Natural Movements Pack for Genesis 9

2

Comments

  • sidsid Posts: 439

    Mechasar said:

    lilweep said:

    the armpit and shoulder area look really good.  The product promos show lots of little CBS, and i assume some HD ones.  I look forward to testing this once i get around to purchasing.

    Thank you for giving me this opportunity to highlight that each single morph has been sculpted at its 3rd HD level, so the more you increase the subdivision level of your model, the more the details (I always suggest to switch to the higher HD levels once you finished posing it).

    There's some fantasitic little details in the hands and feet.

    Before and afters and one already very well sculpted figure:

    And on a more stylised one:

  • barbultbarbult Posts: 24,245

    Mechasar said:

    I have only tried the Natural Movements Pack on one character in one pose so far, but I'm not thrilled at this point.

    • There is a control for "Natural Movements Active All". If I turn it to On, lots of morphs get activated, as I expect. But when I turn it to Off, they don't all get reset to 0. The body morphs are left On. Why? This seems like a bug. Edit: I can't reproduce this problem now, even though it happened repeatedly in this one scene. So, it might be fine. Edit 2: Oops the problem is happening again. I don't know what's up.
    • The Auto On looks too extreme on my character in her pose. There is no mechanism to attenuate the overall effect. The Auto is simply On or Off. To adust the strength, each individual morph has to be adjusted separately and manually. I  would like to just dial down the overall effect.

    I'll wait until I try a few more scenes, before I decide whether to keep this.

     

    Hi there! I think that’s not a bug, and here’s why: there was a huge amount of work on the interconnection between individual morphs in order to make the result as good as possible. As I wrote in the product description, a lot of morphs (especially the Hidden Morphs) are triggered automatically when two or more morphs are active, so they can smooth or moderate the effects of one morph over the other. But that behavior is not limited to the Hidden Morphs only, e.g. the “Arm Left/Right Front” morph turns off the effect of the “Arm Left/Right Down” automatically, in order to reduce the effect of a pressed arm when you bend it in front. So keep in mind there’s a dense network between all the morphs.


    Now, if you turn the “Active All” button on, every other “Active X-Body Part” will remain active even if you try to turn them off, because the “Active All” button has priority. So, just use the individual body-part buttons if you need to enable or disable independently.

    Mechasar, thank you for responding to these concern! We always appreciate it when a PA participates in the forums to help us better use the products.

    I believe that Active All button does not truly have overriding priority. Or at least this scenario causes it to not work as I expect:

    1. Load G9
    2. Turn Natural Movements Active All to On
    3. Observe that Natural Movements Body On-Off (and hands and feet) has been turned On, as expected.
    4. Turn Natural Movements Body On-Off to Off (sometimes takes two clicks).
    5. If Active All truly had priority, Body On-Off should not go Off, but it does.
    6. Now turn Active All Off.
    7. If Active All truly had priority, all other sections would go Off, but they don't; Body On-Off stays On and the Natural Movement body morphs retain their non-zero settings. This is confusing and frustrating.

    Now perhaps it is user error to turn Body On-Off to Off after setting Active All on, but there are no instructions with the product to describe how to use it. Perhaps the DS morph system does not allow you to handle this situation, but if it does, the product would be more user friendly if this confusing scenario could be avoided.

    If you manually adjust some automatic morphs, for what has been said above, there’s the possibility that some other morphs could not go to zero automatically when you try to zero the pose of your model's limbs. This is just how coding works, so I can’t do miracles :)

    Aaaand, if you want to moderate the effect of the morphs, right click on the “Parameters” pane and select “Edit Mode”. Select all the morphs you need using the ctrl or shift key, then right click on them and select “Set/Min-Max Limits”. Put the max limit to a lower value. By doing this all the morphs will be softened. Hope this can help.

    I have not tried modifying max limit yet. I don't know if changing the max limit could proportionally attenuate the effect of all the automatic settings, like normal ERC freeze controllers would, but I guess it could reduce the maximum effect that the automatic settings could attain. It seems like it would only reduce morphs that auto set to to max limit and have no effect on others with lower settings. Then it seems that they may be out of proportion, relative to each other. Or does reducing the high limit of one morph cause other dependent morphs to be lowered also, even if they are not reaching their limit?

    This was my first attempt with Natural Movement Active All. I just opened a scene I had done the day before (why start over?) and applied Active All. The circled arm area looked strange and overly morphed to me. That is why I thought a slider to reduce the effect would be useful. I'm no anatomy expert! Maybe someone else will think it is accurate.

    This is what she looked like before applying the Natural Movement Auto All. The posted images are crops of the originals and not exactly the same area, but you can see the arm changes.

    The character above was highly morphed, so I decided to evaluate Natural Movement on an unaltered G9 Base before making a judgment. This is a similar pose with G9 Base arm up in the air over its head. This was even more disturbing to me. The shoulder looks out of joint. These were the tests I had done when I concluded that I was not thrilled.

    Later with simpler poses, I had better results.

    Then I discovered the manual "sit" helper morphs. They are very impressive and will be very useful, I think. These are the tests I did with them. This is G9 Feminine morph. The prop is a cube primitive with translucent shader so you can see that her leg sits on top and does not penetrate the cube. I wasn't able to find a morph to flatten the calf against the cube, though, so I made the shin bend away from the cube surface.

    One leg up

    Two legs up

     

  • sidsid Posts: 439

    I'm not able to replicate the Acitive All toggle not working, @barbult, but had simalar results with the arm overhead poses. I think it's the difference in anatomy between a figure with more muscle vs less, and was wondering if you had any luck with the shoulder and arm sliders in the Natural Movement, manually knocking those back?

     

  • barbult said:

    Mechasar, thank you for responding to these concern! We always appreciate it when a PA participates in the forums to help us better use the products.

    I believe that Active All button does not truly have overriding priority. Or at least this scenario causes it to not work as I expect:

    1. Load G9
    2. Turn Natural Movements Active All to On
    3. Observe that Natural Movements Body On-Off (and hands and feet) has been turned On, as expected.
    4. Turn Natural Movements Body On-Off to Off (sometimes takes two clicks).
    5. If Active All truly had priority, Body On-Off should not go Off, but it does.
    6. Now turn Active All Off.
    7. If Active All truly had priority, all other sections would go Off, but they don't; Body On-Off stays On and the Natural Movement body morphs retain their non-zero settings. This is confusing and frustrating.

    Now perhaps it is user error to turn Body On-Off to Off after setting Active All on, but there are no instructions with the product to describe how to use it. Perhaps the DS morph system does not allow you to handle this situation, but if it does, the product would be more user friendly if this confusing scenario could be avoided.

    If you manually adjust some automatic morphs, for what has been said above, there’s the possibility that some other morphs could not go to zero automatically when you try to zero the pose of your model's limbs. This is just how coding works, so I can’t do miracles :)

    Aaaand, if you want to moderate the effect of the morphs, right click on the “Parameters” pane and select “Edit Mode”. Select all the morphs you need using the ctrl or shift key, then right click on them and select “Set/Min-Max Limits”. Put the max limit to a lower value. By doing this all the morphs will be softened. Hope this can help.

    I have not tried modifying max limit yet. I don't know if changing the max limit could proportionally attenuate the effect of all the automatic settings, like normal ERC freeze controllers would, but I guess it could reduce the maximum effect that the automatic settings could attain. It seems like it would only reduce morphs that auto set to to max limit and have no effect on others with lower settings. Then it seems that they may be out of proportion, relative to each other. Or does reducing the high limit of one morph cause other dependent morphs to be lowered also, even if they are not reaching their limit?

    This was my first attempt with Natural Movement Active All. I just opened a scene I had done the day before (why start over?) and applied Active All. The circled arm area looked strange and overly morphed to me. That is why I thought a slider to reduce the effect would be useful. I'm no anatomy expert! Maybe someone else will think it is accurate.

     

    This is what she looked like before applying the Natural Movement Auto All. The posted images are crops of the originals and not exactly the same area, but you can see the arm changes.

     

    The character above was highly morphed, so I decided to evaluate Natural Movement on an unaltered G9 Base before making a judgment. This is a similar pose with G9 Base arm up in the air over its head. This was even more disturbing to me. The shoulder looks out of joint. These were the tests I had done when I concluded that I was not thrilled.

     

    Later with simpler poses, I had better results.

    Then I discovered the manual "sit" helper morphs. They are very impressive and will be very useful, I think. These are the tests I did with them. This is G9 Feminine morph. The prop is a cube primitive with translucent shader so you can see that her leg sits on top and does not penetrate the cube. I wasn't able to find a morph to flatten the calf against the cube, though, so I made the shin bend away from the cube surface.

