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Member Since 04 Oct 2007
Offline Last Active Nov 23 2017 05:51 AM

Posts I've Made

In Topic: A little companion app for Moviestorm

13 March 2017 - 08:57 AM

As Always, Many Thanks for your (updated) companion MS APPs :-)

 

 


In Topic: Female01 Multi-morphing Full body Character

15 August 2016 - 11:07 AM

JaneV1 got some new shoes:

More Details over at my patreon: https://goo.gl/1jrBKw


In Topic: Female01 Multi-morphing Full body Character

14 August 2016 - 01:00 PM


Above More Works in progress...First Full-body (2 mesh; face-internals & body) HEAD character and a few costumes to hang off the full body (HEAD)

Working within the constrains of a static bone placement of the MS Female01 there is still room for some interesting changes...

 

This below is the morph-code for the HEAD full-body morphing MS Female01 costume:
Screenshot%202016-08-14%2001.27.08_zpsv8
 
Getting to know the CODE: Steps into the unknown. Using the Universal Head ".bodypart" info for reference. The above structure seems to hold together OK... Though didn't work without the "region" code on the second line above being added.

*HEAD=Moviestorm head bodypart.

*BODY=Moviestorm body bodypart 

Building a new body for each costume isn't worth the work for the minimal gains *cutting it up to save on poly size kills the morph and saves very little : Hidden layers could be obscured by painting out; made invisible: EG. Skin that intersects through clothing can easily be fixed by building new body textures that obscure the intersecting parts.  

I can morph clothed characters as a single (HEAD) morphing clothed character, or add cloths as a costume (BODY) to the (HEAD) nude full-body nude.

A clothed (HEAD) full body character can only wear 1 costume but it's simple to keep the cloths fitting well, whereas the user has to fit the morphing clothing (BODY) to a variable full-body (HEAD) nude.

I don't want to spend my time in-game matching clothing sizes to a newly shaped body... Better to think of moviestorm BODY as an option to use as a morphing accessory to the Moviestorm HEAD. As ACCESSORY body-part can not be made morphing.

 

The above in mind, I'll develop a few more clothed full-body morphing (HEAD) characters. The ideal is that these characters maybe used in other software engines like Unity, Iclone, etc. 

 

These Hero (slightly higher poly to the standard MS stock) full body Female01 Characters can  easily be substituted at pre-RENDER times; while people run a low poly version in-game during Movie Building times... 

 

I do Hope to bring this same quality to my Danny01 Child character.... 

 

 


In Topic: Female01 Multi-morphing Full body Character

05 August 2016 - 07:24 PM

A bit of the Technical () stuff on my new Full-body HEAD below:

 

Morph_body_as_HEADinDev239_zpsqm0y8gfm.p

 

My first attempts at using full body characters as MovieStorm (MS) HEADS.

 

Using 2 mesh (Morphed body and face_internals (Static-eyes-teeth-tongue)

Here is the Morph target coding I used:

  <morphTargets>
    <mscope.things.BodyPart_-MorphTarget>
      <mesh>Costumes/3DT_F01_Jv1b_Nude01/3DT_F_Jv1b_Nude01_body</mesh>
      <normalMap>Textures/3DT_F/3DT_JaneV1/DDS/Skin_Head_Bump.dds</normalMap>
      <region>VARIANT1</region>
      <menuName>NORMAL</menuName>
    </mscope.things.BodyPart_-MorphTarget>
    <mscope.things.BodyPart_-MorphTarget>
      <mesh>Costumes/3DT_F01_Jv1b_Nude01/3DT_F_Jv1b_Nude01_body_obe</mesh>
      <normalMap>Textures/3DT_F/3DT_JaneV1/DDS/Skin_Head_Bump.dds</normalMap>
      <region reference="../../mscope.things.BodyPart$MorphTarget/region"/>
      <menuName>OBESE</menuName>
    </mscope.things.BodyPart_-MorphTarget>
    <mscope.things.BodyPart_-MorphTarget>
      <mesh>Costumes/3DT_F01_Jv1b_Nude01/3DT_F_Jv1b_Nude01_body</mesh>
      <normalMap>Textures/3DT_F/3DT_JaneV1/DDS/Skin_Head_Bump.dds</normalMap>
      <region>FULL</region>
      <menuName>NORMAL</menuName>
    </mscope.things.BodyPart_-MorphTarget>
    <mscope.things.BodyPart_-MorphTarget>
      <mesh>Costumes/3DT_F01_Jv1b_Nude01/3DT_F_Jv1b_Nude01_body_thin</mesh>
      <normalMap>Textures/3DT_F/3DT_JaneV1/DDS/Skin_Head_Bump.dds</normalMap>
      <region reference="../../mscope.things.BodyPart$MorphTarget[3]/region"/>
      <menuName>THIN</menuName>
    </mscope.things.BodyPart_-MorphTarget>
    <mscope.things.BodyPart_-MorphTarget>
      <mesh>Costumes/3DT_F01_Jv1b_Nude01/3DT_F_Jv1b_Nude01_body</mesh>
      <normalMap>Textures/3DT_F/3DT_JaneV1/DDS/Skin_Head_Bump.dds</normalMap>
      <region>NOSE</region>
      <menuName>NORMAL</menuName>
    </mscope.things.BodyPart_-MorphTarget>
    <mscope.things.BodyPart_-MorphTarget>
      <mesh>Costumes/3DT_F01_Jv1b_Nude01/3DT_F_Jv1b_Nude01_body_fit</mesh>
      <normalMap>Textures/3DT_F/3DT_JaneV1/DDS/Skin_Head_Bump.dds</normalMap>
      <region reference="../../mscope.things.BodyPart$MorphTarget[5]/region"/>
      <menuName>FITNESS</menuName>
    </mscope.things.BodyPart_-MorphTarget>
    <mscope.things.BodyPart_-MorphTarget>
      <mesh>Costumes/3DT_F01_Jv1b_Nude01/3DT_F_Jv1b_Nude01_body</mesh>
      <normalMap>Textures/3DT_F/3DT_JaneV1/DDS/Skin_Head_Bump.dds</normalMap>
      <region>EAR</region>
      <menuName>NORMAL</menuName>
    </mscope.things.BodyPart_-MorphTarget>
    <mscope.things.BodyPart_-MorphTarget>
      <mesh>Costumes/3DT_F01_Jv1b_Nude01/3DT_F_Jv1b_Nude01_body_old</mesh>
      <normalMap>Textures/3DT_F/3DT_JaneV1/DDS/Skin_Head_Bump.dds</normalMap>
      <region reference="../../mscope.things.BodyPart$MorphTarget[7]/region"/>
      <menuName>OLD</menuName>
    </mscope.things.BodyPart_-MorphTarget>
  </morphTargets> 

HEADS or as BODY parts work without crashes.

There is probably a better way though I don't have a user manual on morphing characters.

If there is a Moviestorm code developer who would like to offer their advise.. Message me and happy to send source addon

A few more Morph mesh to build; so my full-body HEAD Character can fit into more stock hairstyles and even some of the non-morphing stock costumes with a bit of custom skin re-texturing....

Hope that the code will keep working with the extra morph targets being added.

 

Here, below an In-Game director's view of the 'HEAD' 

ingamemybodyasrsck4_zpsunp2ew5a.png

Notes:

-- Notice the neck; something impossible using the standard MS heads...

-- Skin can be redrawn (by user in-game) as transparent in areas to better accept BODY parts fitting..

--The BODY part above is built of small dummy mesh so the HEAD can be the full morph controller on the Actor.

-- A BODY Morphing costume can now be a costume (clothing) rather then a headless body built with a costume using a full-body HEAD. Also a costume can easily be layered and transparent so parts can be changed.

 

MS-HEAD = Full-body morphing character, MS-BODY = morphing clothing

 


In Topic: Female01 Multi-morphing Full body Character

02 August 2016 - 07:08 PM

slimtoobe2k_zpshaybzrzj.jpg
 

 
More Details on this Costume over at my Patreon: https://goo.gl/jiU8Fz