Character Creators F.A.Q (Last Updated: 2024 Aug 27 11:07 am)
I had a hunch that adding a second negative scale dial and having an Over Master driving both with an absolute 0 throttle overtop would correct things. Animated centers are tricky, more tricky than JCMs I've discovered, even more so than multi axis JCMs. The thing is not only are you manipulating the rig via the joint editor but also manipulating a dependency that has values created via offset parms. It's easy to get the steps wrong. That's why I mentioned Antonia not having a memorized state. Return to default would just be a matter of alt clicking values but in Antonia's case the values have to be recorded prior and then entered manually at 0 state. I think the memorized state can only really be set just prior to saving the cr2 because I tried memorizing Antonia before starting the dependency in one test and alt click/restore did nothing. In any case manually entering the values isn't a big deal.
Nerd seems to be under the impression that I didn't know about the return to 0 state, which is kind of funny because I've picked his brain over some pretty complex stuff, when in fact it was the specific offset parms being restored that was throwing me off. Of course there's absolutely no mention of this in the manual. I only figured it out because Nerd offhand mentioned it in the process of explaining something else.
Busy working on that Antonia Eye Morphs set, it's turning out really well. All of the major hair pulling stuff is done so now I can relax a bit and have fun making some less technical things for it. More on that when I release it into the wild this weekend...
In the meantime another Gallery Offering, a "mixed media" piece...
No Such Thing; Ceramic, Polymer Clay, Acrylic Paint, Photography, Photoshop


The Eye Morph pack I was working on for Antonia 1.3.
Most of the dials are self explanatory, but I'll take a moment to explain some of the less clear dials contained in the Utilities parms group...
EyeScale_EyesOpenCloseFix

This dial can be used to fix a discrepancy that occurs when the eyes are scaled to an extreme positive value. Using the fix dial will cause the eyes to reach a fully closed state.
EyeScale_SocketSmooth

This dial will smooth out the area near the lacrimal that sinks in a bit when the eyes are scaled to an extreme value as shown here...

The result after applying the SocketSmooth Dial...

Combo_ZygomaticSmooth

Dialing extremes of Rotate, Depth, Height and scale will result in some mesh compression at the outside edges of the upper cheek bones near the eye sockets.
+
Using the ComboSmooth dial will help to mitigate this. The dial has no fixed working value but should be season to taste to various transforms. The general result will yield this result in most cases, a marked improvement... mileage will vary.

LidsEyeSocketAdjust

Because Antonia has slightly recessed Irises and thick lids, certain ranges of eye movement will cause a slight bit of visible clipping irregularity. Shown here...

Using the Adjust dial will yield this result...

It should be noted that several Poser figures with recessed Irises (La Femme for instance) also suffer from this. Also the clipping will be exacerbated by the IrisLarger dial, the adjust dial does a fair job of remedying this.
I hope pr_EyeMorphs is useful in your artworks, overall I'm happy with the results and this will prove useful in my own projects. If you have any questions about the morphs don't hesitate to ask.
pr_EyeMorphs (Update)
Updated zip. Adds a morph to Utilities that expands the Cornea's Rim to offset clipping with Eyeball in default and morphed Antonia's eyes (CorneaClipFix).
This will be the final update, old zip link is dead.
Yes, I create quite a few body morphs. I've released Body morph packs for V4, La Femme, and Nova in the past, including JCMs and Amputation morphs. Some of these were under a different name. In any case body morphs for LF, Antonia, and others will be featured in this thread in the future. Some of them updates of my older releases that are no longer in circulation.Thank you.
I'm sorry
Aren't you interested in body morph?
I had considered entering something in one of the Rendo Halloween contests, given my interest in horror and weird art, but then I realized I would probably spend a month meticulously hand detailing something and/or modeling and texturing and arranging only to be competing against a bunch of hour at most word prompt AI art produced by simulacra HR Gigers and whatnot... and be summarily stomped for my efforts. If I were a young man I would be up for the Paul Bunyan style challenge of man versus machine, or in this instance many machines, but hindsight tells me to conserve my time for things of more meaningful effort. As humble and personal and clumsy and human as they may be.
Next offering will be a hair fit for Antonia, just a small thing but for one of favorite Poser hairs.

Nursoda's Lada Hair Fit Antonia (Modeled here by the lovely Svetlanka)...

The hair can be found here
https://www.renderosity.com/rr/mod/bcs/lada-hair/70068/
Usage:
load the hair
apply the injection pose to the hair
parent the hair's body to Antonia's head
set the fit pose dial to 1
it's important that the hair is parented before the dial is applied at 1
What it does:
Because Lada Hair is an articulated hair figure a standard fit pose morph will not work properly with the hairs rigging. This dial translates the hair into position via a controller, poses the tails, and a applies a fit morph to the cap and strands. This fit pose is self contained and requires no additional treatments such as the V4 skull shape morph. Using the skull shape morph will cause the hair to not fit properly.
A Breast Morph set for Antonia 1.3...
See the ReadMe. Any questions about the morphs can be addressed here if necessary..

