Error in Justin Character

AndySAndyS Posts: 1,438
edited December 1969 in Daz Studio Discussion

Hello,

some weeks ago I purchsed the Julie/Justin character bundle.
Now working with these base characters to create new figures for my sets I stumbled into some obvious errors.
When applying wearables, especially hair, there are dramatic effects. The hair is extremely sucked into / thrown out of the eyes depending on the Justin-parameter of the controls.

On the deviant platform I stored some pictures with description of how the parameters were set.
You can find them over here: http://andysanderson.deviantart.com/gallery/47116495

Is the error known?
When will it be eliminated?
Or can I get the money back I spent for that bundle?

Andy

Justin_error_kl.jpg
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Comments

  • Scott LivingstonScott Livingston Posts: 4,344
    edited December 1969

    What's happening is that the hair is trying to "follow" Justin's eyelashes. It is possible to fix this...this thread has more details about the problem and instructions on solving it.

    If you do decide that you want to return the product, you'd have to submit a ticket to Customer Service (see "Contact Us" under the Help menu at the top of the web page).

  • AndySAndyS Posts: 1,438
    edited December 1969

    Hi Scott,

    thank you for the hint.
    I followed the link.
    As I tried to go the described steps in the last post of that, I didn't get the attributes of the eyelashes - only Justin.
    (Fit to Genesis and only the FBM Justin Slider)

    Andy

  • Scott LivingstonScott Livingston Posts: 4,344
    edited December 2013

    Yep, I'm seeing the same thing as you. Which is odd, because the fix used to work... The other workaround mentioned still seems to do the trick, though...here's what you can do:

    1. Load Justin and the hair you are using
    2. With Genesis selected, dial up the Young Teen Julie morph (if you own Julie) and then set it back down to zero
    3. Select the hair, show hidden properties, and dial the FBM Justin morph down to zero.
    4. Then set the FBM Julie morph to 50.9%.

    Or, if you don't own Julie, do this:

    1. Load Justin and the hair you are using
    2. Select the hair, show hidden properties, and dial the FBM Justin morph down to zero.
    3. Increase the X Scale and Z Scale properties to something like 104% (exact values might depend on the hair you are using)

    Post edited by Scott Livingston on
  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    Sorry,,
    Ya,, actually this is new problem.
    Before, if we remove auto-followd (about his case,,eye rash morphs) morphs from hair,
    this problem are improved.

    but,, after several up-date (to remove another problems)
    it seems to cause new problem about the FBMjustin.

    it is base character morph to make the character, so that
    usually we do not hope to remove the main auto-follow character morph
    from hair,,, ^^;

    (As for me,, If I need to remove, there seems no meaning ,, auto-fit and auto-follow system,,)


    Then I recommend, if Scott adjust way fit well, (you need not use other 3d tool or, D-form) to the shape,,
    for the character, export the current hair shape as obj,
    and make new FBM for hair , then overwrite generated morph shape.

    Now I think, there seems only way to remove this problem. (if daz remove this problem)

    making Projection Morphs for FBMjustin.
    Projection Morphs is announced when ds 4.6 released, I think and it worked,, when I test it,,)

    which need to have almost same shape with justin, but
    only around eye may need to keep genesis base shape.
    so that hair may fit justin ,but not influenced by justin eye around shape deform.

    this may remove hair problem with FBMjustin.
    but eye musk can not fit well,,,

    I suggested before, generated projection morph need to be selectable for each case.(hair or fullbody suit, or shirt etc)
    sometimes use original template, sometimes need to use new template for generate morph.
    I think we need several projection moprh, and switch them to remove such auto-follow main morph problem.

  • kitakoredazkitakoredaz Posts: 3,526
    edited January 2014

    So,, now I test to make morph template for auto-follow justin,
    it is not so difficult I think, but when I export only apply justin FBM,
    I found,, it is more simple problem. ^^;

    and if someone (DAZ or vendor) hope to remove this problem, it is easy.

    I know, this product have been up-dated several times, but when remove problem,
    they need to take care more. I know many times if up-date to remove someproblem,
    forget something,,and make another problem so easy,,

    the first pic, it when I apply FBM justin. the red eye lash move by three morphs.
    but even though I remove two morphs about eye lash, the eye lash bury in head .

    it means ,DAZ (not vendor sorry!! ) include the eyelush moving in main FBM too.
    not only with ERC eyelash morph.
    it is simple mistake,,, maybe when try to remove other problem (I remember there are missing ERC MCM for poze controller
    about this product)
    without intention, include this effect (lash bury in head) in main FBM.

    I think it should be correct,,,

    justin2.JPG
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    usuall.JPG
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    Post edited by kitakoredaz on
  • kitakoredazkitakoredaz Posts: 3,526
    edited December 2013

    Then,, now I finish to test,, projection template morph, in ds 4.6

    I make new morph which mix justin shape, and genesis eyelush,eyeround shape by blender,,

    and load the shape by morph lorder, then save it as usuall way. name it as FBMnewjustin,,

    next change the saved file name to FBMJustin_proj

    (edit,, apply base name FBMJustin + _proj to make projection morph) I miss typed j and J ^^;)

    then make new directory,
    in Data/daz 3d/Genesis/Base/Projection Morphs/DAZ 3D/YoungTeens
    I copy and paste FBMJustin_proj .

