How can I control the corrective morphs of Genesis 2 figures?
Lamabyte
Posts: 23
Hi,
I want to control the bending morphs of Genesis 2 figures, but I can't find them. With Genesis 3, all I have to do is turn on "Show Hiddne Properties", and it's there:
But it's not there with G2:
Am I missing something?
Thank you.
Comments
Genesis 2 dosn't have such JCM's. Genesis 2 uses the TriAx weight map system the joint bending correction is actualy a weightmap.
Switch the tool to Node Weight Map Brush and open the Tool Settings, then select a bone you will notice some bulge maps for positive and negative rotation on one axis. You can change the amount of the bulge with the sliders next to it, you will notice the value color changes to white, that means its not default anymore. Those change can be linked to a slider property to control the value. This is done with creating a new property and using ERC-Freeze the dialouge lists any value that is not set to default. You may want to narrow the list down by first selecting figures and items in your scene and Memorize Figure / Memorize Items to set their current values to default. Then come back to the Node Weight Map Brush and change the Bulge value and ERC-Freeze those settings to the Property. You could even paint on those Bulge maps to change the joint bending, I've once done that but its not recommended because the clothes wouldn't fit if they use the original Bulge maps. Also if you are altering the weight map the changes only gets saved in the current scene file.
The images I made should be self-explanatory.
Thank you for your detailed response, but this is not a good solution for me, and this is why:
My goal is to make animations. Unfortunately Daz is terrible when in comes to animating. The main problem is that it doesn't have an industry standard IK system, wich makes creating good quality animation almost impossible. So I figured out if I export a character in FBX format, I can import it into 3ds Max, and create a custom IK rig for it. With FBX the "bending morphs" are not exported, and the character looks terrible when it's posed. Max has a feature to tackle this problem, it's a modifier called "Morpher". It works basically the same way as the corrective morphs with Genesis 3 figures. And this is where the problem is: it requires all the bent (or "corrected") shapes of the body, but in the default T pose. Eg. this how the corrected (morphed), bent knee looks in the default T pose with G3:
And this is what I need, but with G2. All the corrected shapes, but in the default pose.