View Full Version : How R8XFT makes leaderheads and pcxs


Rob (R8XFT)
Feb 26, 2006, 11:51 PM
Here is my guide to making leaderheads with the essential pcxs. Firstly, this is not a be-all-and-end-all guide, different creators have a different way of creating the leaderheads, but I'm going to show you my method.

For the purposes of this guide, I'm going to use Michael 3 and we're going to make a very generic leaderhead. You'll also need the Michael 3 head morphs pack. This guide is for Poser 5; you'll need to change the window size for Poser 6 and ensure that when you make the movie, you save it to 200 x 240 size. For the pcxs, I'm using Paintshop Pro 7. I'm also using Animationshop Pro 3 as part of the leaderhead making process.

EDIT: I have now completed the guide - it took over 2 and a half hours, but was well worth it. Please remember that this is my method of creating leaderheads with pcxs. I'm not saying it's the method that should be used by everyone, but it is the one that I find gets the best results. Other methods might be quicker, but for me, this looks at the end result as the priority. However, everyone's got their own method, and my way of doing things won't suit everyone. Please feel free to post any comments or queries you may have :) .

Rob (R8XFT)
Feb 27, 2006, 12:27 AM
Step one : Creating the model.
Open Poser and after loading, it has a default pose of the generic Poser goon. Click on the key icon on the bottom right and the animation pallette comes forward. Change "rate" to 99 and "frame" to "1 of 121." Click on the key again to get rid of the animation pallette window.

Click window>document window size. Change the size to width 200, height 240 and tick the "constrain aspect ratio" box. I always work at this size so that I can see exactly what the leaderhead will look like in the game, but you can set the size to 400 x 480 if you prefer and change it to 200 x 240 before you make your animation movie.

Click on display>camera view>face camera. You can also click on the small head on the left under "camera controls" to get this camera view.

Click onto the figures menu on the right hand side of the screen. Michael 3 should be found in the "DAZ figures" library. Double click on the Michael 3 sr 1 character; a box comes up asking if you want to keep the same proportions as the Poser goon - I click none of these. Michael 3 now replaces the goon as the character in the window. At the top of the right side of the window, there's three icons for box tracking, fast tracking and full tracking. Click on the full tracking icon. Across the bottom of the screen, there's a series of circles to click on under the title "document display style." Click on the circle on the far right, titled "texture shaded".

Double click on Michael. We're going to change his size. A box comes up to the right. Click on "figure 1," then on "body." Click on "parameters" and under "transform" change his size to "120%." This ensures that he will fit just right in the window for a Civ III style leaderhead. Set "y rotate" at -10. As well as moving his head, we're going to move his body slightly as well, so that it's not a moving head on rigid shoulders.

Click on the "poses" directory on the right hand side. This is where you need the Michael 3 head morphs. Open the "!M3 All Morphs inj" and double-click on "All head morphs."

At this point, it's time to save.

We need to clothe the character. I won't tell you exactly what clothes to use, that depends on who you're doing. However, you'll need to ensure that you use the "figure>conform to" command when adding conforming clothing. After doing this, resize the clothing to 120% to match the size of the body. Props, such as helmets, need to be parented to the relevant part of the body.

Select a good background - trawling the internet brings forward a lot of possibilities. If you copy these and paste in Paintshop Pro 3, you can resize, cut out irrelevant parts and save to a jpg once you have a picture that is 200x240 (to match the size of the window). I personally feel that rendered pictures are better for leaderheads, but it's up to you. Consider one thing about views with landmarks : perhaps the landmark SHOULD NOT be in the centre, as the leaderhead obscures the landmark. I feel that the landmark is better placed slightly to one side of the centre.

Once all this is done, then save.

Rob (R8XFT)
Feb 27, 2006, 12:39 AM
Step two : making him look like your desired historical person
The head morphs have plenty of options to sculpt your character. If you're creating an Asian character, for example, set the "HeadAsian" to 1 and this gives you a generic Asian look that you can then work from. I'd then go for the right balance for the head from "faceheart," "facelong," "facesquare" and "faceround." If appropriate, I'd use the "HdOld," "HdOld2" and "HdYoung" morphs at this point. My main advice here is not to overdo it. If you've a specific look in mind, get a picture (perhaps from the internet) and work from there. Experiment. Get a feel for what works and what doesn't. Again, I reitterate, don't overdo it! Ancient leaderheads are a little easier as there's no pictures to compare with your leaderhead!

The main advantage (IMHO) of doing this part here is that you have the character clothed with an appropriate background, so you're seeing the face in context.

