Decraniated for G8F

I have been trying to make a Decraniated from Star Wars (well something at least similiar for my own art/universe), and thought a morph for squishing the top of a head might be great.  I did not find anything like it anywhere, so if anyone is good at morphs, I'd like a Decraniated one for G8F specifically as that is the massive bulk of my collection, G8F.  Anyway thanks!  Also if you do find a morph like that somewhere, let me know!

Comments

  • felisfelis Posts: 4,327
    edited April 28

    I think the best way to make it, would be a geograft, or a conditional graf triggered by the "headpiece".

    You might check this:

     

    Post edited by felis on
  • richardandtracyrichardandtracy Posts: 5,678
    edited April 28

    However, as a quick & dirty morph that needs a box around it to hide the meniscus edge where the cranium has been flattened, this might do:

    Note the pupil size does not expand with the morph, just the head flatten - was trying to imitate a blank, brain free look.

    Install as you would any manually installed content. No user facing files. It adds a slider called 'Decraniated' in "<Character>/Morphs/Morph Loader"; To delete when you have something better, delete the file "<content>/data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base/Decraniated.dsf"

    For base G8F the top of the skull is flat (if not 100% horizontal) With characters, the difference between the characters scalp shape and base G8F will remain after applying the morph.

    I wrote a function into my modeller two years ago called 'Align Selected Nodes'. This is the first time I've found a use for it, and then again doing a modification to a set of V3 trousers this afternoon. Nuts.

    Regards,

    Richard.

     

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  • Oh cool!  Thanks!  I will look into that.  Hopefully, I can get it to match the Decraniated Star Wars art so that her head is missing entirely except the mouth.

     

    https://starwars.fandom.com/wiki/Decraniated

  • richardandtracyrichardandtracy Posts: 5,678
    edited May 19

    Still messing about with this idea intermittently. Come up with an electronics box, but I need to texture it and work out the grafting (obviously almost everything of the head above the underside of the box will be hidden). Modelled cutting the head at Y=163.311, but that was messy. May have to do something simpler, as I was risking having more than a single facet deep boundary to the graft - which risks infringing DAZ's copyright. Anyway, came up with a head box that's not too much of a blatant Star Wars rip-off, but is embossed with 'First Light' on the front, and 'Evazon Me Fecit' on the back (Latin for 'Evazon made me').

    So, slow progress, but I'm learning lots.

    Regards,

    Richard

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  • anaximanes_2000anaximanes_2000 Posts: 343

    richardandtracy said:

    Still messing about with this idea intermittently. Come up with an electronics box, but I need to texture it and work out the grafting (obviously almost everything of the head above the underside of the box will be hidden). Modelled cutting the head at Y=163.311, but that was messy. May have to do something simpler, as I was risking having more than a single facet deep boundary to the graft - which risks infringing DAZ's copyright. Anyway, came up with a head box that's not too much of a blatant Star Wars rip-off, but is embossed with 'First Light' on the front, and 'Evazon Me Fecit' on the back (Latin for 'Evazon made me').

    So, slow progress, but I'm learning lots.

    Regards,

    Richard

    Awesome!

  • richardandtracyrichardandtracy Posts: 5,678
    After a little time to review the box, I'll try to make it 40mm high rather than 50. That way it's obvious not even the brain stem still exists in the victim. Regards, Richard.
  • TimberWolfTimberWolf Posts: 288
    edited June 3

    Is there any reason why you can't just simply delete the head geometry above the box and save the figure with the head-parented box as a scene subset? That would work for any figure's head morph. 

    Box .stl model here - https://www.thingiverse.com/thing:4772538

    I like elegant solutions, but when you can brute force it in a fraction of the time...

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  • richardandtracyrichardandtracy Posts: 5,678

    That's a nice solution and a nice model of the control box..

    I've not spent much time - not having much at the moment, just had a small amount of time spread over a long elapsed time.

    Regards,

    Richard

  • TimberWolfTimberWolf Posts: 288

    Richard, your method of creating a conditional geograft as suggested by Felis is the sophisticated and elegant way of doing this. I, for my part, deal in dirty hacks and workarounds which those of you who know what you're doing with geografts et.al. should rightly look down on!

    Anyway, the first box I posted has geometry that even I would not want to inflict on the unsuspecting public and it also needed welding to close holes. There's another one on the same site which doesn't have a billion polys (although it is modelled in tris unfortunately) so this is the one in the sub set below.

    Anaximanes - this scene subset will load a base G8.1F with a box parented to the head and the appropriate butchery done to the mesh. I've tried a few head morphs and I haven't found one that breaks the illusion but you may have to alter the proportions of the box if you use something a bit more extreme than I did. I've also created some material regions for you which should be enough to get you started; I'm as bad at texturing as I am at modelling so it comes as a blank slate.

    Link - https://fastupload.io/761c82e66c4ecdf9

     

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  • pwiecekpwiecek Posts: 1,577

    There are quite a few out there that expand the head. If you take one of those and edit the dsf to allow negative values, it might work

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