G2F AND MYSTERIOUS JCM!

Richard!!!! (Haseltune)

I ask you for a curiosity. We knows that G3F and G8F have JCMs for corrections, like Side Side, Bend and so on, and we can find'em named for instance, JCMtight up or similar, in the Hiddens properties clicking the button.

In G2F instead, I found XBend Rotations and others, bbut nothing like the G3F JCM names. I need to create a corrector JCM for a garment, so, the simple question is, are the JCMs implemented in G2F with differenr names, or that character is old?. Otherwise, if there are, where I find them and what name they have?

Thanks for your answer my friend!

Comments

  • The Geensis 2 rigging differs from the more recent in both the way the weights bind to the bones and in the bend proeprties themselves - they have a separate weight map for each axis and, in a ddition, they have bulge settings (with weight maps) that push areas of the mdoel out as the joint bends. The different rigging (the TriAx system) makes less, but not no, use of JCMs so it may be that there isn't a JCM on the joint you are looking at (it's handled by the per axis bend and bulge maps instead) or that it has a different name (which you can check by neding just that one joint on the base figure and looking through the Currently Used list in Parameters).

  • Me too I thought thre's a differenced between the egenerations. I want to correct the legs of the pants, so, I moved up the slider of the rThigh and I found some parameters in the Property Hierarchy. Here some of the properties. The highlighted one is the Right Thigh but I don't knoe if it's iteresting. Look around again.

  • Well RIchard, I understood half of the procedure to get a corrective JCM. First, I load pants and I rig onto G2F. Then, I modeling a corrective morph pulling up the leg. So I load in Morph Loader Pro the correcive JCM with same name of the G2F leg (Thigh Front) with properties parameters same as G3F (create propert parameters YES, reverse deformations YES, overwrite existing DELTAS ONLY). Then browsing the Jenny pants mesh in the Property Hierarchy I will find the corrective JCM previously loaded, So, I put JCM corrective in Stage 1 Subcomponents (Add/Subtract). Succesfull! Corrective works well. Now, I have to find how to do the inverse, I mean, to go back at zero position with no corrective acivated. Have you idea how to do this?

    Thanks!

  • I'm not following what you are doing with the Property Hierarchy - if the JCM is linked to the bend it should zero when the bend is zeroed automatically.

  • With property Hierarchy just I put the leg correction morph when she bend it, to fix polygons shape. Simply I added the jCM to the Stage 1 of the leg and works well. Then, when I zero thee leg pose, explode the JCM like if add original and corrective morph. ANyway I will take a pic of the Property Hierarchy to show you the steps!

  • Hey Richard, seems Genesis 2 has less propertirs than Genesis 3 cause the only JCMs I found are the X Rotation, Y Rotation, Z Rotation, so I think the way to load JCMC is to use that parameters. This make confusion also to rig props to the character. For instance I need to rig my holster to the leg of Jenny, to get the leg bending without distortions of the prop. From pic 1 (left) to pic 2 (right) as you see.

    So, If I use Transfer Utility I get distortions like pic 2. Also to paint maps seems to do nothing to get a bit of rigidity. I see in the weight map tool setup the X, Y, Z Rotations and Bulges, obviously different parameters from Genesis 3. Have you an idea how to get less distorion as possible in G2 with weight maps as well?

    Note: after rigging via Transfer Utility I got General maps each bones of the leg,also if is enough the R thigh bone. I don't remember the effects of red and blue paint and what influence have the clear painting (grey paint)

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  • Here the pic of the weight maps parameters I get when I use Transfer Utility.

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  • Rigidity Maps are used only to control the way morphs project from the base figure to the fitted item, they don't affect posing.

    Red is strong weighting, blue is weak.

    To deal with the straps you are probably going to need a mix of JCMs (you can have JCMs in the fitted item thata ren't in the base figure) and adjusting the weight map so that it varies less across the width of the strap - if you make the weights uniform, for example, from top to bottom the edges will not separate, but you may then need a joint controlled morph to scale the strap up or down so that it doesn't clip. Really, you have set yourself quite a challenge there.

