Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 14 4:48 pm)
In case anyone is not sure how the magnets work versus an auto-clothes morpher, they work very well! Takes a little more time (IMO) to get it right, but the results are worth it. Both tools get the job done, and its a decision of the right tool for the right job. For example, in that Lara render of mine, a few posts back, that was with Morphing Clothes, and in that render (angle), the leg bands look fine.
On the flip side, I just got the GND4 magnets, cause I was not happy with the results of the leg bands conversion overall (for future renders)...here is a pic of the bands fitted via Lyrra's Magnets on left (brown), versus MC on right (black). Both are fitted well, but there is some distortion with the automated approach. It's a trade-off I guess.
Thought it would be worth it to show it.
(and if you do get them, Ockhams Delete Magnets script is helpful :) )
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[click for full]
Thanks for the fine -- and free -- update!
One unanswered question: could you please advise the GPS coordinates for the town in which such femme are found "next door?"
Appreciated.
NOTE: this is Blackhearted's face/head morph and body morph, but I switched out the skin maps for another as his were not working with my lighting scheme. No additional morphs, "Perfects" or other mods applied to V, except for the pose.
All kidding aside, this is a fun morph, but all renders and poses tongue-in-cheek as she is anatomically improbable IRL.
::::: Opera :::::
[edited to add: I did spin up one or two of Blackhearted's included 'extra' morphs to, er, right-size her upper superstructure to my liking!]
Excellent render, Opera. Skin, lighting, pose, hair - wow.
Only one nitpick - eyes are diverging. Cover half the face and look at each.
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 - One unanswered question: could you please advise the GPS coordinates for the town in which such femme are found "next door?" All kidding aside, this is a fun morph, but all renders and poses tongue-in-cheek as she is anatomically improbable IRL.
[edited to add: I did spin up one or two of Blackhearted's included 'extra' morphs to, er, right-size her upper superstructure to my liking!]
not improbable at all, you just gotta get out more. its summer, hit the beaches :)
here ya go:
44°31′14″N 80°01′00″W
maybe it does have to do with the region though? both the per capita and proximity to beaches of McDonalds and Taco Bell is much lower around here :)
With the smaller breasts morph the body is just about the double of my Sister in Law.
Coppula eam se non posit acceptera jocularum.
One unanswered question: could you please advise the GPS coordinates for the town in which such femme are found "next door?"
Get a ticket to London, the first olympic athletes just arrived there. Look out for marathon runners, high jumpers and so on. When you watch the olympics on tv listen closely where the next door of a training center is and you will find them in large swarms! *
About the strange look: I found that I get best result to let one eye point at a target and then adjust the other one by hand (by using the face camera with the same values as the one you want to use for the render). By adjusting the iris of the non-pointed eye to have the same space between the corner of the eye and the eyelids you get a pretty convincing look. As soon as the eye has a different shape as the standard V4 (especially asian shapes with the ethnic crease) the figure even can look cross eyed if nothing is wrong. The same happens in real life (Just google Lucy Liu to see what I mean - although I am not sure if she does not suffer from a real strabismus).
An exeption: If a person or figure looks on something that is very close (as more the more you lift the target above the head) anyone shows a slight strabismus.
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
a quick and dirty method is to set the eyes to point at: main camera
then go to the individual eyes and set the point at value to ~0.7. this slightly 'unfocuses' the eyes from the camera and takes away the crosseyedness, which allows you to render a bunch of images at roughly the same distance quickly without having to fuss with turning eye dials for every shot. i assume it would also work for animation as long as the distance from the camera were kept roughly consistent.
Okay, this goes to my tips-textfile. For stills I was happy with the method above, for animations yours seems perfect!
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
^yeah you can do that as well although the primitive needs to either have a left and right eye focus object at about the same distance apart as the figure's eyes, OR, you need to move it really, really far away.
although TBH the 'slightly crosseyed focused on the camera' thing is actually accurate. take a photo of yourself with your camera at <8 feet or so, and youll be crosseyed if you look into the lens.
I often now am tending to pose figure's eyes with a very slight squint and / or make one ear stick out a little more than the other, etc... just a notch.
Slight asymmetry on any smile / frown, expression morphs applied, etc... also good I think.
All forms of muscularly derived asymmetry I guess?
This is a great tip about pointing the eyes at stuff though, using "point at" setting. I had completely overlooked / wasn't really aware of this feature and have been doing it all in a laboriously manual way... I'll have to try it out.
Cheers
Mankahoo's Angela and Ang2 figures have a dial called "focus" which is also really handy when the eyes are pointing at something and you don't want them to look crosseyed. I wish the Daz figures had it.
