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Experimentation around quadripedals, armature and puppets


x17

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I have decided to take a bit different path from my recent projects, that were related mainly to GUI overhaul and Customizer room improvements. This is about experimentation around quadripedals.

The idea would be to port the new model either as full model, or puppet. But the puppet would seem more probable, considering everything. The hfg2's work around custom armature is crucial here, and capability to translate, move and even add bones - but theoretically, it could go even from perspective of old PG-13 models, which were a mesh fitted around the default bipedal armature.

The default bipedal armature, ofc, isnt ideal here.

The current project Im working on is a canine model :

download (45).jpg

I have a bunch of morphs already, and including weights which are very good. The weighting could potentially be redone if armature is not capable to go in this way as it is - altough now its ideal and exactly sufficient for what we need in quadripeds.

There are many morphs also that change the dog breed completely. Altough in Blender, the imported armature isnt morphed like within DAZ. So, I would either need to fix and align the armature manually, which isnt a problem because its about relatively simple scaling or some manual fitting of armature within tail and legs boundaries, or I could use something very new in Diffeomorphic plugin http://diffeomorphic.blogspot.com/2021/09/morphing-armatures.html

There are also many morphs for multiple parts, but some are obsolete and Ill remove them, as well as add some more.

Overall, I think its very possible to make models in even bigger variations. Especially bipedal monsters are even already possible as full models. 

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...but do we need quadripeds in this game? 😵

Okay, I will not make a thing out of it, I will just avoid it and not comment on it. There are different tastes 😛 Still, I admire the technical aspect, everyone is afraid to even think about modifying armatures and you take it ^^

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3 minutes ago, Euphie said:

...but do we need quadripeds in this game? 😵

Okay, I will not make a thing out of it, I will just avoid it and not comment on it. There are different tastes 😛 Still, I admire the technical aspect, everyone is afraid to even think about modifying armatures and you take it ^^

Well ... not going to go into who will use it for what .... 😬

But, ofc, no explicit images from game will be allowed here in such context - no need to mention why, lol. Monsters ... well, ok, thats more in line of allowed fully. Less explicit would be ok - at least for presentation of model or similar.

We do have non-human models and this includes quadripeds, too. I think for some fiction (like centaurs or similar) it could have high potential - but all depends.

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could toys be created with such morphs, eg, toy dog wagging its tail, closed box being opened, glass with drink with level change when tilted or quantity reduced when drank.

even movement of toys within a particular range on a surface(such as a drink on a bar, or food on table). or even ppl with limb movement.

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Just now, mr jones said:

could toys be created with such morphs, eg, toy dog wagging its tail, closed box being opened, glass with drink with level change when tilted or quantity reduced when drank.

even movement of toys within a particular range on a surface(such as a drink on a bar, or food on table). or even ppl with limb movement.

Yes on all. Toys with morphs could be created. Altough it would depend on utilization if its really practical or not. But simpler, practical morphs could absolutely be taken into account with many things.

Clothes morphs, body and head morphs, toy morphs, room morphs - all possible to make. There was even one dp16 toy, from what I recall, that utilized custom armature. So I think its very possible to extend even much further ... 

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