Character Creators F.A.Q (Last Updated: 2023 Mar 27 3:22 pm)
Content Advisory! This message contains profanity
My bad. I had understood the issue was that the injection did not fully restore what was exported, which would have made it a Poser error.
It doesn't
I don't know what your purpose is deliberately obfuscating this but please just go away. I'll have the working Inject, texture overlays, and a couple of hairfits uploaded sometime this weekend.
I won't be vague; you've stated that you can't smart parent something to nova's head.
Bullshit.
You stated you fixed her eyelashes via the fitting room. Yeah ok. I suppose the fitting room fixes baked in morph problems. I call bullshit.
Please go start your own thread. I have 0 interest in your commentary. And I dont need or want your help.
...please read the included documentation.
A couple of Hair Fits tomorrow, just need to make some thumbnails...
Two fits for a couple of "light" conforming Hairs that I like...
https://www.renderosity.com/freestuff/items/89665/buzzed-nape-short-bob-for-lafemme
https://www.renderosity.com/rr/mod/bcs/lada-hair/70068/
Load Nova
Load Hair
Select Hair
Figure Menu: Set Figure Parent: Select Nova's Head
Apply Fit Pose to Hair
Find new Dial in Other Parm Group of Hair Body
Set dial to 1
Dial will translate, scale, and morph Hair to Fit Nova.
A bit of a modest offering this week as I've come down with the flu and haven't had much energy to devote to Posering...
In this instance it's a fix for Nova's eyelashes weightmaps...
As you can see here there are some issues with the weights in the upper lids when the eyes are closed
After smoothing with weight brush here's the modified result
Also the lashes become quite crumpled when fully closed as shown here
Again, after smoothing the weights
My next offering, when I feel a bit better, will be some eye scaling and translation morphs for Nova. Utilizing 'include morphs' and 'follow origins' when conforming the lashes will cause the lashes to follow suit. I already have some working injections for Nova and her lashes. I'll probably have it wrapped and uploaded next weekend sometime depending on if I feel like doing any fancy renders, etc.
A quick preview of an eye scale dial...
Took a brief detour to answer a request on the Freebies forum here. A Saber Tooth morph for the HiveWire Big Cat; Tiger.
Details and download link can be found here if anyone might find this useful...
https://www.renderosity.com/forums/threads/2962136/wish-sabertooth-fangs-for-hivewire-tiger
Back to Nova stuff forthwith...
A small visual update to my current Nova W.I.P.
I was dissatisfied with the lack of textures for Nova's eyes so created a variety to be added to the forthcoming 'My, What Eyes' package to go with the morphs. I'll be including basic colors but not any fantasy options until a later Nova Project. Subject to change between now and then...
Here's some OpenGL Preview renders and a manifest. I'll probably take a while longer working on the morph aspects and doing some more fully realized final renders before I set this stuff into the wild...
Cont'd...
A technical aside to anyone who sets out to texture Nova's eyes. The UVs are flipped on their sides in orientation and are not equally symmetrically placed on the tile. This makes copy/flip horizontal useless as a time saving method. Everything has to be placed manually.
Not much of an issue during 3d painting but more of a concern during photoshop cleaning up and procedures.
@primorge:
Just bought Nova. Although I actually don't do much with Poser anymore - but your "advertising" worked :)
First of all: Thanks for BAN and the other downloads!
What bothers me about the figure, though, is that it's not very good for animating (and so not very usable for me).
If you move e.g. the upper arm with the Translate tool, the chance is big that you get a completely twisted arm. You can remedy this by restricting the movement range of several actors to 0. I can still live with that, but it turns out that IK is not supported. And that is really a show stopper when it comes to animations.
Any idea how to solve this without having to write an IK script?
I'll still play around with the character a bit when my time allows (I've got 2 severe Corana cases in the family and I've got quite a cold myself so distraction is very much appreciated).
If you move e.g. the upper arm with the Translate tool, the chance is big that you get a completely twisted arm. You can remedy this by restricting the movement range of several actors to 0. I can still live with that, but it turns out that IK is not supported. And that is really a show stopper when it comes to animations.
I do all my posing via the dials. I never use the manipulator tools. About the only tool I use is the selection tool. Its just how I do it, I'm used to working that way. There's way more precise control with the dials and with practice it all goes pretty quickly, especially if using the selection tool and having the hierarchy editor open. I also changed all the min max limits on her rotation dials to accomodate more extreme rotations. If it causes an undesirable deformation but the rotation/position looks good otherwise, what I'm looking for, I fix the deformation with a post transform morph. It only takes at most 15 minutes externally to fix most undesirable deformations.