Some preview render WIP images for a character I'm making, Svetlanka, for Antonia 1.3...
Working on custom expression dials
Smile
Frown

SmileOpen

MouthOpen1

MouthOpen2

LipsPucker

LipsPout

SnarlRight

SnarlLeft

BiteBottomLip

BiteBottomLip_Right

BiteBottomLip_Left

TopLipUp

TopLipDown

BottomLipDown

BottomLipUp

CaninesVampire

Canines/Lateral Incisors Vampire (separate dials)

Svetlanka_TongueOut... this dial controls the TongueOut, MouthOpen, TongueUpDown, TongueTipCurl and a dedicated morph simultaneously at staggered values up to full 2 so that a smooth animation without clipping is possible via a single dial spin... the tongue remains fully poseable throughout the duration of the dial animation so it's also rather easy to create a reasonable lick animation. Well, within the limits of the 2 bones that comprise her tongue that is.

I've excluded a few utility things but this basically sums up her mouth stuff for the moment. I'm Currently working on her brow stuff and then I'll create some controllers that combine the various dials together into full face expression varieties. Then it's on to her body.
Thanks. Some things need touching up, mostly her philtrum, which is a pain in the ass, but it's coming along. I'll keep noodling away at things until it's good enough... probably my next freebie will take longer than expected to finish, which is fine. Not exactly people beating down doors for this stuff, all this is for my own use really, but I try to make it usable for others. That does impose alot of strictures however, it's all got to work across the board. In combinations. On the fly fixes aren't feasible for distributions, so far though everything mixes pretty well. I've gone to some pains to make that so.
Started sketching out some body stuff for my Antonia Svetlanka character... a custom breast shape, some new nipple textures in process, and a couple of subdivision morphs, 1 level, mostly to accent her ribcage, which is likely to be modified a bit from what's seen here. Sternum needs to be raised some I think. The character body morphs are going to be a bit thinner than antonia... I'm using some variations on specific women's bodies as reference. Preview render capture

Thanks for sharing, primorge. Loving your expressions and morphs. Look forward to them.
____________________________________________________________________________________________________________________________
Asus N50-600 - Intel Core i5-8400 CPU @ 2.80GHz · Windows 10 Home/11 upgrade 64-bit · 16GB DDR4 RAM · 1TB SSD and 1TB HDD; Graphics: NVIDIA Geforce GTX 1060 - 6GB GDDR5 VRAM; Software: Poser Pro 11x
jartz posted at 2:07 PM Mon, 14 November 2022 - #4449182
Hello jartz. Thanks for the kind words and encouragement. Though the links for the freebies that I've made for 1.3 are no longer active I'm going to repackage everything and upload to the Freestuff here in a more concise manner. It might take a moment to do however. I also plan on updating a few things in those prior packs, so it might be worth looking into those reissues. Svetlanka will be a separate upload, the project is becoming steadily more complex, I expect a base pack and then an expansion with alternate textures that I began painting for 1.2 a while back... after Svetlanka I expect some more morph stuff, JCM pack, a couple non human fantasy characters, some of which depending on if odf makes any significant changes. Barring some disaster I'll keep plugging away at it until I get too burnt out... but for now I'm pretty enthusiastic and full of ideas that can be concretely executed.Thanks for sharing, primorge. Loving your expressions and morphs. Look forward to them.
Thanks again.
In the meantime here is a link to a folder that contains all of the packs I've created for Antonia 1.3 gathered in one central place. This will be my personal repository, updated as relevant, henceforth... In case anyone is interested in the content
Content Advisory! This message contains nudity
Progress screencaps of Svetlanka's body sculpt. I'm pretty thoroughly testing her shapes as I go along with various poses to make sure everything works in various situations. I'll explain this process as I go further along. She'll have a lot of "options", or at least much more than you typically expect from a character morph. So far I'm very happy with how this character is turning out... being that I'm having a bit of fun with this I'm not in any rush to finish it though I expect she'll be ready to go before overly too long. More detailed images to follow, and some narrative renders too.




Looking good! ::thumbs up::
____________________________________________________________________________________________________________________________
Asus N50-600 - Intel Core i5-8400 CPU @ 2.80GHz · Windows 10 Home/11 upgrade 64-bit · 16GB DDR4 RAM · 1TB SSD and 1TB HDD; Graphics: NVIDIA Geforce GTX 1060 - 6GB GDDR5 VRAM; Software: Poser Pro 11x
Content Advisory! This message contains nudity
Still in the midst of JCM and base texture creation for Svetlanka, a complex character set for Antonia 1.3... just in case anyone was curious why the long silence I've still been steadily at work on this...
below are some quick preview render turntables of my texture progress thus far. The character set will include new textures, makeups, etc and morphs (body, head, expressions, JCMs, controllers, etc) and other options/content. I'll probably post my further progress in a couple more weeks...not really in a rush to finish and share as I'm having some fun with this project, and a ways to go, but it will be a very real eventuality well before the year is done. Forgive the gratuitous nudity, but I wanted to show the entire base texture progress.


