Rosie 568


Yep, you guessed it.

568 stands for a character made from a Genesis 1 base (Generation 5), but uses Genesis 2 (6) and 8 (8) shaping morphs to create the overall look. Rosie 568!

She also has a bit of Generation 4 morphs and she uses a few Genesis 3 morphs as well.


Rosie 567 was a fun attempt, but the more and more times I actually rendered her, the less I liked the look of her face - especially compared to the younger Rosie 8 version.


The big difference here is the lovely Lara character by Thorne for Genesis 8.


Using RiverSoft Art's incredible Character Convertor from Genesis 8 Females to Genesis 3 Female, I turned Thorne's lovely Lara into a Lara 7.

To get her working in Genesis 1 figures, I used Genesis Generation X2 with the Genesis 3 Addon.


Being a Genesis 1 figure made it easy to employ the V4 Elite - Reby Sky textures, although there's also a version for Genesis as well.


I also used GenX2 to transfer Sol's shapes over, as she and Lara are the essential combination for the new look of Rosie 5's face.


I'm also now using Arki's EYEdeas 4 for Genesis 3 instead of the Generation 4 version I've been so fond of these past years. If I miss those EYEdeas 3+ eye figures too much, I'll plunk them back in! ;)


Her body is another tale.


Like her face, Sol is cranked to 100% across the board. But that's where Genesis 8 stops and Genesis 2 Female shapes take over.


Aiko 6 delivers a sleek, sex yet dangerous physique, while Keiko 6 tones down the massive breasts and shrinks the limbs down a bit, so I rely on Gia 6 to bulk her back up and give her the power that she'll need in the upcoming quests.


From Genesis 1 we're using the tall and powerful heroic body of Victoria 5 Supermodel. Is Supermodel a new way of saying Super Hero? Yikes! Lots of Muscle!!!


For more musculature for animating stress and sheer powerful deeds, SimonWM's amazing Genesis Alive along with Evolution Musculature are added, but only used when needed - but they are actually used quite a lot during animations.


Genesis 1's Basic Child is what brings all of these tall shapes back down to Rosie's tiny size. Little Sol (who shrinks Genesis 7 and 8 when applied) towers over little Rosie!


I also used Sol's incredible material setting as a basis of making Rosie 5 render nicely in Iray. I may desaturate the Reby Sky texture set a bit to use Sol's material setting more verbatim, but I think this look is working pretty well too.


Now Rosie's Sub-Surface Scattering is working right out of the box, and I love it!

Rosie 568 is also now equipped with some amazing new features to assist with animation.


Part of the huge importance of adding Daz Studio to my whole workflow has been it's seemingly endless functions of Content Creation Tools.


I have quickly grown to really appreciate Iray and the whole shader system setup in Daz Studio. Daz 3d included a whole suite of tools for creating new shaders for their render engines - something that I've yet to explore. The systems already in place upon opening Studio is already vast enough to keep me busy for some time.


The real love for Daz Studio that I've had all along, since version 4.0, is the culmination of all of the CCT's that used to be sold separately, but now come freely with the free Daz Studio. My CCT page covers the gist of those tools and a bit about using them. We'll be exploring much deeper in the very near future.


I've always used them for converting/creating clothing, and DS will produce a result that can be conformed to the figure so it follows along as the various joints move, etc., and started to delve into the more advanced features of tweaking these to get even better results. 


Things like the creation of JCM's (Joint-Controlled Morphs), MCM's (Morph-Controlled Morphs), using Rigidity and the Smoothing Modifier can allow us to truly tweak out how the clothing (or whatever) looks during specific poses. We can set these up to work automatically using JCM or MCM, and we can also make them accessible manually with a user-facing slider on the interface - and any combination of those. 


It's really a powerful system!

I've been using these tools to help me with tasks that I was repeating all the time during animation setups.


I'm constantly changing the posture of Rosie from those that come packaged in BVH and aniBlock data packages.


So I created some wonderful interface dials (Morphs) that alter the positions of the joints on her character, so that I can apply these at the start of an animation and their setting will remain through the entire timeline, unless I change it.

Well, experimenting with changing these through the timeline opened up a whole new line of thought - creating more of them for adding more realism to the animations using simple sliders.


Again, we'll be covering this stuff in great detail soon, because I think that everyone should know how to do this if you're making your own movies using 3D characters.


Daz Studio (and Daz 3d, unfortunately) get a lot of flack for not being more like the software that's now subscribed to for more than I pay for rent! I've just seen comments stating that you simply cannot animate using Daz Studio.


I beg to differ.


Like any animation software, learning the tools is essential - or you never really get anywhere. Daz Studio has a lot of great features that I don't really see people talking about very much - tools that really make animating in Daz Studio quite a powerful endeavor!


With all of the generation-crossing clones and utilities, we're actually open to use the entire Daz 3d library of content in any of our scenes and bring them to life with motion!

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