Adult Female Genitalia (old) HEALED

Description: 

The original proxy "Adult Female Genitalia (old)" does not interact well with morph targets and animations, because the algorithm used to generate the barycentric coordinates of each new point relied too heavily on orthogonal projection. This is what causes the median vertices (in the YZ plane) to have "random" displacements along X when morphed or animated (the correct projection of those vertices lies on an edge in the YZ plane, rather than on any of the adjacent faces). The perineum was messed up a lot too, because it is the area that deforms the most for even the most basic morphs. Orthogonal projection onto alternative triangulations of non-planar quads also caused some discontinuities in the weight map. I kept the original mesh and topology but regenerated the proxy from scratch, with a consistent projection algorithm (straight line towards root point, and only one triangulation for each quad), using the "Fight4" pose as a benchmark. The perineum area still required some tweaking, because the area weighted to the spine (rather than the hips or legs) is so narrow for the base morph. I also tweaked a few vertices here and there to get a smoother look, and I made sure the proxy data was symmetrical. The minor tweaks are not reflected in the OBJ file, which is exactly the same as the original: so, exact same topology and exact same UVs (which will work as intended with all the materials/skins named "... female[|2] genitals"). The result is in no way perfect, but it can be a decent reference for further improvements. The perineum is one problem (still not smooth enough, depending on the morph and animation). The other problem is the transition from the labia major to the inside of the legs (clearly visible with the "Benchmark" pose, but could look messed-up even for some actually useful poses). To resolve this, one can tweak the projection rules, or one can widen the crotch area of the base mesh (through an appropriate morph), generate the proxy using this custom base, and then apply the reverse morph when modeling, to recover the original aspect. One can also redesign the morphology and add more vertices in the areas that deform the most. The OBJ file will be updated when and if those further improvements occur. In the meantime, enjoy.

License: 

AGPL - Affero General Public License

Category: 

General/Unsorted

Compatibility: 

1.1.x

Works with existing skins: 

Yes

Number of faces: 

14 956

PROXY file: 

OBJ file: 

Optional thumb file: