Squishy Human

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Comments

  • DisparateDreamerDisparateDreamer Posts: 2,511

    another example of squish- someone said they wanted to see people interactions.... so here it is 

  • This is one of these products which could do with one of these very convenient youtube tutorial/demo videos :)

  • PaintboxPaintbox Posts: 1,633
    edited May 2022

    I remember yonks ago that Dforce was this new thing and "new force interactions" would also be possible. I can't remember it has ever gotten a big update, like most additions to 4.x actually.

    Perhaps it will come later with Daz 5, which I think has been longer in production than Doom "It's ready when it's ready.".

    It's a pity because I really want to like this product, but I already have similar tools.

     

    Post edited by Paintbox on
  • Aslong as it's Doom and not Duke Nukem Forever...

  • McGyverMcGyver Posts: 7,066

    I'm not try to be negative or anything, but in the above image the stomach on the female character looks a little saggy... was this deliberate, like the character is supposed to be older, more imperfect (as opposed to "Barbie Perfect")... or is that some kind of problem with the simulation?

    I also could just be bleary eyed from lack of sleep... 

  • DisparateDreamerDisparateDreamer Posts: 2,511

    McGyver said:

    I'm not try to be negative or anything, but in the above image the stomach on the female character looks a little saggy... was this deliberate, like the character is supposed to be older, more imperfect (as opposed to "Barbie Perfect")... or is that some kind of problem with the simulation?

    I also could just be bleary eyed from lack of sleep... 

    intentionally saggy!! I kind of um, modelled it after me, and that's a post-partum and stomach gains/loss/gains/loss cycle there, that's what my stomach looks a lot like. I wanted it pudgy, saggy, and squishy. Definitely not your picture perfect skinny girl with boobs. this wasn't to show off someone's sexy cleavage, this is more of a real life squish I guess. 

  • kwanniekwannie Posts: 869

    So a question I have is about selecting which parts of the character are squishy and which remain rigid, and can that be controlled to any degree. For example one of the promo pictures shows a girl crossing her legs and  her right lower thigh is squished yet the left calf seems to remain rigid. It seems to me that this should be just the opposite with the left calf receiving the squishing and the rigt leg closer to the knee would be more rigid. Can this preference be selected before a simulation?

  • Lyrra MadrilLyrra Madril Posts: 277

    Well out of the box the areas that are squishy are thighs, calves, upper arms, forearms, chest, belly and back ( only a little) . But the various areas are squishy to differrent amounts and some are more reinforced with 'bony' structures underneath to simulate the interplay of skin, flesh and bones as humans move.  All the promos renders are made with the out of the box settings. So after the figure simulated and settled, that is what happened.

    However - Genesis 8 already has a number of joint corrective morphs that act like collision effects on the inner arms, armpits and backs of knees.  becase of these morphs, I couldn't bring the skin elasticity and collission much closer than I did.  If the simulation and the morph tangle up together it gets very ugly.  I did test what would happen if I surpressed G8's JCM on some joints and then run the simulation, and it can work nicely but it will cause quite a few other issues and ultimately I decided that it wasn't wortth fighting with g8's innate structure.  Surpressing the JCM would have to be done for every single JCM on that joint, including every JCM added by new DAZ or custom characters.  So a fairly impossible target.  I did try various things, there has been a lot of development time on this, most of it ending in swearing and crashing and ragequitting to go dig holes in Minecraft for a while. 

    Now if you want to add or remove simulation from a region, you will need to add a dforce modifer weight map to the figure and then use the weightmap tool to add or remove weight until you get the effect you are after. Be gentle. A little weightmap goes a long way.

    However - due to technical limitations there is no undo on weightmaps, and no way to apply a saved one from a preset.  They have to load in with the figure - which is why this is a preset figure base to begin with instead of a click-to-add solution.    So if you do edit any of the settings, please be careful.

