Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 27 9:24 pm)
Attached Link: http:/lkiilerich.dk/Antonia/LK-Libby-Antonia.zip
Please zoom:-)Hi:-)
My try with some mixed morph:-) The zip includ a cr2 and INJ/REM files. I do hope it will work for you as it isn't tested :-).
HUGS
Lene
Somehow the link doesn't work as there is Renderosity included, so may be this one is better:
Ulli
"Never argue with an idiot. They drag you down to their level and beat you with experience!"
Quote - Sazzyazzca, I just tried the morphs and they work fine.
I will play with them some more latyer today.
It is now 2:15am here and I need sleep.You might want to fix it so they unzip straight to the runtime instead of sazzyazzca_antonia_head_morphs_01runtimeLibrariesPoseAntoniasazzyazzca .
Thank you! I'll fix that and get them uploaded after work. :)
I hope you're feeling better today BluEcho.
I see people have been busy while I was sleeping working on all kinds of wonderful things!
Quote - Is it just me or does the wrist look a bit fat? I have hands like those (No, I do!) and my wrists are a lot thinner.
CHEERS!
I wondered about that, too. But I'll have to look at some women's wrists to check. Our wrists might just look slim because our palms are wider.
Edit: Actually, I think in this case it's probably just the lighting and viewing angle that makes the wrist look too fat.
-- I'm not mad at you, just Westphalian.
Yep, that's what I mean. You don't see all those bony knobs from this angle with this lighting.
Here's a front view.
-- I'm not mad at you, just Westphalian.
Quote - > Quote - My wrists have quite prominent bony knobs and are slimmer as well, even though I have much more muscular and wider forearms than Antonia. LOL
Yep, that's what I mean. You don't see all those bony knobs from this angle with this lighting.
Here's a front view.
That's like looking in a mirror! Looks like it was the camera and lighting.
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Quote - > Quote - Oh well, I'm sure someone will develop something for her at some stage, I'd love to create my own characters for her. I'm a dab hand with Morphs++ so something similar would be a godsend.
Aha! I had to look up Morphs++ to find out what it was.
Once PhilC creates the Wardrobe Wizard data files for Antonia, it should be possible to use WW and Morphing Clothes to try to transfer body morphs between the figures...
It can be done:
http://forum.daz3d.com/viewtopic.php?t=106368&flatnum=1
Here's how to make a second skin to load the morphs into:
http://forum.daz3d.com/viewtopic.php?t=99005
I haven't yet tried it-it's on my to-do list after I get the Garden in. It won't work on head and probably not on hand morphs, as WW doesn't, but it should work on feet if you include the feet in the second skin....
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."Actually, my wrist looks a lot like the first pic odf posted of his fixed fingers. It's kinda thick. I'm big boned as well ;o). But though on the normal size, my wrists are still big. I can't wear a 6.5" bracelet for instance.
I wouldn't fix it odf. Something like that is so different between persons that I'd just leave it be ;o).
Laurie
I don't think the wrist is thick, but it appears that way because you cant see the knob of the ulna on the pinky side of the back of the wrist, which tends to get hidden by adipose tissue.
I looked for a lovely lady's hand picture, but this knobbly knuckled guy was the best I could find amongst the shots of diseased and dissected limbs. Ignore the bizarre wrist rest..
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."Scarlett Johansson? Golly. I can see that. Great job! :laugh:
I've only seen her in Lost in Translation, in which she seems to spend all her time frowning. That's my (weak) excuse for not guessing correctly. :lol:
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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 - meh.. image was too big.. this one should work..
Ha, my super-secret plan is starting to bear fruit: women I've never met are sending me pictures of their body parts. evil laugh
I'm starting to think that the area between thumb and index finger needs even more flesh. The last pictures I posted already have some more bulk there than the current Antonia, but that might not be enough. Will wade through my 3d.sk pics for more references.
-- I'm not mad at you, just Westphalian.
Quote - Scarlett Johansson? Golly. I can see that. Great job! :laugh:
I've only seen her in Lost in Translation, in which she seems to spend all her time frowning. That's my (weak) excuse for not guessing correctly. :lol:
Thanks! I don't think you need an excuse. Eyes are really important for likeness, and I suck at getting them right. Always have, unfortunately! But I'll keep at it. What's nice about 3d - and computer art in general - is that one can just keep fiddling without worries about wearing out the paper.