Rob (R8XFT)
Feb 27, 2006, 12:59 AM
Step three : animation
I'll assume that you've saved your model after step two. I won't place in the "save now" suggestions from now on : just make sure you do it regularly.

So, we're looking at frame one, the character's body is rotated -10. Using the twist and rotate tools (from the tools above the window), ensure that the character is looking at you.

Set the following head morphs:
LBrowUp: 0.5
RBrowUp: 0.5
CheekSmileL : 0.5
CheekSmileR : 0.5
SmileOpen : 1.0

Move to frame 61. Set all the above head morphs to 0. Change the yrotate for the body to 0, then (using the rotate and twist tools), move the head to be looking straight at you. Set the frame as a key frame, then set all the frames from 2 - 60 as key frames.

Move to frame 121. Change the yrotate for the body to +10 and move the head to be looking straight at you, again using the rotate and twist tools. Set the following head morphs:
BrowfrownL: 1.0
BrowfrownR: 1.0
EyeWince1L: 1.0
EyeWince1R: 1.0
EyeWince2L: 2.0
EyeWince2R: 2.0
NoseWrinkle: 1.0
MouthYell: 0.3
Snarl: 1.0
MouthDisgust: 1.0
Make 121 a key frame, then keyframe frames 62-120.

To set the blinks, move to frame 9 and set these parameters in the following frames for both Blink Left and Blink Right:
Frame 09: 0.1
Frame 10: 0.4
Frame 11: 1.0
Frame 12: 0.4
Frame 13: 0.1
Frame 19: 0.1
Frame 20: 0.4
Frame 21: 1.0
Frame 22: 0.4
Frame 23: 0.1
Frame 79: 0.1
Frame 80: 0.4
Frame 81: 1.0
Frame 82: 0.4
Frame 83: 0.1
Frame 99: 0.1
Frame 100:0.4
Frame 101:1.0
Frame 102:0.4
Frame 103:0.1

Your animation should now be ready to rumble!!

Rob (R8XFT)
Feb 27, 2006, 01:20 AM
Step four : posing for pcxs
You should now have your completed model. This should be saved, as this process will change the way your model looks, but you don't want this as a permanent change, so it's a case of having a saved copy and not saving at all throughout this process, or indeed, after it.

Firstly, let's ensure that your render options are set correctly. Click on render>render options. You'll need to click on "production" for the render quality. I tend to use pixel samples 6, post filter size 1, have raytracing and smooth polygons checked. Experience tells me that clicking "cast shadows" should be checked, though this can lead to some awkward looking shadows on the animation, leading to re-rendering being required. I therefore often keep this unchecked. Image output settings should be set to render to main window. At this point, set the movie output settings to 200 x 240.

Go to frame 1 and render the image (select render>render). Select file>export>image, saving it as jpg (Max Quality 100) named "Happy." Repeat this process for frames 61 and 121, naming the output "Neutral" and "Angry."

Go to frame 1 and, using the twist and rotate tools, make the character look up to the left top corner. Render the image, saving it as "Cult."

Go to frame 61. Add the following face morphs:
LBrowUp: 0.5
RBrowUp: 0.5
CheekSmileL: 0.5
CheekSmileR: 0.5
SmileOpen: 1.0
Render the image, saving it as "Pedia."

Go to frame 30. Add the following face morphs:
CheekSmileL: 0.5
SmileLeft: 1.0
LBrowUp: 0.5
Render the image and save as "Kiss."

Go to frame 90. Add the following face morphs:
BrowfrownL: 0.0
BrowfrownR: 0.0
EyeWince1L: 0.0
EyeWince1R: 0.0
EyeWince2L: 0.0
EyeWince2R: 0.0
NoseWrinkle: 0.0
MouthYell: 0.0
Snarl: 0.0
MouthDisgust: 0.0
OpenMouth: 0.4
Frown: 0.6
BlinkLeft: -0.4
BlinkRight: -0.4
BrowWorryL: 0.5
BrowWorryR: 0.5
Render the image and save it as "Conq."

REMEMBER: DO NOT SAVE ANYTHING IN POSER.

Rob (R8XFT)
Feb 27, 2006, 02:11 AM
Step five : editing the pcxs in Paintshop Pro 7
You'll need to create folders to save your work in. These should be as follows:
Advisors
Civilopedia>Icons>Races
Flics
Leaderheads

Open Paintshop Pro and open the file named "Pedia." Reduce to 256 colours (colours>decrease colour depth). Click on colours>edit pallette. Copy the colours that are indexed at 254 and 255 into the colours indexed at 1 and 2 (normally, the first few slots are taken up with almost black colours). Then change colour 254 to R0 G255 B0 and change colour 255 to R255 G 0 B255. Click on colours>save pallette and save as civ.pal (save type being PAL - jasc pallette). Don't worry about how your image looks at the moment. Then select edit>undo edit pallette and then edit>undo decrease colours to 256.
Select image>canvas size, setting this at 200 x 200. It will be set to cut off 40 pixels from the bottom of the picture, normally about 15 from the top and 25 from the bottom is best. Resize the picture to 128 x 128 (image>resize). Click on colours>load pallette and load in civ.pal. Save this image in Civilopedia>Icons>Races as YourCivLARGE.pcx - note that it's important to save all these images in pcx format.

