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MoochTail Pro

image_medium.jpg

Product: MoochTail_Pro
Product Code: ps_ac1339b
DAZ Original: Yes
Created By: Moochie
Released: August 30, 2005

Product Information

  • Required Products: MoochTail_Basic.
  • You can find new icons for loading this product in the following Poser Libraries:
    • Figures: “MoochTail”
    • Pose: “MoochT_MAT” and “MoochT_POSE1”

Product Notes

THE MOOCHTAILPRO PACK
by Moochie (aka Mark Stevens) [email protected] August 2005

HINTS & TIPS

QUICK START GUIDE

  • Load MoochTail (Figures > MoochTail) and V3 (it fits V3 by default).
  • Select MoochTail BASE:aSCALP using the Figure menu (P4+5 bottom of the render window, P6 top of window).
  • Parent aSCALP to V3's HEAD using the top “Menu\Figure\Set Parent Figure”.
  • Apply premade poses (Poses > MoochT_POSE1) to the Stump, Tail01, Tail02 and Tail03. Render!

FITTING MOOCHTAIL TO OTHER CHARACTERS

  • Load the MoochTail first and select BASE:aSCALP as above.
  • Apply Fit pose for your character “Poses\MoochT_FIT”.
  • Load and zero your character (zeroing poses for supported figures are in Poses\MoochT_FIT).
  • Select BASE:aSCALP and parent the hair to the figure's HEAD as above.

FITTING EXTRA PARTS

  • !! IMPORTANT !! Add extra Tails, Fluff or Braids BEFORE you resize or move the MoochTail. This is NOT a conforming model.
  • EXTRA TAILS
    • Load extra tail set, select Tail01_1:aTAILCHILD (use figure menu) and parent to Tail01:BODY.
    • Load another set and parent Tail01_2:aTAILCHILD to Tail01:BODY. All tails and braids get parented to Tail01:BODY.
  • BRAIDS
    • Select BRAID:braid00 (use figure menu) and parent to Tail01:BODY.
  • FLUFF
    • Load Fluff > parent Fluff:Fluff to BASE:aSCALP.
    • Use Fluff:Fluff morph dials 'Front Back' and 'Front Down' to get a tight fit with the forehead.
    • Danglers load with the Fluff section and are already parented.
  • TEXTURES
    • MatPoses are in Poses > MoochT_MAT. Each Tail set consists of 3 tail units. Apply a texture to each.
    • Tail colour '0' is the same as the corresponding Scalp colour.
    • Each Base MatPose textures the SCALP, FLUFF, STUMP and DANGLERS. Applying it depends on your Poser version:
      • P4: select any scalp part > apply a Base MatPose > all parts are textured and coloured with one click.
      • P5+6: apply the Base MatPose to each separate part: scalp, fluff and each dangler. Sorry about that. Or:
      • P5+6: if you have P4 too, use P4 to texture the scalp and save the CR2 > load the CR2 in P5 or P6. Much quicker!
  • POSING (PREMADE POSES)
    • Found in “Poses\MoochT_POSE1” (and POSE2 for Extra Pack owners).
    • Use the RESET poses if you mess up. Don't use the “Menu\Edit\Restore” commands .. the model will break apart.
    • Added Tail sets accept the same poses, without crosstalk (eg poses marked for Tail02 work on all Tail02's).
    • Be careful to apply the correct numbered poses to each tail unit (eg avoid selecting Tail02 and applying a pose for Tail03).
  • DANGLERS are slightly different:
    • P4: click anything EXCEPT a Dangler and apply one of the dangler poses. Move an IK handle for a cool surprise!
    • P5+6: click on one Dangler at a time and apply your chosen pose.
  • POSING (MANUAL)
    • Pose Tails, Braids and Danglers by clicking and dragging the IK handles.
    • If you miss and move a segment instead of an IK handle, the tail/dangler/braid will start to screw up. Use Ctrl+Z to go back.
    • For precision posing turn IK off for individual parts, then use rotation dials or cursor tools.
  • SCALE, MOVEMENT & CHANGE
    • To change the length of all Tails and Braids, select Tail01:BODY and use the 'Length' dial. Tail01 is the 'master' parent.
    • For varied lengths change Tail01 first, then the other tails (Tail02:BODY, Tail03:BODY, Braid:BODY).
    • Danglers are controlled by DL01:BODY and DR01:BODY.
  • FITTING UNSUPPORTED CHARACTERS
    • !! IMPORTANT !! Add and parent extra tails etc, then SCALE all with BASE:BODY selected (*NOT* BASE:aSCALP).
    • Use supplied morphs to finetune the fit (BASE:aSCALP, BASE:front_fluff and FLUFF:Fluff).
    • Standalone tails can be used on their own, as an animal tail for instance. Scale and move with Tail01:BODY selected.
  • LIGHTING
    • Use large shadow maps on Shadow Enabled lights (1200+) to avoid blotchy or 'beaded' shadows.
    • Use at least one fairly strong light to bring out the texture. Make sure it has a big shadow map size (2000+ recommended).
    • Rotate your model relative to the lights for dramatically different effects.
  • RENDERING
    • The MoochTail is optimised for the P4 render engine (in P4, 5 and 6).FIREFLY
    • All Firefly options work on this model, but renders may fail if Poser is overloaded.
    • The largest MoochTail texture is 2048 x 2048. All textures use the 'multiple of 2' rule for maximum efficiency within Poser.
    • The following settings give nice renders:
      • Production defaults plus Raytrace ON, Pixel Samples 9, Bucket 16, Bounces 1, Min Shading 0.1, Max Texture 2048.
      • If the hair looks harsh, the Texture Filter and Post Filter soften it nicely.
  • HOW TO SAVE YOUR OWN POSES
    • EXAMPLE: you have posed V3 and the MoochTail.
      • First, save your scene as a PZ3 (File\Save As), with IK turned OFF for all tails (this halves the size of the pose file).
      • Delete all except V3 and save her pose. Clear the window.
      • Load the PZ3, delete V3 and all three Tail units. Save the Stump parts as a pose. Clear the window.
      • Load the PZ3 and delete all except Tail01. Save the tail pose. Clear. Repeat for Tail02 and 03.
  • TROUBLESHOOTING
    • Q: I can't change the Preview mode to wireframe, outline, smooth shaded etc.
    • A: The Tail previews in Cartoon mode. Transparencies are preset, but you need to see where all the tail parts are whilst posing.

