Grasp Helper for Genesis 8 and Genesis 8.1 - ideas?

135

Comments

  • WillowRavenWillowRaven Posts: 3,787

    What about other areas of the body that need to be affected by an object? Like the indent on the fore arm that resting it on a chair would make? Or the butt and thighs when sitting?

  • takezo_3001takezo_3001 Posts: 1,997
    edited June 2021

    Rod Wise Driggo said:

    Well, did purchase it. Grasping of props works well as thought but with "self-grasping" (?!) I have issues:
    - tried it on a figure with a geoshell applied which created problems
    - the default setting of the smoothing modifier (10) makes posing impossible so one has to set it to 0 to avoid serious viewport lag
    - but most important the smoothing "erases" certain morphs I applied before. Any ideas how to avoid this?

    The only solution that I can think of is to export a certain body part as a separate obj and increase the UV/subdivisions and use it as a graft for your character's body, like with Meipe's Fender Blender...

    I could be wrong, but I see this product as a general shortcut and not to be used for any specific or complex usage of the characters such as used in conjunction with detailed morphs and other such scenarios.

    Post edited by takezo_3001 on
  • iwaveiwave Posts: 46

    WillowRaven said:

    What about other areas of the body that need to be affected by an object? Like the indent on the fore arm that resting it on a chair would make? Or the butt and thighs when sitting?

     Hi, 

    To get the results you mentioned above, you just need to add smoothing modifier to your character. No additional tools are required. 

  • iwaveiwave Posts: 46
    edited June 2021

    Artini said:

    Ensley grasping Lovey Bear

    https://www.daz3d.com/ensley-hd--expressions-hd-for-genesis-8-female

    https://www.daz3d.com/the-lovey-bear-re-energized

    image

    Hi Artini,  

    Thank you very much for all the imaginative renderings, some of which I didn't even think ofyes

    Post edited by iwave on
  • iwaveiwave Posts: 46

    barbult said:

    I can't comprehend why the hand doing the grasping would need to be higher resolution. It seems like the thing being grabbed and squished is the thing that needs to be high resolution, so it can conform to the hand and fingers doing the squishing. What is the purpose of this "glove"?

     

    Hi, 

    The glove is actually a copy of the hand, and its purpose is twofold: 
    1. When the character grasps his body, the Smoothing Modifier will not work without the glove. 
    2. When the character grasps another object, if we don't have the glove, the surface of the object may appear strangely deformed where the fingers touch. 

  • iwaveiwave Posts: 46

    Rod Wise Driggo said:

    Well, did purchase it. Grasping of props works well as thought but with "self-grasping" (?!) I have issues:
    - tried it on a figure with a geoshell applied which created problems
    - the default setting of the smoothing modifier (10) makes posing impossible so one has to set it to 0 to avoid serious viewport lag
    - but most important the smoothing "erases" certain morphs I applied before. Any ideas how to avoid this?

     

    Problems do occur when Grasp Helper is applied to characters with Geometry Shell. This is something I didn't expect, thank you very much for pointing it out for me. I will try to fix this bug. 

    The Smoothing Modifier will cause Daz Studio to respond slowly. We can set it to 0 first, and then set it back to 10 after finishing the pose.  And applying the smoothing modifiers will cause the character to lose some details. It would be great if Daz Studio allow the Smoothing Modifier to only smooth the specified area. 

  • iwaveiwave Posts: 46
    edited June 2021

    M-C said:

    Did anyone try to grasp another figure yet?

    Hi,  I did make a promotional image of two men grabbing each other's bodies in a fight. But I did not upload it. 

    04.png
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    Post edited by iwave on
  • WillowRavenWillowRaven Posts: 3,787

    iwave said:

    WillowRaven said:

    What about other areas of the body that need to be affected by an object? Like the indent on the fore arm that resting it on a chair would make? Or the butt and thighs when sitting?

     Hi, 

    To get the results you mentioned above, you just need to add smoothing modifier to your character. No additional tools are required. 

    Thanks ... what if the body has to react to multiple elements?

  • Rev2019Rev2019 Posts: 180
    edited June 2021

    How small can the pressed zones be?

    if you use mesh grabber and try to just do a press mark from a fingertop the pressed zone gets much larger (due to the low poly count on the G8F)

    does this method gives more precise squeezing zones?