Click edit>undo decrease colours to 256. Resize the image to 32 x 32 and reload the civ.pal pallette. Save this image in Civilopedia>Icons>Races as YourCivSMALL.pcx.

Get rid of "pedia," but do not save the changes.

Load "Happy", "Neutral" and "Angry". Using image>resize, resize them all to 60% of their original size. Load AB_all from the original Civ III game. Edit the colours so that colour 255 is R255 G0 B255 and increase colour depth to 16million colours. Using the clone tool (set at 3 pixels), clone the happy, neutral and angry into their respective areas, but just in the faces at the left of the picture. This can take time, but it is my way of doing this to ensure accuracy. Get rid of "Happy", "Neutral" and "Angry", but do not save the changes.

Using the clone tool (set now at 15-20 pixels), click on 1, 50 on AB_all as the source for the clone and 116,50 on AB_all as the destination. You can now work from left to right and complete the other zones - this is assuming you have a single-era leaderhead. If it's multi-era, then you'll need to follow the steps in the above paragraph for each era.

In the case of single-era leaderheads, you now load the civ.pal pallette, change colour index 255 to R0 G0 B0 and save as YL_all.pcx in the Advisors folder. Please note that I'm using "YL" in this guide to stand for "Your Leaderhead" - any combination of letters are fine, just try to avoid using the same letters as any other leaderheads you might have. If you have a multi-era leaderhead, you'll need to recreate a pallette as per the second paragraph in this post.

You now have 10 pcxs to create and save in the "Leaderheads" folder.
YL Load "Neutral" and load the civ.pal pallette. Save as YL.pcx
YL_HAP Load "Happy" and load the civ.pal pallette. Save as YL_HAP.pcx
YL_SHAP Ideally, you'll still have "Happy" on screen (now named YL_HAP). Click edit>undo reduce colours to 256, resize the image to 120 x 150 and reload the civ.pal pallette. Save as YL_SHAP.pcx. Incidentally, I unload and reload the pallette as I find the resulting image slightly sharper.
YL_ANG Load "Angry" and resize the image to 120 x 150. Load the civ.pal pallette and save as YL_ANG.pcx
YL_CULT Load "Cult" and, from the Civ III folder, AB_CULT. You'll need to increase the colours of AB_CULT 16 million and change the size of it to 200 x 240. Using the clone tool, carefully clone in the hearts. I would then get rid of AB_CULT (do not save changes). Save the result as YL_CULT.pcx. You should then reload "Cult" and, again using the clone tool, tidy up your YL_CULT.pcx picture. Once you're happy with it, you'll need to create a pallette as per paragraph 2 of this post to reduce the image to 256 colours. Save the pallette as civ.pal and load into the image, saving it then as YL_CULT.pcx
YL_CULTB Load "Pedia" and reduce the image to 20%. Load, from the Civ III game, AB_CULTB. Change colour index 255 to R255 G0 B255 and then increase colours to 16 million colours. Using the clone tool, carefully cover the full contents of the circle that Abe Lincoln appears in with your pedia image. Get rid of "Pedia" but do not save changes. Load into AB_CULTB the civ.pal pallette you created for YL_CULT. Change the colour index 255 to R0 G0 B0 and save as YL_CULTB.pcx
YL_CONQ_L Load "Conq" and select one or two original Civ III pictures of the CONQ_L variety. Increase their colours to 16 million and clone in bandages, cuts, bruises and the like. Create a new pallette for your "conquered" image as in paragraph 2 of this post and save it as civ.pal. Apply to your image and save it as YL_CONQ_L.pcx.
YL_CONQ You should still have the above YL_CONQ_L picture loaded. Click edit>undo reduce colours to 256. Resize to 120 x 150 and reload the civ.pal pallette you created for YL_CONQ_L. Save your image as YL_CONQ.pcx
YL_KIS Load "Kiss" and select one or two original Civ III pictures of the KIS variety. Increase their colours to 16 million and clone in kisses. Create a pallette for your "kissed" image as in paragraph 2 of this post and save it as civ.pal. Apply to your image and save as YL_KIS.pcx
YL_SKIS You should still have the above YL_KIS picture loaded. Click edit>undo reduce colours to 256. Resize to 120 x 150 and reload the civ.pal pallette you created for YL_KIS. Save your image as YL_SKIS.pcx

Rob (R8XFT)
Feb 27, 2006, 02:30 AM
Step six : Creating the flcs
Load your saved model in Poser. Ensure your window size is 200 x 240 (window>document window size). Select animation>save movie. You'll be saving it in avi format, resolution "current", quality "current render settings." You'll also be using movie's frame rate, which you set to 99 earlier.