-- I'm not mad at you, just Westphalian.
*Eyes are really important for likeness, and I suck at getting them right. Always have, unfortunately!
*It's not easy to deform the eye - or better: The eye-socket. If you make massive changes on it you'll have to re-position (sometimes even re-scale) the eye afterwards and, if you want to distribute the morph, add a fix-pose for them. Best way to do this is sculpting the eyesocket as you like and use the morph with the original, re-positioned eyes in because it is very easy to deform the eyed in you app that you used for sculpting. *
I've made a try to send you another "body part" photo (just the hand, sorry) but found that Leo is right, the standard digital camera kind of distorts such a close up. The proportions of the hand are not the correct ones. Sometimes I miss my good old camera with different lenses - but of course the option of taking a photo and being able to upload it immediatly is a kind of consolation.
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
Quote - *Eyes are really important for likeness, and I suck at getting them right. Always have, unfortunately!
*It's not easy to deform the eye - or better: The eye-socket. If you make massive changes on it you'll have to re-position (sometimes even re-scale) the eye afterwards and, if you want to distribute the morph, add a fix-pose for them. Best way to do this is sculpting the eyesocket as you like and use the morph with the original, re-positioned eyes in because it is very easy to deform the eyed in you app that you used for sculpting. *
I've made a try to send you another "body part" photo (just the hand, sorry) but found that Leo is right, the standard digital camera kind of distorts such a close up. The proportions of the hand are not the correct ones. Sometimes I miss my good old camera with different lenses - but of course the option of taking a photo and being able to upload it immediatly is a kind of consolation.
I have a DSLR and lenses from 18 mm to 300 mm (effectively 27 mm to 450 mm due to APS-C sensor cropping).
I also have two women in my household and many more I can command to do pretty much any naughty wrist pose you want.
What do you want to see?
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Quote -
I also have two women in my household and many more I can command to do pretty much any naughty wrist pose you want.What do you want to see?
I just looked at my references from 3d.sk, and it seems like all the hand poses are at tension, with the fingers stretched even more than Antonia's and, more importantly, the thumb in the same plane as the other fingers. What I need is a really relaxed hand, like it would be if one shook it out and then just let it hang. (I know Antonia's fingers are too straight to be completely relaxed, but I'm actually thinking about changing that.)
You can throw in some wrist poses, if you like, but I think I've got that pretty much covered. I'm more worried about the thumb and the thumb/palm interaction.
-- I'm not mad at you, just Westphalian.
Quote - I wondered if the length of the first and ring finger was just a little too long.
the tip of the first finger should finish about the base of the nail bed of the second finger and the ring finger should be just above the base of the nail bed of the second finger
Thanks! I'll check that. I see that's true for Fisty's fingers, but not for mine. It could be a male vs. female thing or just natural variance. Since I have lots of hand references on my hard drive, it should be easy to see if there's a pattern.
-- I'm not mad at you, just Westphalian.
You got back from 3d,sk quick, I thought you'd be gone all week! Most other body parts are distractions there!
One thing that does intrigue me somewhat about Antonia's hands is how well they can grip objects. It'd be cool to have some smart props for her like weapons and the like. I found the way V4 holds things left a lot to be desired and hand poses always needed adjusting.
CHEERS!
hands on hips, hands on head. those are the two very average, regular poses that i've never executed well with any Vicky, nor seen anyone else do very well. the first problem is the thumb, the second is arm length. from what i've seen, Antonia's already got the latter licked, so i'm hopeful for the former.
I'd love to see Antonia do a two handed gun pose. I have poses like that for V4, but, the way the fingers collide is atrocious. It'd be nice if Antonia had some form of effective collision detection where body parts didn't pass through each other. That could be a pain when certain poses aren't designed for different body morphs.
CHEERS!
I'm too busy at work, then too tired after work. I missed many pages of this thread. :sad:
Currently, I'm still working on the basic clothing. I tried to improve it. I hope there won't be any major change to Antonia's chest, abdomen, hip, and hip2. Maybe, I'm too obsessed in making a perfect conforming clothing.