    One leg up

     

    Two legs up

     

     

     

    Hey there! First of all, thank you for collecting and appreciate my creations, I’m very grateful. I just read your full comment, and before I answer, I’d like to point out here that logic and method always played a major role during my whole life, just because I used to be an engineer beyond being a PA. Now I try to reply as simply as possible, step by step:

    • Sorry, I can’t replicate the problem you noted playing with those “Active X” buttons. They work properly to me. But the main question is, why would anyone do that combo? XD.  That kind of “sequence” can't be a diagnostic test, it sounds like a shortcut for crashing your interface, and probably that's what happened there. I’m just saying it’s an useless thing, believe me. I couldn’t imagine a simpler way to let you manage those morphs, the “Active All” button turns on all the other “Active Body Part” buttons, if you don’t want to active all of them at the same time just use the individual buttons, that’s it. Maybe my mistake is in giving too many option to please the most of user wishes, I’ll keep it in mind for my next products. Anyway, if you think the “Active All” button is the cause of all the trouble, there’s a super-easy solution: find the related file in the data folder and just delete it. There will be no problem for the remaining morphs.
    • About the extreme shapes, and the possibility of softening them, you got to know that every morph we PAs create MUST be designed on the base model without any figure shape applied on. We can never know what kind of characters mix you will be using in your artwork. And as an obvious result, every single morph can output different result on different characters, there’s no way to prevent it. Now I would ask you all a question. Let imagine you have to go to a dress store, and you have to buy a t-shirt without knowing the correct size in advance. Would you choose a small size with the risk of not be able to wear it and wasting your money, or do you prefer a larger size with the possibility to adjust it later in the day? ;) Well, that’s the same reason why all the PAs prefer to exaggerate in their body shapes design. All we ask is just a little cooperation and understanding from users, because despite the highest potential of DAZ Studio it’s practically impossible to give you a fully automatic and ready-to-use service.

    Thank you for reading :)

  • lilweeplilweep Posts: 2,490

    If a product makes a characters look better, i will adapt to any idiosyncrasies it has. My review is that overall the product is easy to use and adjust as needed. 

    I cannot reproduce Barbult's reported issues with the Body On-Off boolean losing it's controller 'Active All'.  If Active All is ON, it's impossible to turn Body On-Off to OFF for more than a second. It seems to stay ON while the Active All is ON, as intended.  I guess ultimately either use Active All or use the individual body parts. Rather than mixing and matching.  There's only 3 body part controllers, and one All controller, so four total. So not like it's some labor intenstive task to toggle them to your liking... kind of a non-issue.

    Anyway, the product is working fine. It's just like d.master's Auto Shape Enhancer, or Zev0's crease products etc where they sometimes break at weird poses so you have to adjust the body part controller for that particular body part where it breaks.  So in Barbult's example where the left shoulder breaks at that weird pose, just dial down one of the offending left shoulder correctives, and then you can keep all the other correctives.

    Will say, having the Active All and Body part controllers set to ON/OFF booleans, seems like a weird choice when they are just 2nd stage 'Multipliers' and could be set to a % CTRL dial instead, so could have 0-100% control on them.  But ultimately this is again a non-issue, since the individual anatomy dials we do have work well to give granular control to soften or intensify the correctives as needed anyway, so no big deal.  As said, I like the product and think it will add a lot of realism while also giving enough control.

  • barbultbarbult Posts: 24,245

    @takezo_3001 UNBM is in the store today!

  • I don't want to compare the two products but I just want to say that BOTH are worth having, IMHO. They do things slightly differently. The Natural movements morphs has a ton of highly detailed things like carefully sculpted wrinkles and adapted joints, where the newest Ultimate Natural bends are more delicate and subtle and less muscular but fix some of the gosh awful hip and pelvic region (as someone who has spent a lot of time trying to fix those joints and every possible combination of twist and turn and bend and side to side all at the same time... AUGH) so huge respect for both products.... I think they are BOTH a must have. 

