on the left side with the symmetric map generated by code. Then, I cut and paste to the cr2 file.
There are some nice articles at http://number-none.com/product/.
Sorry, I'm not a Poser user but I love to create contents for Poser or D|S.
Cage, I'm reading your code too. I think the idea is the same as the conforming clothing. You are transferring morph from one mesh to another similar but not identical mesh. For some conforming clothing, where the mesh is close to the figure's mesh, your script should work as well. If the same logic apply against the the conforming clothing object and body part with the deltas in the JCM, we can get the conforming clothing object as it is morphed at JCM value set to 1. Then, we can get the deltas by using the same method I described in the post about the conforming clothing for Antonia. The JCM can be done. In theory, if the conforming clothing mesh has higher resolution than the figure or its vertices are aligned to match the figure, the result should be OK. Otherwise, the chance of having poke through is higher.
lesbentley: I want to know what happens with the MorphXZ effort, too!
amy_amei:
It's great that you want to master JCM-creation without using something like Morphing Clothes! I mentioned that option because you inquired about programs that might ease or assist the process, then went on to ask about the TDMT morph transfer script. You have more skill and patience than I have. :lol: I'm quite eager to take the easy way out, with something as complex and frustrating as creating JCM's. :lol:
You are correct, about TDMT and Morphing Clothes doing basically the same thing. Spanki developed the basic process (weighted influence of correlated vertices) used by TDMT, and it seems Morphing Clothes ended up doing something quite similar a year or two later. I've recently adapted the process Spanki and I had been using to do what I suspect may be something more like what Morphing Clothes does. And The Tailor may have been doing something like this well before anyone else. Wardrobe Wizard may do similar things too, in its own way. There are probably other programs which do, too, which I don't even know about.
The TDMT process should be able to be extended to handle clothing, and your idea about adapting it to work specifically with JCM's is fascinating. :thumbupboth: I think Spanki had hoped to work in that direction -clothing - at one point, but Morphing Clothes came along and made it unnecessary for TDMT to be developed along those lines. So far, the TDMT morph transfer scripts have been focused mainly on working with one actor at a time, and have primarily been developed with the idea of transferring head and face morphs between actors. With Morphing Clothes and Wardrobe Wizard and other programs providing tools to work with clothes and most body parts, it's made sense to work with faces, which all the other programs omit from their processes. The methods could be extended to other contexts fairly easily, but it isn't something I've bothered to do, so far....
I think you have a very good grasp of the process already, very quickly. From the link you provide, I suspect you may know more about most of this than I do. :lol: (Quaternions! Eep! :scared: Run away! Run away!)
A script or program which could automatically generate the correct deltas for a JCM would be an amazing and wonderful thing. It sounds like that's what you're proposing. Is that correct? Feel free to utilize anything in the TDMT code that might help you. :thumbupboth:
(Apologies to odf for invading the thread with so much TDMT-talk. :blushing:)
===========================sigline======================================================
Cage can be an opinionated jerk who posts without thinking. He apologizes for this. He's honestly not trying to be a turkeyhead.
Cage had some freebies, compatible with Poser 11 and below. His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.
Quote - > Quote - So this won't work with the current Antonia then? I don't have 114.
Any morphs made for older Antonias that are distributed as deltas (INJ/REM poses and/or PMDs) will still work with later versions up to the current one. If the morphs influence regions that have been changed (eyes, breasts and pubic area), they may not look the way they were intended, but most morphs will be just fine.
If they come as .obj files, they will also work, but they will have any changes between the current and whatever earlier shape they were made from baked in. To counteract that, all that's needed is a morph target that restores that old shape. Antonia includes such morphs for the breasts and the hip (hip2, to be precise), but not yet for the head. The reason for that is that I used to think the eyes were too large and thus "wrong" in the older versions.
That is of course not quite true. Apparently head sizes vary more than eyes sizes in humans (someone correct me if I picked that up wrong), so basically if one dialed the size of the head down, it would make sense to compensate by enlarging the eyes in relation to the head. That's where having the old head shape available as a morph would come in handy.
Long story short: I am quite happy to include the old head shape as a morph in future versions of Antonia. If people have head morphs in .obj form but don't have any pre-120 Antonias, I could make the old head shape available as an .obj file as well. If you don't have 114, but have 118, that will work just as well, because the change happened between 118 and 120.
Thanks, I'll download them and see what happens.
CHEERS!
