The bends...my first test of the Ultimate Natural for Victoria 6 Body

peteVaultpeteVault Posts: 308
edited December 1969 in The Commons

I'm pleased with the results when compared with the shoulder bends and arm bends in the past.. Loads automatically...works automatically...worth it.

Arm-Shoulder_Bends.jpg
588 x 480 - 239K

Comments

  • MBuschMBusch Posts: 547
    edited December 1969

    Impressive! Can you post some more examples? Thanks in advance.

  • peteVaultpeteVault Posts: 308
    edited December 1969

    I will....as soon as I get a chance.

  • peteVaultpeteVault Posts: 308
    edited September 2014

    Here's another one.

    Bend_2.png
    900 x 600 - 417K
    Post edited by peteVault on
  • j cadej cade Posts: 2,310
    edited December 1969

    Quick question... The one thing I've really been looking for is something that simulates how flesh expands (horrible description I know) like how when you bend your elbow the flesh is displaced and so forms a diamond-y shape. like there's actual soft flesh there (I'm sorry to use the word flesh so much, its creeping me out too). most of the bend helpers smooth out where the mesh intersects, but don't really account for where the mesh volume would be displaced in real life.

  • bad4ubad4u Posts: 684
    edited September 2014

    Results look nice, but I have a question too..

    "Ultimate Natural for Victoria 6 Body" is automatically engaged when you turn on Victoria 6 body shape.

    I understand the correction morphs have been sculpted to V6 specifically, but does that mean you cannot even load and try them (with varying results) on other figure morphs like Gia or Giselle when V6 morph is inactive ?

    Post edited by bad4u on
  • BeeMKayBeeMKay Posts: 7,019
    edited December 1969

    You can manually activate it in Shaping somewhere under full Body>Real Person. It works on G2F based characters fairly well.

  • bad4ubad4u Posts: 684
    edited December 1969

    Okay, thanks. That is what I was hoping for.

  • wowiewowie Posts: 2,029
    edited October 2014

    Kamion99 said:
    Quick question... The one thing I've really been looking for is something that simulates how flesh expands (horrible description I know) like how when you bend your elbow the flesh is displaced and so forms a diamond-y shape. like there's actual soft flesh there (I'm sorry to use the word flesh so much, its creeping me out too). most of the bend helpers smooth out where the mesh intersects, but don't really account for where the mesh volume would be displaced in real life.

    I'll answer this one.

    To have something like that means the vendor must take into account all the different shapes that alters the volume of said limbs Put simply, there must be a corrective JCM for not only FBMs, but also PBMs that affect the region.

    For instance, if you look at the knees of various G2F shapes, you'll see that they're shaped very differently. Victoria is not that different from the base G2F, but Giselle and Olympia differs by a lot. Furthermore, since the volume of the thigh and shin varies from one shape to the next, the degree of rotation where the thigh and shin meets and collide will also be different. So, the code for each FBM will have different trigger values as well.

    That's just the various full body shapes. What if you throw in the basic body shapes or partial body morphs? Body size, Bodybuilder, Emaciated, Fitness, Heavy, Pear Figure, Voluptuous, Weight alters the volume around the area as well. Add Thigh Size and Shin Size and you have a total of 10 corrective shapes that needed to be made, each one with different ERC codes. And we haven't taken into account glute/waist morphs like Hip Size or Pregnant. that alters the upper thigh area. Or even combination of morphs.

    That's just for one pair of joints. You can probably assume the elbows and shoulders will need correctives as well. The shoulders will be quite complex, due to the number of joints and movement combination possible. The thighs takes the difficulty and complexity to a whole new level though. Of course, they need to look correct with all the pelvic and torso movements.

    Post edited by wowie on
  • Rayman29Rayman29 Posts: 0
    edited December 1969

    wowie said:
    Kamion99 said:
    Quick question... The one thing I've really been looking for is something that simulates how flesh expands (horrible description I know) like how when you bend your elbow the flesh is displaced and so forms a diamond-y shape. like there's actual soft flesh there (I'm sorry to use the word flesh so much, its creeping me out too). most of the bend helpers smooth out where the mesh intersects, but don't really account for where the mesh volume would be displaced in real life.

    I'll answer this one.

    To have something like that means the vendor must take into account all the different shapes that alters the volume of said limbs Put simply, there must be a corrective JCM for not only FBMs, but also PBMs that affect the region.

    For instance, if you look at the knees of various G2F shapes, you'll see that they're shaped very differently. Victoria is not that different from the base G2F, but Giselle and Olympia differs by a lot. Furthermore, since the volume of the thigh and shin varies from one shape to the next, the degree of rotation where the thigh and shin meets and collide will also be different. So, the code for each FBM will have different trigger values as well.

    That's just the various full body shapes. What if you throw in the basic body shapes or partial body morphs? Body size, Bodybuilder, Emaciated, Fitness, Heavy, Pear Figure, Voluptuous, Weight alters the volume around the area as well. Add Thigh Size and Shin Size and you have a total of 10 corrective shapes that needed to be made, each one with different ERC codes. And we haven't taken into account glute/waist morphs like Hip Size or Pregnant. that alters the upper thigh area. Or even combination of morphs.

    That's just for one pair of joints. You can probably assume the elbows and shoulders will need correctives as well. The shoulders will be quite complex, due to the number of joints and movement combination possible. The thighs takes the difficulty and complexity to a whole new level though. Of course, they need to look correct with all the pelvic and torso movements.

    So true. MCM/JCMs aside, I've warmed to the idea of applying one off corrective morphs to posed figures. It takes a few minuets, and fixes most problems

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