  • scorpioscorpio Posts: 8,420

    DisparateDreamer said:

    I don't want to compare the two products but I just want to say that BOTH are worth having, IMHO. They do things slightly differently. The Natural movements morphs has a ton of highly detailed things like carefully sculpted wrinkles and adapted joints, where the newest Ultimate Natural bends are more delicate and subtle and less muscular but fix some of the gosh awful hip and pelvic region (as someone who has spent a lot of time trying to fix those joints and every possible combination of twist and turn and bend and side to side all at the same time... AUGH) so huge respect for both products.... I think they are BOTH a must have. 

    I just dont understand why when G9 is suppose to be an improvement we need to purchase 2 products to get the figure to look good in poses, G9's armpits often look worse thsn V4's did.

    And why are the UNBM only for G9F? its why I'm only picking up cheap stuff for G9 and not really moving from G8. 

  • to be fair, I don't understand the part about "needing' this or that.  It's all what a person wants or doesn't want. 3D content generally is made as a starting point to build creatively from, and each successive generation of Genesis figures have been exactly that- bases to build in different ways, work in different ways. There's things I love about G8 that are easier, there's things I love about the first genesis figure... some want extreme detail, some want a figure that will work in games, avatars, animations, so on... the thing with each generation of content is learning what it can do, and do better, and how to optimize at the same time. There's definitely things about G9 that frustrate me, but there were things with G8 that drove me nuts too.  Anytime the skeleton of a figure has a lot of variation its going need shape adjustment around the joints, and more varied and full sized (be it muscle or softer curves, or super long limbs or super short ones) there's going to be a lot of fixes necessary to make the shape work and bend well, and G9 encapsulates the shape spectrum.

     

    I don't want to derail this topic about fantastic movement morphs-it really is an amazingly detailed set- but no, I don't think you NEED both morph sets to have awesome art, but I think we all WANT both morphs sets because it makes stuff look even more awesome. And with the staggering discounts and the hard work the PAs put in making both sets different and unique, I can't really see passing them up. Having extra is just a win win to me.

  • TimbalesTimbales Posts: 2,343
    I'd be interested in a JCM set for G9 Masculine. This one says it's for Feminine, I assume that it works only on feminine shapes and isn't a universal product.
  • takezo_3001takezo_3001 Posts: 1,979
    edited September 2023

    barbult said:

    @takezo_3001 UNBM is in the store today!

    I was hoping someone would give me a head's up, but I found it quickly as I have K.H.Image's storefront webpage pinned in my browser (As well as mechasar's ) as I have been checking it every day since G9 came out, and yes, I'm ecstatically grateful that you let me know all the same!

    EDIT: And there's not too many conflicts save for the thigh, but that's easy to switch off, meaning I can use both simultaniously!

    Post edited by takezo_3001 on
  • lilweeplilweep Posts: 2,490

    I mean, from the promos, the only interesting morph on that UNBM package of CBS seems to be the shoulder (armpit and scapula) morphs, so those probably look fine on males also (?). The natural movements pack seems to have more detailed and more comprehensive morphs than UNBM.  I guess both are good tools to have tho.

  • takezo_3001 said:

    barbult said:

    @takezo_3001 UNBM is in the store today!

    I was hoping someone would give me a head's up, but I found it quickly as I have K.H.Image's storefront webpage pinned in my browser (As well as mechasar's ) as I have been checking it every day since G9 came out, and yes, I'm ecstatically grateful that you let me know all the same!

    EDIT: And there's not too many conflicts save for the thigh, but that's easy to switch off, meaning I can use both simultaniously!

     I've been around long enough that I'm embarrassed to have total newbie questions, but how do you know if there's a conflict and what do you do about it? 

  • paulawp (marahzen)paulawp (marahzen) Posts: 1,374
    edited September 2023

    Oops, just noticed the double post.

    Post edited by paulawp (marahzen) on
  • lilweeplilweep Posts: 2,490

    paulawp (marahzen) said:

    takezo_3001 said:

    barbult said:

    @takezo_3001 UNBM is in the store today!

    I was hoping someone would give me a head's up, but I found it quickly as I have K.H.Image's storefront webpage pinned in my browser (As well as mechasar's ) as I have been checking it every day since G9 came out, and yes, I'm ecstatically grateful that you let me know all the same!

    EDIT: And there's not too many conflicts save for the thigh, but that's easy to switch off, meaning I can use both simultaniously!

     I've been around long enough that I'm embarrassed to have total newbie questions, but how do you know if there's a conflict and what do you do about it? 

    In your defence, I have no idea what they meant either.