Click on "ok" and save as a windows avi file. A window will come up : ensure that your compression quality is set to 100.

Wait. For quite a while actually ;) .

Once your saved avi file is ready, load it into Animationshop Pro 3. Click on animation>replace colour and change old colour white (R255 G255 B255) to another white-ish colour that is already in the image. Choose to replace the colour in all frames. Save as YL_01.flc (ie in flc format) in your "Flics" folder, using file>save as.

Click on edit>select all, then animation>reverse frames. Save as YL_02.flc in your "Flics" folder.

You'll need to test the flics in-game. The replacing of the white colour normally stops any transparency issues, but you'll need to check for these in-game and revisit the change colour paragraph if there's still transparencies.

Hikaro Takayama
Mar 01, 2006, 06:00 PM
Hey Rob, here's a bit of a time (and Main Memory) saving tip: I have poser "load to a preset", and I deleted the Poser goon, and set the now blank scene as the preset, so that everytime I load Poser, it starts with a blank file, which (and this is coming from a guy who made his first 8 or so LH in Poser on a laptop) saves a lot of system memory, and speeds up program operation immensely.

Plotinus
Mar 02, 2006, 07:38 AM
Really interesting, even for those of us without Poser, to hear how it's done. Let's hope this inspires a few more artists to have a go!

utahjazz7
Mar 02, 2006, 07:59 AM
Really interesting, even for those of us without Poser, to hear how it's done. Let's hope this inspires a few more artists to have a go!

He's already suckered me into finishing up an old one that I never finished. ;)

Rob (R8XFT)
Mar 02, 2006, 11:33 AM
@Hikaro - top tip!! Thanks for that, I'd not thought of doing it :) .
@Plotinus - let's hope that even people without Poser get some ideas on how to make pcxs for other eras for mods - eg using Bismark as an ancient leaderhead in a single-era scenario and doing pcxs for the ancient era to match.
@utahjazz7 - well, you got me into unit making, so fair's fair ;) .

Varlin Saliptor
Mar 05, 2006, 10:05 AM
Is there any alternative to using Animation Shop?

Hikaro Takayama
Mar 05, 2006, 01:27 PM
Well, theoretically, you should be able to use Civ3 FlicEdit, but I never used it since, IMO, Animation Shop is easier (although I've opened Civ III LH in Civ3 FLicEdit before, and it does have the option for creating a new LH SB, but I'm assuming that you have to use SBB to make a filmstrip SB for it to use).

IBot
Aug 10, 2006, 05:23 PM
I ain't got no Civ IV. so it's real confusing for a 9 year old to any of those thingies. dude. :sniper: :spear: :badcomp:

T.A JONES
Aug 10, 2006, 05:38 PM
I ain't got no Civ IV. so it's real confusing for a 9 year old to any of those thingies. dude. :sniper: :spear: :badcomp:
:confused: Wow your 9 years old ? Well don't be discouraged then, you can reach the keyboard, an type,... some what. Thats a good first step. For now, even at this rate, you'll be the next R8XFT one day . Just be patient :D

IBot
Aug 10, 2006, 09:08 PM
Is this for civ III? :eek: if it is then i won't be ever doing that.(becuase how long it takes.)

polyphemus
Aug 16, 2006, 08:03 PM
your lucky civ 3 is around when your 9. I remember we still had a DOS comp and little to no recent technology. (i think i was either 12 or 13 or around there, i cant remember when civ 3 came out)
i only started moding a year ago though.

its good your beginning to customize your games though...in the future you might be the next SID :lol:

IBot
Sep 14, 2006, 05:35 PM
your lucky civ 3 is around when your 9. I remember we still had a DOS comp and little to no recent technology. (i think i was either 12 or 13 or around there, i cant remember when civ 3 came out)
i only started moding a year ago though.

its good your beginning to customize your games though...in the future you might be the next SID :lol:
Thenks you know i even want to be a video game designer when i'm 20 :dance: (or so).

Mirc
Sep 20, 2006, 11:34 AM
Hey, this is really very interesting.

