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2021 January 24
I created the hair in Vroid Studio. The rest of the figure is entirely based on the original creator's content. I plan on updating his shaders for Poser 12, but they will be non-Photorealistic, to match his character styling. I made a mistake in my Cycles shader for the Vroid Studio hair, so I corrected it.
The camera settings, render settings and HDRI Equirectangular background image are my own. Other assets compiled from 3rd-party content.
I am making fantasy male characters from ancient China.
RIGHT: wire view.
I downloaded the HUGE zip archive from GitHub and organised the unzipped Avatar folders under a new external Poser runtime. I placed the avatar folders into the Textures folder of the new external runtime. This way, Poser can spend less time hunting down the related textures for each FBX file I import.
Out of the box, the imported FBX avatar has its default Diffuse and Specular surfaces set to use Black (in Poser Default Root node). Simply change these to white. I added subsurface scattering to the entire avatar as well.
The XYZ controls are different, so just ignore what your brain tells you and pose the figure using the XYZ dials without caring which direction they are moving the body parts, so long as the dilas get you the pose you want. (Or, if you're so fussy, change all the control dial names in all the body parts to suit the positions they are moving in - a lot of work !)
I managed to use the avatar figure quite easily in Poser 12.
Here I show the Male-21 avatar
VERY IMPORTANT: When the FBX file imports into Poser, the TOPMOST figure controls the rest of the figures (it is the way the hierarchies are organised and interpreted by Poser). For example, if the Teeth are the topmost figure, you pose the avatar using that figure's body parts.
It has been a long time, but I finally got to use dForce properly inside DSPro. So, as I understand it, if I am doing still portraits, I should Memorise the start pose for all items, pose the figure, then run the accessory simulation(s) - clothing, hair, props, whatever - specifying in the Simulations options to start from the memorised pose. I also learned how to find the simulation parameters under the Surfaces Editing tab. And learned that the drop-down menus from the main menu of the UX (User Interface) of DSPro, contain more selections for managing simulations. All over the place, huh, and yet, no simple way to delete the simulation in the scene.
An additional learning point from this particular project was how to transfer poses for cameras, figures and props from one animation frame to another, expescially if going back in time: e.g., to get the scene items posed and positioned in frame 30 copied back to frame 0. I must memorise all the items selected in the scene hierarchy, then Memorise them, then go to Frame 0 and Restore them there. Of course, this was a by the way learning point. It should not have been necessary to be done in this particular project.
I wanted to create a space for calligraphy to be written in this render, hence the large blank area above the subject.
I used 3rd-party assets, but included my own positioning, and camera and render settings.
2021 February 25
I rendered the Daz Studio Pro scene and tried various photo filter effects from various software on the render. I did not like the results, so I went back into Clip Studio Paint EX and made several manual adjustments. I used 3rd-party 3D assets.
2021 March 02
I created a character in Vroid Studio, created his hair geometry, and painted his t-shirt. I saved him out as a VRM file (the only format Vroid Studio exports).
I used Blender3D with VRM import-export add-on and imported the VRM file. I exported as FBX and also as OBJ. I tested the OBJ for auto-rigging in Mixamo. It worked well enough. I really dislike the problem with FBX file formats not automatically taking up the textures.
I ignored the Mixamo file output and took the Blender exported FBX file of my character into Poser 12.
I manually added the VRM textures in Poser Material Room. I manually posed the character using the topmost rig in the scene and the hierarchy tab (this is a quirk of FBX imports in Poser). In this case, the Face rig was the topmost rig, so I used the body parts of the face rig to pose the entire figure - must use Heirachy Room to select rig parts, and Parameter dial X,Y,Z rotations to pose the part.
There are some pokethroughs in the mesh (pants cuff area, eyebrows).
The eyes and brows have pose rigs. No mouth expressions are available.
During the auto-rigging test phase using Mixamo, I found that I had to slim down his pants, because the inner mesh was overlapping in Vroid T-pose export position (not adjustable). I also had to make his feet-shoes smaller because his shoes were overlapping on the inner sides as well. This overlap affects auto-rigging in Mixamo. If I had left my character with original shoe size and pants baggy-ness, Mixamo auto-rigging would merge the inner sides and while the character is animated, I get merged pants inner leg, and merged shoes.
Here is the original version of the character without the adjustments for Mixamo. I had to add the VRM textiles manually to the imported FBX figure inside Poser 12 software. The head contains many morphs but apart from the eye and eyebrow morphs, the others seem not to work as intended. I would need to manually pose the rest of the figure... but here is what I have for now.
2021 March 04
I was just trying out the new (as of this date) Genesis 8.1 figure. I used 3rd-party assets, but the scene set up is mine.
2021 March 07
I used one of Whitemagus' 360 HDRI images to light up my scene in Daz Studio Pro. I had to adjust my tone mapping and camera settings but it more or less worked well, generally speaking. I am using the CO Reina character on Genesis 8 with other 3rd-party dForce assets.
2021 March 08
I created the character and hair in Vroid Studio. I painted the T-shirt in Vroid Studio. I imported the VRM file from Vroid Studio in Blender3D and exported as FBX. I imported the resulting FBX file into Poser 12. I manually applied the VRM textures in Poser Material Room, and added SSS. I rendered using SuperFly.