    Post edited by Rev2019 on
  • RakudaRakuda Posts: 931
    edited June 2021

    takezo_3001 said:

    M-C said:

    Did anyone try to grasp another figure yet?

    Really, if you can get 2 characters that can grab each other, then it may be worth it! 

    @takezo_3001 @M-C

     

    // ------ // 

     

    I had a hard time at first figuring our if the grasper was operating on the hands or the subject being grasped. It appears that in this case I applied the

    Grasp Helper to both figures, then I went to the dummy figure containing the smoothing modifier on the female figure here and made its collision

    setting to be with the gloves of the male figure. By default it was set to collide with her own hands. Then it seemed to work.

     

    It seems if you are not subtle enough with your collision depth, the geometry can show the polygon distortion more.

     

    You also have to keep in mind where the bone is and where the flesh is deep. On the thigh there is room to plunge deeply into

    the fatty tissue, but higher up where I have the thumb on the rib, it might look unnatural to go too deep as there is naturally

    rib bones close under the surface.

     

     

     

    It might take some playing to get the effect as pleasing as the famous renaissance marble below. The grasp in the marble sculpture is a bit more fierce.

     

    pressure1.jpg
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    marble.jpg
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    pressure5.jpg
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    Post edited by Rakuda on
  • RakudaRakuda Posts: 931
    edited June 2021

    Plus, Yeah, it seems you can have it interact with things that are not hands. Seems like if used judiciously, it could yield some convincing effects.

     

     

    pressure7.jpg
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    pressure6.jpg
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    Post edited by Rakuda on
  • takezo_3001takezo_3001 Posts: 1,997
    edited June 2021

    iwave said:

    M-C said:

    Did anyone try to grasp another figure yet?

    Hi,  I did make a promotional image of two men grabbing each other's bodies in a fight. But I did not upload it. 

    SOLD! This is what was holding me back from a purchase!

    EDIT: Bought it, can't wait to give this a go, thanks iwave for clarifying the product for us!

    Rakuda said:

    takezo_3001 said:

    M-C said:

    Did anyone try to grasp another figure yet?

    Really, if you can get 2 characters that can grab each other, then it may be worth it! 

    @takezo_3001 @M-C

     

    // ------ // 

     

    I had a hard time at first figuring our if the grasper was operating on the hands or the subject being grasped. It appears that in this case I applied the

    Grasp Helper to both figures, then I went to the dummy figure containing the smoothing modifier on the female figure here and made its collision

    setting to be with the gloves of the male figure. By default it was set to collide with her own hands. Then it seemed to work.

     

    It seems if you are not subtle enough with your collision depth, the geometry can show the polygon distortion more.

     

    You also have to keep in mind where the bone is and where the flesh is deep. On the thigh there is room to plunge deeply into

    the fatty tissue, but higher up where I have the thumb on the rib, it might look unnatural to go too deep as there is naturally

    rib bones close under the surface.

    It might take some playing to get the effect as pleasing as the famous renaissance marble below. The grasp in the marble sculpture is a bit more fierce.

    Love these images, and thanks for the feedback, I have several pre-made scenes that are just waiting for this product for me to use on!

    Post edited by takezo_3001 on
  • ArtiniArtini Posts: 9,666

    iwave said:

    Artini said:

    Ensley grasping Lovey Bear

    https://www.daz3d.com/ensley-hd--expressions-hd-for-genesis-8-female

    https://www.daz3d.com/the-lovey-bear-re-energized

    image

    Hi Artini,  

    Thank you very much for all the imaginative renderings, some of which I didn't even think ofyes

    Thanks a lot for the comments. The helper have just made possible to create a scenes with the subtle details, that was not possible for me

    to achieve by using different items only by itself.

  • UthgardUthgard Posts: 866

    I am still a bit unclear. Is it just applying a collision modifier? Does it do anything at all to optimize the results or does it just automate the process? The invisible gloves add value, certainly, but I already have things that do that much, so I am hesitant to buy while I still have those doubts.