Now that I have poser 5 (not the free version) I tried to follow this tutorial to make a LH. But I have a problem from the very beginning: "Michael 3 should be found in the "DAZ figures" library". I am unable to find any DAZ Figures library in my Poser 5. It took me ages to find that menu, and now that I've found it, I still can't go further, so I decided to ask.

So what am I doing wrong?


Edit: Also, I'm not yet at that point, but I see that later in the second post you said: "Click on the "poses" directory on the right hand side. This is where you need the Michael 3 head morphs. Open the "!M3 All Morphs inj" and double-click on "All head morphs." ". :dubious: !M3 All Morphs inj? I don't have any such thing in my poses menu from the right.

Rob (R8XFT)
Sep 20, 2006, 12:12 PM
Do you have Michael 3 and the head morphs? They come separately from the main Poser package.

Mirc
Sep 20, 2006, 12:52 PM
No, if they come separately I don't have them. Where can I get them? Are they free or paid?

Rob (R8XFT)
Sep 20, 2006, 01:01 PM
They're available from www.daz3d.com. The Michael figure is now free, but I believe that you'd have to pay for the head morph package.

Mirc
Sep 20, 2006, 01:17 PM
Hey, I see Michael 3 for free on the DAZ Studio page. But I couldn't find any info on the head morphs.

Edit: nvm, I was viewing this page and after the dl finished for Michael 3 I did not click refresh before posting, so I didn't see your post.

Mirc
Sep 21, 2006, 12:18 PM
Are the head morphs absolutely needed to make any leaderhead?

Rob (R8XFT)
Sep 22, 2006, 09:29 AM
Are the head morphs absolutely needed to make any leaderhead?
Not essential, but they help a lot!!

Mirc
Sep 22, 2006, 09:52 AM
Ok, thanks for the answer. :thanx: I'll try to buy them anyway (if I can find them anywhere).

Sword_Of_Geddon
Sep 24, 2006, 05:14 PM
How do you make the advisor pcx, that part is really confusing me....:crazyeye: Thankyou for any assistance anyone can give me.

GoodGame
Oct 28, 2006, 01:32 PM
How do you make the advisor pcx, that part is really confusing me....:crazyeye: Thankyou for any assistance anyone can give me.


I'd like to know the exact pixel dimensions of this .pcx's also.
YL_all.pcx, right?

Rob (R8XFT)
Oct 29, 2006, 01:36 AM
Guys, it is honestly really easy - but time consuming. The first thing you need to do is open an existing XX_all (I seem to always use Firaxis' Abraham Lincoln) and change the colour of the parts outside the bubbleheads from black to the R255 G0 B255 colour. Then increase the number of colours to 16 million. This allows you to clone. Open your happy, neutral and angry shots and reduce the size to around 60%, which should give them dimensions of around 120x144 pixels. Then it's a matter of cloning them exactly into those circles. Take your time. Reduce your cloning tool to about 3 pixels and do it carefully. If you're doing a single-era pcx, all you need to do with the other eras is clone the first era - you can even increase the clone tool to about 20 pixels, but be careful if you do that.

Assuming you don't have a pallette set up for when you reduce your pcx to 256, this is what you do in Paintshop Pro (I don't use any other program, so cannot advise on any other package): reduce the image to 256 colours (colours>decrease colour depth). Click on colours>edit pallette. Copy the colours that are indexed at 254 and 255 into the colours indexed at 1 and 2 (normally, the first few slots are taken up with almost black colours). Then change colour 254 to R0 G255 B0 and change colour 255 to R255 G 0 B255. Click on colours>save pallette and save as civ.pal (save type being PAL - jasc pallette). Don't worry about how your image looks at the moment. Then select edit>undo edit pallette and then edit>undo decrease colours to 256. Now we're back to the 16 million colour version that looks fine. Click on colours>load pallette and load civ.pal. The pcx is now done. You can (if you wish) change the colour indexed at 255 to R0 G0 B0 to make it black outside the bubbleheads. I do this. If the surrounding areas all changes to black, then you know it's going to be transparent in the game, as that area must all be from colour 255, which is the transparent colour.

I hope this all makes sense and is of help to you :) !

poncedeleon101
Nov 12, 2006, 12:57 PM
so its possible to do it without the head morphs, ive been searching on kazza and emule but no luck, i guess you have to pay.

Rob (R8XFT)
Nov 12, 2006, 05:05 PM
so its possible to do it without the head morphs, ive been searching on kazza and emule but no luck, i guess you have to pay.
We don't endorse kazza or emule here; yes, you'd have to pay; without the head morphs, you can still create leaderheads, but the head morphs allows you more flexibility to make the heads look realistic and different.