    • Q: Parts of the tail (especially the toon texture) look black when rendered.
    • A: Add an extra light. It's just shadow, not a problem with displacement, inverted normals or missing textures.

    • Q: I've applied a pose to a tail/dangler/braid. Now the part has lost some flexibility.
    • A: Poser has locked its IK settings. Turn IK off then on again for that part and the flexibility will be back.

    • Q: An IK handle is hidden behind other hair, or in my character's body.
    • A: Run your cursor over the area and look for the telltale IK handle shape to outline, then click and drag.
    • A: Use the parts menu at the bottom to select the hidden IK handle, then use translation dials to move it.
    • A: Rotate the :BODY of the hidden part until the IK handle appears.
    • A: Use a RESET pose then try again.

    • Q: Applying a MatPose made the tail move.
    • A: That's Poser resetting its IK again. Use “Menu\Figure\Lock Figure” on the Tail:Body in question, to prevent any movement.

    • Q: The danglers are barely visible when rendered.
    • A: Use a darker colour. Or increase the Scale of the danglers (DL01:BODY and DR01:BODY), then reduce the Length. Makes 'em thicker.

    • Q: I've saved the model (CR2) with extra tails and fluff added. Now it takes forever to load.
    • A: There is overlapping geometry in the model. P4 doesn't mind and loads quickly, but P5 and P6 can choke. The model is split as it is to minimise loading times for P5 and P6 users. Parenting a few parts together is the price.

    • Q: Firefly renders hang, or fail, when they reach the back of the head. Or the screen fills with a tiny, repeated pattern.
    • A: Reduce the 'bucket size'. Lower the quality settings a bit. Remove some of the extra parts you've added.
    • NOTE: The hair has multiple transparency layers, which are most concentrated where the tails meet the stump. On my machine I can render with 10 extra tail sets added in P4. In P5 and P6, my machine can only render with 3 extra tail sets added.

    • Q: What has happened to my Hierarchy Editor?
    • A: The model has a huge number of jointed sections (actors) and IK Chains. The Hierarchy Editor can overload and the display acts weird. But there are workarounds for most things you'd normally use the Hierarchy Editor for:
      • a. Parenting. Use the “Figure\Set Parent Figure” option in the Menu.
      • b. Making Parts Invisible. Click on the part, use “Menu\Object\Properties”.
      • c. Renaming Parts. “Menu\Object\Properties”, as above.

