58:36 if your model's back is exactly where you want it against the back of the seat and you just want to move her arm from the shoulder down without doing it with parameter movements. use the ACTIVATEPOSE tool. you should also have the TOOL Settings tab handy so you can access the settings for your ActivatePose tool. Now, using the ActivatePose tool, select her left shoulder, go to Tool Settings Tab, select Toggle Pins, and you'll see a red pin show up on your models shoulder. everything below that pin remains movable but the rest of the body won't. Move her arm by grabbing her hand to your desired position now the way you were doing with the translate tool . its a very handy tool! you can pin her feet, knees and hip for example, then pull her by the head or chest and she will lean forward naturally by the hip without her lower half moving since it's pinned.
I use the vended expressions a lot but I mix and match and you're right they can be very character-specific but it's also true that a lot of expression packs, if you let the dial go to 100, they often look crazed. 😹 So I tend to pick something in the 30-40% range and play with things from there but even after using this for years I'm less good at using the individual dials (mouth etc). Possibly because I mostly steared away from that early on and went with the various expression pose packages and then mixing in various ones to "customize the off-the-shelf." I just wish _all_ the vendors who make expressions would put the icon pic of what the expression looks like on the morph dials; I find I use the ones who do this and only rarely go to the ones that don't, especially if they just number them ("Happy 01 to 10") - it's not that they're bad, it's that to find the one or two I want I have to either try all the dials or open the smart content package at the same time. Steps that aren't _hard_ to do but it just turns a creative process into a bit of an extra chore and I end up just scrolling down to the expression pose dials that _do_ have the handy icons. (And yeah Mousso is good all-around with figures; shape, skin, expressions).
I have to remind myself to use the pictures more often. But with them being in the products section on the left, I forget, as I'm too busy messing with the dials on the right. That said, I rarely take expression dials above 50% as they're just too extreme. Of course, you could disable the dial limit and then have some real fun at 200-300% lol
Changing the size of the chair is weird to me. It's a real-world representation. If your character looks to be too big for the chair... isn't that realistic? It's a big chair. Not everyone is going to fit it! I wonder how much easier posing that sit would've been had the chair remained at its original size... seems like a lot of extra work went into getting her foot out of the ground plane when the chair was probably proper height prior to being scaled. Obviously it's your scene, do what you want. Just seemed like an odd choice to me to shrink the chair to fit the character when that's not realistic and you are very keen on pointing out realism as being super important.
58:36 if your model's back is exactly where you want it against the back of the seat and you just want to move her arm from the shoulder down without doing it with parameter movements. use the ACTIVATEPOSE tool. you should also have the TOOL Settings tab handy so you can access the settings for your ActivatePose tool. Now, using the ActivatePose tool, select her left shoulder, go to Tool Settings Tab, select Toggle Pins, and you'll see a red pin show up on your models shoulder. everything below that pin remains movable but the rest of the body won't. Move her arm by grabbing her hand to your desired position now the way you were doing with the translate tool . its a very handy tool! you can pin her feet, knees and hip for example, then pull her by the head or chest and she will lean forward naturally by the hip without her lower half moving since it's pinned.
Great tip, thanks! I'll definitely try this one out.
I use the vended expressions a lot but I mix and match and you're right they can be very character-specific but it's also true that a lot of expression packs, if you let the dial go to 100, they often look crazed. 😹
So I tend to pick something in the 30-40% range and play with things from there but even after using this for years I'm less good at using the individual dials (mouth etc). Possibly because I mostly steared away from that early on and went with the various expression pose packages and then mixing in various ones to "customize the off-the-shelf."
I just wish _all_ the vendors who make expressions would put the icon pic of what the expression looks like on the morph dials; I find I use the ones who do this and only rarely go to the ones that don't, especially if they just number them ("Happy 01 to 10") - it's not that they're bad, it's that to find the one or two I want I have to either try all the dials or open the smart content package at the same time. Steps that aren't _hard_ to do but it just turns a creative process into a bit of an extra chore and I end up just scrolling down to the expression pose dials that _do_ have the handy icons.
(And yeah Mousso is good all-around with figures; shape, skin, expressions).
I have to remind myself to use the pictures more often. But with them being in the products section on the left, I forget, as I'm too busy messing with the dials on the right.
That said, I rarely take expression dials above 50% as they're just too extreme. Of course, you could disable the dial limit and then have some real fun at 200-300% lol
Just a minor correction... she's not standing in a T pose. That's an A pose.
Changing the size of the chair is weird to me. It's a real-world representation. If your character looks to be too big for the chair... isn't that realistic? It's a big chair. Not everyone is going to fit it! I wonder how much easier posing that sit would've been had the chair remained at its original size... seems like a lot of extra work went into getting her foot out of the ground plane when the chair was probably proper height prior to being scaled. Obviously it's your scene, do what you want. Just seemed like an odd choice to me to shrink the chair to fit the character when that's not realistic and you are very keen on pointing out realism as being super important.