KHImage studio does it again, now for GENESIS 8!

takezo_3001takezo_3001 Posts: 1,997
edited November 2019 in The Commons

YES! I was telling myself that it would be great if they brought out an ultimate bend morph for Genisis8 and lo and behold, what do I find at the store? This is huge, as before they only made an UBM for only V8 which is fine, but there are so many DAZ/PA characters based on G8 so this will work on ALL the first party Daz characters!

Hopefully, this will FINALLY put them on the map and more people will buy their excellent products! Plus this will work magnificently with Zev0's recently released skin fold morphs for some much needed realism!

Post edited by takezo_3001 on

Comments

  • AllenArtAllenArt Posts: 7,172

    All well and good, but I don't buy stuff like this anymore without a male version. :(

    Laurie

  • takezo_3001takezo_3001 Posts: 1,997
    edited November 2019
    AllenArt said:

    All well and good, but I don't buy stuff like this anymore without a male version. :(

    Laurie

    Yes, I can fully understand your perspective, I'm hopeful that they will come out with a male version as well, at least for their sake (And for their customer's as that would really benefit them as well!

    Post edited by takezo_3001 on
  • BruganBrugan Posts: 365

    The morphs look great, was an insta buy for me, however I'm very dissapointed with how they chose to do the neck bend activation on the sliders instead of bones. I hope this gets updated.

  • takezo_3001takezo_3001 Posts: 1,997
    edited November 2019
    Brugan said:

    The morphs look great, was an insta buy for me, however I'm very dissapointed with how they chose to do the neck bend activation on the sliders instead of bones. I hope this gets updated.

    Yeah, it's a bit of a pain to go to the posing slider route, but with the tons of posing packages out there using both bones and sliders they didn't want to conflict their morphs relying on JCMs, that's just my guess I could be wrong!

    But the incredible morphs are such an insta-buy from me as I use the morphs exclusively for all of my V8 (Now G8!) characters!

    You can ERC the morphs to the rotation dials for their respective nodes if you so choose, I would do it for a test figure and just save the character in a scene instead of saving it as a morph resource though!

    EDIT: Posted in your last thread, posting here for anyone reading this thread as well...

    Disregard...

    Post edited by takezo_3001 on
  • takezo_3001takezo_3001 Posts: 1,997

    I just figured out the reason, they went the pose-slider route due to several nodes being posed at once just like when Daz themselves have the arm/leg/waist pose as well... so it makes a bit of sense...

  • Leonides02Leonides02 Posts: 1,379

    I was very excited to see this in the store!!! Insta-buy as well for me. 

    I just figured out the reason, they went the pose-slider route due to several nodes being posed at once just like when Daz themselves have the arm/leg/waist pose as well... so it makes a bit of sense...

    Sorry, I'm lost. What does this mean? Does it work differently from the V8 or V7 / O7 version?

  • PedroCPedroC Posts: 198
    edited November 2019
    Brugan said:

    The morphs look great, was an insta buy for me, however I'm very dissapointed with how they chose to do the neck bend activation on the sliders instead of bones. I hope this gets updated.

    +1

    The same as me. The difference is that I did not realize that the morphs of the neck and arms had linked them to the position controls and not to the bones. I even opened a ticket to technical support. Now I will have to think for a while if I return the product. Unlike the rest of the morphs that are activated with the bones, the issue of the neck and arms are a rather poor and bungling solution. I hope there is an update that corrects neck and arms activation.

    It is worse than it seems. When you activate or deactivate the morphs with the product script, remove any form applied to the figure and return it to the base figure G8F.

    Post edited by PedroC on
  • MendomanMendoman Posts: 404
    edited November 2019

    @PedroC Ah, now I see why my arm movement tests did not show any changes. So there's pose control for arms up/down in pose controls, and we are supposed to use those when we are posing arms? That's kinda problematic implementation, since we can't use existing poses, or at least we have to redo arms if we want to use Ultimate morphs.

     

    Post edited by Mendoman on
  • takezo_3001takezo_3001 Posts: 1,997
    edited November 2019

    I was very excited to see this in the store!!! Insta-buy as well for me. 

    I just figured out the reason, they went the pose-slider route due to several nodes being posed at once just like when Daz themselves have the arm/leg/waist pose as well... so it makes a bit of sense...

