any ETA on like a michael-4-muscle-morphs for G2M?

MistaraMistara Posts: 38,675
edited July 2014 in The Commons

:)

http://www.daz3d.com/michael-4-muscle-morphs


I'm particularly fond of Wiry and Gymnast. Ballet dancer and Olympic Swimmer would be kewl too.

and some back morphs for shoulder flex movements. movement like, if you've ever seen Adrian Paul doing his kata-like routine in the Highlander series intro,


Thanks. :)


(not interested in GenX methods, thanks.)

Post edited by Mistara on

Comments

  • icprncssicprncss Posts: 3,694
    edited December 1969

    Is there one even in the works?

  • ChoholeChohole Posts: 33,604
    edited December 1969

    I certainly wouldn't imagine that they would do an M4 muscle morph pack for genesis.

    That is what GenX is there for after all.

    More logical to ask for a genesis muscle morph pack, or a genesis 2 muscle morph pack

    oh I forgot, there is already a genesis muscle pack http://www.daz3d.com/genesis-evolution-muscularity

  • TimbalesTimbales Posts: 2,332
    edited December 1969

    I had great luck with Generation X. Let me know if you want me to post and pictures for you.

  • SzarkSzark Posts: 10,634
    edited December 1969

    TimG said:
    I had great luck with Generation X. Let me know if you want me to post and pictures for you.
    I wish someone would do a Plain English tut on GenX as the documentation is too full of jargon. I have it but hardly use it because of that fact. Not all of us are as educated in geekinese. :)
  • DavidGBDavidGB Posts: 565
    edited December 1969

    The Genesis Evolution Muscularity Morphs (and the Alive! morphs) work fine, after conversion to Genesis 2 Male and Female. Hard to see anything else is needed. I initially transferred them with the Transfer Utility tool within DS, although that needed me to manually add back limits and labels and the ERC links for the flexing morphs. When GenX2 became available for converting Genesis morphs to G2F and G2M I redid the conversions as a comparison: turned out with the best and highest resolution settings on GenX2 I just got EXACTLY the same conversions for all the morphs as Transfer Utility had made, but of course GenX2 is more user friendly in that it transfers limits, labels and ERC formulae as part of the process.

    In any case, mixing the converted Genesis Muscularity and Alive! morphs with e.g. Gianni or Lee 6, their normal maps and one of the vascularity products really doesn't leave anything for a G2M or G2F product to provide that's missing.

  • GhostofMacbethGhostofMacbeth Posts: 1,627
    edited December 1969

    I miss having the flexions more than I do the morphs to be honest. Being able to bend an arm and have the bicep flex, etc., was the most important thing for me.

  • MistaraMistara Posts: 38,675
    edited December 1969

    flexes for shoulder blade movement in his back would sure be nice.

  • DavidGBDavidGB Posts: 565
    edited December 1969

    I miss having the flexions more than I do the morphs to be honest. Being able to bend an arm and have the bicep flex, etc., was the most important thing for me.

    Converting the Genesis Evolution Muscularity (and the Genesis Alive!) gives all the flexions - including the Flexions ON-OFF dial. I have all the flexions working fine on my G2F and G2M.

    Converting the morph sets with Transfer Utility transfers the morphs to G2F/M, but not the formulae and control channels. But they can just be copied over and edited - took me about 15 minutes with a text editor which will simultaneously load any number of text - and .dsf - files and do global search-all replace-alls.

    Converting the morphs with GenX2 instead takes seconds (to convert - took several minutes just going down the morph list and ticking all the Evoluution Muscularity and Genesis Alive! morphs as they are quite dispersed in the list ... oh, but I posted about that so there was the update so one can search on the morph channel names, which speeds ticking just those morphs up enormously), and it will convert over WITH all the formulae and control channels, so the Evolution Mucularity morphs in G2F/M just work EXACTLY the same and with all features just as in Genesis. Really - all the morphs, all the flexions in G2F and G2M, and just in seconds to do. The mesh is so similar the morphs are fine in the G2 figures.

  • TimbalesTimbales Posts: 2,332
    edited December 1969

    Szark said:
    TimG said:
    I had great luck with Generation X. Let me know if you want me to post and pictures for you.
    I wish someone would do a Plain English tut on GenX as the documentation is too full of jargon. I have it but hardly use it because of that fact. Not all of us are as educated in geekinese. :)

    A lot of it is drag and drop. I could show someone if they were sitting next to me, but I don't know if I could write it all out.

  • SzarkSzark Posts: 10,634
    edited December 1969

    Fair enough...it just irks me that not everyone can follow the GenX documentation. I see it all the time people asking HOW even after trying to read it.

  • MistaraMistara Posts: 38,675
    edited December 1969

    i'd rather buy a finished product, like the Slosh sets, than spend muchos dineros on utility and do it all myself.

