Scott Ayers' GiNO


Files Included in this Archive:
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\Runtime\Geometries\ScottA\GiNO_01e.obj
\Runtime\Libraries\Character\ScottA\GiNO.cr2
\Runtime\Libraries\Character\ScottA\GiNO.png
\Runtime\Libraries\Materials\ScottA\MAT GiNO.mc6
\Runtime\Libraries\Materials\ScottA\MAT GiNO.png
\Runtime\Libraries\Pose\ScottA\MAT GiNO.pz2
\Runtime\Libraries\Pose\ScottA\MAT GiNO.png
\Runtime\Libraries\Pose\ScottA\MAT GiNO.ds
\Runtime\Textures\ScottA\Gino_IrisT.jpg
\Runtime\Textures\ScottA\Gino_ScleraT.jpg
\Runtime\Textures\ScottA\Gino_SkinB.jpg
\Runtime\Textures\ScottA\Gino_SkinD.jpg
\Runtime\Textures\ScottA\Gino_SkinT.jpg
GiNO.dmc
UV_GiNO_Iris.gif
UV_GiNO_Sclera.gif
UV_GiNO_SkinClaws.gif
UV_GiNO_Teeth.gif
UV_GiNO_Tongue.gif
GiNO_Readme.txt



Installation Instructions:
-------------------------
All important files are archived with their filepaths intact, so if you extract to your Poser folder everything should go to the right place.  Just to be thorough, however, here are the manual installation paths:

Install the .cr2 file and .png thumbnail in one of Poser's Runtime\Libraries\Character folders.  The default folder is ScottA.

Install the .mc6 file and .png thumbnail in one of Poser's Runtime\Libraries\Materials folders.  The default folder is ScottA.

Install the .pz2 file, .png thumbnail, and related .ds file somewhere in Poser's Runtime\Libraries\Pose folders.  The default folder is ScottA.

Install the .obj files in the \Runtime\Geometries\ScottA folder.

Install the JPEG files in the \Runtime\Textures\ScottA folder.

Users of DAZ 3D's Mimic or Studio software may place the included .dmc file in Mimic's Configuration_Files folder, or Studio's plugins\dzmimic\Configuration_Files folder, or wherever else is most convenient.

UV templates are provided in GIF format, should you wish to create your own textures.



Operating Instructions:
----------------------
GiNO is untextured by default.  Use the included .mc6 material collection (in Posers 6-7) or MAT pose (Poser 5 and DAZ|Studio) to apply all necessary materials.  I recommend resaving the textured character to the library afterward to avoid repeating this step.

The BODY root node is the main control center location for the EasyPose tail dials, body-part scaling, etc.  If you can't find a control dial elsewhere, it's probably in the BODY node.

The main exceptions to this rule are the ERC hand controls (located in each hand), ERC toe controls (located in the feet), and eye/tongue controls (located in the head).

The head, hands, feet, and tail can easily be scaled from the BODY node.  I've also placed scaling dials on the hands themselves, in the unlikely event that you need to scale each hand independently.

Morphs marked with a "pbm" prefix are partial-body morphs, and are part of a set of morphs spanning multiple body parts.



Notes:
-----
All morphs and channels are organized using Poser's dial-grouping feature.  Partial-body morphs have been tucked out of the way in PBM groups.  This feature does not work in versions prior to P5.

Limits have been forced on all finger/thumb elements.  This will hopefully prevent "broken finger syndrome" with poses not designed for this figure's hands.  Limits have also been forced on the eyes.

This figure makes heavy use of displacement mapping, so for best results, remember to enable displacement in Poser's Firefly render settings.  Displacement is enabled by default in DAZ|Studio.

In both Poser and Studio, bump and displacement mapping use absolute values, rather than relative values.  In other words, these effects do not scale automatically with the figure.  The provided materials are configured to work with GiNO at her default size, but if you scale her up to more monstrous proportions, you'll need to increase the bump and displacement correspondingly.  For example, if you make GiNO fifty times larger (5000% scale), you must also multiply the bump and displacement values by a factor of fifty.  In Poser, you'd simply multiply the numbers in the displacement and bump channels.  In Studio, you'd multiply the negative/positive and minimum/maximum values.

You might notice some mesh-breaking around the eyelids/eyesockets when displacement is enabled.  I was unable to resolve this issue.



DAZ|Studio Notes:
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Studio users may use the included MAT pose in Poses\ScottA.  In more recent versions of Studio, these should automatically apply the appropriate DS material presets.



Mimic Notes:
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Due to the way Mimic handles joint deformation, GiNO's jaw might not move properly within that application's real-time preview.  The pose files generated by Mimic should still work properly in Poser and Studio.



Legal Mumbo-Jumbo:
-----------------
The character Godzilla was originally designed by Tomoyuki Tanaka for the 1954 Toho film, Godzilla.  In 1998, TriStar Pictures released an American remake under the same name, with a new version of the title character redesigned by Patrick Tatopoulos.  Fans of the franchise often refer to this new creature as GiNO (Godzilla in Name Only) or Zilla, to distinguish it from the original.

http://en.wikipedia.org/wiki/Toho
http://en.wikipedia.org/wiki/Godzilla_(1954_film)
http://en.wikipedia.org/wiki/Godzilla_(1998_film)


This GiNO model and related textures are the creation of Scott Ayers (a.k.a. ScottA), and have been adapted for use in Poser and DAZ|Studio with his blessing.

http://www.renderosity.com/homepage.php?page=1&userid=555
http://forum.daz3d.com/profile.php?mode=viewprofile&u=319346

Rigging, morphs, and material setup by Little_Dragon.

http://www.furaffinity.net/user/littledragon/
http://littledragon.francemi.net/

I cannot grant commercial usage for GiNO, though she might be used for fan art and other personal projects in accordance with fair use doctrine.

Other than that, in Scott's own words:

There are no restrictions on this item. Use it and abuse it as you like.
Feel free to alter it if you like.
And feel free to share it.

No major metropolises were trampled during the making of this item.