Mirc
Nov 12, 2006, 05:29 PM
Hey I just got the head morphs some hours ago!! With Michael 3 free, I can now create leaderheads! :woohoo:

poncedeleon101
Nov 12, 2006, 08:10 PM
oh ok, thanks man great tutorial

cometflash
Apr 06, 2007, 10:04 PM
Is it anyway to do just with poser? In my works computer I got poser 7. Or is it any other program (free) that I could use?

Plotinus
Apr 07, 2007, 01:48 AM
R8XFT's method definitely uses Poser, so his tutorial won't help if you're using something different. It would certainly be possible to create leaderheads with other software - aaglo has done it with POVray - but Poser is easier to use. If you have Poser 7 then definitely use that.

polyphemus
Apr 07, 2007, 02:17 AM
Is poser 7 now more flexible and easier to use than poser 5?

cometflash
Apr 07, 2007, 12:51 PM
Sorry, I wrote this right before going to bed, I guess I was to tired, and didn't wright it "clear".

What I meant to say was:

Can I make the LH with just Poser? Or do I need to have the Michael 3 software?

If I need to have Michael 3:

Is it that software, free, or if not, is another free software that could replace that one?

@polyphemus:
Sorry but I haven't try the poser 7 yet, so I wouldn't be able to answer your question.

Plotinus
Apr 07, 2007, 03:30 PM
Michael 3 isn't software; it's a figure, that is, a model that you import into Poser. It is free from DAZ (at least it was when I got it) as is the female equivalent, Victoria 3. But you have to pay for the morphs, which are a sort of add-on to the figure which allow you to alter the features. I think DAZ give away these basic models to get you hooked and then charge through the nose for all the accessories.

You don't have to use Michael 3 if you don't want to though. You can use the figure that comes with Poser, and then use the Face Room to alter its face. That's what I did for my Haile Selassie LH. I think Michael 3 is more versatile though, and better suited to LHs.

polyphemus
Apr 07, 2007, 04:52 PM
You don't have to use Michael 3 if you don't want to though. You can use the figure that comes with Poser, and then use the Face Room to alter its face. That's what I did for my Haile Selassie LH. I think Michael 3 is more versatile though, and better suited to LHs.
.
That would only be if you purchase the morphs though. On it's own, the figure is just like a normal poser figure.

RulerOfDaPeople
Apr 09, 2007, 11:02 PM
I really wanted to get into making leaderheads so I got it and went by your guide but at the stage of adding clothes and hair I got stuck. How do you do this? I tried to go by other tutorials but when I do, the clothes I try to conform to the figure (And scale to 120%) don't show up properly on the figure. I tried to use the tuxedo as well as the suit top as an alternative on the body but it comes up as a torn up mix of a mess with the figure's skin overlapping some parts of the suit and vica versa. It looks horrible! It's a big mess!

How do you add clothes, hair and props?

Rob (R8XFT)
Apr 09, 2007, 11:18 PM
Sometimes the conforming of clothes has this effect, though not that often in my experience. You need to go into each part of the clothes (eg, hip, chest etc) and make sure that everything is set up correctly - i.e. scale=scale of the figure you're conforming to, xscale/yscale/zscale are all at 100% and everything else should be set to 0.

If there's still an overlap, you can either amend the xscale, yscale or zscale - sometimes that works, or alternatively, you could hide the part of the figure underneath so that it doesn't show through.

Plotinus
Apr 10, 2007, 08:59 AM
Bear in mind, also, that sometimes it looks a mess in the preview but is fine when rendered. This is because Poser has difficulty showing things that are very close to each other (such as bodies and clothes) in the normal posing screen. Try a test render of the frame you're on and it might look fine.

RulerOfDaPeople
Apr 11, 2007, 10:56 PM
I tried the render thing and it didn't really help that much at all. All of the settings were the same on both figures but I still got the chopped up mess of a look. Could it perhaps be that I had the Body selected and I tried to put on a suit coat which is probably for the "chest" or so? I did try that once but that didn't help either. The only thing that seemed to work is to make the suit bigger than the actual figure. I.E. making the scale at 126% or more.

I am EXTREMELY frustrated because I can't even get past step 2 of your tutorial and am really starting to hate this program. Nothing I do when following steps turns out like it's supposed to. I tried to use the Face room to make my character's face. I made the face and in the face room it looked great. But as soon as I click "apply to figure" 1 of 2 things happend... It either doesn't show (and has the eyeballs popped out to the foreground) or it makes a big ugly mask that goes over micheals face and has a big chop line on the neck while looking absolutely nothing like the face I just made in the face room.

What am I doing wrong? Can you please help me figure Poser out so I can get past this and make some leaderheads?