  • DavidGBDavidGB Posts: 565
    edited December 1969

    OK - transferring Genesis Evolution Muscularity morphs to G2M and G2F with GenX. You need to have, installed, Genesis, the Genesis Muscularity morph set, GenX2, GenX2 AddOn for Genesis 2, either or both G2F and G2M.

    Start DS

    Open the GenX tab (Windows>Panes (Tabs)>GenX

    You'll probably (without docking it) want to resize it wider and much taller than it will open by default.

    In the GenX tab, working down from the top of it unless noted:

    Make sure you are in the Transfer sub-tab (top left)

    Click the Source button, and in the dropdown list that appears select Genesis.

    If your computer is like mine, and you have as many morphs in genesis as I do, go and make and have a cup of tea (or dinner) while a little window opens and shows all the morphs being processed. Takes many minutes on my machine.

    If it ends showing some errors in that window, just ignore them and click on OK (it's just some early Genesis morphs that have broken ERC formulae - won't affect this.)

    In the central section of the GenX tab you'll see a list of bones, regions etc, each of which expand to show individual morphs. Right click anywhere in that portion of the tab, in the right-click menu go to 'Show in List' and across and make sure the first three of the four submenu entries are ticked - if not, tick them: Pose Controllers, Joint Controlled Morphs and Hidden Morphs/Controllers.

    Go back up to the top of the GenX tab and in the box beside Find: type flexion. At the right hand end of that box click the button that probably has 'any' written on it, and in the dropdown list pick 'group' instead.

    Just below that there are three buttons Previous, First and Next. Press First

    In the central area, a morph channel will be highlighted in yellow - one of the Flexion morphs. Click in the little box at the LEFT end of that highlighted line, to the left of the name, so it is ticked.

    Go back up and press the Next button. Another one of the morphs in the Flexion group will appear highlighted oin the central section. Click to tick the box to the left of that.

    Repeat with the next button and ticking to the left of each highlighted line until all are done (you'll know when because the Next will take you back to the first one you've ticked.)

    Now, go back to by the Find: at the top, delete Flexion and type muscularity instead. click on First, tick to the left of the highlighted morph, go to Next, click the new highlighted morph, and repeat until all the Muscularity morphs are ticked as well as all the Flexion ones.

    Nearly done - that's the long bit. Now:

    Under the morph list, on the left are three settings, each with a long button that produces a dropdown menu beside them. Set them to:

    Mode: Selected morphs
    Shape: genesis
    Target: Genesis 2 Male (or Genesis 2 Female, depending which you want to transfer to),

    To the right of those are three smaller buttons. Do NOT click the Select button. The middle one will say either Fast, Edges or Smooth. Either Fast or Edges is fine, and will produce the same results with the other settings below. Don't press the 'transfer' button yet.

    There are some further options below that, but they may not be displaying. if they are not, then click in the middle of the bottom of the pane to cause the lower section of advanced choices to show. in that lower section set the following settings, changing the default ones where necessary:

    Limits -10 10

    Resolution 1 (actually, 10 will just about do. the default 50 will NOT do and will lose much of the morph definition)
    Compress generated files (up to you - I leave off)
    Tick Transfer controlled transforms
    Tick Transfer dial groups
    Untick Show hidden dependencies
    Transfer CM with dependent morphs
    Replace existing files

    Now go back up to the Transfer button to the right of the Target selection and click the transfer button.

    Done.

    If you want to do this for both G2F and G2M, simplest thing at this point is to change the Target from G2M to G2F (or vice versa, depending on which you did first) and click the Transfer button again as the settings are the same.

    This has taken me a LOT longer to write than it does to do. Indeed apart from the time it takes my computer to process all the Genesis morphs on starting GenX, it takes far less time to do than it does to READ this.

  • DavidGBDavidGB Posts: 565
    edited December 1969

    i'd rather buy a finished product, like the Slosh sets, than spend muchos dineros on utility and do it all myself.

    Well, if you can wait ...

    I needed the flex and individual morphs for some of my characters so went ahead and converted. Indeed, being unable to wait I initially did the transfer with the built in DS Transfer utility, for precisely zero dineros as it comes with DS. It also produces EXACTLY the same resulting morphs as GenX2 does with its settings cranked up to the highest resolution.

    And as I said above - G2M and G2F (which are actually the same mesh as each other, and a morph for one will work on the other, just as the Genesis Evo Muscularity morphs worked whether you have Genesis dialled up male or female, M5 or V5 etc) are basically the Genesis mesh, just with added vertices in the face- knees, elbows and hands. So the Genesis Muscularity morphs convert easily to G2F and G2M, working just as well and looking just as good as they do on Genesis. In fact, basic (non-HD) muscle morphs for G2F and G2M would HAVE to be pretty much the same as the conversions of the Genesis ones - after all, one is morphing pretty much the same mesh to model the same muscles in either case, so the results will be the same*. And the normal maps for M6, Gianni, Lee 6 and Gia, their base morphs, the HD add-ons for them and the HD vascularity morphs add all the High Def detail to the converted morphs one could want.

