SakeTami
Freedom of Form Foundation
Freedom of Form Foundation

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It's time for our June newsletter!

June know what?
The puns get worse from here.

But the news gets better and better.
Check out the latest in our compilation of morphological freedom advancement goodness right here, right now!

* Craniofacial analysis
* Latest relevant science news
* Species dysphoria as a motivation is fine, but how do we make sure the body we have is safe to transform? We need to look after it...

Comments

Thanks for your comment, CobaltOwl! It's interesting and encouraging that your observations so closely match our own. We agree about the ear position. Even with ears that look like they're at the top of the head, the auditory canal actually descends vertically from the opening before turning inwards to the ear drum. We also agree with the optic nerves at least in some situations. It seems to be a case-by-case basis as to whether or not the optic nerves need to be longer to get an optimal result. While we have some ideas about how to lengthen the optic nerves, we also want to do some more modeling to see how necessary such lengthening actually is in various scenarios. Thanks!

Freedom of Form Foundation

One note on the head shape article: I've worked on a number of anthro-themed game mods over the years (including the one at https://steamcommunity.com/sharedfiles/filedetails/?id=2521798660) where I've modified an existing human head model, and those often have similar constraints to the ones mentioned in the article. To avoid clipping with hair models, hats, collars and so on, the cranium, neck and ear and eye positions have to stay mostly the same. I've mostly found the same thing you have: that it's possible to produce decent-looking anthro heads within those constraints. There is one exception, however: to avoid ugly, overly prominent brows, I've always been forced to move the eyes forward a bit. This is a problem, since it creates clipping with glasses and other facial gear, but I haven't been able to find a good way around it- just sloping the forehead a lot doesn't quite cut it, and creates head shapes that look odd in profile. I'm fairly convinced that any anthro body modification would need a way of stretching out the optic nerve. On a more positive note, I've found that you can produce pretty decent looking anthro heads without moving the base of the ears at all, so long as the character still has human-like hair. Most animals have ears that are in about the same position as human ears relative to the eyes or bottom of the skull- human heads just bulge upward a lot, leaving the ears lower relative to the top. That bulging cranium looks odd when covered in animal fur, but human hair seems to largely mitigate that problem, in my opinion- possibly in part by obscuring where the top of the head actually is. See the XCOM mod linked above for examples of what that looks like.

CobaltOwl


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