Plotinus
Apr 12, 2007, 12:57 AM
The Face Room only works with the character that comes with Poser (Ben). It doesn't work with Michael. If you're using Michael then you need to mould his face using his facial morphs (sold separately). That's the process that R8XFT describes in the tutorial.

With the clothes, are you conforming them properly? If you're trying to put (say) a jacket on him, select the whole jacket, and then choose "Conform Figure to..." from the appropriate menu. Conform it to Michael. Having done that, you may need to open the Joints Editor and zero the jacket. If Michael is not the standard (100%) size then you may need to scale the jacket to fit. And you may need to click on each part of the jacket in turn as R8XFT said in his last post. Of course, if this is a LH, then much of it won't be visible anyway and won't really matter.

RulerOfDaPeople
Apr 13, 2007, 06:37 PM
Thanks Plotinus! :) I think that was the problem. That I'm trying to fit standard Clothes/hair/ faces onto the Micheal figure. I scoured the internet and I found a few clothes that might work and conform to him better. I can make the suit work but I have to toggle with the properties, as it seems I have to do with most clothing to make them look OK for the up close leaderhead camera. Most still don't look any good in the far out total view but that doesn't matter as all i'm doing are the Civ leaderheads.

Now I have a few more questions from a total rookie newbie.
-How do I open the Joint Editor?
-If I try out some clothing, hair, or props and deside I don't like them, how do I delete them with out having to reload/revert?
-How do I do Dyamic Clothing? (I found a cape but don't know how to fold it down)

Any tutorials to poser for newbies would be greatly appreciated. I havn't got much of a clue.

But I really want to ask most of all.... Does anyone know where I can find a roman (or even greek style) toga alot like the one the Ceasar leaderhead wheres in the game? Or like the Ronald Reagan custom leaderhead?

I'm hoping to create a Constantine leaderhead for the community.

Plotinus
Apr 14, 2007, 08:00 AM
You open the Joint Editor from the Windows menu.

You can delete something just by clicking on it and then pressing the delete button. Save the whole thing first to be on the safe side.

Dynamic clothing is a real arse to do, but it looks great when it works. You need to use the Cloth Room, which is very frustrating, but can be made to work if you persevere. Have a close look at the chapter in the manual on this, and I believe there are tutorials online for the Cloth Room which will take you through it in more detail (such as this one (http://www.nerd3d.com/modules.php?name=Content&pa=showpage&pid=4) or this one (http://www.e-frontier.com/go/tutorials/poser/cloth)). If you still need help then ask here again (maybe open a new thread about it in the main C&C forum rather than take up too much space in this one!). The basic idea is that the Cloth Room allows you to "drape" something over your figure just like a real cloak.

This is also the best way to create a toga-like garment, I think.

RulerOfDaPeople
Apr 14, 2007, 02:48 PM
Thanks so much Plotinus! You've been a HUGE help! :)

Plotinus
Apr 22, 2007, 11:48 AM
No problem...

Here's another idea I've just found. There's an another human figure called Apollo Maximus (http://www.antonkisieldesigns.com/~akfiles/htmlpages/ApolloMaximusFree3dhumanfigure.htm). The figure is high quality and free to download. The interesting thing here is that it comes complete with a very comprehensive set of body and face morphs, so you can alter his features as much you like straight out of the box, as it were. Moreover, there's an optional add-on to make him compatible with the Poser Face Room. So it looks like this might be a good alternative figure to use for LHs.

embryodead
Apr 22, 2007, 02:43 PM
I saw pics of Apollo Maximus before but had no idea he was available for free. That's a great find even if you have M3 because he looks very different!

flamescreen
Apr 23, 2007, 12:48 PM
Yeah I have that and can tell you it's a huge pack.
specifically the free version is apollo Maximus 2007, incompatible with earlier versions I'm told. Has clothing packs, textures and tutorials too.

I think the poser face room module is for P7 only.

RulerOfDaPeople
Apr 25, 2007, 12:37 AM
Hmm, I tried to download that free Apollo Maximus but when I try to extract the file it asks for a password. I checked the readme's but there's nothing about a password. And since I don't know the password or how to extract it, I had to delete it. :(

Plotinus
Apr 25, 2007, 01:29 AM
The password is actually written on the web page itself, just above the download links. Makes you wonder why they have one at all!

RulerOfDaPeople
May 01, 2007, 11:03 PM
I'm back to work!


Move to frame 61. Set all the above head morphs to 0. Change the yrotate for the body to 0, then (using the rotate and twist tools), move the head to be looking straight at you. Set the frame as a key frame, then set all the frames from 2 - 60 as key frames.

