Manmeat 2.0
11/16/2011
Carl Culberson
Description:
All the things you know and love about ManMeat is BACK! While Manmeat is wonderful with crazy morphs to make your junk look HUGE, ManMeat 2 SHINES with it's ability to MOVE!! This is an Animators WET DREAM CUM TRUE. That's right, ManMeat 2 is a fully rigged figure. Make it slap someone in the face, do cock push-ups, rest it on someones forhead, make it slither like a snake with it's IK chain... the options are now truely ENDLESS!!
Poser 6+ AND Poser 9 weight mapped version INCLUDED!
Orginally created for Micheal 4, but works well on other figures too!
List Of Full Body Morphs
Wrinkles Tip
Wrinkles Sack
Wrinkles
Veiny 2
Veiny 1
Tug Job
Tip Squish Vert
Tip Squish Horiz
Tip Flat
Tip 4
Tip 3
Tip 2
Tip 1
Fat / Thin
Prune Shaft
Nasty Bumps Less
Nasty Bumps
Hole Open
Half Hoodie
Big Head
...
"All of this product's content was created by Carl Culberson"
System Requirements: Poser 6 or above.
What's Included?
Manmeat2_Readme.txt
License.txt
Runtime
Runtime Folder including the following...
Runtime/Geometries/Manmeat2/....
Manmeat2.obj
Runtime/textures/Manmeat/...
PColor.jpg
PDisp.jpg
PSpec.jpg
PTrans.jpg
Runtime/Libraries/Character/Manmeat2/...
Manmeat2.cr2 .xmp .png
P9 Manmeat2.cr2 .xmp .png
Installation:
Unzip the file and copy the content into your Poser directory and merge with Runtime.
If you do not you will have to manually place each item in its respective folder in which it has already been placed in the inventory list above.
Limitations:
Do not re-sell or distribute these textures, images, objects, cr2, pz2 or any other item in this package.
Usage tips:
Best thing to do is to parent ManMeat2 instead of conform because of an oversite in the naming of one bodypart "HEAD". You can still conform if you want but know you will have to adjust the head of manmeat2 to compensate for the angle of M4's head.
Most Morphs work well from 0 to 1 and some look great going above and beyond. But, some morphs (the "Hoodie" Morph) might intersect the ManMeat "Head" when set in the middle between 0 and 1 (.5 for example). This distortion is unavoidable when doing some morphs. Poser moves all points from "a" to "b" at the same rate, and does not care about the in between shape of an object, nor is there a way to control this effect, but I would rather provide more morphs and have you, the user, have the choice to use them or not.
Enjoy!
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