Characters that use JCMs
Rayman29
Posts: 0
Stalker Girl for Genesis by Smay. Uses dozens of JCMs too fix the joint bend distortions, that appear when using extreme character morphs.
Anyone know of any other character morphs that use JCMs in a big way?
Comments
My Mouse has nearly 100 MCM and JCMs, which, if I recall, still doesn't hold a torch to Hitomi.
Agreed. Are we not seeing a big limitation though.
Most FBM have very few JCMs/MCM corrections, if any at all.
Yet when posed the fixed weight map will distort any FBM, unless it has JCM/MCM corrections.
I only use them when I have to, you can be smart and do shape that don't need them, but that comes with experience!
I understand your points. I kind of think that its well worth the effort to use them though.
I'd much rather buy a human character that looked less generic and yet still posed well.
Not to mention the weight maps for G1/G2 don't really work so well around the shoulder/collar.
JCM's are also useless for exporting as a FBX to other apps like iClone for example
I have indeed used figures with them in iClone inc JoeQuicks mouse but ony the bone rigging transfers over and any morphing already in place in the zero tpose position
the mouse tranfered over quite well in my own opinion actually but figures that rely too much on them for posing would not
Does FBX transfer weight mapping to IClone?
I suppose the thing that strikes me about Studio is that G1/G2f/G2m have fixed weight maps designed for the default mesh shapes.
Stray too far from those default shapes, and the weight maps won't work so well without JCM corrections.
by bone rigging I mean weight mapping as in the influence of the bones (skeleton) on the mesh
vertex morphs are only supported as facial animation in iClone at the moment
as it must be capable of reading them to do this,I expect the next version will possibly support it
nonetheless ot is not at present so a purely weightmapped figure would obviously pose better in it than a joint controlled morph one, this would also be true for most game engines which some people actually use as renderers too.
(I am not talking about exporting mesh for game making here, just using the engine)
OK, I have a dozen or so sculpted characters (mostly female ectomorph), each with 40ish JCMs. Is there a market for such, or should I just post them on ShareCG/Renderosity.
There's always a market for sculpted characters and character morphs. What it depends on is 1. what exactly do they look like, and 2. how good are you at rendering to promote them. ;)
My own Mystic Giselle add-on adds JCMs to improve the bending of Giselle's arms as well as the other content in that set.
What are sculpted characters in this context?
Its just a reference to the sculpting tools used in some of the 3d editing apps. I use Blender and Sculptris.
They are mostly a realistic, size 10, fashion runway look. Think I'll just post them on Rendo/CG. It'll be nice to put a little freebie in to the community.
Its just a reference to the sculpting tools used in some of the 3d editing apps. I use Blender and Sculptris.
Yeppers. New morphs as opposed to dial presets. Dial presets can still sell, but one has to be as exhaustive as Fuseling at creating them!
Are JCM's the same as that morph movement setup thing for cloths? Do they apply/implement the same way?
The "exhaustive as Fuseling" (the PA)... is that easier or worse then the Greek "Method of exhaustion", lol? Trying to anticipate every possible permutation users will eventually try to use?
I'm noticing some rely extensively on morph sliders, and others try to use bones for movements. So I have some confusion with this.
No, she just gets feature creep on every set because she loves making characters. :D When we work together I hand her the custom morphs and away she goes. (That's what we did on our Creature Creator add-ons, and they've done extremely well.) When you see a set from her like Warmth for Lilith, she's usually thrown in at least one she did herself. I really love her Cut for Gianni guys.
JCM is short for "Joint Controlled Morph." You load it with reverse deformations on and the joint bent into the position you want to fix, so that the morph applies in a way that compensates for the change in shape. Then you freeze the ERC of the joint bend it's for so that it applies only when the joint is bent. There are additional procedures for a double-bend corrector that are more challenging to set up, and sometimes it's easier to just do it as a "sit-helper morph" under user control. JCMs in general are usually best for fixing specific arm and leg bends (this is just my own opinion, mind).
Some movements, those that require cloth to drape more realistically, are really better done with just a morph. If you want a skirt to twist and fly out, or anything that changes its wrinkle sculpt, you really want to use voluntary morph controls instead. Aave Nainan is the ultimate master of this technique (speaking of exhausting workflows!).
The best loose skirt or long coat uses both techniques. A shorter, tighter skirt can probably get by with just some JCM, wrinkle morphs optional.
Thanks for the clarification, so I guess JCM is not the same as "FBMs" with clothing? Flex bend morph?
http://www.daz3d.com/forums/viewreply/683598/
That post kind of went over my head, I have so much to learn.
I need to sit down and do some of the Hexagon tutorials. It's been siting in the DIM ready to install to long now. Thanks
Nope. FBM is actually a figure morph. You add a custom FBM if you want for e.g. V6 to have breast bridging on a garment or Lee 6's abs not to show on a looser shirt (one can end up doing a LOT of FBMs for a given garment where less than 10 JCMs will suffice for many).