    *In fact, converting the Genesis Muscularity morphs to G2F as well as G2M may well produce a BETTER result for G2F than may come with an 'offical' version. EVERY DAZ female figure's muscle morphs and Bodybuilder morphs - V2, V3, S3, V4 and now Gia 6- has suffered from a complete imbalance of upper body (particularly arm) muscles with lower body (legs) muscles - little, skinny (if very defined) arm muscles but massive leg muscles in a way that would have any female bodybuilder, fitness competitor or needs-muscle-bulk athlete laughed out of the gym or off the contest stage. It appears nobody at DAZ has ever looked or is prepared to look at a selection of real muscular females. (It's especially silly with Gia, who they've admitted was modelled on Gina Carano, but one has to add mucho upper and lower arm bulk morph and shoulder width to actually look like her). DAZ just seem to be mortally scared of realistically muscled women. In any case, it's only with Genesis, where the same muscle morphs are used for both female/male, V5/M5 that one gets balanced muscle morphs for a DAZ female figure, and V5 - for that reason - is the one exception in the list of base figures I gave above. So all past experience - up to and including Gia 6 - brings one to expect a set of muscle morphs for G2F will have similarly unbalanced arm and leg muscle morphs, requiring extreme leg-thin and arm-thick diallings to produce any realistic balance, whereas the converted unisex Genesis Muscle morphs - because they are unisex - will be better.

  • riftwitchriftwitch Posts: 1,405
    edited December 1969

    DavidGB said:
    i'd rather buy a finished product, like the Slosh sets, than spend muchos dineros on utility and do it all myself.

    Well, if you can wait ...

    I needed the flex and individual morphs for some of my characters so went ahead and converted. Indeed, being unable to wait I initially did the transfer with the built in DS Transfer utility, for precisely zero dineros as it comes with DS. It also produces EXACTLY the same resulting morphs as GenX2 does with its settings cranked up to the highest resolution.

    And as I said above - G2M and G2F (which are actually the same mesh as each other, and a morph for one will work on the other, just as the Genesis Evo Muscularity morphs worked whether you have Genesis dialled up male or female, M5 or V5 etc) are basically the Genesis mesh, just with added vertices in the face- knees, elbows and hands. So the Genesis Muscularity morphs convert easily to G2F and G2M, working just as well and looking just as good as they do on Genesis. In fact, basic (non-HD) muscle morphs for G2F and G2M would HAVE to be pretty much the same as the conversions of the Genesis ones - after all, one is morphing pretty much the same mesh to model the same muscles in either case, so the results will be the same*. And the normal maps for M6, Gianni, Lee 6 and Gia, their base morphs, the HD add-ons for them and the HD vascularity morphs add all the High Def detail to the converted morphs one could want.

    *In fact, converting the Genesis Muscularity morphs to G2F as well as G2M may well produce a BETTER result for G2F than may come with an 'offical' version. EVERY DAZ female figure's muscle morphs and Bodybuilder morphs - V2, V3, S3, V4 and now Gia 6- has suffered from a complete imbalance of upper body (particularly arm) muscles with lower body (legs) muscles - little, skinny (if very defined) arm muscles but massive leg muscles in a way that would have any female bodybuilder, fitness competitor or needs-muscle-bulk athlete laughed out of the gym or off the contest stage. It appears nobody at DAZ has ever looked or is prepared to look at a selection of real muscular females. (It's especially silly with Gia, who they've admitted was modelled on Gina Carano, but one has to add mucho upper and lower arm bulk morph and shoulder width to actually look like her). DAZ just seem to be mortally scared of realistically muscled women. In any case, it's only with Genesis, where the same muscle morphs are used for both female/male, V5/M5 that one gets balanced muscle morphs for a DAZ female figure, and V5 - for that reason - is the one exception in the list of base figures I gave above. So all past experience - up to and including Gia 6 - brings one to expect a set of muscle morphs for G2F will have similarly unbalanced arm and leg muscle morphs, requiring extreme leg-thin and arm-thick diallings to produce any realistic balance, whereas the converted unisex Genesis Muscle morphs - because they are unisex - will be better.

    This is one of those conversions I need to do but keep forgetting about for some reason. One of these days, perhaps... ;-)

    One of the things I've also found helpful, when I don't want to get into dialing individual muscles, is the partial body morphs in Swole for Genesis (the original, not Freak 5 Swole). I've used them frequently to bulk up the upper body of a figure, or when dialed negatively, to slim down legs that have too much muscularity.

    I've read that it's possible to set up one slider to control several morphs; when I learn to do this, I'd like to do that with some of the Muscularity morphs, so I can create specific types of musculature for various parts of the body, and then mix and match them as I see fit.

  • GhostofMacbethGhostofMacbeth Posts: 1,627
    edited December 1969

    I have the flexions converted over but I don't want to dial each morph individually. That is the drawback.

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