    Maybe they meant the thigh still doesnt look good on certain characters, either due to those characters being a weird shape such that the correctives dont suit them, or those characters having interfering corrective morphs.

    If that's the case, then how you would know is by seeing that it looks bad.

  • Bunyip02Bunyip02 Posts: 8,632

    Timbales said:

    I'd be interested in a JCM set for G9 Masculine. This one says it's for Feminine, I assume that it works only on feminine shapes and isn't a universal product.

    Works on male as well.

    Screenshot does not show them very well, but noticeable changes in the armpit & thighs

    Noticeable changes in shoulder blade, also changes to thigh.

  • outrider42outrider42 Posts: 3,679

    scorpio said:

    DisparateDreamer said:

    I don't want to compare the two products but I just want to say that BOTH are worth having, IMHO. They do things slightly differently. The Natural movements morphs has a ton of highly detailed things like carefully sculpted wrinkles and adapted joints, where the newest Ultimate Natural bends are more delicate and subtle and less muscular but fix some of the gosh awful hip and pelvic region (as someone who has spent a lot of time trying to fix those joints and every possible combination of twist and turn and bend and side to side all at the same time... AUGH) so huge respect for both products.... I think they are BOTH a must have. 

    I just dont understand why when G9 is suppose to be an improvement we need to purchase 2 products to get the figure to look good in poses, G9's armpits often look worse thsn V4's did.

    And why are the UNBM only for G9F? its why I'm only picking up cheap stuff for G9 and not really moving from G8. 

    Because some are not willing to admit that G9 is not an upgrade.

    I have seen Genesis 9. Genesis 9 has World Devouring Thighs. Actual promo pic for a G9 product in this store:

    That is just terrifying. Hopefully these bend products help with this issue, I really, truly hope so because it is so very bad. But I just don't know. This might be an impossible task with Genesis 9. We need a true successor to Genesis, not a model that simply has a pretty texture on it. A pretty texture is not progress, it is just a pretty texture. I've got Victoria 9 converted to G8 and she looks amazing...because her textures are amazing. And she even looks better as a Genesis 8 because Genesis 8 can bend better than Genesis 9. No G8 is not perfect, I am not saying that, G8 has its own bending issues, but it sure is better than this. We did not need 9 if there is so little improvement, or rather, a regression from Genesis 8. At least Genesis 8 and later 8.1 had compabities between them along with their small minor tiny improvements. 9 tosses all of that away...just so we can have freakish poses like this, lol.

  • ElorElor Posts: 1,518

    outrider42 said:

    I have seen Genesis 9. Genesis 9 has World Devouring Thighs. Actual promo pic for a G9 product in this store:

    It's not the base Genesis 9 figure and in a direct comparison, with Genesis 9 (with Victoria 9 mats) and Genesis 8.1 (with Victoria 8.1 mats), the difference isn't that big (I tried to reduce G8.1's height a bit but I don't know what percentage I needed to remove):

    G9-vs-G8-1

    I don't get why the existence of products like Natural Movements or UNBM for Genesis 9 is seen as a defect of G9 when similar products are also available for previous generations too.

    outrider42 said:

    I've got Victoria 9 converted to G8 and she looks amazing...because her textures are amazing.

    I didn't know it was possible and looking for it, I'm mostly finding videos and articles about the reverse process (using previous generations textures on G9).

    Is it an easy process and do you have a tutorial / video explaining how to do it ?

  • So as not to entirely de-rail this thread, can I point to a discussion had in February about thigh bulge. It honestly appears that G9 is worse than Victoria 3 in this respect. https://www.daz3d.com/forums/discussion/comment/8001451/#Comment_8001451

    Regards,

    Richard

  • sidsid Posts: 439

    I've got both sets. Very exciting! Very affordable with the sales, even in Australian money.

    Still need rib cage details for slim models if anyone knows of any going. (I think Supermassive had a nice morph for 8 but not 9)

  • The HH Lexi character has rib visibility, but not sure if just the ribs could be separated out from the rest of the character.

    Regards,

    Richard

  • takezo_3001takezo_3001 Posts: 1,979
    edited September 2023

    paulawp (marahzen) said:

     I've been around long enough that I'm embarrassed to have total newbie questions, but how do you know if there's a conflict and what do you do about it? 