    Sorry, I'm lost. What does this mean? Does it work differently from the V8 or V7 / O7 version?

    No, it works just the same for the Genesis 8 version as with V7 and V8 previous versions.

    Mendoman said:

    @PedroC Ah, now I see why my arm movement tests did not show any changes. So there's pose control for arms up/down in pose controls, and we are supposed to use those when we are posing arms? That's kinda problematic implementation, since we can't use existing poses, or at least we have to redo arms if we want to use Ultimate morphs.

    There is a universal dial that enables all the bone morphs so you don't need to individually set each dial for the arm, and the head/neck pose morphs works exactly like the arms/legs/torso pose-control morphs, they did this due to multiple body parts/bones using the rotation poses simultaneously. (Bend/twist/front/back etc...)

     

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    Post edited by takezo_3001 on
  • Leonides02Leonides02 Posts: 1,379
    edited November 2019

    I was very excited to see this in the store!!! Insta-buy as well for me. 

    I just figured out the reason, they went the pose-slider route due to several nodes being posed at once just like when Daz themselves have the arm/leg/waist pose as well... so it makes a bit of sense...

    Sorry, I'm lost. What does this mean? Does it work differently from the V8 or V7 / O7 version?

    No, it works just the same for the Genesis 8 version as with V7 and V8 previous versions.

    Mendoman said:

    @PedroC Ah, now I see why my arm movement tests did not show any changes. So there's pose control for arms up/down in pose controls, and we are supposed to use those when we are posing arms? That's kinda problematic implementation, since we can't use existing poses, or at least we have to redo arms if we want to use Ultimate morphs.

    There is a universal dial that enables all the bone morphs so you don't need to individually set each dial for the arm, and the head/neck pose morphs works exactly like the arms/legs/torso pose-control morphs, they did this due to multiple body parts/bones using the rotation poses simultaneously. (Bend/twist/front/back etc...)

     

    Right, so you just dial the Ultimate Bend Morph setting to 100%, and it adjust everything automatically, right? 

    This was how it worked in all the other implementations and it worked fantastic. I'm not sure what folks are upset about.

     

    Post edited by Leonides02 on
  • AllenArt said:

    All well and good, but I don't buy stuff like this anymore without a male version. :(

    Laurie

    I almost put it into my cart before I realized there was no male version. If a G8M version appears, I would immediately buy both without question. The female results look so nice. Until then... 

    It always ends up looking really bad when you've got a well-morphed female character next to a male one that doesn't have the same options. Or even just two different renders with such obvious discrepancy. :(

  • MendomanMendoman Posts: 404
    edited November 2019

    I was very excited to see this in the store!!! Insta-buy as well for me. 

    I just figured out the reason, they went the pose-slider route due to several nodes being posed at once just like when Daz themselves have the arm/leg/waist pose as well... so it makes a bit of sense...

    Sorry, I'm lost. What does this mean? Does it work differently from the V8 or V7 / O7 version?

    No, it works just the same for the Genesis 8 version as with V7 and V8 previous versions.

    Mendoman said:

    @PedroC Ah, now I see why my arm movement tests did not show any changes. So there's pose control for arms up/down in pose controls, and we are supposed to use those when we are posing arms? That's kinda problematic implementation, since we can't use existing poses, or at least we have to redo arms if we want to use Ultimate morphs.

    There is a universal dial that enables all the bone morphs so you don't need to individually set each dial for the arm, and the head/neck pose morphs works exactly like the arms/legs/torso pose-control morphs, they did this due to multiple body parts/bones using the rotation poses simultaneously. (Bend/twist/front/back etc...)

     

    I think you are missing the problem here. I know that there's a master dial, so dialing those Ultimate morph sliders one by one is not the problem. The problem is, that those dials in your screenshot do absolutely nothing for arms ( and I assume neck. Haven't tested that ), if you have posed your figure by using bones. Like set Left collar and Left shoulder bend, so that figure's left hand is raised.

     

    As far as I know, only way for Ultimate morphs to effect arms and neck is by using pose controls ( like select character, then pose tab, and there choose pose controls. For example Arms up-down Left ). Then when you change that Ultimate morph master slider, you can actually see how the morphs work. If you only used bones to pose your figure, there's no changes for arms. And like it's been said, most premade poses etc. do not use those pose controls, so you have to dial their arms back to zero, and then use those pose controls to get Ultimate morphs to work. I should note though, that those Ultimate morphs do seem to work for legs just fine with premade poses, so I assume it's only arms and neck that require pose controls.