Attached above is the text of a simple figure to demonstrate that it can be done. It has two body parts "hip2" and "lThigh", simple cube geometry stands in for these parts. There is one morph in hip2 "X times Z", when this morph is fully expressed at a value of 1.0, it makes the right hand side of hip2 exactly twice as high, extending it upwards by 0.1 Poser units.
Select the lThigh, with Spread at zero, if you use Kick on the lThigh nothing happens. With Kick at zero, if you use Spread on the lThigh nothing happens.
If you set Spread to 45° and Kick to 90°, the morph will be fully expressed.
If you halve the value for rotation on either the Kick or Spread dials, then the morph will be expressed at 50%. This is what is happening, whatever value the "X times Z" morph inherits from the Spread (zrot) channel is multiplied by the value it inherits from the Kick (xrot) channel (these values are modified by the respective "deltaAddDelta" lines in the slaving code).
So morph expression = xrot deltaAddDelta x zrot deltaAddDelta.
Here is the actual code:
<span style="color:rgb(0,255,0);">targetGeom X times Z</span>
{
name X times Z
initValue 0
hidden 0
forceLimits 1
min -100000
max 100000
trackingScale 0.02
keys
{
static 0
k 0 0
}
interpStyleLocked 0
valueOpDeltaAdd
Figure 1
<span style="color:rgb(0,255,0);">lThigh:1<br></br> xrot</span>
deltaAddDelta <span style="color:rgb(0,255,0);">0.0222222</span>
<span style="color:rgb(0,255,0);">valueOpTimes</span>
Figure 1
<span style="color:rgb(0,255,0);">hip2:1</span>
<span style="color:rgb(0,255,0);">z-ratio</span>
indexes 2
numbDeltas 8
deltas
{
d 2 0 0.1000039 0
d 3 0 0.1000039 0
}
blendType 0
}
valueParm <span style="color:rgb(0,255,0);">z-ratio</span>
{
name z-ratio
initValue 0
hidden 0
forceLimits 0
min -100000
max 100000
trackingScale 0.004
keys
{
static 0
k 0 0
}
interpStyleLocked 0
valueOpDeltaAdd
Figure 1
<span style="color:rgb(0,255,0);">lThigh:1</span>
<span style="color:rgb(0,255,0);">zrot</span>
deltaAddDelta <span style="color:rgb(0,255,0);">0.0111111</span>
}
The trick is done my using valueOpTimes in place of valueOpDeltaAdd. valueOpTimes tells Poser to multiply the value in the slaved channel by the value in the master channel. Because valueOpTimes can't take a deltaAddDelta parameter, it is necessary to filter its input through a channel that can take use a deltaAddDelta. In this case that channel is "z-ratio". z-ratio gets its input from zrot at a strength of 0.0111111 as set by the deltaAddDelta in the z-ratio channel. valueOpTimes in the 'X times Z' channel gets its value from the z-ratio channel, already filtered down to a deltaAddDelta of 0.0111111. As to the deltaAddDelta values used, if I had wanted the morph to be fully expressed when both rotation channels had a rotation of 1.0° I would have used a deltaAddDelta of 1.0. If I had wanted the morph to be fully expressed when both rotation channels had a rotation of 100.0° I would have used a deltaAddDelta of 0.01. The actual values used "0.0222222" and "0.0111111" give full expression at rotations of 45° and 90° respectively.
I don't know how well I have explained this, or how easy or hard it may be to understand. Please feel free to ask any questions.
I will try to provide a real world example using a JCM on the Volleyball Set in the near future.
In the above "X times Z B.cr2" file, I set the "X times Z" morph to a dial value of "0.0111111", then spawned a new morph. As the new morph when fully expressed is only 0.0111111 times the strength of the old morph, it is no longer necessary to filter it through the z-ratio channel to get the correct deltaAddDelta ratio. It can have a deltaAddDelta of one as used by valueOpTimes:
targetGeom X times Z
{
name X times Z B
initValue 0
hidden 0
forceLimits 1
min -100000
max 100000
trackingScale 0.02
keys
{
static 0
k 0 0
}
interpStyleLocked 0
valueOpDeltaAdd
Figure 1
lThigh:1
xrot
deltaAddDelta 0.0222222
<span style="color:rgb(0,255,0);">valueOpTimes</span>
Figure 1
<span style="color:rgb(0,255,0);">lThigh:1</span>
<span style="color:rgb(0,255,0);">zrot</span>
indexes 2
numbDeltas 8
deltas
{
d 2 <span style="color:rgb(0,255,0);">0 0.00111115 0</span>
d 3 <span style="color:rgb(0,255,0);">0 0.00111115 0 </span>
}
blendType 0
}
I'm still working on textures, so I'll drop it in freestuff when I have it all done.