IK I do sort of miss but due to Nova having a hip actor (where traditionally it would be a waist) you can freely rotate her pelvis (where traditionally would be a hip) without rotating the entire figure. I just fix everything manually with translations and rotations. An IK script for her would be hella nice though ;)
Also... Pose symmetry on her is borked because of her internal naming. Apparently it can be fixed. I haven't bothered. I just do everything manually, I don't mind because I enjoy process oriented tasks.
I find that Nova's torso is very nicely flexible with the pelvis, hip, lower abdomen, upper abdomen, lower chest, upper chest combo. Her shoulders bend pretty well. She still needs some additional JCMs IMO. Especially for nudey/pin up stuff. It's on the roadmap. Also her lack of clothing is a problem, not for me specifically lol. I have started modeling some underwear for her, a first for me. It's not terribly difficult to refit dynamics to her. Hair is also not a problem. She morphs very well for my purposes, other than the shin to thigh length ratio/knee position (which I think at default sucks) I think her base shapes are very pretty and a good foundation. Great elbows. She's very good for pretty females and sexy aliens/non humans out of the box, everyday types would require more effort. Fortunately I like lurid sci fi fantasy kitsch art.
Textures are gonna require some elbow grease. She's a real fixer upper but I'm really very fond of the figure, Poser translation warts and all. We both know what this figure is.
For animations, you don't always want it to be precise. That's what makes animations come alive.
It's always easier and faster to tug on all the actors than to work with dials. And there's more creativity in it.
The flexibility of Nova (which is welcome) cannot replace IK. Not even close. Try "quickly" making a character turn on his heel with an animated pose. Or walk up a flight of stairs. Or do squats while the character is holding on to the back of a chair. And a thousand other things. I use IK in practically every ani.
I use Poser almost exclusively for small animations. Because it's quick and easy. For everything else I use other tools. Blender, too, of course.
I was really thinking more of a solution that makes a figure out of Nova that conforms to Poser's "standard conventions" and is then also usable with everything and anything that Poser has to offer. I remember that there was once something for V4 (Weightmap, if I'm not mistaken) that also rebuilt the figure with a script before you could use it).
Well everyone's artistic goals are subjective. It's only the hubris of our temperaments and egos that make it seem otherwise. The external gaze is a factor but that would be slipping into art speak goop.
I strongly disagree with your statement "and there's more creativity in it" I think you mean there's more spontaneity perhaps.
About the only animations I've done are boob bounce tests :D
I don't really have any desire to make Nova anything other than "my bitch" lol. I'll let you geniuses come up with the Poser compliant box for her. I'm being sarcastic in a friendly way there. All this is purely for my own personal enjoyment. I'll share stuff along the way.
If, for instance, the figure were to disappear, from the marketplace say, tomorrow, for some reason, I'll still make stuff for her until I lose interest in this. Obviously somebody else besides me has purchased the figure, so there's some kind of silent demand somewhere. If someone somehow comes up with a better version, somehow made redistributable, I'll still make stuff for the "non compliant" version because this is a work process designed behind my vision; Nova's an outlier, it's an anomaly, sort of an odd orphan unceremoniously dumped on Poser's doorstep with very little fanfare. Zilch really. And nothing further from Vyuser yet....
Of course I'll appreciate anything anyone makes or does with the figure, the more the merrier. Hopefully the CC licensed stuff I make will be of use or inspiration to anyone who works with the figure in whatever capacity.
Anyway, I appreciate your commentary ADP. Also glad you downloaded BAN and my humble offerings or experiments piqued your interest enough to look at the figure.
Hope you feel better.
More Nova DLs soon :)
Technical note.
Took a moment away from messing with Nova's eyes tonight to try and set up IK chains in her limbs. I used the standard create IK chain drag and drop method, attempting first to set up chains in her legs with thigh bend as root and foot as goal. For purpose of the experiment I didn't bother to pose the figure slightly for favored angles (as has been suggested in the past) before setting up the chains. Wouldn't have been necessary anyway as my test indicates that Nova will need some serious fiddling and technical know how to set up working IK chains (for her legs at least), the results via the traditional method were not at all what could be considered functional IK. I'm curious if it's even possible... perhaps via Python as ADP alluded to.