This I don't understand. What is the point of setting a key frame if you then try to set every frame between it and the previous keyframe into a keyframe? What then is the purpose of a keyframe? More so, is there a way to set all these to keyframes at once so I don't have to take 3 hours sliding to each next frame to set it as a key frame?

Rob (R8XFT)
May 01, 2007, 11:37 PM
I'm back to work!
This I don't understand. What is the point of setting a key frame if you then try to set every frame between it and the previous keyframe into a keyframe? What then is the purpose of a keyframe? More so, is there a way to set all these to keyframes at once so I don't have to take 3 hours sliding to each next frame to set it as a key frame?

You simply select all the frames at the top, i.e. just select a frame, then keep your finger on the left mouse button to elongate the selection area.

Key frames = can't be affected by alterations to other frames
Not a key frame = will be affected by alterations to other frames

When you're sorting out the blinks, if you don't key frame all your frames, you'll have to amend every single one otherwise poser will make the eyelids fidget.

RulerOfDaPeople
May 05, 2007, 06:54 PM
You simply select all the frames at the top, i.e. just select a frame, then keep your finger on the left mouse button to elongate the selection area.


I'm not sure I follow. I have to push the + button to add the key frame but if I hold down the mouse button, it does not allow me to advance frames. And if hold down the mouse button in the window just above the slider (the frame number), it won't allow any frames to advance there either, plus I don't have a way of commanding it to make those frames into keyframes beings I would have to slide the mouse icon over to the + sign.

I think I'm missing what you are saying there.

Plotinus, I was able to make the clothing Prop work after all! :) (Still having trouble with the crown though.)

Plotinus
May 06, 2007, 02:53 AM
Actually what you need to do is click on one square, hold down shift, and then click on a square somewhere else, while still holding down shift. All the squares in between will be selected, and then you can click on + to make them all key frames.

Glad you got the clothing prop to work at least!

polyphemus
Sep 21, 2007, 08:23 PM
so for leaderheads, the pure white color is the in-game transparency?

Rob (R8XFT)
Sep 21, 2007, 10:00 PM
so for leaderheads, the pure white color is the in-game transparency?
Yes it is; it's basically the last place on the pallette for animationshop pro. Other programs may differ; I can only tell you about the ones I use.

polyphemus
Sep 22, 2007, 10:36 AM
So for my palette, I would include white as the last color instead of magenta? That's odd...

polyphemus
Sep 22, 2007, 10:42 AM
Are the bandages and hearts and black eyes cut and pastes or are some props?

polyphemus
Sep 22, 2007, 04:12 PM
I'd like to know the exact pixel dimensions of this .pcx's also.
YL_all.pcx, right?


This might help some people...make the clone brush 114 in size and it fits perfectly over the advisor circles...some I found out...

Tancredii
Mar 02, 2010, 08:44 PM
Hey Rob,

I am a big fan of your leader heads, and think you do an awesome job. :king:

I lack any sort of artistic ability and so am reserved about the idea of LH creating myself, but I have just started playing Civ4:Planetfall because i loved SMAC and this was the closest thing to a new version. The only problem is the game still uses the old leader pics as its leader heads.

I was wondering if you or any of your illustrious apprentices would be willing to make fresh leader heads (based on the original pics) to go with the factions of planetfall?

Please, please, please!

http://www.firaxis.com/smac/images/dierdre/dierdrecolor.jpg http://www.firaxis.com/smac/images/Yang/YANGCOLOR.jpg http://www.firaxis.com/smac/images/SARATOV/SARATOVCOLOR.jpg http://www.firaxis.com/smac/images/Morgan/MORGANCOLOR.jpg http://www.firaxis.com/smac/images/Santiago/SANTIAGOCOLOR.jpg http://www.firaxis.com/smac/images/Miriam/MIRIAMCOLOR.jpg http://www.firaxis.com/smac/images/lal/LALCOLOR.jpg

Rob (R8XFT)
Mar 03, 2010, 01:07 AM
Thanks for your response; you would get a far better chance of getting some uptake on your request if you started a thread in the main creation and customisation forum. If you do, you can also be assured that someone will post links to already released creations that are near matches for what you're requesting.

EDIT: I've just realised that you said you're playing Civ IV, which is a totally different kettle of fish altogether and you would need to post in the Civ 4 creation and customisation section.

WingkaPachacuti
Mar 05, 2010, 01:51 PM
my flc files crash Civ, and i'm using animation shop, also my animations can't be edited by this flcedit, is there any other program for the task?

Rob (R8XFT)
Mar 05, 2010, 01:59 PM
my flc files crash Civ, and i'm using animation shop, also my animations can't be edited by this flcedit, is there any other program for the task?
What message do you get when the crash occurs?