Natural Movements Pack for Genesis 9

How could I find the Natural Movements Pack for Genesis 9 commercial thread. I typed the title in the forums search but can't find the developers thread for it. Has anybody tried this product yet or know of any demonstation video sources?

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Comments

  • Charlie JudgeCharlie Judge Posts: 12,737
    edited September 2023

    There doesn't seem to be one. Not all PAs start a commercial thread for their product.

    Post edited by Charlie Judge on
  • FSMCDesignsFSMCDesigns Posts: 12,755

    I just bought it, but haven't installed yet.I wish there was a commercial thread since the ONE issue I have with G9 bending doesn't seem to be addressed with this addon

  • I haven't done much with it yet, but for sure the shoulders and armpits are much better when the characters arms are raised up. Also, it isn't an animated product. Natural Movements refer to how the body shapes change as the various parts are posed into different positions

  • takezo_3001takezo_3001 Posts: 1,979
    edited September 2023

    I have the product installed, and it works fine, yet it's not as realistic as UNBM, as the realism more stylised than strict, but it does improve the bends somewhat, and it will serve well as a starting point for my morphs, (Plus I got it for under $6) but it will not replace UNBM at all, for example, the scapula is not anatomically accurate, and a lot of PAs (Not all obviously) just copy shapes instead of sculpt from anatomical knowledge, and it shows especially when you know what to look for.

    I'm hopefull that we'll be getting UNBM at some point as I just got an update for UNBM for G8.1!

    EDIT: I take back what I said about the morph anatomical accuracy, as I was doing a direct comparison with the ultimate morph series, and not on its own merits...

    Post edited by takezo_3001 on
  • barbultbarbult Posts: 24,244

    UNBM? I have no idea what that stands for.

  • takezo_3001takezo_3001 Posts: 1,979
    edited September 2023

    barbult said:

    UNBM? I have no idea what that stands for.

    Sorry, it's a bit of laziness on my part, it's Ultimate Natural Bend Morphs, I can't type for S*** so I'll take the easier route every time! x^D. 

    EDIT: I edited my previous post.

    Post edited by takezo_3001 on
  • barbultbarbult Posts: 24,244
    edited September 2023

    takezo_3001 said:

    barbult said:

    UNBM? I have no idea what that stands for.

    Sorry, it's a bit of laziness on my part, it's Ultimate Natural Bend Morphs, I can't type for S*** so I'll take the easier route every time! x^D. 

    EDIT: I edited my previous post.

    Thanks, for the update. I'm not very good at deciphering acronyms.

    I have only tried the Natural Movements Pack on one character in one pose so far, but I'm not thrilled at this point.

    • There is a control for "Natural Movements Active All". If I turn it to On, lots of morphs get activated, as I expect. But when I turn it to Off, they don't all get reset to 0. The body morphs are left On. Why? This seems like a bug. Edit: I can't reproduce this problem now, even though it happened repeatedly in this one scene. So, it might be fine. Edit 2: Oops the problem is happening again. I don't know what's up.
    • The Auto On looks too extreme on my character in her pose. There is no mechanism to attenuate the overall effect. The Auto is simply On or Off. To adust the strength, each individual morph has to be adjusted separately and manually. I  would like to just dial down the overall effect.

    I'll wait until I try a few more scenes, before I decide whether to keep this.

    Post edited by barbult on
  • GoggerGogger Posts: 2,399

    barbult said:

    UNBM? I have no idea what that stands for.

    BWAH HA HA! I *usually* am pretty good at acronyms, but read this one as "UN-NATURAL Bend Morphs" and didn't even blink twice at it. SMH
  • barbultbarbult Posts: 24,244

    Gogger said:

    barbult said:

    UNBM? I have no idea what that stands for.

    BWAH HA HA! I *usually* am pretty good at acronyms, but read this one as "UN-NATURAL Bend Morphs" and didn't even blink twice at it. SMH

    Oh, you young folks and your acronyms! SMH - I had to look that one up. laugh Funny that you should respond to an acronym question with an acronym! LOL(that's one of the few I know).

  • barbult said:

    Thanks, for the update. I'm not very good at deciphering acronyms.

    I have only tried the Natural Movements Pack on one character in one pose so far, but I'm not thrilled at this point.

    • There is a control for "Natural Movements Active All". If I turn it to On, lots of morphs get activated, as I expect. But when I turn it to Off, they don't all get reset to 0. The body morphs are left On. Why? This seems like a bug. Edit: I can't reproduce this problem now, even though it happened repeatedly in this one scene. So, it might be fine. Edit 2: Oops the problem is happening again. I don't know what's up.
    • The Auto On looks too extreme on my character in her pose. There is no mechanism to attenuate the overall effect. The Auto is simply On or Off. To adust the strength, each individual morph has to be adjusted separately and manually. I  would like to just dial down the overall effect.

    I'll wait until I try a few more scenes, before I decide whether to keep this.

    Thanks for doing a deep-dive on this, and for the invaluable info, I'll take a look myself as well, it's disappointing to read though, as the PA doesn't have a thread, so the issue may stay unless the PA "happens" upon this thread... I'm on the fence now, though it only cost me $6, still, I don't care for plugins that don't work properly, and require the end-user to fix them!

     

     

  • barbultbarbult Posts: 24,244

    takezo_3001 said:

    barbult said:

    Thanks, for the update. I'm not very good at deciphering acronyms.

    I have only tried the Natural Movements Pack on one character in one pose so far, but I'm not thrilled at this point.

    • There is a control for "Natural Movements Active All". If I turn it to On, lots of morphs get activated, as I expect. But when I turn it to Off, they don't all get reset to 0. The body morphs are left On. Why? This seems like a bug. Edit: I can't reproduce this problem now, even though it happened repeatedly in this one scene. So, it might be fine. Edit 2: Oops the problem is happening again. I don't know what's up.
    • The Auto On looks too extreme on my character in her pose. There is no mechanism to attenuate the overall effect. The Auto is simply On or Off. To adust the strength, each individual morph has to be adjusted separately and manually. I  would like to just dial down the overall effect.

    I'll wait until I try a few more scenes, before I decide whether to keep this.

    Thanks for doing a deep-dive on this, and for the invaluable info, I'll take a look myself as well, it's disappointing to read though, as the PA doesn't have a thread, so the issue may stay unless the PA "happens" upon this thread... I'm on the fence now, though it only cost me $6, still, I don't care for plugins that don't work properly, and require the end-user to fix them!

    I look forward to hearing your impression when you try it. See if you have the same issue I have sometimes with the Off not clearing everything.

  • barbultbarbult Posts: 24,244

    There are some interesting manual adjustments for sitting that look promising.

  • takezo_3001takezo_3001 Posts: 1,979
    edited September 2023

    barbult said:

    I look forward to hearing your impression when you try it. See if you have the same issue I have sometimes with the Off not clearing everything.

    Cool, I'm glad you're interested! :^)

    I'm using it right now as we speak, and I have to take back what I said about the morph anatomical accuracy, as I was doing a direct comparison with the ultimate morph series, and not on its own merits... Unfortunately, I cannot confirm your issue, but I may have a solution as I was having some JCM problems as well that I cleared up by un/reinstalling DS and PostgreSQL, I was going to suggest that it may be a plugin conflict or some such, but I'm guessing you've already since checked your log.

    I'm sorry that I don't have a definite solution, I'd write a ticket to tech support if you haven't already, and I hope the PostSQL reinstallation helps!

    barbult said:

    There are some interesting manual adjustments for sitting that look promising.

    Indeed, I really love the extra crease morphs included with the bends, so on that, I may just keep the prog!

    Post edited by takezo_3001 on
  • MechasarMechasar Posts: 202
    edited September 2023

    I have only tried the Natural Movements Pack on one character in one pose so far, but I'm not thrilled at this point.

    • There is a control for "Natural Movements Active All". If I turn it to On, lots of morphs get activated, as I expect. But when I turn it to Off, they don't all get reset to 0. The body morphs are left On. Why? This seems like a bug. Edit: I can't reproduce this problem now, even though it happened repeatedly in this one scene. So, it might be fine. Edit 2: Oops the problem is happening again. I don't know what's up.
    • The Auto On looks too extreme on my character in her pose. There is no mechanism to attenuate the overall effect. The Auto is simply On or Off. To adust the strength, each individual morph has to be adjusted separately and manually. I  would like to just dial down the overall effect.

    I'll wait until I try a few more scenes, before I decide whether to keep this.

     

    Hi there! I think that’s not a bug, and here’s why: there was a huge amount of work on the interconnection between individual morphs in order to make the result as good as possible. As I wrote in the product description, a lot of morphs (especially the Hidden Morphs) are triggered automatically when two or more morphs are active, so they can smooth or moderate the effects of one morph over the other. But that behavior is not limited to the Hidden Morphs only, e.g. the “Arm Left/Right Front” morph turns off the effect of the “Arm Left/Right Down” automatically, in order to reduce the effect of a pressed arm when you bend it in front. So keep in mind there’s a dense network between all the morphs.


    Now, if you turn the “Active All” button on, every other “Active X-Body Part” will remain active even if you try to turn them off, because the “Active All” button has priority. So, just use the individual body-part buttons if you need to enable or disable independently.


    If you manually adjust some automatic morphs, for what has been said above, there’s the possibility that some other morphs could not go to zero automatically when you try to zero the pose of your model's limbs. This is just how coding works, so I can’t do miracles :)

    Aaaand, if you want to moderate the effect of the morphs, right click on the “Parameters” pane and select “Edit Mode”. Select all the morphs you need using the ctrl or shift key, then right click on them and select “Set/Min-Max Limits”. Put the max limit to a lower value. By doing this all the morphs will be softened. Hope this can help.

     

    Post edited by Mechasar on
  • takezo_3001takezo_3001 Posts: 1,979
    edited September 2023

    Mechasar

    After playing around with this further I must commend your work here, the attention to detail is pretty extensive, and accurate as well I mean, you even creased/corrected the feet bends so yeah, I can respect the effort put into this and why I'm definitely keeping it!

    I was too hasty to take in consideration the vastly different topography between the G8.1 and 9, so I can recognise the differences and how you made them work as you have no musculature guide like with the previous generations, I'm still getting used to it myself!

    I wish you had a forum thread in the products subforum, but I'm now guessing your time is not as generous for you...

    NOTE: I was holding off on using G9 exclusively due to the lack of realism with her bends, but now... I can definitely add you to my list of coveted morph resources as this is definitely a game-changer for me!

    Post edited by takezo_3001 on
  • sidsid Posts: 439

    I'm very happy to support this product, I don't think we have anything like it for Genesis 9. It can't fix every character in every pose, but for the most part it makes things look better to my eyes and I've been waiting so long for something like this to come out!

    I'll have to do some before and afters for this thread.

  • takezo_3001 said:

    Mechasar

    After playing around with this further I must commend your work here, the attention to detail is pretty extensive, and accurate as well I mean, you even creased/corrected the feet bends so yeah, I can respect the effort put into this and why I'm definitely keeping it!

    I was too hasty to take in consideration the vastly different topography between the G8.1 and 9, so I can recognise the differences and how you made them work as you have no musculature guide like with the previous generations, I'm still getting used to it myself!

    I wish you had a forum thread in the products subforum, but I'm now guessing your time is not as generous for you...

    NOTE: I was holding off on using G9 exclusively due to the lack of realism with her bends, but now... I can definitely add you to my list of coveted morph resources as this is definitely a game-changer for me!

    Thank you, I'm glad you like it. Here's the thread were we can discuss about everything related to my catalog ;)

    https://www.daz3d.com/forums/discussion/590766/mechasar-s-characters-catalog-who-s-next-commercial#latest

  • sid said:

    I'm very happy to support this product, I don't think we have anything like it for Genesis 9. It can't fix every character in every pose, but for the most part it makes things look better to my eyes and I've been waiting so long for something like this to come out!

    I'll have to do some before and afters for this thread.

    Thank you for your appreciation!

  • takezo_3001takezo_3001 Posts: 1,979
    edited September 2023

    sid said:

    I'm very happy to support this product, I don't think we have anything like it for Genesis 9. It can't fix every character in every pose, but for the most part it makes things look better to my eyes and I've been waiting so long for something like this to come out!

    I'll have to do some before and afters for this thread.

    It has that quirk mentioned earlier, when you turn it on and bend an arm for example, the morph kicks in as intended, yet if the arm is still posed and you turn off the global morph controller, the arm morph is still activated until you un-bend the arm... So it has one-way switching as long as the limb is bent and while it's not like with other corrective morphs, it's not a deal-breaker for me as it's easily corrected by un-posing the figure/parts.   

    Mechasar said:

    Thank you, I'm glad you like it. Here's the thread were we can discuss about everything related to my catalog ;)

    https://www.daz3d.com/forums/discussion/590766/mechasar-s-characters-catalog-who-s-next-commercial#latest

    Definitly pinned that tab! 

    Post edited by takezo_3001 on
  • AnEye4ArtAnEye4Art Posts: 766
    edited September 2023

    How do I load the morphs for Natural Movements Pack for Genesis 9? I loaded gen. 9 character but I can't find where or how to load the morphs.

    Post edited by AnEye4Art on
  • sidsid Posts: 439
    edited September 2023

    Here's some real world examples very roughly rendered. These are all the auto-adjusted versions. Probably the most challenging is the shoulders when the arms are directly overhead, shown below with the auto adjustment applied to the lady in the pink., but usually needs the shoulders manually adjusted from my experience so far.

    Sorry for the imgur links. Forum and gallery never like me!

    If you can brave imgur you should be able to right click the images and view in a new tab to toogle back and forth) https://imgur.com/a/NSiISy4

    Before and After auto adjustment:

     

     

     

    My overall thought is it does need you to do some tweaking, but it is hard to imagine a product that could automatically fix so many different products in every pose!

    (Whatever it or I am doing to the elbow is a constant weird tho!)

    Post edited by sid on
  • sidsid Posts: 439

    AnEye4Art said:

    How do I load the morphs for Natural Movements Pack for Genesis 9? I loaded gen. 9 character but I can't find where or how to load the morphs.

     

    Under the Parameters tab

  • Thank you.

  • MelanieLMelanieL Posts: 7,384

    Those examples look pretty good, @sid - I'm down to my last $1.50 of store credit, so this product didn't make it into my cart. I'm keeping my fingers crossed for a GC sale in the next couple of days, then it will be straight in there!

  • memcneil70memcneil70 Posts: 4,115

    @sid showed it, but I hadn't seen his posts before I downloaded the product and loaded Victoria 9 and opened the Parameters Tab and prepared myself for a fight to fight them. Instead, in bold, there the 'Natural Moveme...' morphs showed up right under Hidden on my screen. Couldn't be simpler. So many morph packs hide themselves with cute names or acronyms that I end up forgetting where I found them and they gather dust.

    I tried a falling backward pose for Vicky and other than adjusting her bikini's poke through, it worked wonderfully. 

    Thank you Mechasar. 

  • lilweeplilweep Posts: 2,488

    the armpit and shoulder area look really good.  The product promos show lots of little CBS, and i assume some HD ones.  I look forward to testing this once i get around to purchasing.

  • memcneil70 said:

    @sid showed it, but I hadn't seen his posts before I downloaded the product and loaded Victoria 9 and opened the Parameters Tab and prepared myself for a fight to fight them. Instead, in bold, there the 'Natural Moveme...' morphs showed up right under Hidden on my screen. Couldn't be simpler. So many morph packs hide themselves with cute names or acronyms that I end up forgetting where I found them and they gather dust.

    I tried a falling backward pose for Vicky and other than adjusting her bikini's poke through, it worked wonderfully. 

    Thank you Mechasar. 

    I'm glad you're pleased!

  • MechasarMechasar Posts: 202
    edited September 2023

    lilweep said:

    the armpit and shoulder area look really good.  The product promos show lots of little CBS, and i assume some HD ones.  I look forward to testing this once i get around to purchasing.

    Thank you for giving me this opportunity to highlight that each single morph has been sculpted at its 3rd HD level, so the more you increase the subdivision level of your model, the more the details (I always suggest to switch to the higher HD levels once you finished posing it).

    Post edited by Mechasar on
  • This is what I have been waiting for to make more of a move to G9. This product, along with the Vinme morphs from here and the Supermassive set from Rendo give us a pretty comprehensive shaping package for G9. Thanks for this...

  • Also of note, are the crease morphs, those are done extremely well as every joint/bend has them masterfully applied!

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