Gabe is right too...the farther away the object is you're pointing at, the better. If it's close you'll get the crosseyed look because people go crosseyed when looking at close objects...lol.
Laurie
If you do not know what the fovea centralis is, please look it up first.
http://en.wikipedia.org/wiki/Fovea_centralis
Now:
The fovea is off center by 4 to 8 degrees (varies from one individual to another, just like noses) towards the temple, away from the central optic axis. (The optic axis is a straight line through the middle of the lens.)
This means when we look at something, the eye is not pointed at that thing, but is in fact pointing away from it by 4 to 8 degrees, towards the outside. Looking at something at infinity, the eyes should diverge 4 to 8 degrees from where the head is pointing.
Assuming a 5 degree deviation (which I use with the BBEye), and assuming a typical separation between eyes of 3 inches, we can calculate the distance at which the eyes should be parallel if looking at some object.
1.5 / tan(5 degrees) = 17.14 inches
So - real people looking at something 17 inches from there eyes have their eyes exactly parallel. Only within 17 inches are the eyes "crossed".
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)
V4 eyes (hidden) "Point at" Dolly Camera.
BB Eyes mounted on V4 eyes with 0 degrees of deviation.
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)
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What's that thing? hint: it is not a prop for focusing eyes!
haunted by Blackhearted's suggestion that GND might be found IRL, especially at sporting events, I went over to London.
I FOUND HER! She is training with Hope Solo, American goalie.
We had a little discussion on her outfit. Seems the American team is in trouble over their uniforms. They are made in China! SCANDAL! GND was working out in her suggestion for replacement outfits. I expressed my enthusiasm for the idea.
I am dubious this will get any traction. However, I enjoyed the fact that Hope kept making GND practice her goal kick over and over and over.....
http://jrdonohue.com/gnd-on-the-pitch.mp4
should open in Quicktime and WMP. 345K.
::::: Opera :::::
This is one of the most interesting and downright nicest looking threads we've had here in a long while.
Having had only a few short moments to try the updated version in Poser 6, I can say without fear of contradiction, it's bloody spectacular. Many thanks, BH.
Coppula eam se non posit acceptera jocularum.
Yes to the Chemise....though I will have to get some simple 3rd grade intelligence level tutorials to learn how to use dynamic clothes.....I went from P4 to P7 in one leap of faith and never even really learned all of P4 so needless to sa a bit behind the learning curve! :(
I re-downloaded my version of her and wondered if Posermatics NGMs for the old version will work for this versionas well....though I have been using the basic V4 NGM's for all V4 based figures and characters including V4Girl and V4 Stephanie and even the Reworked K4 figures, without much of a hitch.....But just wondered if you knew.
Will this need the V4++ morphs included or will it work with the standard base V4? (I don't remember if the original GND4 worked without all those morphs installed first).
Also hoping you will eventually create the Henna tattoos for her as you did for V3. THat was a great set. I purchased them as soon as i saw them in the store and had to convert them for use with V2 at the time because I wasn't able to use V3. But though useable with a bit of post work, they weren't so good converted. So hoping that originals for GND and/or V4 will someday be made available by you. Should I hold my BREFF!? LOL
BTW Thanks muchly for this. When I saw it advertised I was going to contact you to see if there was a free or cheaper upgrade cost for owners of the previous version but kept forgetting. Glad I stumbled on this thread.
Will you be announcing the availablilty of the bikini and her lingerie set here as well when done?
the chemise should be done soon, but packaging and writing readmes is always a time-consuming PITA. i just had an idea that while im making morphs for it i may as well morph it to Anastasia, Shae and GND2 as well - why the hell not, its dynamic and this is what dynamic is made for. so itll be awhile but i will get it done tonight.
cheers,
-gabriel
LOL
Well thanks 6 times over for answering them all!
Well judging from older threads and discussion I have been involved in with you in the past, or just read about you, got the impression you don't seem to get much sleep....if true...answering my stupid questions will give you a good reason to stay awake.....LONGER! LOL
Yes, I have Posermatic's NGM for her as well as V4, Girl and V3 & V2 and they do add an incredible amount of credible realism for the lovers of larger breasted female renders....but wanted to make sure they will also work for this update. You say you just added additional breast morphs so if I just re-downloaded from my account, I guess I will have to DL it again?
Since not sure how Dynamic cloth works from never having tried using it, will the bikini work with these NGM's applied too or would that just be for Super dynamic clothes?
Just took a slow hike through your store and saw the very nice Shae character. Wish I had P9 to use her and anastasia....both beautiful figures. DNA had it (P9) for sale for a song but I have had a hard enough time getting my dead head wrapped around P7, the idea of upgrading AGAIN gave me the Poser Shivers.
