Do Beautiful Bends M/F fix the extreme positions pelvic join issues?
If you do any kind of martial arts, ballet or gymnastics rendering I'm sure you know what I mean, the "pinching" that comes at the pelvic area when bending at extreme angles. This can normally be fixed via the usage of pants/shorts, but stuff like leotards and pretty much most female wardrobe sticks to the body like glue and does not mask the bending.
I've attached a render of the default G2F with all the maps stripped off it to keep it PG. http://imgur.com/6Wg3pKA
This is with the left thigh at maximum negative bend and max side-side. The side-side is for visibility, but the issue is developed through the use of high-negative values of bend. This has been around as long as I've been using DS/Poser and every time I see a joint fix I hope they'll fix this!
Crossing my fingers for some feedback from owners.
Comments
With both x and z rotation at maximum values, there's still some problems. But here's a viewport render of max z rotation values and max z rotation values plus x rotation at 60 degrees forward.
Here's the G2M version. The pose is the same (first is max z rotation, second is max z rotation plus 60 degrees rotation forward on the x axis). I would suggest limiting the z rotation to 60 or 70 degrees for now.
My hamstring hurts just LOOKING at this. :)
There seems to be some sort of gimble lock happening here. When I tried it with just Side-Side dial set to maximum positive value than adjust the Bend dial it acts like the Twist dial. Using the posing widgets Universal Tool and Rotate Tool can overcome this problem but they have some flakiness of their own.
Since we're talking about angles near 90 degrees, it's very hard to avoid gimbal lock between some axis. I usually use the Posing tab rather than the transform gizmo for this. Much more accurate. If you're using the gizmo, make sure rotation is using local coordinates.
I just realized we really haven't actually answered the OP's question. Beautiful Bends are a set of 'corrective' morphs to better simulate accurate muscle deformations it wont fix this.
You and me both O_O
Hahaha, thanks for clarifying, I was interpreting the discussion and screenshots as proof that it did fix it and I was warming up my wallet.
Actually, the corrective morphs are not meant to simulate muscle deformations. It is meant to fix joint bending problems. There are still some limits to what it can do, as demonstrated here (extreme rotation with two axis). I'll probably need to add those corrections with an update.
Haha I didn't realize you were the creator, wowie. Looks really nice, if it fixed some of the warping on the 2 axis rotation it would be basically my panacea