  • Syrus_DanteSyrus_Dante Posts: 983
    edited October 2018

    @ MAX-S

    Hi I want to help out to dissolve this confusion about Genesis 2 TriAx WeightMaps, [JCM]'s (Joint Controlled/Correction ? Morphs) and the difference with General WeightMaps.

    There is little to no use of any JCM's with TriAx WeightMaps on Genesis 2 to corrent the joint bendings. Unless you have bought additional products that include JCMs like Beautiful Bends for example.

    [Edit]: Sorry have to corret this since the eyelids are not driven by joint rotations those corrention morphs are not called JCMs but [MCM]s Morph controlled Morphs linked to the pose control property Eyes Closed.

    Genesis 2 dose have JCMs but they are most likely meant as corretions for additional character shapes. For example with a face morph you would also need a JCM that corrects the eyelids so they close correctly.

    Instead of JCMs the Genesis 2 TriAx rigging uses additional WeightMaps called Bulge maps to help to corret the joint bends. The good thing about this is, all those maps gets projected onto your clothes if you run the Transfer Utility, then you don't even have to leave DazStudio to fix those joint corretions on your clothes, it can all be done with the Node Weight Map Bursh tool.

    I made a quick tutorial video showing how you can edit the weight maps on conforming items for Genesis 2. Actualy there are two now, the second shows how to use the Property Hierarchy pane.

    It would help if you provide a more detailed description with sceenshots of what you did with the Transfer Utility and the pants you where talking about. The example of the holster is better with those pictures.

    With property Hierarchy just I put the leg correction morph when she bend it, to fix polygons shape. Simply I added the jCM to the Stage 1 of the leg and works well. Then, when I zero thee leg pose, explode the JCM like if add original and corrective morph. ANyway I will take a pic of the Property Hierarchy to show you the steps!

    You may have linked some properties wrong in the Property Hierarchy pane. Open the ERC DeltaAdd > Attributes of one of the SubComponents and have a look at the Scalar value. You can even select all SubComponents at once with Shift select and right-click Set Scalars to quickly change them. If you are happy with the controler property that you've created don't forgett to save it with File>Save As>Support Asset>Morph Asset, otherwise saving a scene file will also keep the property available for further editing but only in this scene.

    Note: after rigging via Transfer Utility I got General maps each bones of the leg,also if is enough the R thigh bone. I don't remember the effects of red and blue paint and what influence have the clear painting (grey paint)

    I got General maps each bones of the leg? If you have run Transfer Utility with Genesis 2 Female there should be TriAx WeightMaps. Your last screenshot shows how TriAx looks like with maps for all three axis and a scale map. While General weight maps only have one General map for all axis and this map is also used for scaling.

    If the clothing was original made for Genesis 3 and up there may be the original General Maps left over after the Transfer Utility rigging to G2F. I've seen this once by myself. Those maps are no longer in use since the cloth is now fitted to G2F and you can select and delete them with the button Remove Selected at the bottom of the Tool Settings with Node Weight Map Brush, you have to do this for every bone and axis - there may be ways to delete all general weight maps at once - I don't know. @ Richard How to delete all general weight maps at once?

     

    DazStudio G2F BasicWear 01 WeightMaps TriAx

    With Subtitles

    DazStudio G2F BasicWear 02 BeautyBend

    Without Subtitles

    I use these JCMs and muscle flexion morphs on my Genesis 2 figure:

    Post edited by Syrus_Dante on
  • Dax AvalangeDax Avalange Posts: 340
    edited October 2018

    Yea Richard you're right, a challenge! I will take a look to the Syrus guide. Seems interesting! Let you know!

    Post edited by Dax Avalange on
  • Syrus_DanteSyrus_Dante Posts: 983
    edited October 2018

    [Edit] hey MAX-S now that you have edited your post my response post looks weird with the quotes you deleted.

    I think your new thread FIX THE PELVIC DISTORTIONS still is about JCMs.

     

    When I load any morph seems break the IK...

    The IK has nothing to do with this.

     

    while G2F do the artefact while bending only, after that the leg  is ok.