  • Rev2019Rev2019 Posts: 180

    Looks good

    why use Blender now when we can almost have soft body physics ;)

  • RakudaRakuda Posts: 931
    edited June 2021

    Rev2019 said:

    Looks good

    why use Blender now when we can almost have soft body physics ;)

    One thing that it (smoothing)  does not account for is the directionality of  the resistance, which is distortion over time, i.e. where the distortion

    starts and where it ends leading the object being worked on to be perhaps distorted less on one side of the finger where the flesh or whatever

    thing is pulled or stretched and more on the side where it is being pushed of gathered. That kind of simulated phisics  would be nice.

    Post edited by Rakuda on
  • Rev2019Rev2019 Posts: 180

    ok i bought it yesterday i have tried it out

    for the optimizations you may need to go into the surface tab instead and unlock the 200% limiter

    that is with more deep squeezes.

     

    but im impressed what this can do with the low poly G8F bodies.

    its not the program that is the limit here i think its the sources you add the effect to.

     

    anyway you get more precise pressmarks with this program than you will get if you use meshgrabber

    and its alot faster.

  • Rev2019Rev2019 Posts: 180
    edited June 2021

    A few tips for more realistic results

    for the Gloves they are just at Base resolution level

    Convert the Gloves to Sub D level at high resolution

    Also add an smoothing modifier to the Gloves (smoothing iterations 2 is enough)

    For the Gloves Thickness in the surface tab hit parameters and untick "Use Limits"

    i have i scene right now with some heavy grabbing going on and i needed to set  gloves thickness to 500%

     

    For the "Substitute" you may want to use more than 10 for smoothing iterations.

     

    overall with the right settings this product gives the best squezzing effects i have seen so far.

    almost on pair with what you see in Blender with soft body physics activated.

     

    a few suggestion for future updates maybe:

    1:  save the effect as an morph

    2: offset the gloves for even more realistic squezing effect.

    as it is now the hand need to be closer to the effected area for it to look real.

    it needs to "sink in" better

    3: be able to save optimizations for the gloves and the substitute

     

    Post edited by Rev2019 on
  • iwaveiwave Posts: 46

    Rev2019 said:

    A few tips for more realistic results

    for the Gloves they are just at Base resolution level

    Convert the Gloves to Sub D level at high resolution

    Also add an smoothing modifier to the Gloves (smoothing iterations 2 is enough)

    For the Gloves Thickness in the surface tab hit parameters and untick "Use Limits"

    i have i scene right now with some heavy grabbing going on and i needed to set  gloves thickness to 500%

     

    For the "Substitute" you may want to use more than 10 for smoothing iterations.

     

    overall with the right settings this product gives the best squezzing effects i have seen so far.

    almost on pair with what you see in Blender with soft body physics activated.

     

    a few suggestion for future updates maybe:

    1:  save the effect as an morph

    2: offset the gloves for even more realistic squezing effect.

    as it is now the hand need to be closer to the effected area for it to look real.

    it needs to "sink in" better

    3: be able to save optimizations for the gloves and the substitute

     

    Yes, I am planning to update Grasp Helper. Thank you very much for your suggestions, and I will add them to the new version as much as possible. 

  • iwaveiwave Posts: 46

    Uthgard said:

    I am still a bit unclear. Is it just applying a collision modifier? Does it do anything at all to optimize the results or does it just automate the process? The invisible gloves add value, certainly, but I already have things that do that much, so I am hesitant to buy while I still have those doubts.

     Hi, 

    It not only automatically applies the Smoothing Modifier, but also automatically solves the problems that may occur after the Smoothing Modifier takes effect. These problems include the collision of the character's hand with other parts of itself, the low poly of g8 and g8.1(Smoothing Modifier is only effective for low poly) resulting in the inability to obtain fine collision results and the abnormal deformation of the surface of the object when it is squeezed by a finger and so on. 

  • iwaveiwave Posts: 46

    Rakuda said:

    takezo_3001 said:

    M-C said:

    Did anyone try to grasp another figure yet?

    Really, if you can get 2 characters that can grab each other, then it may be worth it! 

    @takezo_3001 @M-C

     

    // ------ // 

     

    I had a hard time at first figuring our if the grasper was operating on the hands or the subject being grasped. It appears that in this case I applied the

    Grasp Helper to both figures, then I went to the dummy figure containing the smoothing modifier on the female figure here and made its collision

    setting to be with the gloves of the male figure. By default it was set to collide with her own hands. Then it seemed to work.

     

    It seems if you are not subtle enough with your collision depth, the geometry can show the polygon distortion more.

     

    You also have to keep in mind where the bone is and where the flesh is deep. On the thigh there is room to plunge deeply into

    the fatty tissue, but higher up where I have the thumb on the rib, it might look unnatural to go too deep as there is naturally

    rib bones close under the surface.

     

     

     

    It might take some playing to get the effect as pleasing as the famous renaissance marble below. The grasp in the marble sculpture is a bit more fierce.

     

    Looks great, it is beautiful and shows the effect of grasp helper in grasping other figure very well.  I didn't upload the promotional image I made because it's too uglycheeky

     

  • Rev2019Rev2019 Posts: 180

    iwave said:

    Rev2019 said:

    A few tips for more realistic results

    for the Gloves they are just at Base resolution level

    Convert the Gloves to Sub D level at high resolution

    Also add an smoothing modifier to the Gloves (smoothing iterations 2 is enough)

    For the Gloves Thickness in the surface tab hit parameters and untick "Use Limits"

    i have i scene right now with some heavy grabbing going on and i needed to set  gloves thickness to 500%

     

    For the "Substitute" you may want to use more than 10 for smoothing iterations.

     

    overall with the right settings this product gives the best squezzing effects i have seen so far.

    almost on pair with what you see in Blender with soft body physics activated.

     

    a few suggestion for future updates maybe:

    1:  save the effect as an morph

    2: offset the gloves for even more realistic squezing effect.

    as it is now the hand need to be closer to the effected area for it to look real.

    it needs to "sink in" better

    3: be able to save optimizations for the gloves and the substitute

     

    Yes, I am planning to update Grasp Helper. Thank you very much for your suggestions, and I will add them to the new version as much as possible. 

    isnt it possible to clone parts that you want to press and increase the poly count for better effectcs? 

    im still surprised that the poly count for the Genesis models hasnt gone up in recent years.

    do they really think users have an 486 PCs with Nvidia TNT cards or ;)?

  • Richard HaseltineRichard Haseltine Posts: 102,279

    Rev2019 said:

    iwave said:

    Rev2019 said:

    A few tips for more realistic results

    for the Gloves they are just at Base resolution level

    Convert the Gloves to Sub D level at high resolution

    Also add an smoothing modifier to the Gloves (smoothing iterations 2 is enough)

    For the Gloves Thickness in the surface tab hit parameters and untick "Use Limits"

    i have i scene right now with some heavy grabbing going on and i needed to set  gloves thickness to 500%

     

    For the "Substitute" you may want to use more than 10 for smoothing iterations.

     

    overall with the right settings this product gives the best squezzing effects i have seen so far.

    almost on pair with what you see in Blender with soft body physics activated.

     

    a few suggestion for future updates maybe:

    1:  save the effect as an morph

    2: offset the gloves for even more realistic squezing effect.

    as it is now the hand need to be closer to the effected area for it to look real.

    it needs to "sink in" better

    3: be able to save optimizations for the gloves and the substitute

     

    Yes, I am planning to update Grasp Helper. Thank you very much for your suggestions, and I will add them to the new version as much as possible. 

    isnt it possible to clone parts that you want to press and increase the poly count for better effectcs? 

    im still surprised that the poly count for the Genesis models hasnt gone up in recent years.

    do they really think users have an 486 PCs with Nvidia TNT cards or ;)?

    The figues are designed to have a relatively low resolution cage which is then sub-divided (at render time for 3Delight, or by DS before sending to the renderer).

  • crosswindcrosswind Posts: 7,844

    After applying grasp helper on a G8F base figure, she turned into such a situation. Didn't do anything further but found the morph and texture problem like these... How did it come?

    SNAG-2021-6-26 0010.png
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  • UthgardUthgard Posts: 866

    iwave said:

    Uthgard said:

    I am still a bit unclear. Is it just applying a collision modifier? Does it do anything at all to optimize the results or does it just automate the process? The invisible gloves add value, certainly, but I already have things that do that much, so I am hesitant to buy while I still have those doubts.

