Genesis 2 deformations

AkinmacAkinmac Posts: 0
edited February 2014 in The Commons

Hello

I've noticed that the new genesis 2 figure has some improved skin deformations. These seem to be applied to the skin after the fact; that is, you move an arm, the deformation looks bad, but when you stop moving it and let go, the skin updates with some corrections to make it look better. As the deformations are not at the base level, when you export the mesh to collada or fbx, these deformations don't come with it.

I know you can include all kinds of morphs in the export, but does anyone know if it's possible to include these new skin deformations?

Any suggestions would be highly appreciated.

Post edited by Akinmac on

Comments

  • AkinmacAkinmac Posts: 0
    edited December 1969

    Hello

    I’ve noticed that the new genesis 2 figure has some improved skin deformations. These seem to be applied to the skin after the fact; that is, you move an arm, the deformation looks bad, but when you stop moving it and let go, the skin updates with some corrections to make it look better. As the deformations are not at the base level, when you export the mesh to collada or fbx, these deformations don’t come with it.

    I know you can include all kinds of morphs in the export, but does anyone know if it’s possible to include these new skin deformations?

    Any suggestions would be highly appreciated.

  • Richard HaseltineRichard Haseltine Posts: 100,781
    edited December 1969

    Merged duplicate threads.

    You are seeing the Subdivision applied to the mesh - you should be able to apply the equivalent in the destination application.

  • AkinmacAkinmac Posts: 0
    edited December 1969

    Hi Richard, thanks for the prompt response.

    I don't think it's a matter of subdivisions, there is definitely some radical sculpting being added.

    I've just realized I'm using a DAZ that has the Victoria 6 & Michael 6 HD Add-On Bundle on it:

    http://www.daz3d.com/victoria-6-michael-6-hd-add-on-bundle

    This must be what is causing it.

    I'm not sure exactly how this bundle works, but do you have any ideas how to export these additional deformations?

  • JaderailJaderail Posts: 0
    edited December 1969

    HD is DAZ specific at this time...

  • RenpatsuRenpatsu Posts: 828
    edited December 1969

    I was actually tempted to say this is either the "Skin Binding" option in Daz Studio or the Sub-D, as it was mentioned that the deformations only occur on moving something. So lets try the "Skin Binding" approach ;)

    When you got e.g. the translate tool selected, go into the "Tool Settings" tab and set "Skin Binding" to "Full" (within the "During Manipulation" section).

    Screen_Shot_2014-02-11_at_10.11_.31_PM_.png
    614 x 424 - 51K
  • AkinmacAkinmac Posts: 0
    edited December 1969

    Thanks guys

    Renpatsu, you're on the mark. That option now makes the skin update in real time in daz.

    But it doesn't help with the export.

    I also think I may be wrong about the HD bundle, as these deformations are not enabled.

    I've attached an image; on the left is Daz, with and without corrective deformations; on the right is maya, with and without subd.

    It's clear the deformations aren't subd.

    Any ideas where they may be coming from? Do these look like the native deformation for genesis 2?

    daz_maya.jpg
    2000 x 1216 - 878K
Sign In or Register to comment.