     

    EDIT: Nevermind. I just tested by rising left hand up using pose control, and then rising up right hand using bones ( symmetrical pose ), and actually both arms do work with Ultimate master slider. It's actually twist not bend, that trigger those arm up morphs for shoulder area. I admit I was wrong.

    EDIT2: Yup, neck seems to have that problem I thought was with arms too. That's not a big problem for me, since head rotation is pretty easy to zero and do with pose controls. Sorry for me messing up.

     

     

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    Post edited by Mendoman on
  • takezo_3001takezo_3001 Posts: 1,997
    edited November 2019

     

    Right, so you just dial the Ultimate Bend Morph setting to 100%, and it adjust everything automatically, right? 

    This was how it worked in all the other implementations and it worked fantastic. I'm not sure what folks are upset about.

    They are mostly using pre-pose packages, which already have the head/neck posed by the node... (Bones) and for the UNP's neck pose, the morphs are applied to the multi node pose control, which is separate, you can still match the head/upper/lower neck poses using the pose control, basically it's made for doing your own posing outside and/or alongside of using pose packages.

    Mendoman said:

    EDIT: Nevermind. I just tested by rising left hand up using pose control, and then rising up right hand using bones ( symmetrical pose ), and actually both arms do work with Ultimate master slider. It's actually twist not bend, that trigger those arm up morphs for shoulder area. I admit I was wrong.

    Yeah, it's tricky that way, because there are definite advantages and situations for using both Nodes/multi-node pose dials, one is for general posing while the other is for more precise poses.

    AllenArt said:

    All well and good, but I don't buy stuff like this anymore without a male version. :(

    Laurie

    I almost put it into my cart before I realized there was no male version. If a G8M version appears, I would immediately buy both without question. The female results look so nice. Until then... 

    It always ends up looking really bad when you've got a well-morphed female character next to a male one that doesn't have the same options. Or even just two different renders with such obvious discrepancy. :(

    I wish they could make a separate male package as that would help sell this product, I really love it, just wished they frequented the forums!

     

    Post edited by takezo_3001 on
  •  

    Right, so you just dial the Ultimate Bend Morph setting to 100%, and it adjust everything automatically, right? 

    This was how it worked in all the other implementations and it worked fantastic. I'm not sure what folks are upset about.

    They are mostly using pre-pose packages, which already have the head/neck posed by the node... (Bones) and for the UNP's neck pose, the morphs are applied to the multi node pose control, which is separate, you can still match the head/upper/lower neck poses using the pose control, basically it's made for doing your own posing outside and/or alongside of using pose packages

    +1.  That's a nice concise explanation of why some users aren't totally happy.  The morphs themselves are fantastic.  Have been using the precious Victoria ones all along for all my characters.

    Phrased another way.  Not having the beautiful neck deforms applied automatically to all your poses feels like not getting all that was promised.  Which isn't really true.  But you have to redo your poses for the head-neck bends to get them.

    Cos neck-head is a dramatic deform area, and there are 3 bones affected, so don't know that PA had much choice but to do it this way to keep their work looking fabulous as they are.

  • takezo_3001takezo_3001 Posts: 1,997
    edited November 2019

     

    +1.  That's a nice concise explanation of why some users aren't totally happy.  The morphs themselves are fantastic.  Have been using the precious Victoria ones all along for all my characters.

    Phrased another way.  Not having the beautiful neck deforms applied automatically to all your poses feels like not getting all that was promised.  Which isn't really true.  But you have to redo your poses for the head-neck bends to get them.

    Cos neck-head is a dramatic deform area, and there are 3 bones affected, so don't know that PA had much choice but to do it this way to keep their work looking fabulous as they are.

    Thanks for saying so, yeah, I've been using these morphs since Genesis 2 and I actually did not use my G/V8 until these morphs were made available, I'm really excited that they applied the morphs to Genesis 8 herself and not just V8! Now I can use these morphs for every single 1st party DAZ character as they're based on G8 rather than just V8!

    Post edited by takezo_3001 on
  • Leonides02Leonides02 Posts: 1,379
    edited February 2020

    Old thread, but...

