New La Femme Base Figure for Poser 11 Now Available



  • @qazart Yeah, that was sort of what I found.

    The chips work well for small movements and they have narrow scope. left-lip up moves the minimal vertices to move left-lip up :D

    Chips, morphs, bones, displacement maps, cloth simulation, morph tool.... They're all just ways of affecting the mesh shape. 6 of one half dozen of the other. I mean, you could remove all the bones and make morphs to bend all the parts just like bones would, no?

    Chips are rather like extra (hidden) bones to me. Isn't that what they are?? With an attached prop so you can select it. I mean, they rotate and translate weighted vertices in relation to an origin.

    The reason they're better for expressions (to me) is because of how this figure was setup. This is what's taking some "getting used to". It's new. In some of the work I've done with the figure, I've made things harder than they needed to be because I would approach La Femme like she was V4. She's not.

    But, for me, getting used to the new way La Femme works is a LOT easier and more fun than getting used to how DS works.



  • @anomalaus

    I pretty much agree with that, which is why you tend to get small smile morphs and large smile morphs. You cannot get large scale expressions with control chips though because you do not have enough control. You would need to control area of influence, and I don't think we have that. (unless someone can correct me here)



  • @thoennes no, on the first. Morphs cannot do continuous rotations. They can't substitute for bones unless your figure will be frozen in a single pose.

    Chips are exactly* like bones.

    *Caveats apply.



  • @qazart yep. Mouth morphs will always have the problem that they tend to be applied when the mouth is nearly closed. If the jaw opens widely, the lip morphs apply at the original angle, with vectors relative to the closed mouth, not the open jaw, so lip morphs tend to get further away from the teeth.

    I should clarify, that head morphs will apply before the jaw bend applies, which somewhat negates my assertion above, but only when that is the case. Morphs after bend will have a different effect.



  • @anomalaus Well, yes. :D It would be silly to use morphs instead of bones, anyway. Imagine trying to do by hand something the computer can do so easily for you. Like finding a square root or calculating the position of the end of a series of links, by knowing the rotation of each link. You do it once. Then you write some code to do it for you. Before you know it you have Poser!

    There are always caveats :p



  • @anomalaus
    Say what ??
    I agree that if you are going for accuracy then the morph target has to be set at one.
    However, in practice you can get some interesting and acceptable results from partial / mixing of morphs.
    When you smile the cheek muscles mostly pull back and slightly up. This affects the top lip quite significantly which is pulled around the front teeth squashing the lip and at the same time causes the lip to slide up the teeth.
    The bottom lip is affected, but not quite so much. It is pulled around the bottom teeth. All of this is quite complicated, but perfectly reproducible in a morph target.
    Essentially you are producing a new head morph.

    Try that using bones/chips. Horses for courses. A little is more. I will go away and come up with some pictures to show what I mean.