    Sorry, got carried away in D/S and forgot about my post; I turned both morph packs on simultaneously in order to compare the differences, the issue is with the thigh bend, specifically the side-bend morph, so the solution was to disable UNBM's leg morph, as I'm really in love with the Natural movement pack to ever turn it off! ;^)

     

     

    Post edited by takezo_3001 on
  • TimbalesTimbales Posts: 2,343
    Bunyip02 said:

    Timbales said:

    I'd be interested in a JCM set for G9 Masculine. This one says it's for Feminine, I assume that it works only on feminine shapes and isn't a universal product.

    Works on male as well.

    Screenshot does not show them very well, but noticeable changes in the armpit & thighs

    Noticeable changes in shoulder blade, also changes to thigh.

    Based on the hip with it applied, I'd say it doesn't
  • memcneil70memcneil70 Posts: 4,120

    lilweep said:

    paulawp (marahzen) said:

    takezo_3001 said:

    barbult said:

    @takezo_3001 UNBM is in the store today!

    I was hoping someone would give me a head's up, but I found it quickly as I have K.H.Image's storefront webpage pinned in my browser (As well as mechasar's ) as I have been checking it every day since G9 came out, and yes, I'm ecstatically grateful that you let me know all the same!

    EDIT: And there's not too many conflicts save for the thigh, but that's easy to switch off, meaning I can use both simultaniously!

     I've been around long enough that I'm embarrassed to have total newbie questions, but how do you know if there's a conflict and what do you do about it? 

    In your defence, I have no idea what they meant either.

    Maybe they meant the thigh still doesnt look good on certain characters, either due to those characters being a weird shape such that the correctives dont suit them, or those characters having interfering corrective morphs.

    If that's the case, then how you would know is by seeing that it looks bad.

    I was fooling around first with Victoria 9 and Ultimate Natural Bend Morphs, Sweet Friends for G9, and got some very nice results when I tried turning on Natural Movements Pack for G9 to all. And yes, the hips/upper thigh went totally wierd. Played with turning both packages on/off to see the difference. Thanks for letting me know the rest is okay. But as someone noted, UNBM is good for fine tuning, and NMP is good for muscles. I like both in my toolbox. (Why I keep picking on V9? She was the first and had the worst noodle limbs out there. Lovely face, but the arms and legs! She needed a transplant.)

    Mary

  • barbultbarbult Posts: 24,245

    Timbales said:

    Bunyip02 said:

    Timbales said:

    I'd be interested in a JCM set for G9 Masculine. This one says it's for Feminine, I assume that it works only on feminine shapes and isn't a universal product.

    Works on male as well.

    Screenshot does not show them very well, but noticeable changes in the armpit & thighs

    Noticeable changes in shoulder blade, also changes to thigh.

    Based on the hip with it applied, I'd say it doesn't

    It "works" in the sense that the morphs can be dialed in, but whether they look good when dialed in on characters they were not designed for is another thing. In this case, I agree that the hip does not look right with this morph combination.

  • sidsid Posts: 439

    richardandtracy said:

    The HH Lexi character has rib visibility, but not sure if just the ribs could be separated out from the rest of the character.

    Regards,

    Richard

    Thank you, Richard. She's actually who I've used so far, but the ribs aren't separate.  

  • lilweeplilweep Posts: 2,490

    Given that there are at least three G9 characters that we know of on the daz store with broken custom CBS (i.e., the CBS are active even when the characters aren't dialled in and therefore ruining G9 for any customer who has them installed), I wonder how many "G9 has bad bends" complaints are because they have installed a product made by a questionable PA.

    When i see something so grotesquely deformed like what Outrider42 showed, my thought is that problem is due to a bad PA rather than Genesis 9 base.  For example, either the PA didn't make sufficient corrective blendshapes for their character morph or they made CBS that are firing when they shouldnt be.

    (And no I am not in denial about nor evangelising for G9.  I am just not in denial that PA's are blameless)

  • lilweeplilweep Posts: 2,490

    With regards to Victoria 9 Thigh and Shin correctives being marginally worse than Victoria 8 Thigh and Shin correctives ... Fine, but that is a critique of the thigh and shin corrective morphs for a Gen 9 character, which are the responsibility of the PA sculpting them.  That critique alone cannot really be extrapolated to a critique of Genesis 9 as a base figure.  Victoria 9 the character is not Genesis 9.  There are a hundred Gen 9 characters that are not Victoria 9, some with perhaps worse and some with better Thigh and Shin correctives, i would hope.

