Whip out your WIPs

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  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    I do have this tutorial along with all my notes to questions I had for Sickle... Thanks to her I was able to create JCM's that worked well but it's like a language you don't use on a regular basis. You don't use it for a while and BOOM the know how kinda gets pushed back in the brain! lol

    Okay! One hardly ever uses the “ERC Freeze” panel for this now, so it’s good to know the new methods.

    If you want your conformed object fix to be dependant on the bend of the head, note which axis of rotation that is. Right-click on that rotation (Bend [X], Twist [Y], Side-Side [Z]) in Parameters and select Edit Mode. A little button appears to the left of the dial.

    NOTE 01:
    Q: Does one select the main mesh the product will be fitted to or the fitted object to Right-click for Edit Mode?
    A: Fitted object.

    NOTE 02:
    Q: When selecting the object to create the JCM for does one select the upper most or drill down to the matching part?
    ie: Say a helmet fitted to Genesis 01.
    A: You would drill down to select, say the, head since that's where the JCM will need to be.

    NOTE 03:
    Q: Does one work on creating JCM's with the object fitted to the main mesh it's made for or no?
    A: NO, You never work on JCM with a clothing item conformed! Being conformed changes how bending works in an item. This was more the case with .cr2s but it’s still somewhat that way with .dufs

    Select the helmet and start a Property Hierarchy tab (Window-Panes(tabs). You want it hovering free or docked on the other side from Parameters because you need to drag things between them.

    Search for the name of the morph by entering it in the top bar of the tab. Giving the morph a name that starts with JCM makes it easier to find here even if it will ultimately be invisible (which is the conventional way to do this).

    When you’ve found it, expand it out. It has the headings Link, Aliases, Sub-Components and Controllers.

    Click on Controllers and expand it out.

    Click on First Stage (Add/Subtract).

    Now go back to Parameters. Click on the P next to the bend dial and drag it over to drop onto First Stage (Add/Subtract). It may take a couple of tries to click just right to drag it; Parameters is fiddly about you clicking that letter P in just the right way.

    Now under the First Stage (Add/Subtract) it should say ERC [DeltaAdd] : XRotate (Bend), or whatever rotation you dragged over. Below that, double-click on Attributes.

    The Scalar here is what lets you control how much the morph applies as the joint bends. By default it is set to 1. It needs to be at about -0.014 for MOST joints (I’ve seen numbers above and below that but hovering around that number). It may need to be negative depending on the bends of the particular joint. You can tell this by looking to see in the viewport if your morph is applying when the head is bent or not; if not, the scalar value needs to be inverted. The thighs, for instance, need the same value of 0.014 roughly but one needs to be positive and the other negative. Again, I wish I’d known this two years ago!

    NOTE 04: About the Scalar area: For the neck bent back to a full 40% I found that setting of -0.025 works best!

    When you’ve got the JCM working with the bend, set the morph to invisible in Parameters if you like (right-clicking in Edit Mode exposes these options) and then use file—save as—scene assets—morph asset to save it as you would any other morph.

    Ta daaaa!

  • ghastlycomicghastlycomic Posts: 2,531
    edited July 2014

    Eyes, ears, and mouth pose controls pretty much done. Poor Short Stack, working on expression controllers isn't always smiles. The ears are rigged too so they're very posable.

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  • kyoto kidkyoto kid Posts: 41,859
    edited December 1969

    ...sweet. the ears add s lot to the expression.

    I wish I could pose ears for my fey characters.

  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    She looks delightful and a bit sullen! lol

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    RAMWolff said:
    She looks delightful and a bit sullen! lol

    Happier now.

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  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    HAHAHA... she's so happy.

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    All the facial pose controllers, hand controllers, tail controllers and others have been completed. Now to work on the texture maps and the outfit.

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  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    My first painted texture map in 3D coat. I guess it makes it obvious who the inspiration for my imp is.

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  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Making some headgear now.

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  • edited July 2014

    Awww. She looks adorable!

    This is Hannah Moonriver. Originally an RP character of mine, but I'm working on putting some finishing touches on her morphs. She's built on Genesis 1... I'm hoping to be able to release her morphs, if I can figure out how that's done with Studio.

    I'm still tweaking her morphs; the areas around her eyes, especially at the nose seem to always render up with some very strange shadows, and I can't figure out yet if that's the lighting, or my morphing... definitely still a WIP here. And I have to sort out how morphs are distributed for Genesis and from DS... I know the workflow in Poser... but not DS yet.

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  • Alley RatAlley Rat Posts: 405
    edited December 1969

    This guy is made with M4, Enzo's skin, Keevan Hair, and IBL AO lighting (Office Foyer AO in Poser Pro 2014). I am still tweaking the face a bit, and haven't yet started on the body morph.

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  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    And the hair is being sculpted. Still have to texture it.

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  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Just one more item to make and this figure will be ready.

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  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    I really think she needs some bracers or gloves and some boots to go with that seriously outrageous helmet though! lol

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    I guess I got some more to make then.

  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    You can whip them up Mr. She's gotta have some more armor or that lovely voluptuous little body will be all smashed up! lol

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Now armed and dangerous.

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  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    OMG! lol

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    There, now with bracers. Now all I have to do is rig the hair and I'll be ready to share this wee beastie.

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  • edited December 1969

    She looks absolutely adorable!

  • ghastlycomicghastlycomic Posts: 2,531
    edited July 2014

    Aaaand FINISHED! I'll have it all put together and up on ShareCG soon.

    [Edit: And it's up now. Enjoy. http://www.sharecg.com/v/76878/view/21/DAZ-Studio/Short-Stack-the-Imp ]

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    Post edited by ghastlycomic on
  • BC RiceBC Rice Posts: 591
    edited July 2014

    Screen shots from the animation I'm working on. The images look a bit better if you click on them. :)

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  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Oooh! Looks good!

  • BC RiceBC Rice Posts: 591
    edited December 1969

    Those are sort of "cut scenes", though. The majority is just traditional.

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  • BC RiceBC Rice Posts: 591
    edited December 1969

    Oooh! Looks good!

    Thanks! I use Carrara (the old version -- 7.2) :)

  • edited December 1969

    This is the current project. I've got the poses made... but I have to go back in and re-save them. A few are still moving the figure up and down the Y-axis when applying, and I.. completely forgot to make sure I had un-checked the dials for the facial expressions, and the poses in their current state completely reset all expression dials that have been dialed into the figure.

    Here's a couple of quick renders of some of the poses. Sorry, I haven't had a chance to size the images down yet... I'm hoping the forum software will size them down on the message post like it used to do before the new platform came in.

    This package is for Genesis 1. It's my first DS-specific content, and yes, it will be a freebie when it's done. There's 10 total, plus partials (lower body, upper body), and zeroing poses.

    I just have to work out the kinks, and get it posted.

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  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Making another character, inspired by the Chain Chomp from Mario/Zelda.

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  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Need myself a Retro one-man flying saucer so I'm whipping one up. Just a little bit more to go and it will be finished.

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  • BeeMKayBeeMKay Posts: 7,019
    edited December 1969

    That looks like the Millenium Falcon humped the Flying Sub from "Voyage to the Bottom of the Sea". ;-)

    Nice one, though. Well done.

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Thanks. Just have to make the cockpit controls (with bubble dome, naturally) and landing gear and it will be good to go.

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