    I think if I change the vendor name , and product name, it seems not work.

    on the other hand when save the morph, I can choose every where. and which name I use, there seems no meaning.
    (usually,, dsf file need to keep path and file name, when we save them,,I think)

    I think I can delete original handmade morph (FBMnewjustin,,) nad simply need to keep the copied FBMJustin_proj ,,
    but I do not thes it,, (if I need to correct the shape again,,)

    and,, last pic is,, my projection morph shape.(I may not hope to use it as morph,, but to check where I change )
    eye round is original base genesis shape. but temple and mouse or other shape is justin.
    but most important place is eye lash position,,,

    then,, if you make projection morph for FBMJustin, you must make morph without body scaling.
    that means set scale to 100 then edit the shape. and import it as projection morph.

    the pic scale , I manually change scale for projection morph. (if I hope to use hte projection morph as usuall morph,
    I may set ERCas same as original justin, but there seems no meaning)

    projmorph.JPG
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    originaljustin.JPG
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    newproj.JPG
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    Post edited by kitakoredaz on
  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    Sorry to replay many times,, but,, as I expected,, fhe Justin head morph have same problem too. ^^;
    (and if some other user want to make projection morph someday,, hope to be useful,,)

    When FBM have problem, FHM have same problem about head part,, as for genesis1
    without it,, it cause another problem, when mixing morphs,,)

    After all, even though making projection morph for full FBMJustin,
    you may need to make Justin Head morph too. (FHMJustinHead labelled Justin Head)

    Usually FHM should be made from FBM (about genesis1) and remove morph effect about under head parts only.

    but how adjust around neck part shape then joint smoothly , genesis base shape with character head,
    seems depend on vendors.

    So that,, To make good projection for FHM , it better make from your FBMJustin projection too.
    and mix it with under head parts of Vendor head morph to keep original FHM neck shape.
    (it should be different with genesis base shape neck)

    so that when you minus FHM (head morph) with FBM, each projection morphs work correctly .

    and if DAZ forgive me, I hope to offer these projection morphs of justin for user,,
    but DAZ may not,,(it is usuall) ,, so that sorry just say how to what we can,, @@;

    2projection.JPG
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  • AndySAndyS Posts: 1,438
    edited December 1969

    Hi,

    thank you very much for the investigation and really a lot of effort.

    and if DAZ forgive me, I hope to offer these projection morphs of justin for user,,
    but DAZ may not,,(it is usuall) ,, so that sorry just say how to what we can,, @@;
    There was my next question:
    Is it possible to build an official bugfix that is distributed via this community for all users who purchased the malfunctioning Justin?

    Andy

  • ThorneThorne Posts: 170
    edited January 2014

    edited because I think it is a DAZ problem, lol

    Post edited by Thorne on
  • ThorneThorne Posts: 170
    edited January 2014

    ...

    Post edited by Thorne on
  • ThorneThorne Posts: 170
    edited January 2014

    After looking into this carefully it appears that the original Justin was changed in such a way that the extra morphs can no longer be dialed out. Sorry about that but it is something I had no control over and was done as an update at some point, hence the reason the old fix no longer works. I've contacted DAZ about it so there should be some response soon.

    Thanks for your patience. :)

    Post edited by Thorne on
  • kitakoredazkitakoredaz Posts: 3,526
    edited January 2014

    Wa,,,, sorry, now you have alerady edit your reply ^^;
    then I delete my reply (i needed to tell you clear more--)

    I simply hoped you understand clear current product status.

    Then,, I need to say,, I like your morphs truely.

    So that when I find problems,, I must hope to you unerstand clear,,,
    then I often sent report here or there,,

    I know sometimes vendor can not controll these problem
    sometimes it is not vendor mistake,,

    But user can not find who cause these problem,,

    vendor think" I do not mistake," yes,,

    customer think," there should be prioblem"^^;

    eyelushmovements.JPG
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    Post edited by kitakoredaz on
  • ThorneThorne Posts: 170
    edited January 2014

    to completely fix the eyelashes as shown in your image, you must change the minimum limit to -1 and then dial the hide morph to -1 to put the eyelashes back into the correct place.

    No, there has been no update since this thread. The update was evidently done BEFORE this thread, but after the original release. At first I thought it was a simple matter of removing he morphs from the hair which used to work, but since the original release some changes have been made (as you pointed out). I did not make the changes and have no control over what is done to these figures by DAZ after they are released. My original files for Justin worked fine on the hair by removing the auto- follow morphs. However just to make sure, I downloaded the latest version of Justin and installed it, and the old fix now no longer works. This is something that customer support will have to look into. I have reported the problem to them so hopefully they will either fix it or let us know what we are doing wrong ;)

    I apologise for the (my) confusion! lol

    Post edited by Thorne on
  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    yeah,, when I test again,, your way work , chenge limts two MCM (auto-genearted)
    then set value, minus

    (but it is not usuall way ^^; as you know)

    I found it too,, SO that I believed, if there was some simple mistake (eg morph loader setting etc)
    anyway OK . daz will notice there mistake ^^;

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