Genesis 3 Female Breast Fix?

nDelphinDelphi Posts: 1,870
edited June 2015 in The Commons

Looks like Genesis 3 suffers from the same ailment that past Genesis figures do. The clothing sticks to the upper body and breast.

I take it I will have to wait for a breast fix for G3F, too?

I did purchase the body & head morphs, and facial expressions.

Post edited by nDelphi on

Comments

  • larsmidnattlarsmidnatt Posts: 4,511
    edited June 2015

    while it does take a bit of effort (not a lot with practice) you can do that in tools like hexagon.

    For me it's actually easier to fix stuff like that in hexagon then to find the right values with the fixers.

    Post edited by larsmidnatt on
  • nDelphinDelphi Posts: 1,870
    edited June 2015

    while it does take a bit of effort (not a lot with practice) you can do that in tools like hexagon.

    For me it's actually easier to fix stuff like that in hexagon then to find the right values with the fixers.

    Well, I do it with deformers. I just did it and I got the results I wanted. It's just that it will require moving them around when I change the pose. This is one of those glaring issues that baffles as to why after 3 generations of Genesis this can't have been fixed and been done with.

    Post edited by nDelphi on
  • Oso3DOso3D Posts: 15,047
    edited December 1969

    Will Zev0's clothing tweaker work with G3?

  • larsmidnattlarsmidnatt Posts: 4,511
    edited June 2015

    Glad you had a fix nDelphi. You could always save the deformers impact into a morph target. This way you can apply the morph after the character is posed without dealing the the deformers!

    I'm sure that if you fix the bust while in Tpose, save the deformers results as a morph for the clothes, pose the character again and the morph fix will look pretty close to what you want. And it will save you the time of fidgeting the deformers after each pose.

    Post edited by larsmidnatt on
  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    nDelphi said:
    while it does take a bit of effort (not a lot with practice) you can do that in tools like hexagon.

    For me it's actually easier to fix stuff like that in hexagon then to find the right values with the fixers.

    Well, I do it with deformers. I just did it and I got the results I wanted. It's just that it will require moving them around when I change the pose. This is one of those glaring issues that baffles as to why after 3 generations of Genesis this can't have been fixed and been done with.

    Because it's not the figures...it's the method of fitting clothing, lack of a full physics system (the current collisions system isn't versatile enough to help out all that much) and still...clothing construction. Yes, it has improved, a lot, but there's still room for more. A more thorough 'rigidity' system would help, too...but generally that is related to a physics system.

  • nDelphinDelphi Posts: 1,870
    edited December 1969

    mjc1016 said:
    nDelphi said:
    while it does take a bit of effort (not a lot with practice) you can do that in tools like hexagon.

    For me it's actually easier to fix stuff like that in hexagon then to find the right values with the fixers.

    Well, I do it with deformers. I just did it and I got the results I wanted. It's just that it will require moving them around when I change the pose. This is one of those glaring issues that baffles as to why after 3 generations of Genesis this can't have been fixed and been done with.

    Because it's not the figures...it's the method of fitting clothing, lack of a full physics system (the current collisions system isn't versatile enough to help out all that much) and still...clothing construction. Yes, it has improved, a lot, but there's still room for more. A more thorough 'rigidity' system would help, too...but generally that is related to a physics system.

    Understood. Thanks.

  • nDelphinDelphi Posts: 1,870
    edited December 1969

    Glad you had a fix nDelphi. You could always save the deformers impact into a morph target. This way you can apply the morph after the character is posed without dealing the the deformers!

    I'm sure that if you fix the bust while in Tpose, save the deformers results as a morph for the clothes, pose the character again and the morph fix will look pretty close to what you want. And it will save you the time of fidgeting the deformers after each pose.

    I am going to have to read up on that.

    I switched to three deformers now and it is easier to work with. I don't seem to have to deal with the chest area much, just the shoulders, and that very little, but using two seperate defomers there allows me to move them more naturally as they would in real life (ie, when one shoulder moves backward and the other forward).

  • nDelphinDelphi Posts: 1,870
    edited December 1969

    mjc1016 said:
    A more thorough 'rigidity' system would help, too...but generally that is related to a physics system.

    BTW, I now understand why some are asking for a physics engine. Looks like I should pay more attention to those conversations from now on.

  • larsmidnattlarsmidnatt Posts: 4,511
    edited June 2015

    nDelphi said:

    I am going to have to read up on that.

    In the Dform Menu, there is a section called Morph Spawning.

    You need to select the figure the deformer is applied to first.
    Then set up the options in the Morph Spawning section to meet your needs.
    When you click Spawn, Name the morph.

    Done.

    Morph.png
    200 x 266 - 9K
    Post edited by larsmidnatt on
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