    I've seen a number of people comment on the images being ' bland' or difficult to see changes on, and my only resposnse is first, they had to be store safe images with as much skin showing as they would let me.  Kind of a tough ask.  And secondly really the only way to see the real changes in the figure is to stack the two images and flip abck and forth.  There are a LOT of changes in most, but many are difficult to see without direct comparison.  The thread in the PA Commercial announcement sections has full sized images of msot if not all the promos.  If someone wants to make a little animated image set from those, feel free.  I'm afraid my area is 'making dforce do weird things' not animated gifs ;)

    Lyrra

  • McGyverMcGyver Posts: 7,066

    DisparateDreamer said:

    McGyver said:

    I'm not try to be negative or anything, but in the above image the stomach on the female character looks a little saggy... was this deliberate, like the character is supposed to be older, more imperfect (as opposed to "Barbie Perfect")... or is that some kind of problem with the simulation?

    I also could just be bleary eyed from lack of sleep... 

    intentionally saggy!! I kind of um, modelled it after me, and that's a post-partum and stomach gains/loss/gains/loss cycle there, that's what my stomach looks a lot like. I wanted it pudgy, saggy, and squishy. Definitely not your picture perfect skinny girl with boobs. this wasn't to show off someone's sexy cleavage, this is more of a real life squish I guess. 
     

    You did a good job, it does look realistic (I'm not spying on you, I mean "generally" realistic) you definitely did a good job capturing the shape... my wife had twins, so I'm familiar with those sort of changes... that was actually what I thought it looked like, but since more often than not, renders tend to be of "perfect" bodies I wasn't sure if it was intentional... I definitely could have asked that question using better words... I was thinking more in terms of a random mesh surface than it being meant to depict something more personal... "saggy" was a bad choice of words given the subject matter.

    Once again sorry and you definitely captured the contours and changes that occur after pregnancy.

    I'll show my self out now before I say something dumber, while trying to apologize for my previous dumbness.

  • kyoto kidkyoto kid Posts: 41,208

    @ Lyrra Madril ...sadly G3 has pretty much pretty much been orphaned and I don't believe it has those same corrective JCMs that G8 has.

  • Lyrra MadrilLyrra Madril Posts: 277

    Ok an issue was found on the genesis 8.1 female version and an update has been sent it.  Hopefully it will be rolled into the product sometime early next week.

    Changes: g8.1 F butt armature was turned to be visible in simulation, and smoothing modifer added to figure (though this isn't always needed), and a minor tweak was made to the simulaiton weightmap on the figure

    Apologies for the oversight, and as you can see I'm keeping an eye on this product to make sure everyone is doing ok with it.

    The problem with making weird new things is nobody knows how to test them, and nobody knows how to use them.  So I expect a few little bumps as we all figure out what this weird new thing can do.

    Lyrra

     

  • kwanniekwannie Posts: 869

    I'm not sure if it was addressed yet but how does this product work with animations. does each deform nedd sveral frames to settle?

  • dchaneydchaney Posts: 5

    Something I found when using this product is that it is it's own figure-- I can't seem to apply it to an existing figure.

    I have a customized figure where I have a lot of custom morphs that are modified by the parameter hierarchy. So for example, when the figure bends the torso side to side, specific morphs are applied based on the bend parameters. These would be very time consuming to transfer to a new figure.

    As a test, I did take the time to transfer the base figure morph to the Squishy Body character, and the skins, and played with it some and I like the results.

    Is there a way to transfer the squishy product to an already set up figure?

  • BandoriFanBandoriFan Posts: 364

    It works pretty good on standing up poses so far but sitting causes weird bumps 

    For transferring the squishy product to an already setup figure load the Squishy product then select the custom figure under shaping or characters 

  • Worlds_EdgeWorlds_Edge Posts: 2,152

    I would love to see some YouTube tutorials on this to get an idea of how difficult or easy it is to use. Nice work on your images Disparatedreamer.

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