HM3: Feet are gross, but now there are more

I updated the BodyStandard and FeetStandard sets with new items. Specifically I removed all the feet from the bodies, and added them at the end of the Foot sets. I included skeleton feet, and top-down flying feet both with and without toes. It's not perfect, but having booted foot bottoms in a flying position should help with those specific poses.

19 Responses to HM3: Feet are gross, but now there are more

  1. Lyogi says:

    The first body still has feet.

  2. Hammerknight says:

    It’s getting better everyday.

  3. Damien says:

    Jeff, a thought. With all these leg poses, there’s still not “proper” pants to go around. It is TECHNICALLY possible to mask pantlegs in different positions, but that would be horrifically time-consuming, not to mention a royal pain. My suggestion? Something to the effect of cutting each pair of pants in half down the middle, with the corresponding “briefs” piece as a third piece. Maybe round off the upper corner of the pants leg. That would give you infinitely customizable pants for the newer legs, with a minimum [I would think?] of work.
    A few rotatable sleeves would also be nice for those new arm poses too?

  4. Jeff Hebert says:

    Not a bad idea, Damien.

  5. Jeff Hebert says:

    Try it now, Lyogi.

  6. Damien says:

    Also, in another post, someone mentioned different size boobs for females. Good idea, but you need to also keep the shirts in mind. Maybe have several boob-shirt areas to use, with different amounts of tightness/looseness to apply to different styles of shirts.

  7. violodion says:

    Having (bare) feet under FootLeft/FootRight breaks “Color All Skin” with respect to feet.

    Increasingly, there is a need for the HM2 “Keep Pair Matched”

    With odd leg positions as with the walking/slanted lower body re-added yesterday (& other items such as the folded arms), there is a need for _Skew_ and/or _Distort_ feature to “fit” footwear/legwear on those items.

    Without such features to fit added Items, those leg/arm positions are relegated to “Spandex” only.

    Good idea Damien, after all video card technology has finally become sufficiently accomplished to render as you’ve suggested:

    http-// www-theonion-com/content/news_briefs/new_video_game_technology

  8. Damien says:

    If there’s a “Keep Pair Matched,” there needs to be an additional piece of coding done to the Flip command–namely, reverse the angle for the flipped piece.

  9. JR says:

    what about the features you said would be in HM3? like the diologue ballons and threre’s no feet that fit the new poses. along with what about all the stuff that the character contest people got to chose as a new item? im all excited- srry.

  10. JR says:

    oh yeah and i second my/V’s idea for perspective/pose syncing render feature

  11. Hammerknight says:

    As for me Jeff, I think that you are doing a fine job. Things take time and I willing to bet everything will be great when it is done.

  12. Jeff Hebert says:

    @Violodion: Skewing is not going to happen, there’s no way to do that at run-time in Flash. You can do it manually while you’re actually drawing, but not with actual objects — just the original line art. And not at run-time.

    @JR: There are two feet that fit the flying/running legs, one bare and one that’s a boot/spandex. Some of the others can be rotated, scaled, and moved to fit. Not every single position is going to be fully supported, I am not going to draw every single one of the 50+ shoes in three different positions; this isn’t Poser. I don’t want to spend 90% of my time drawing stuff that’s only going to be useful 10% of the time. The basic full-frontal body is the only one that’s going to be fully supported in all items.

    @Violodion and Damien: “Keep Pairs Matched” is on the to-do list. No time frame on getting it done, but it would definitely be a nice feature.

    @JR: Dialog balloons and such will be part of the Background slot, which might better be called “Environment”.

    @JR and V: To do a “rotate” type of deal where you could synch all your items to face forward/left/right would mean I would have to draw everything three times. That’s not going to happen. That’s how they do Sprites in old video games (only there are six such positions). I thought about that while planning this all out, but this isn’t supposed to emulate a 3D program, it’s a portrait creator.

    When you plan any project, “Scope Creep” is a real problem. In your fondest dreams it can do EVERYTHING, but if you try to do that, you never end up with ANYTHING. You have to limit the scope of your goals. The goal of this program is to make the most powerful 2D portrait creator out there. That means one fully-supported view, and enough add-ins to make alternates possible in at least a limited way. Already you can make dwarfs, bricks, athletes, and even females, even though only one set of everything has been done. That’s pretty amazing.

    So yes, I will be adding alternate bits like the crossed arms and the flexed legs where I can so at least some of your character illustrations can look different than all the rest. But to get them exactly how you want in those alternates is going to take a lot of tweaking, where it’s even possible. It won’t always be.

  13. violodion says:

    Hmm, most vector drawing programs has skew & distort — even Inkscape and Sketch. Figured it was a trivial thing to add. 🙁

    ::shakes fist at Adobe gawds on the Mountain View throne(s)::

  14. Jeff Hebert says:

    Flash allows you to skew and distort like those others, but only while you’re in the authoring environment actually drawing something. Once you turn it into an object and publish it for use by the end user, it’s no longer skew-able. You can only scale, rotate, flip, affect its color, and apply some special filters (blur, outline, etc.).

    I can go back and skew or distort and in authoring mode even now, it just can’t be done in the end-user format.

  15. Vejut says:

    One solution that occurs to me (and probably wouldn’t even need much drawing), would just be to rotate the items causing problems so that scaling doesn’t cause skew. Probably wouldn’t work for all of them, but I’m thinking of the items/tech category guns, where they are at a 45 degree angle to the direction they stretch.

  16. violodion says:

    Good point Vejut. The katar in ItemsRight is one such item better suited to be re-drawn at 0° like most everything else instead of the difficult 45°.

  17. paul says:

    Jeff,

    Any chance getting some lizard type feet?

  18. tristan says:

    Dont like it much. Sorry

  19. Jeff Hebert says:

    What don’t you like, Tristan, the fact that the feet are separate, or the actual feet themselves? They’re the same feet, just moved. And of course the new ones, though maybe they’re the ones you don’t like.