    I've been testing this product vs. the Victoria 8 version, and it doesn't seem like the Collar Fwd / Back morph is doing anything.

    The first is the Vicky 8 version, the second is the general G8.

    Also, when I move the master controller, nothing happens in that area when I'm using the G8 slider, but does for the Vicky version.

     

     

     

     

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    Post edited by Leonides02 on
  • SevrinSevrin Posts: 6,310

    I have just purchased this and it's nice.  Does this do the same thing as Zev0's Bend Control?

  • MelissaGTMelissaGT Posts: 2,611

    Old thread, but...

    I've been testing this product vs. the Victoria 8 version, and it doesn't seem like the Collar Fwd / Back morph is doing anything.

    The first is the Vicky 8 version, the second is the general G8.

    Also, when I move the master controller, nothing happens in that area when I'm using the G8 slider, but does for the Vicky version.

     

     

     

     

    I have the same issue, but also with the arms/shoulders. If I use Victoria 8, then the Victoria 8 Ultimate Bend morphs work perfectly. However, if I use say Gia 8, then the Genesis 8 Ultimate Bend morphs do nothing from the waist up. I only use pre-made poses and/or bones to pose. It has caused me to uninstall the product, sadly, as I have passed my refund window. 

  • emoryahlbergemoryahlberg Posts: 133
    edited August 2020

    I have this problem as well. I wonder if there is any way to alert the PA? Or maybe we need to open a ticket with Daz? Which is better?

    Post edited by emoryahlberg on
  • Saxa -- SDSaxa -- SD Posts: 872
    edited August 2020

    Old thread, but...

    I've been testing this product vs. the Victoria 8 version, and it doesn't seem like the Collar Fwd / Back morph is doing anything.

    The first is the Vicky 8 version, the second is the general G8.

    Also, when I move the master controller, nothing happens in that area when I'm using the G8 slider, but does for the Vicky version.

     

     

     

     

    I have the same issue, but also with the arms/shoulders. If I use Victoria 8, then the Victoria 8 Ultimate Bend morphs work perfectly. However, if I use say Gia 8, then the Genesis 8 Ultimate Bend morphs do nothing from the waist up. I only use pre-made poses and/or bones to pose. It has caused me to uninstall the product, sadly, as I have passed my refund window. 

    Just tried 100% GIA HD.
    It worked for me for upper body.
    Key is a dramatic pose for shoulder blades to trigger morph.

    Tho - don't remember ever see anything on the upper arms?
    So shoulder blades is the biggy, and elbows and forearms (for the twist).
    Can find the elbows too pointy so dial those to 40% or 0%.

    3 images.
    One at 0 UNBM.
    Second at 100% UNBM.
    Third with 100% UNBM, but neck bones were reset to 0 and then head, neck posed with the Pose>Neck so UNBM morphs kicks in for that.

    EDIT: Looked through the list of morphs under Parameters for UNBM and saw a Partial JCM for farm..which would guess is fore arm.  In those images, it did move those.  Didn't see any morphs listed for upper arms. 

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    Post edited by Saxa -- SD on
  • Do you have the Victoria 8 version? I think you'll see the difference. The Victoria 8 version is, I believe, the one that is working correctly.

  • Saxa -- SDSaxa -- SD Posts: 872

    Do you have the Victoria 8 version? I think you'll see the difference. The Victoria 8 version is, I believe, the one that is working correctly.

    Have both products.  (And make my own ERC morphs including for Shoulder Blades). 

    How do you mean working correctly?  Can you post screenshots showing diff and what you are wanting?  The screenshots posted show morphs are being actuated for upper body for G8F version on GIA HD.

    There will be a diff in the morphs themselves.

  • MelissaGTMelissaGT Posts: 2,611

    Do you have the Victoria 8 version? I think you'll see the difference. The Victoria 8 version is, I believe, the one that is working correctly.

    Have both products.  (And make my own ERC morphs including for Shoulder Blades). 

    How do you mean working correctly?  Can you post screenshots showing diff and what you are wanting?  The screenshots posted show morphs are being actuated for upper body for G8F version on GIA HD.

    There will be a diff in the morphs themselves.

    I think the biggest issue is that the Victoria 8 version seems *way* more noticeable. I reinstalled and tried with even just the base G8 and saw almost nothing on a pose with someone standing with an arm up shielding from the sun. 