    Make shure the Manipulation Binding in the Draw Settings pane is set to Full not Optimized to update the JCMs and Bulge maps continously while rotating a joint.

     

    I have modified or changed some bones asset or base parameters while saving?

    If you think there is something wrong or you have manipulated some things that made it worse, first create a new scene and try to load the original base figure from the library. Remember all changes you made to the figure gets saved only in the current scene file, unless you have used Save Morph Assets, Save Modified Assets or even Save Figure/Prop Assets. If so you can uninstall the genesis figure that you think got screwed up with [DIM] Daz Install Manager and install it again. Additional products for the figure are not affected by doing this but could also be re-installed.

     

    One thing to consider

    The stock genesis 2, 3 or 8 figures joint bendings are not perfect compared to a real world persons joint bending. But its getting better with every new genesis generation and additional products with JCMs can adress those joint rotation issues especialy while the joint is bend to its limits.

    See this comparison I made for Genesis 2 Male Pose Control Arms-Up. Well I should have take care of disabeling any additional JCMs before comparing the stock figure rotations.

    There are additional JCM products that help to correct those joint rotations for Genesis 3 and 8 to have them look more natural. I recommend using those Bend Control products, they include a JCM called LThigh Top Flatten 2 that is taking care of the thigh side-side rotation issues like you showed them in the screenshots.

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    G2F_LThigh-Z-Rotate85_01.png
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    Post edited by Syrus_Dante on
  • I know the IK nothing to do with this, if I wrote that is because the ungry about slowing my products, and I spent time until 2:00AM, I eat with the art. I think you understand what I say. ;)

    Anyway I'm paying more attention to your tutorial, xpecially the pics above the ones with bend legs. This is a good bending, and this, I remember to seen until yesterday. This is the reason of my question, "maybe I've deleted or saved over some important settings that Daz use to control the way it morph?"

    Now I'm going to read your steps written here. Let you know.

  • Dax AvalangeDax Avalange Posts: 340
    edited October 2018

    About the bend control product to fix, I didn't use it cause never happened that artefact. Anyway I have it already installed but to be honest I would prefer to solve without third parts products.

    Post edited by Dax Avalange on
  • Dax AvalangeDax Avalange Posts: 340
    edited October 2018

    Sayrus Dante, a thing I forgot to say, I've opened a new discussion about how to fix pelvic distortion cause the rules of Daz about forums.

    After that, about use of the Bend Control product to fix the pelvic distortion, I would like to say that I can't use it. I'm a vendor and I want my customers use my products without add third parts products, so, I prefer to create a new JCMC as usually I do. Professional deformation. You see, usually I solve by myself the defects of Daz software, for instance the Reiko catsuit to fix the explotions to the crotch area of a garment. I'm stubborn, a habit of mine, here the why I want to solve the pelvic distortion into the FBM directly in G3F. wink

    Going to read your steps. yes

    Post edited by Dax Avalange on
  • Dax AvalangeDax Avalange Posts: 340
    edited October 2018

    Update: Reading your post I read "If the clothing was original made for Genesis 3 and up...". To be more clear, the holster you see in this post, all the clothes and all props and characters are my property not third parts content that I want to fit to G2F. That holster I modeled around the base shape as usually I do with all my products. I've opened this discussion just to solve some DS artefact never happend before in all my products. This is the reason. Why? I said before, I'm stubborn and I won't artefacts in my products. Yea! wink

    Update 2 :  "I think your new thread FIX THE PELVIC DISTORTIONS still is about JCMs." No. This is another thing. This about the pelvic distorion. Previous one is for G2F JCM before to see the pelvic artefact yesterday. Sorry for the confusion. This is the reason I splitted this thread and opened one more. Yea!

    Anyway, solve the joint rotation of my holster is not a problem I will solve easy, actually I want and I wil, repeat I want and I will solve the pelvic distortion, and believe me, you don't know me, when I say I thing I do that thing Richard know this! Loool!

    Post edited by Dax Avalange on
  • About G2F JCM corrective I will find a solution as always. wink

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