Love the hair you kindly packed with her. Been picking up a Runtime Folder full of Afro hair and doing more renders with beautiful black and other brown ethnic women and seeing her hair I had to ask if you would sell that at some time by itself? It's very nice and realistic.
and no, good lord, i did not add more breast morphs since the 4.2 update: i mean i added several with the update :)
im not sure how well the Shae hair would work in the OLD hair room, since there have been many improvements to it - especially with regards to speed.
i would highly recommend poser 9, to anyone:
"I have had a hard enough time getting my dead head wrapped around P7, the idea of upgrading AGAIN gave me the Poser Shivers."
if anything, Poser 9 is faster and easier to use than earlier versions of poser. and the SSS shaders are worth the price of admission alone, theyre the greatest thing to happen to the poser renderer since raytracing. the interface is pretty much the same as Poser 7 so its not like youll be tacking anything new.
in other news, the GND2 morph is done for the chemise.
http://www.renderosity.com/mod/freestuff/details.php?item_id=68997
enjoy folks,
im heading to bed.
cheers,
-Gabriel
Updated the file, added more morphs for length, the BreastSize morph now works incrementally.
id appreciate if someone knowledgeable with the cloth room could help me iron out the best settings (if they dont have Anastasia i can send a copy). im having some strange behavior where when the chemise is morphed to Anastasia, it looks great DURING the simulation but after the simulation is finished, the item falls down about 2 feet in all frames - retroactively. its very strange. its not an issue due to collision since it is colliding properly during every frame of the calc, its just that at the end it just drops in all the frames.
when running a sim with GND4 it looks great - like the render pictured above. when running a sim with Anastasia it runs great and then drops at the end. any help is appreciated,
cheers,
-gabriel
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keep in mind that it does NOT do this during the calculation. in fact if you look at the chemise you can see its not just crumpled into a pile but actually deformed properly, the problem seems to be that at the end of the simulation the entire thing squashes down.
im using the exact same settings i used with the GND version thayt resulted in the render above. theres no pokethrough in the base pose: again, its NOT falling through during sim calculation - it looks great through every frame. but when it finishes the calc, boom, it drops down.
im tearing my hair out trying to figure out what it is. **
**
right now its just the fact that its dropping through the figure after the sim that im worried about. theres something strange going on that MAY have something to do with the fact that the BASE cloth object is made for GND4(V4), and the Anastasia fit is a morph on that base object (which moves the chemise down roughly the same amount the cloth room is dropping it after the sim). may be some wierd sortof bug.
im happy with the actual cloth properties, as you see in the GND4 image posted above it looks great like that.
sending you a PM, if you shoot me an email ill forward you Anastasia.
cheers,
-Gabriel
Quote - ^like this.
keep in mind that it does NOT do this during the calculation. in fact if you look at the chemise you can see its not just crumpled into a pile but actually deformed properly, the problem seems to be that at the end of the simulation the entire thing squashes down.
im using the exact same settings i used with the GND version thayt resulted in the render above. theres no pokethrough in the base pose: again, its NOT falling through during sim calculation - it looks great through every frame. but when it finishes the calc, boom, it drops down.
im tearing my hair out trying to figure out what it is. **
**
I found this happens when using the chamise on any of the figures but the base (GND4).
Everything works fine until after the final frame of the sim when the clothing object drops. However if you turn the FIT MORPH off in the CLOTHING, the clothing snaps back up to it;s proper place, while retaining the shape form the sim.
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^that seems to do it. thank you both very much....
wth, this is totally counterintuitive BTW! id never have figured that out in a million years.
if anyone has any cloth room settings that yield better results than this (the settings in ClassicChemise_SETTINGS.png) im all ears -- i can update the READMEs with alternate or improved settings for people.
(same as posted above)
http://www.renderosity.com/mod/forumpro/media/folder_10/file_484018.jpg
I guess you could avoid having to turn it off at the end by turning it off at the part in the sim where you apply a poser. So, for instance, if I was running at 175 frame sim and I put the pose in at frame 75 I'd turn the morph off at either frame 75 or at the last frame. Haven't tried that to see if it works tho, although I don't know why it shouldn't.
Laurie
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easiest way I find is go to the item list and select the vendor from the drop down, it then only shows a few from that particular vendor
Tools:- Win10, Dell XPS8900, ZBrush, Marvelous Designer 11, Hex 2, PSP8. PSP 2019 Ultimate, DAZ Studio, Affinity Photo, Affinity Designer, Filterforge 11, flowscape, Classic UVMapper, and several headache tablets.