     Hi, 

    It not only automatically applies the Smoothing Modifier, but also automatically solves the problems that may occur after the Smoothing Modifier takes effect. These problems include the collision of the character's hand with other parts of itself, the low poly of g8 and g8.1(Smoothing Modifier is only effective for low poly) resulting in the inability to obtain fine collision results and the abnormal deformation of the surface of the object when it is squeezed by a finger and so on. 

    This all seems great, and the product's results look impressive, don't misunderstand me, but my doubt still is how does the product achieve said results. If I understand things correctly, it does so by applying invisible gloves and setting them as the collision item, which, while useful, is something I can already do. Covid has hit my financial situation quite hard, so I am trying not to buy anything that may be redundant to me, excuse me if I come across as overly inquisitive.

  • VargrVargr Posts: 22

    I must say Grasp Helper works very well and is very easy to use.

    A few tests with hand on skin turned out beautifully.

    Whether one can achieve the same results manually I can not say - I am far too much an amateur to know, but it works for me and I am most pleased.

    I am wondering if one can make Grasp Helper work with two non-figure objects. In the example below I would like to have the halberd gently push the tabard (the green tunic) aside. Out of the box Grasp Helper will not recognise the halberd, but perhaps some setting?

    I am aware that Grasp Helper isn't meant for exactly this type of work, but it would be a boon if it could do so as well.

    Greetings,

    Vargr

    The Twins - halberd-tabard problem.png
    405 x 614 - 292K
  • ArtiniArtini Posts: 9,666

    Wow - so many great tips - thanks for all of them.

    I think this product benefits a lot from the opinions of different people.

    Please keep posting - I am already amazed, but these tips and tricks make it even better.

     

  • iwaveiwave Posts: 46

    Vargr said:

    I am wondering if one can make Grasp Helper work with two non-figure objects. In the example below I would like to have the halberd gently push the tabard (the green tunic) aside. Out of the box Grasp Helper will not recognise the halberd, but perhaps some setting?

     

    Hi, 
    Grasp Helper cannot achieve this result for you, but there are many other ways to do it. I think that the easiest way is to add a D-Fromer to the tunic in Daz Studio. With D-Fromer, you can manually move part of the polygons of the tunic to other places, as if they were pushed aside by the halberd. 

  • iwaveiwave Posts: 46

    Uthgard said:

    iwave said:

    Uthgard said:

    I am still a bit unclear. Is it just applying a collision modifier? Does it do anything at all to optimize the results or does it just automate the process? The invisible gloves add value, certainly, but I already have things that do that much, so I am hesitant to buy while I still have those doubts.

     Hi, 

    It not only automatically applies the Smoothing Modifier, but also automatically solves the problems that may occur after the Smoothing Modifier takes effect. These problems include the collision of the character's hand with other parts of itself, the low poly of g8 and g8.1(Smoothing Modifier is only effective for low poly) resulting in the inability to obtain fine collision results and the abnormal deformation of the surface of the object when it is squeezed by a finger and so on. 

    This all seems great, and the product's results look impressive, don't misunderstand me, but my doubt still is how does the product achieve said results. If I understand things correctly, it does so by applying invisible gloves and setting them as the collision item, which, while useful, is something I can already do. Covid has hit my financial situation quite hard, so I am trying not to buy anything that may be redundant to me, excuse me if I come across as overly inquisitive.

     It's okay. I believe that the epidemic is about to end, and we will return to normal life soon. 

  • VargrVargr Posts: 22

    iwave said:

    Vargr said:

    I am wondering if one can make Grasp Helper work with two non-figure objects. In the example below I would like to have the halberd gently push the tabard (the green tunic) aside. Out of the box Grasp Helper will not recognise the halberd, but perhaps some setting?

    Hi, 
    Grasp Helper cannot achieve this result for you, but there are many other ways to do it. I think that the easiest way is to add a D-Fromer to the tunic in Daz Studio. With D-Fromer, you can manually move part of the polygons of the tunic to other places, as if they were pushed aside by the halberd.

    Thank you for the reply. I will give the D-formers a try - I have never worked with them so I guess now is as good a time to start as any :-)

     

    Greetings,

    Vargr

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