Laurie
Quote - Well, I still need to tweak the top of the sleeves for position I see, but not a bad fit overall. The bodice didn't turn out quite like I'd have liked but it's acceptable. It wasn't made for Antonia after all ;o).
I'm still working on textures, so I'll drop it in freestuff when I have it all done.
Laurie
kool
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Artist that will fight for decades to conquer their media.
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Les,
That is very clever indeed, I'm not sure I understand it fully yet though...
I read that it would control a morph which only is activated if both xrot and zrot are both non zero, so for that difficult pose which comes with Antonia which is both a kick and spread it would be active since both xrot and zrot are non zero. I'm not sure though, if I have morphs for kick and spread, as seperate entities, would these also be active?
What I'm asking is if I used the above, and have a rThigh joint at -45 kick and -60 spread, will I then have either
a)
a mixture of:-
-45 kick morph
-60 spread morph
or b)
just the effect of the new combined morph?
Whichever it is I'm certainly going to try it out. More options gives more precise control, and thats always good.
Laurie,
That's a really well made dress and the velvet effect is excellent too. ;-)
Cheers
Ian
fabiana
Fabi @FKDesign
One in some place under Southern Stars...
Don't tell me that I am wrong if I say I saw pointed ears this
morning, in my mirror... they are there.
Fabiana, your work looks amazing. She doesn't look like the same model. Which isn't meant as an insult to Antonia; obviously, she's great. But the ability to make her look completely different is huge. Also love to see the grouping of existing morphs. I hope we get something publicly released that will take care of that.
______________
Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
is impossible to NOT love this doll.
I loved to play with her and no doubt I will be doing more...
thank you to all for the comments, I was so excited to come and show... as soon as I can I will post here the morphs I have did... she has a fantastic mesh that can be morphed very well... the unique thing I would like to have with more polys is the Ears section... no much room for long elf ears without pinching... but well... nobody is perfect :)
Fabi @FKDesign
One in some place under Southern Stars...
Don't tell me that I am wrong if I say I saw pointed ears this
morning, in my mirror... they are there.
Fabiana, she is beautiful.
I am getting ready to post some images of my latest texture/face morph set.
First I need to get the images in order.
There is one texture but by adjusting the nodes for the shaders, I get 7 different tones for her. :)
Let me introduce you to my multiple personalities. :)
BluEcho...Faery_Light...Faery_Souls.
Content Advisory! This message contains nudity
I need to adjust the specular maps settings or do a different specular map.
All the shades were done by changing the specular node and the PM Boost node.
Let me introduce you to my multiple personalities. :)
BluEcho...Faery_Light...Faery_Souls.
Ian Porter,
Quote - Les,
That is very clever indeed, I'm not sure I understand it fully yet though...
I read that it would control a morph which only is activated if both xrot and zrot are both non zero, so for that difficult pose which comes with Antonia which is both a kick and spread it would be active since both xrot and zrot are non zero. I'm not sure though, if I have morphs for kick and spread, as seperate entities, would these also be active?
What I'm asking is if I used the above, and have a rThigh joint at -45 kick and -60 spread, will I then have eithera)
a mixture of:-
-45 kick morph
-60 spread morph
- the effect of your new combined morph
or b)
just the effect of the new combined morph?
First of all let me say that I may have been a bit premature. Whilst it works well in the two files I posted, those two files were not conformers. I just assumed that the method would transfer smoothly to a conformer. Actually I am struggling to get it working correctly in a conformer. Whether this is just some silly mistake I am making, or a deeper problem is yet to be seen.
Assuming that it will work in a conformer, then I think your scenario "a)" applies. What I think you would have to do in praxis, and what I have done so far, is to build the new morph on top of any existing JCM morphs. That is to say, for example, that you would start with Antonia with the "LegUp" pose applied and the clothing conformed with the Spread and Kick JCM working. You would than build the new "X times Z" morph to add any desired correction to that already morphed shape.
How you would actually do that will depend on what method you use to make morphs. Personally I am using magnets in Poser. Once I have achieved the desired shape on the posed figure with the existing JCM active, I unconform and zero the conformer, before spawning the morph.
Like I said though, I may have been a bit premature here. The above may sound like I know what I am talking about, but in fact I am still trying to get this working on amy_aimei's Volleyball Set. If I ever do, I may be able to give a better (and perhaps different) answer.