A stopgap offering this week while I fiddle obsessively with Nova's eyes a little longer...
2 more hair refits for Nova, this time 2 classic Poser hairs.
Koz's Long Hair_Evo_Jessi
Cont'd...
Little update. Still plodding away with my current Nova manipulations... Becoming a little more elaborate than I had planned, though I'm very happy with what I've gotten finished so far. I've learned a bit more about super-conforming and JCMs in the process I think. Something to share will be not too far off but I'd like to spend some more time rendering and doing refit stuff before I post anything.
As a roundabout related observation, using Vyuser's Nova has led me to take a closer look at Daz Studio. Up to this point I've only used DS as an exporter utility, and that only recently. I decided to take a closer look at Genesis and in particular purchased another Vyuser standalone for DS, Janna. Very Pretty figure. Also picked up some really nice clothes and hairs for Genesis during the recent sale. Additionally became a Patreon supporter of MeradeDaz in order to get his excellent Game Character ports to Genesis. in particular the lovely Lady Dimitrescu. Best 5 bucks I've spent recently, a really stellar conversion of the game mesh elements and shapes to Genesis.
I think it's time to give DS a more serious look and add it to my tool set, being completely clueless in DS I still managed to get all the content working well and rendered in real time via IRay preview in a shockingly short amount of time...
Totally clueless first steps in DS...
My, What Eyes (MWE)
Preamble
This set aims to expand the options for and address the various shortcomings with Nova's eyes and associated conformers.
Included in the zip are some pmd injection poses for the Nova figure, the Nova Lashes figure, and the Nova Brows Figure.
Additionally there are some new textures for her eyes with various color options. There are also some optional Brow textures that provide a texture solution in lieu of the Brow conformer that ships with Nova. I'll discuss this at greater length later in a following post.
I did not include any mat pose or material collection files to apply the new eye textures as I'll leave the material and renderer preferences up to the end user. I also did not include any bump or normal map files for the eye textures as I use a procedural solution for this in my own work.
A bit of image source legal info. The eye textures included contain altered elements from open source images hosted at the site Pixabay. Manipulations and painting were done in Autodesk Mudbox and Adobe Photoshop. The brow textures are altered derivatives of the Merchant Resource Sofia; High Res Human Photo Reference- Extended License...
The License therein states that the texture derivatives may be used for freebies and commercial products. I'll make some observations about the textures as it becomes relevant later.
Finally I consider this set a work in progress. Though the pack is complete there are still a few things I'd like to add later when I'm less sick of looking at it. I'll post if I update it at a later date. The Injections amounted to creating morphs for 3 figures in many instances (Nova, Lashes, and Brows), numerous JCMs and MCMs, due to matching crosstalk with the conformers, so it was rather labor intensive.
It should be noted that everything was created using my fixed version of Nova's conforming Lashes, which corrected some problems with the original weight maps. I've included the Fixed Lashes figure in the Character Library Folder for anyone who didn't download that file. I've tested everything with the original conformer lashes, more or less, and everything seems to work identical in either version. I recommend using the fixed lashes however.
The zip contains no ReadMe at the moment. The rather verbose and overly illustrated posts that are to follow can serve as the ReadMe for the time being... Please see the instructions and illustrations next after a brief break to shower...
Once everything is injected you can find the MWE dials tucked away in a collapsed group in Nova's Body: Pose Controls:Head:Eyes:My What Eyes. I placed the dials here for convenience and proximity to her eye movement dials. All told it's 48 or so main dials, numerous under the hood dependency dials (in a group *MCM/JCM) not intended for manipulation by user, and many matching named crosstalk dials in the conformers.
MWE adds some scaling, rotation, translation, and shaping dials for Nova's eyes. It also fixes faults with Nova's following dials
Face Smile Open (will not conflict my my prior FSO upload)
Scared
Shock
All built in Brow movement Dials
Head Size
Neck Length
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If the up-down, side-side, together-apart dials don't rotate (with the addition of the custom JCMs) the pectoral bones as they do in the main actor parm dials you are seeing the difference. The Cr2 I shared isn't an automatically generated blank, it's default Cr2 with everything stripped out but the dials and dependencies I created. Applying the INJ to a Blank is a non control. As it is now the INJ only applies the JCMs, not the associated rotations dependencies... so when you spin the dials all you are seeing are the post transform morphs being applied to a non rotated joint.
Applying the INJ to a blank is basically applying it to a different figure than it was created on.