    • Q: I use P5. Strange streaky things are happening in my Poser window, or the model looks broken.
    • A: Nudge the camera and the effect will disappear. Renders will look normal. It's a P5 display quirk.

    • Q: The MoochTail won't load. There's no error message.
    • A: Assuming everything is where it's supposed to be, then your computer just doesn't have enough memory. Remove some items from your scene. Increase your machine's memory. If all else fails, ask for a refund.

    • Q: All the dials for the IK handles have gone.
    • A: That's deliberate when IK is turned off. Turn IK on again, and the Translation dials will return.

    • Q: After rendering, a bit of skin shows through where the hair meets the back of the character's neck.
    • A: It's not a conforming model, so some head/neck poses will cause this. Use the morphs for the BASE:aScalp, or tidy it up in post work.

Artist's Acknowledgments:
I hope you enjoy using the MoochTail. Thank you for buying it.
Moochie

Support

Visit our site for further technical support questions or concerns: http://www.daz3d.com/i.x/support

Thank you and enjoy your new products!

DAZ Productions Technical Support
12637 South 265 West #300
Draper, UT 84020
Phone:(801) 495-1777
FAX:(801) 495-1787
TOLL-FREE 1-800-267-5170

File Listing

**MoochTail Pro

\Geometries\MoochieTail\

BRAID.obj
DANG.obj
FLUFF.obj
TUFTY.obj

\libraries\character\MoochTail\

!MoreAction.cr2
!MoreTAILS.cr2
Action_BRAID.cr2
BRAID.cr2
FluffAction.cr2
FLUFFbehind.cr2
FLUFFfront.cr2
FLUFFonly.cr2
!MoreAction.rsr
!MoreTAILS.rsr
Action_BRAID.rsr
BRAID.rsr
FluffAction.rsr
FLUFFbehind.rsr
FLUFFfront.rsr
FLUFFonly.rsr

\libraries\Pose\MoochT_MAT\

BLACKbraid.pz2
BLONDEbraid.pz2
BROWNbraid.pz2
HONEYbraid.pz2
MOUSYbraid.pz2
REDbraid.pz2
SNOWbraid.pz2
TEX_Action.pz2
Tex_FINE.pz2
Tex_RESET.pz2
toonBLUEbraid.pz2
toonBROWNbraid.pz2
toonGREYbraid.pz2
toonORANGEbraid.pz2
toonPINKbraid.pz2
toonREDbraid.pz2
BLACKbraid.rsr
BLONDEbraid.rsr
BROWNbraid.rsr
HONEYbraid.rsr
MOUSYbraid.rsr
REDbraid.rsr
SNOWbraid.rsr
TEX_Action.rsr
Tex_FINE.rsr
Tex_RESET.rsr
toonBLUEbraid.rsr
toonBROWNbraid.rsr
toonGREYbraid.rsr
toonORANGEbraid.rsr
toonPINKbraid.rsr
toonREDbraid.rsr

\libraries\Pose\MoochT_MATP6\

BLACKbraid.pz2
BLONDEbraid.pz2
BROWNbraid.pz2
HONEYbraid.pz2
MOUSYbraid.pz2
REDbraid.pz2
SNOWbraid.pz2
TEX_Action.pz2
Tex_FINE.pz2
Tex_RESET.pz2
toonBLUEbraid.pz2
toonBROWNbraid.pz2
toonGREYbraid.pz2
toonORANGEbraid.pz2
toonPINKbraid.pz2
toonREDbraid.pz2
BLACKbraid.rsr
BLONDEbraid.rsr
BROWNbraid.rsr
HONEYbraid.rsr
MOUSYbraid.rsr
REDbraid.rsr
SNOWbraid.rsr
TEX_Action.rsr
Tex_FINE.rsr
Tex_RESET.rsr
toonBLUEbraid.rsr
toonBROWNbraid.rsr
toonGREYbraid.rsr
toonORANGEbraid.rsr
toonPINKbraid.rsr
toonREDbraid.rsr