Quote - Hello people. Have been very busy latest days with the new hair but I am done.
It will be in the store maybe tomorrow or so...
I have news to share here :)
I have did a bunch of morphs for Antonia... just need some hours to make a good INJ REM for them...
they are a lot and maybe will be more...
I loaded all the existing morphs and made groups for some order.
The character has a name because reminds me a person I know... mats are the SF ones with lot of changes to fit my doll but I will make others by myself... if God helps me :)
Those are the images that are part of the promos for my hair. So everybody will know her... if still not :)
ODF, she is wonderfull.
Need the edited joints files but cannot find them... where they are?
Hope you like this doll I did :)fabiana
Pretty :)
============================================================
The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
Well the dress is done, I'm done fiddling with it. I got the bodice to fit better like I wanted :o). It will be forthcoming as a freebie tomorrow (I've got to create all the thumbnail files and get the zips set up). The textures are not finished, but since there are two dresses - one for Antonia and one for Angela, I'll upload the dress props and then the textures as a separate download since they can be used on both versions of the dress.
And yes odf - I'll make sure it has a "Hide Bow" material file...lol ;o).
Laurie.
New clothes, new hair, new face... I amamazed as well - and everything looks so much must-have LOL
All you'd have to do would be to paint some make-up variations onto her existing face texture and do some corresponding lash colours.
I hear you, rogerbee, give me some more time for painting, this weekend is quite full with visitors, party and a local fair - but then I'll go and check if I have any luck to create a decent makeuo without stretching on the eyelids.
I'm not always right, but my mistakes are more interesting!
And I am not strange, I am Limited Edition!
Are you ready for Antonia? Get her textures here:
The Home Of The Living Dolls
Content Advisory! This message contains nudity
Ok, I seem to be making progress with the "Z times X" morph for the volleyball set. The morph I made is not very good, and has a lot of issues, but I think it is at least good enough to demonstrate that my ideas with the ERC for the JCM look promising.
Above are a few pictures of the JCM from different angles, stitched together as an animated gif. It's to late at night for me to go into technical details now. I will try to post on how it was implemented tomorrow. The main thing is that the basic idea seems to be working.
Attached Link: My new Toni image
Is the Internet crazy again tonight? Every time I try to post here it sends me somewhere else...sigh.Just wanted to tell everyone I posted a new Toni image to test one of the textures.
Let me introduce you to my multiple personalities. :)
BluEcho...Faery_Light...Faery_Souls.
Fabiana: WOW!! Wonderful work!
BluEcho: International Beauties for Antonia, yay!!
Les: What you show in the last animation is pretty much what my dynamic version does, with mine, the draping goes a bit awry in the middle frames but sorts itself out for the final pose.
Laurie: I can't wait to work with this, is it conforming or dynamic?
CHEERS!
amy_aimei, I think I have taken my experiment with the Beach Volleyball Bottom about as far as I can. I have made a new cr2 with a "Z times X" JCM morphs and all your original JCM. I have also cleaned up the cr2 somewhat, removing actors that did not need to be there, leaving only BODY, hip, hip2, lThigh, and rThigh. If you IM me your email address (recommend you don't post it in forum) I will send you the cr2.
