o4saken wrote:And here is my "Final Final" image - it was just an idea i had whilst working on the other image. wanted to try something slightly sexier.
the dogs i never modelled, they came from blendswap "Boxer dog" by seiyoushimi
I like the picture, a lot of atmosphere. About to make her look slightly sexier: the two strands at the left and right side of the face, which are not used for the pigtails makes the hair-do look less strict, because it hides the frontal hairline. The strands are jiggling around in the movie and that makes her also interesting. It was absolutely correct when you created the polygon-hair. Here an example drawing:
https://elias-chatzoudis.deviantart.com/art/Harley-Quinn-445251415o4saken wrote:2. i think the belt need to be rigid group, because it deforms when you bend her hips.
A horizontal triangle as basis for the rigid group might fix this, I'm not sure, because then you have to look how the mesh deforms. Only problem then could be that part of the belt will disappear in the body or hover somewhere outside. If the triangle deforms, the belt will do it also. But at least in a geometrical way. For the belt that might not be a big problem unless you make a sequence of pictures with noticable changes.
o4saken wrote:3. the tattoo deforms completely off the place where it is supposed to be - not sure if rigid groups will fix this.
I guess not. How many faces on the body are covered with the tattoo? These faces will bend. If you use rigid groups the tattoo might stand out of the body or will disappear in the body. This was the reason, why I added your tattoo to the skin ...
o4saken wrote:4. the bat deforms when you try to close her fingers arround it - not sure what would fix this because that is definately already set to rigid group
Unfortunately nothing will fix it. I had the same problem with the tennis racket, wonder womans swords and the katana. Only chance: in Blender select the middle of the palm and assign these values to the vertex group(s) of the weapon or tool. I've done a similar procedure to the belt. Here are the limits of MakeHuman.
o4saken wrote:5. the 2nd to top row of buttons deforms when you enlarge the breasts even a bit.. perhaps these also need to be set to rigid?
At least it is simpler to re-edit the buttons in Blender again. At the moment, buttons and the ties inbetween deform unpredictable.
You will get better results, but unfortunately the buttons will be oval and of different sizes, if you create 4 additional groups. If you only create one, then they will disappear in the clothes or will do other weird things.
Example: I've created 3 extra groups for the rings of "Teddy" lingerie, these rings now will still have different sizes and will be oval when you change breast geometry.
So I guess it is absolutely sufficient to do the changes, so that it is simpler to handle a problem with resizing. When it should fit perfectly to every character we have no chance. It is like in real life, bigger cupsize means more material to hide it ... and for the males among us: we know the same problem when we look at our bellies