Some Poses completely ruin the shape of DAZ Genesis 8 Models

I am trying to make a new scene but DAZ bugs are causing troubles & I still have 5 - 7 characters to add to the scene but can't even pose the 1st one as required for my scene.

Some Poses completely ruin the shape of DAZ Genesis 8 Models

Example CDIG8M KneelA from the Capses Poses and Expressions for Lucas 8 & Genesis 8 Male. You can see the shape morphs that I have dialed in. It should be known dialing them to 0 does not fix the warped knees (although I left a couple of RareStone morphs dialed in on the head/face).

I attach the same morph dialed character in the kneel pose & the standard A pose - look at the knees, lower thighs, and upper calves - a total mess in the kneeling pose and it's been a problem for over one year.

What can I do to fix this if anything? No sitting, kneeling, and other poses with a lot of bends in the joints isn't really acceptable given DAZ 3D has one area of expertise and one only and I can't use it like that.

DAZ 3D G8M A-Pose.png
1917 x 1039 - 2M
DAZ 3D G8M Bug.png
1913 x 1033 - 2M

Comments

  • ThorThor Posts: 43

    It looks like the toon morphs are the problem (they are making the legs/knees too skinny). Those poses were designed for Lucas/Gen 8 Male, NOT for toon morphed characters.

     

  • nonesuch00nonesuch00 Posts: 18,316
    edited May 2019
    Thor said:

    It looks like the toon morphs are the problem (they are making the legs/knees too skinny). Those poses were designed for Lucas/Gen 8 Male, NOT for toon morphed characters.

     

    No, thanks, but you're wrong. Even if I remove the toon shapes, the knee cap area is warped on standard G8M. And when I use similar poses made for toon characters the knees are warped.

    This is a bug in the JCMs/MCMs I think but it's DAZ 3D that is the experts and needs to fix these problems.

    It is true thought the exaggerating the knees thinness in these toon styles makes it more obvious but it's there even in regular G8M. 

    +++++

    I guess I will have to manually pose for this scene & see if it works without warping the characters & open a DAZ ticket.

    Post edited by nonesuch00 on
  • MattymanxMattymanx Posts: 6,954

    Is it happening with all poses for G8M or just a few?  If just a few, which ones?

    I dont see any weirdness in bending G8M manually or using my own poses for him.

    THe only two things I can think of that would cause warping while posing is either a bad morph or the Thigh Twist has has been altered.

    Can you redownload the Genesis 8 Male Starter Essentials and unpack it to a different location than your normal library and then point DS ONLY to that location as your library to test?

  • SixDsSixDs Posts: 2,384

    Although it may not address the underlying problem that you are having, nonesuch, there is a possible workaround that you can look into. The infinitely helpful Sickleyield produced a set of head and body morphs for the Genesis 8 figures a while ago that are available for free from either DA or ShareCG, that include a "knee thickness" morph. Whenever you are posing that or similar characters with a deep knee bend, dialing in that morph as required should at least correct the issue for still image renders. The links to the downloads are as follows, if you are interested (pick one):

    https://sharecg.com/v/91888/view/21/DAZ-Studio/SY-200-Morphs-for-Genesis-8-Head-and-Body

    https://www.deviantart.com/sickleyield/art/SY-200-Free-Morphs-Genesis-8-756465264

  • nonesuch00nonesuch00 Posts: 18,316

    Thanks. the warping problem happens for all poses with big knee bends in them, poses where they are standing or slight bends are normal shaping. 

    So the above set originally designed for Lucas 8 & G8M was tried and I also tried the Toon Generations 8 poses for the Baby morph as a starting point. They work excellently except in cases where the knees are bent a lot.

    I just recently, in the month of April, clean installed all of Windows 10, the progs on in, includes DS & all my DS content managed by DIM so that is not the problem.

    I had forgotten, because this bug has been around over a year now, but I think it is a bug in DS Public Beta 4.11.0.+ and not DS 4.10.0.+. I will have to try the scene in DS 4.10.0.+ and see where I get.