The "Z times X" morphs are actually named "JCM-Spread&Kick-L" and "JCM-Spread&Kick-R". The morphs themselves are not very good, and you may prefer to make you own, or perhaps you can clean up mine in a modlling app. The important thing to my mind is that the ERC works as expected. Here is the relevant code:
valueParm z-ratio-<span style="color:rgb(0,255,0);">L</span>
{
name z-ratio-L
initValue 0
hidden 0
forceLimits 0
min -100000
max 100000
trackingScale 0.004
keys
{
static 0
k 0 0
}
interpStyleLocked 0
valueOpDeltaAdd
Figure
lThigh
zrot
deltaAddDelta 0.011111
}
valueParm z-ratio-<span style="color:rgb(0,255,0);">R</span>
{
name z-ratio-R
initValue 0
hidden 0
forceLimits 0
min -100000
max 100000
trackingScale 0.004
keys
{
static 0
k 0 0
}
interpStyleLocked 0
valueOpDeltaAdd
Figure
rThigh
zrot
deltaAddDelta 0.011111
}
targetGeom JCM-Spread&Kick-<span style="color:rgb(0,255,0);">R</span>
{
name JCM-Spread&Kick-R
initValue 0
hidden 0
forceLimits 1
min 0
max 100000
trackingScale 0.00459067
keys
{
static 0
k 0 0
}
interpStyleLocked 0
valueOpDeltaAdd
Figure
rThigh
xrot
deltaAddDelta 0.022222
<span style="color:rgb(0,255,0);">valueOpTimes</span>
Figure <span style="color:rgb(0,255,0);">1</span>
hip2<span style="color:rgb(0,255,0);">:</span><span style="color:rgb(0,255,0);">1</span>
z-ratio-R
indexes 215
numbDeltas 1314
deltas
{
#[deltas here]
}
}
targetGeom JCM-Spread&Kick-<span style="color:rgb(0,255,0);">L</span>
{
name JCM-Spread&Kick-L
initValue 0
hidden 0
forceLimits 1
min 0
max 100000
trackingScale 0.00459065
keys
{
static 0
k 0 0
}
interpStyleLocked 0
valueOpDeltaAdd
Figure
lThigh
xrot
deltaAddDelta -0.022222
<span style="color:rgb(0,255,0);">valueOpTimes</span>
Figure <span style="color:rgb(0,255,0);">1</span>
hip2<span style="color:rgb(0,255,0);">:1</span>
z-ratio-L
indexes 215
numbDeltas 1314
{
#[deltas here]
}
}
Whilst you are welcome to use my morphs (or the whole cr2, or any part of it). If you do want to use your own morphs for the XtimeZ bend, you could just drop your deltas into the code above where it says "#[deltas here]", then place the whole block of code at the top of the channel stack in hip2. You should then edit the "indexes" lines to reflect the number of delta lines in your morph. And NO that is not a typo on my part, in Poser script "indexes" means "deltas", and "deltas" means "indexes" (someone must have had a long lunch)! As to how it all works. The JCM-Spread&Kick-[R/L] channel gets its value (via valueOpDeltaAdd) from the xrot in the [l/r]Thigh as modified by the deltaAddDelta line, valueOpTimes then multiplies this value by the value in the z-ratio-[R/L] channel. z-ratio-[R/L] gets its value from the zrot in the [l/r]Thigh. The only purpose of z-ratio-[R/L] channel is to provide a deltaAddDelta ratio for the input of valueOpTimes.
Note that the particular deltaAddDelta values used here are a function of how the morphs were made, and in particular what rotation angles they were meant to suit. Different morphs may need completely diffrent deltaAddDelta values.
As a rough guide, morphs meant to be fully expressed when both xrot and zrot are 90° should use 0.011111 in all the deltaAddDelta lines. Those meant to be fully expressed when both xrot and zrot are 60° should use 0.0166666 in all the deltaAddDelta lines. Those meant to be fully expressed when both xrot and zrot are 45° should use 0.022222 in all the deltaAddDelta lines. My morph was specifically tailored for best fit when xrot is 45° and zrot 90°, so uses 0.0222222 and 0.011111 respectively.
The z-ratio-[R/L] channel are super-conforming (slaved to channels in the character figure, rather than channels in the conformer itself). For this to work part of the character MUST be selected at the time the conformer is loaded.
The valueOpDeltaAdd part of the JCM-Spread&Kick-[R/L] channels is super conforming, the valueOpTimes part is not.
A channel is made super-conforming by leaving out some numbers. This is super-conforming:
valueOpDeltaAdd
Figure
lThigh
xrot
deltaAddDelta -0.022222
This is not a super-conforming: valueOpDeltaAdd Figure 1 lThigh:1 xrot deltaAddDelta -0.022222
amy_aimei, you probably know most of that, but I include it for others that follow.
odf,
Quote - lesbentley: That looks very useful. I thought it should be possible in principle to do that kind of thing, but never tried it in practice.
The key in this case is "valueOpTimes". Poser supports:
valueOpDeltaAdd
valueOpPlus
valueOpMinus
valueOpTimes
valueOpDivideInto
valueOpDivideBy
As I understand it, only valueOpDeltaAdd can take a deltaAddDelta parameter. I have never used the divide operators, but apparently you have to watch out for divide by zero errors.
Attached Link: Full-sized Volleyball Beach Babes image.
Hi; Just finished and posted a new image with starring Antonia.She is so great to work with.
I used the Beachvolleyball set on her.
Click the link to see a full-size render.
Let me introduce you to my multiple personalities. :)
BluEcho...Faery_Light...Faery_Souls.
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So this won't work with the current Antonia then? I don't have 114.
CHEERS!