Quote - I'm too busy at work, then too tired after work. I missed many pages of this thread. :sad:
Currently, I'm still working on the basic clothing. I tried to improve it. I hope there won't be any major change to Antonia's chest, abdomen, hip, and hip2. Maybe, I'm too obsessed in making a perfect conforming clothing.
Not only no major changes, but no changes at all! From the current version (0.9.122) on, I'm only doing hands, feet and head (including wrists, ankles and neck, but nothing closer to the torso than that).
PS: Do you know about the Wiki? Follow the link in my signature to Antonia's home page, then click on "Wiki page" under "Further Information".
-- I'm not mad at you, just Westphalian.
Quote - I have a question about the cornea mapping. If I apply the same trans map to both corneas, one gets reversed. Eyes don't have reversed reflections. Was the mapping done like that for a reason?
Yes, it was. For any asymmetric cornea effect I can think of except baked in reflections, it seems more intuitive to flip it if the same material is applied to both eyes unchanged. And baking in reflections is a bad idea, anyway. But you can always create a second material with a flipped map if you don't like that default behaviour.
-- I'm not mad at you, just Westphalian.
Yes sazzy...that's what I do. I just create a right and left map - one for each eye :o). At least be glad you can get to them individually...when I was making textures for another model, the eyes were one grouped object with each of the eyes opposite of the other...I had no choice but to redo the uv map for that one...lol.
Laurie
Quote - Yes sazzy...that's what I do. I just create a right and left map - one for each eye :o). At least be glad you can get to them individually...when I was making textures for another model, the eyes were one grouped object with each of the eyes opposite of the other...I had no choice but to redo the uv map for that one...lol.
Laurie
That is a way, but it is by far not the easiest way.
The easiest way to mirror-flip an image map is to set U_Scale = -1.
I'm not faulting you for not knowing how to use materials and nodes, but it does point out that lack of such knowledge leads you guys to do image editing work for no reason.
Similarly, when somebody says they adjusted levels in PS, they could have just changed a number in the shader. There's tons of stuff like that.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Quote - bagginsbill, & texture creators,
With my implementation of the BBEyes v2 injection, there is only one material that applies the same map area to both eyes (+ another one for the eyecovers). Is that going to be a problem? Should it be changed to separate materials for lEye and rEye?
I think so. Since both eyes share the same UV map, the only way to get different eyes (say one brown and one blue) is to use separate materials.
While we're at it, I noticed that the replaced eye actors no longer have an endpoint, which makes the "point at" function unusable. I'm not sure how easy or hard that is to fix, but I thought I'd let you know.
-- I'm not mad at you, just Westphalian.
Quote - > Quote - Yes sazzy...that's what I do. I just create a right and left map - one for each eye :o). At least be glad you can get to them individually...when I was making textures for another model, the eyes were one grouped object with each of the eyes opposite of the other...I had no choice but to redo the uv map for that one...lol.
Laurie
That is a way, but it is by far not the easiest way.
The easiest way to mirror-flip an image map is to set U_Scale = -1.
I'm not faulting you for not knowing how to use materials and nodes, but it does point out that lack of such knowledge leads you guys to do image editing work for no reason.
Similarly, when somebody says they adjusted levels in PS, they could have just changed a number in the shader. There's tons of stuff like that.
I do a right and left because I do each eye DIFFERENTLY... Nobody's eyes are exactly the same from left to right - veins, squiggles in the iris, etc. I already knew you could flip em in the material room ;o)
Laurie
Quote - > Quote - bagginsbill, & texture creators,
With my implementation of the BBEyes v2 injection, there is only one material that applies the same map area to both eyes (+ another one for the eyecovers). Is that going to be a problem? Should it be changed to separate materials for lEye and rEye?
I think so. Since both eyes share the same UV map, the only way to get different eyes (say one brown and one blue) is to use separate materials.
While we're at it, I noticed that the replaced eye actors no longer have an endpoint, which makes the "point at" function unusable. I'm not sure how easy or hard that is to fix, but I thought I'd let you know.
AHHHH, that explains it. I was wondering why I couldn't get the the point at function to work with the eyes, figured it was just my DS acting up.
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Doh!
I should learn to scroll! There is a little of her there.
CHEERS!