Content Advisory! This message contains nudity
Svetlanka has decided that the shortage of eyelash transmaps that are redistributable is an unforgivable annoyance. Hence I am setting out to create my own set of high resolution lash brushes...
I only have a few made but it shouldn't take me terribly long to generate everything I need for her lashes (it's the final missing ingrediate to her maps).
Additionally Svetlanks is going to have a large breasted variant dial set with movement and some shape controls, based off my pr_BreastMorphs set, built in. Here Svetlanka demonstrates her Ponderous Breasts variant with advanced Poser Hang Boob technology. Exclusive uncensored private videos (that include hair and butt jiggle) can be enjoyed by VIP members of her OnlyFans page.
Thanks

A solution to calf (shin) clipping through thigh at extreme rotations; a multipart multistage JCM dependency with staggered values... while it's not entirely clip free it mostly is. It also appears decent at all stages of the bend. Now that I have a method for this it will be easier to do the same, and better, for the forearm/shoulder compressions at bends
All of my JCMs work over top and in conjunction with pre existing. As the figure has no known conforming clothing (yet) and appears to be solved by dynamics at this point I feel at liberty to get all crazy with JCMs (and boy have I ever :D)... so far I have maybe more than a hundred I think, I haven't counted. In general many of the things I'm doing with this are experimental endeavors on my part but I'm getting the results I want for bends, mostly.



A cutaway to show the compression and minimal clipping, not perfect but pretty good for such extreme bends against the thigh I think

Since you mention the elbows: I think their joint orientations are, umm, suboptimal. The positions, too, possibly, I'm not sure. I've been meaning to go through the joints at elbows, hands and feet at some point and tweaking the settings to fix some issues I saw. So, it's probably a good idea if before you spend a lot of time on JCMs for a joint, you have a look at the settings first and see if adjusting them would make things easier. If that's the case, I'm more than happy to include your changes into a future Antonia update if you let me have them.
As a further heads up, my weight-mapping plans are on ice now. I'll see how things look in Poser 13 first before investing in any big updates. So, no worries about creating JCMs that are incompatible with upcoming WMs etc.
-- I'm not mad at you, just Westphalian.
odf posted at 6:00 PM Mon, 19 December 2022 - #4452178
I've already done the neck, torso, hands, thighs, shins, and now I'm working on the elbows as far as JCMs go. Feet will be next. It's a bit late to turn back now. Like a hundred JCMs late lol. I'm really happy with the results for the most part, there's some technical clumsiness here and there but probably only would be noticed by very very few. Of course if you are someone who thinks JCMs are figure pollution than Svetlanka is surely an Abomination.Since you mention the elbows: I think their joint orientations are, umm, suboptimal. The positions, too, possibly, I'm not sure. I've been meaning to go through the joints at elbows, hands and feet at some point and tweaking the settings to fix some issues I saw. So, it's probably a good idea if before you spend a lot of time on JCMs for a joint, you have a look at the settings first and see if adjusting them would make things easier. If that's the case, I'm more than happy to include your changes into a future Antonia update if you let me have them.
As a further heads up, my weight-mapping plans are on ice now. I'll see how things look in Poser 13 first before investing in any big updates. So, no worries about creating JCMs that are incompatible with upcoming WMs etc.
The thing is that I'm making everything against Svetlanka's custom body and face shape... so in a very real sense it is it's own contained thing in Antonia rather than something you would use on default Antonia like a dial spinner add on. If that makes sense. I had to do it that way honestly, it's my head to toe Svetlanka character morph so to speak. Including bends. It's a strange obsessive project I know, an oddity. I don't expect many will "get it". It's not some effort to make a competing thing for Antonia, or even something that's a typical add on. It's an all or nothing thing kinda. It's just the way I make characters... the rabbit hole thing.
Good news is the new textures look good on default Antonia too.
I found a merchant resource for Antonia on clearance (4 bucks) and bought it on a lark. I read the license and it stated that the resource can be used for freebies but must be modified. I was pleasantly surprised by this. It was actually a eureka moment.
The textures needed a LOT of fixing with baked in shadows and specular but I've managed to fix all that, over time, with mudbox. The textures are coming out really nice IMO. I just need to make some lashes (no problem, underway) as the ones that come with the resource are very pixelated, some makeups (easy, and I already have some made), nails colors (stupid easy). The mouth parts are entirely repainted. The eye maps are basically done. Naughty bits and butthole painted and morphed lol. Sorry strictly external stuff, no porn options, depending on your definition of porn, in case anyone is curious.
So yeah, it's coming along, and a lot of fun. Thanks for making 1.3 with the updated topology and UVs (double plus good the new UDIM mapping). Very nice to work with for character creation now... I can't think of another figure I'd rather be working with honestly, especially with the license and now that I've found a redistributable texture set. These are stumbling blocks for most figures, the work and technical stuff (something that most would be deterred by) is the fun part and not a detriment in my eyes.
👍
Oh... and a certain someone likes your skirts ;)
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
Hooray! Glad you got it working. No need to send me the failed injection file then. If it was just a dependency editor failure, I‘ve had plenty of those myself. :-)
-- I'm not mad at you, just Westphalian.