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I might have sunk almost as many hours rigging Malenia as playing Elden Ring itself, but now it looks like I'm finally finished. It needed to be done. The creator of this model did a fantastic job overall in capturing her overall look in the game. I suspect he might have found a way to actually import her into DAZ Studio from Elden Ring itself. The bones on her robotic parts, however, were all wrong. There were also issues with the mesh. Sculpting was required. Fortunately, as notorious as DAZ is for having almost zero functionality when it comes to shaping a mesh, there is a new plugin by ManFriday, the same guy who has enabled me to do batch renders with his other program, that will let me do just that. It works like the Grab tool in Blender. The advantage of this program is that the changes I make can be carried over into other poses and other sessions. Any sculpting you've seen me do in Blender and port back over to DAZ was just for one single pose. There also used to be issues with re-applying textures to the imported morphed objects such as with Visola's toeless socks. Not a problem here. 

    The original plan  was to create morphs in Z-Brush and port those changes into DAZ in the form of sliders. This could be done with Blender as well. The ManFriday plugin takes away the need to create those sliders or to import and export characters from one platform to another. 

     Malenia can now wiggle all of her fingers convincingly. She should be able to do that perfectly with her toes as well. I'll be doing one final walk-through with them, pun intended, and I'll begin to do a series of pinup renders with this character. We'll get to see Malenia in "The Pose" as no one else has feetured her. I also have a big Futanari love scene planed between her and another familiar character. It'll be the first of many I'm sure. 

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