     

  • nonesuch00nonesuch00 Posts: 18,316

    This is something visible in all DAZ figures -- G3F, G8F... all have the same problem with joints when certain limits are passed.

    Try to make G3F or G8F figure to do a simple split and look for that horrible hip distortion -- it makes it totally useless for posing once you deviate from standing and walking stuff and want to do something else like sports, or God forbid erotic content.

     

    I did do some more tests and the problem does still exists for any variant of G8M in bothe DS 4.10 &  DS 4.11. Furthermore it doesn't occur with G8F or any variant of in both DS 4.10 & DS 4.11 and I used some poses that were deep knee bends found in the Edie Pro Bundle..

    So I think it must be some product or a freebie that has messed up these joints in G8M and I'm going to dismiss for now that it could be a product I bought out of the DAZ Store and test to see if it was one of the SingularBlues morph transfers from G3M to G8M. I'm not sure of that though because the same SingularBlues scripts also transferred G3F morphs to G8F just not as many. eg. The mythcons freebies for G3M at shareCG.com or the DO Multi-Man Toon Bundle for G3M would be the 1st two I would suspect as causing this problem.   

    And i just tested the same knee pose shown above on G3M & unmorphed G8M. The knee warping happens on G8M & not G3M so that would most likely point to a set of morphs being transferred from G3M to G8M and G8M not liking it I think; otherwise others that had bought G8M products in the DAZ Store would be complaining about the same knee problems and they aren't.

    I am going to try removing the mythcons shareCG.com freebies & reinstalling G8M. Test. And then maybe do likewise for the DO Multi-Man Bundle if it's not fixed.

    Thanks. I think this is probably solved but I'll post the results in case anyone else has a problem. SingularBlues morph transfer scripts aren't in wide use so that shouldn't be the case. 

  • NorthOf45NorthOf45 Posts: 5,551

    There must be some JCM/MCM from one of your installed characters being activated, even if not being used. I have those poses and do not have any distortion in the knees for that, or any other extreme poses, with any character dialed in. There have been cases where stray morphs kick in when they are not supposed to.

    Any JCM/MCM can have multiple controllers and sub-components contributed from various characters and morph packages. Some are always active, some are dependent on a character setting, being proportional to how much of a character is dialed in, assuming they work properly.

    Try uninstalling character or morph packages that might have drastic effects on the body shape to see if the problem goes away, and can be linked to a particular package. (I have Cartoonized and Toon Dwayne, and they cause no problems with the knees). Maybe Toon Generations 8, or some creature character. Look at the Bend parameter properties of the knee bone to see which sub-components and controllers are involved to have an idea of which ones might be involved.

     

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,583

    You probably have a rogue morph I just move them out of the data folder to test starting with the most likely culprits 

  • nonesuch00nonesuch00 Posts: 18,316

    OK, I've removed every single G3M morph transferred to G8M and the end result is I determined the knees aren't constructed that well in any case. And when exaggerated thigh & calf muscles are added it makes the knees look that much worse. I also removed all G8M morph freebies.

    I personally think the knees on G8M need remodeled, it's not an addon morph or a morph transferred from G3M or a G8M freebie morph that is causing the problem. Oddly the G8F knees are so much better. 

    Thanks for your suggestions. At least this has got me ready to test SingularBlues morph transfer scripts again. It wasn't SingularBlues morph transfer scripts either to clarify that possibility.

    What I haven't tried is how does one activate 'Limits' again on a character to restrict the range of motion when a pose is applied?

    Thanks.

  • Sven DullahSven Dullah Posts: 7,621
     

    What I haven't tried is how does one activate 'Limits' again on a character to restrict the range of motion when a pose is applied?

    Thanks.

    Select the figure and all the bones, go to edit/figure/limits and turn them on.

  • nonesuch00nonesuch00 Posts: 18,316
     

    What I haven't tried is how does one activate 'Limits' again on a character to restrict the range of motion when a pose is applied?

    Thanks.

    Select the figure and all the bones, go to edit/figure/limits and turn them on.

    Thanks very much!

     

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