    Yes Victoria 9 is a flagship character but that is a nominal honor only, it's not like Victoria 9 actually represents what Gen 9 would be capable of.  If you are comparing Victoria 9 and Victoria 8, you are ultimately comparing only those characters rather than the base figures on which they were made.

  • outrider42outrider42 Posts: 3,679
    edited September 2023

    Elor said:

    outrider42 said:

    I have seen Genesis 9. Genesis 9 has World Devouring Thighs. Actual promo pic for a G9 product in this store:

    It's not the base Genesis 9 figure and in a direct comparison, with Genesis 9 (with Victoria 9 mats) and Genesis 8.1 (with Victoria 8.1 mats), the difference isn't that big (I tried to reduce G8.1's height a bit but I don't know what percentage I needed to remove):

    G9-vs-G8-1

    I don't get why the existence of products like Natural Movements or UNBM for Genesis 9 is seen as a defect of G9 when similar products are also available for previous generations too.

    outrider42 said:

    I've got Victoria 9 converted to G8 and she looks amazing...because her textures are amazing.

    I didn't know it was possible and looking for it, I'm mostly finding videos and articles about the reverse process (using previous generations textures on G9).

    Is it an easy process and do you have a tutorial / video explaining how to do it ?

    The point being G9 is suposed to be BETTER. Why create a version 9 that can at best match what the previous version did? What is the purpose here? And if applying a fairly basic morph results in the image above, that still is not a good thing. We have a lot of examples in the forum of very funky G9 poses. Again...G9 is supposed to be better. Not equal.

    Doesn't anybody get this?

    I used a mesh wrapping software to match the shapes. From there the software can create new textures. The first thing to do is to use DS Texture Atlas to create a giant texture map. Sadly Texture Atlas does not recognise Iray materials beside color, bump and normal. You can convert the surfaces to DS Default and place the textures in slots that make sense.

    You also save your G9 model as OBJ for the software. It is best to match the pose and morph. G9 has a legacy morph that matches G8M or F, so use it, and match the pose. It is best to have the exported models match as close as possible. It makes the resulting textures better. You can do the shapes later.

    You need a default G8 for OBJ as well. This one does not need to be base, because you only doing textures. When you start converting morphs you do need base res. So you will have two different saves in this software, one for textures, one for morphs.

    From there the software is reasonably easy to use. You'll want to check tutorials on it. There are different ways to do it, too. My way is probably outdated as I have been using the software for a while.

    The software is expensive, but it has a 30 trial period. The trial has no limits on its feature set. That is enough time to figure it out and get some sets done. If all you want is a certain model or two, you can get them done in the trial period. If you want more, and if you have the cash, it could be worth buying. I have used it to convert other Genesis generations to G8. Once you figure it out, you can get a lot of mileage out of it, and now that Blacksmith3D Texture Transfer has seemingly closed up, IMO this is the best all round method. You can convert morphs and textures with one tool.

    I also use Hexagon to help fix the eyes and teeth. That is its one weakness, the eyeballs and inner mouth can be funky. But that is not unusual for any of these converters.

    This sounds pretty complicated, and it sort of is when you set it up. But once you have it set up, you can have save files all set up for the process. You get faster at it. It is possible to do a character in just a few minutes.

    The software also opens up all kinds of awesome possibilities. Now that we make a 3D model of things by using something as simple as a phone's camera, you can create a 3D model of yourself or friends and use this to get your head shape on Genesis. How cool is that?

    **It completely slipped my mind that Jay has covered this software in Daz's own training video series, and shows a good portion of the workflow. That is a good video to look up.

    Post edited by outrider42 on
  • outrider42outrider42 Posts: 3,679

    Here's the video by Jay. Of course it covers the process of going from 8 to 9, so keep that in mind. The steps are basically the same for any conversion. Although I noticed that Jay does it completely different from what I do. That's not a bad thing, you can do it multiple ways even with the same software. I would try to match the shapes though before export like I mentioned above. Wrap can deal with them not being the same shockingly well, it is designed for this, but the best results will come from getting the two models as closely matched as possible. I also make the textures gigantic, at least in Wrap. That is because sometimes the edge of the UV seam can show. Once you have the textures converted you can resize them to what you want.

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