\libraries\Pose\MoochT_POSE1\

!Braid_ZERO.pz2
!DANGLERS_ALL.pz2
!DANGLERS_ENDS.pz2
!DANGLERS_RESET.pz2
z05_Tail01.pz2
z05_Tail02.pz2
z05_Tail03.pz2
z06_Tail01.pz2
z06_Tail02.pz2
z06_Tail03.pz2
z07_Tail01.pz2
z07_Tail02.pz2
z07_Tail03.pz2
z08_Tail01.pz2
z08_Tail02.pz2
z08_Tail03.pz2
z09_Tail01.pz2
z09_Tail02.pz2
z09_Tail03.pz2
z10_Tail01.pz2
z10_Tail02.pz2
z10_Tail03.pz2
z11_Tail01.pz2
z11_Tail02.pz2
z11_Tail03.pz2
z12_Tail01.pz2
z12_Tail02.pz2
z12_Tail03.pz2
z13_Tail01.pz2
z13_Tail02.pz2
z13_Tail03.pz2
z14_Tail01.pz2
z14_Tail02.pz2
z14_Tail03.pz2
z15_Tail01.pz2
z15_Tail02.pz2
z15_Tail03.pz2
z16_Tail01.pz2
z16_Tail02.pz2
z16_Tail03.pz2
z17_Tail01.pz2
z17_Tail02.pz2
z17_Tail03.pz2
z18_Tail01.pz2
z18_Tail02.pz2
z18_Tail03.pz2
z19_Tail01.pz2
z19_Tail02.pz2
z19_Tail03.pz2
z20_Tail01.pz2
z20_Tail02.pz2
z20_Tail03.pz2
z21_Tail01.pz2
z21_Tail02.pz2
z21_Tail03.pz2
z22_Tail01.pz2
z22_Tail02.pz2
z22_Tail03.pz2
z23_Tail01.pz2
z23_Tail02.pz2
z23_Tail03.pz2
z24_Tail01.pz2
z24_Tail02.pz2
z24_Tail03.pz2
!Braid_ZERO.rsr
!DANGLERS_ALL.rsr
!DANGLERS_ENDS.rsr
!DANGLERS_RESET.rsr
z05_Tail01.rsr
z05_Tail02.rsr
z05_Tail03.rsr
z06_Tail01.rsr
z06_Tail02.rsr
z06_Tail03.rsr
z07_Tail01.rsr
z07_Tail02.rsr
z07_Tail03.rsr
z08_Tail01.rsr
z08_Tail02.rsr
z08_Tail03.rsr
z09_Tail01.rsr
z09_Tail02.rsr
z09_Tail03.rsr
z10_Tail01.rsr
z10_Tail02.rsr
z10_Tail03.rsr
z11_Tail01.rsr
z11_Tail02.rsr
z11_Tail03.rsr
z12_Tail01.rsr
z12_Tail02.rsr
z12_Tail03.rsr
z13_Tail01.rsr
z13_Tail02.rsr
z13_Tail03.rsr
z14_Tail01.rsr
z14_Tail02.rsr
z14_Tail03.rsr
z15_Tail01.rsr
z15_Tail02.rsr
z15_Tail03.rsr
z16_Tail01.rsr
z16_Tail02.rsr
z16_Tail03.rsr
z17_Tail01.rsr
z17_Tail02.rsr
z17_Tail03.rsr
z18_Tail01.rsr
z18_Tail02.rsr
z18_Tail03.rsr
z19_Tail01.rsr
z19_Tail02.rsr
z19_Tail03.rsr
z20_Tail01.rsr
z20_Tail02.rsr
z20_Tail03.rsr
z21_Tail01.rsr
z21_Tail02.rsr
z21_Tail03.rsr
z22_Tail01.rsr
z22_Tail02.rsr
z22_Tail03.rsr
z23_Tail01.rsr
z23_Tail02.rsr
z23_Tail03.rsr
z24_Tail01.rsr
z24_Tail02.rsr
z24_Tail03.rsr

\textures\MoochTail\

MoochieBraidTEX.jpg
MoochieBraidTRAN.jpg
MoochieBraidWhiteTEX.jpg
MoochieFluffTRAN.jpg
MoochieTailFineTEX.jpg
MoochieTailFineTRAN.jpg
MoochieTotalTRAN.jpg
MoochieTuftyTEX.jpg
MoochieTuftyTRAN.jpg
MoochieTuftyWhiteTEX.jpg