  • Saxa -- SDSaxa -- SD Posts: 872

    Here is a side-by-side comparison at 1220 x 4880 (lol, this site won't accept long strips - but will accept this with some padding top-bottom, which is 2440x4880).

    The fourth image is of UNBM-G8F at 200% .  The third was G8F with Victoria Body at 100% with scale slider to 97% to shrink the height back to something similar as before, and then only Victoria Bend moprhs applied.

    Made sure I zeroed my own shoulder blade morphs first.

    It may be worth asking the vendor via DAZ-tickets if the subtle effect was intended?  In this pose, the shoulder blades are sure better with 100% UNBM than default G8F without.  Am on a 1440p monitor, so think it stands out pretty good as is.  But yeah it is a big diff compared to Victoria. If I had to guess as someone who makes tons of morphs and sees how they apply to other unintended characters with different proportions, I would guess maybe? that the G8F Version was meant to be more subtle so that it's less likely to look off for other G8F models with different mesh-rigging.  LOL, or maybe not.  Just one explanation. laughcheeky

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  • MelissaGTMelissaGT Posts: 2,611
    edited August 2020

    Here is a side-by-side comparison at 1220 x 4880 (lol, this site won't accept long strips - but will accept this with some padding top-bottom, which is 2440x4880).

    The fourth image is of UNBM-G8F at 200% .  The third was G8F with Victoria Body at 100% with scale slider to 97% to shrink the height back to something similar as before, and then only Victoria Bend moprhs applied.

    Made sure I zeroed my own shoulder blade morphs first.

    It may be worth asking the vendor via DAZ-tickets if the subtle effect was intended?  In this pose, the shoulder blades are sure better with 100% UNBM than default G8F without.  Am on a 1440p monitor, so think it stands out pretty good as is.  But yeah it is a big diff compared to Victoria. If I had to guess as someone who makes tons of morphs and sees how they apply to other unintended characters with different proportions, I would guess maybe? that the G8F Version was meant to be more subtle so that it's less likely to look off for other G8F models with different mesh-rigging.  LOL, or maybe not.  Just one explanation. laughcheeky

    Ya know...I think what I'm going to do going forward is just use V8 for everything. I did that for most of my G3 characters as well...just use Victoria as a base and dial-spin tweak her from there to create different looks...becuase *everything* seems to be more compatible with the Vicky bases than anything else, lol. 

    Post edited by MelissaGT on
  • f7eerf7eer Posts: 123

    Sevrin said:

    I have just purchased this and it's nice.  Does this do the same thing as Zev0's Bend Control?

    Not exactly.

    (I don't have the K.H. Image Studio product, but I do have Zev0 Bend Control.)

    There are two major differences, as far as I can tell:

    1) The Zev0 product is based on bones. It works with bone poses only, pose controls only (which affect multiple rotations on multiple bones), or both together.

    2) It affects calf, and thigh shapes (if the Leg pose control is enabled) and glute shapes (if the hip pose control is enabled). These are implemented as Leg and Hip pose controls, which seems pretty confusing because they actually affect shaping, based on bone poses, but it is very easy and intuitive to use.

    The way this is implemented makes it feel like it's built-in, and you don't have to think about it, and it just works with all poses. You might want to turn it up or down for certain poses, and there are lots of controls for this.

    I can understand why the K.H. Image Studio product works the way it does, but I prefer the Zev0 bone-based implementation.

  • RaketeRakete Posts: 91
    edited October 2021

    This thread is older, but here is another one with this product and I can't seem to get it to work. Now I can get some slight changes for the shoulder, but for example the picture in the store shows that bending the neck should produce some very visible details:

    but it just doesn't, all I get is this:

     

    EDIT: I own both the Victoria 8 version and the Gen8 version, probably bought both in a PC+ sale or something like that. Neither of them seems to work correctly. Just pointing that out since in the screenshots the Victoria8 version sliders are shown, but I tried both.

     

    EDIT2: Ok, now I seeing the comments pointing out that I am supposed to use the Pose Controls. Though it does work when I just pose the bones for some of the morphs it seems. Maybe its somehow possible to just change the controller so it does not require me using the Pose Controls? That does indeed make the product inconvenient to use for me.

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