http://www.youtube.com/watch?v=gBGzfNgfdyo collision smoothing is under edit menu somewhere..the location has changed..apply it to genesis and set the collision item the object it must collide with..
Dear Zev0, I've installed this and I saw in the video, the breasts are automatically changed the shape depend on the model's position. How can I do/activate such thing? Or it's just the illustration in the video? Because it's a little bit hard if I have to set it manually :)
In the video I just edited Keyframes. Eg position 1 the breasts are like this and will move to that in Keyframe 2. So I only made two positional changes and the animation tweaned the frames in between. So no, there is no automated way to it unfortunately. But the more you play with it the easier and quicker it is to use:)
I see, so I have to that manually. That's okay, I have to master it anyway ;). Btw, this morph is for Genesis only, are you going to make one for Genesis 2 Female or V6? Because I prefer to use G2F/V6 but I can't apply the same thing. Or is there any same purpose Morphs which designated for G2F/V6?
Genesis 2 has breast bones. EG click on the breast and you can move it around. I am however looking into expanding its functionality...But it must be something useful. I don't just want to make something for the sake of making it lol.
I think Breast Control for G2F is quite useful especially for the flat shape when the breast pressed against the glass for example. Or maybe (it's out of topic) you can expand the function of Belly Control, such as the belly shape when sit down or bend down, because belly shape is uniquely changes it's shape when sit down (for example: fat belly will be little bit swollen with several fat folds). Thnx
I've been trying to figure out how to contact you for a minute and I just happened to stumble across this and king_of_kerb (lol) already posted relevants of two of my questions in his last two posts:
1. Are you remaking "toe control" or "glute and breast movement" for G2, or is there any way to use the products for Genesis on G2?
2. I have been trying to figure out how to easily control fat in general, both in terms of body parts of one actor touching, such as a fat arm and the side of a body, or fat rolls as king_of_kerb mentioned, and in terms of interaction with other actors/objects. I have toyed with rigitity, collision control, etc., seeing if there's anyway I can figure out (or, much more likely, someone else has already discovered) to emulate such surface interactions (i.e. "squishiness" of different interacting surfaces or the same surface with itself at different levels of firmness/rigidity/squishiness/etc). I was thinking something combining collision detection, followed by calculating a contact mean for each surface to deform to based on their relative "rigidness" maps.
OR is the only way to do this to manually create the morphs for each deformation? i.e, if an actor is shown pinching a roll of fat on its arm, will unique morph and bulge maps have to be created for each different place pinched?
AND, lastly, I'm fairly new to this, so my understanding is extremely limited, but based on the extensive high quality content you've developed, I'm guessing you have a better grasp. In your opinion, if there is no way currently to do what I've described above, do you think there is likely to be a way to do it anytime soon (as in the next couple years vs a decade from now)?
TFYTAC
I am busy with the developement of "breast movement" for G2 Females but will be called Breast Control. The glute part from the G&B product on Genesis1 has already been released called Glute Control http://www.daz3d.com/glute-control-for-genesis-2-female-s-and-v6. At this stage I will not be redoing Toe control as that product was extremely niche and didn't do very well on the market. In terms of fat pinching and fat collisions, that can be done but it would have to be for a specific shape via JCM's. Downside to that is no figure blending or mixed shapes because it would break functionality. To make something universal in that regard is extremely difficult because you would need morphs to cater for every possible contact point of every possible shape, and that means 1000's of morphs lol.
Best bet is to set the figure itself to collide against an object and place that object it in different places and do spot renders of the collided areas and merge in postwork. I normally use a ball or something like that and adjust it's scaling depending on how I want the impact to look. Then I set that ball object to 0 opacity and render the image with the contact point.
Comments
http://www.youtube.com/watch?v=gBGzfNgfdyo collision smoothing is under edit menu somewhere..the location has changed..apply it to genesis and set the collision item the object it must collide with..
Dear Zev0, I've installed this and I saw in the video, the breasts are automatically changed the shape depend on the model's position. How can I do/activate such thing? Or it's just the illustration in the video? Because it's a little bit hard if I have to set it manually :)
Thnx
In the video I just edited Keyframes. Eg position 1 the breasts are like this and will move to that in Keyframe 2. So I only made two positional changes and the animation tweaned the frames in between. So no, there is no automated way to it unfortunately. But the more you play with it the easier and quicker it is to use:)
I see, so I have to that manually. That's okay, I have to master it anyway ;). Btw, this morph is for Genesis only, are you going to make one for Genesis 2 Female or V6? Because I prefer to use G2F/V6 but I can't apply the same thing. Or is there any same purpose Morphs which designated for G2F/V6?
Thnx Zev0
Genesis 2 has breast bones. EG click on the breast and you can move it around. I am however looking into expanding its functionality...But it must be something useful. I don't just want to make something for the sake of making it lol.
I think Breast Control for G2F is quite useful especially for the flat shape when the breast pressed against the glass for example. Or maybe (it's out of topic) you can expand the function of Belly Control, such as the belly shape when sit down or bend down, because belly shape is uniquely changes it's shape when sit down (for example: fat belly will be little bit swollen with several fat folds). Thnx
I've been trying to figure out how to contact you for a minute and I just happened to stumble across this and king_of_kerb (lol) already posted relevants of two of my questions in his last two posts:
1. Are you remaking "toe control" or "glute and breast movement" for G2, or is there any way to use the products for Genesis on G2?
2. I have been trying to figure out how to easily control fat in general, both in terms of body parts of one actor touching, such as a fat arm and the side of a body, or fat rolls as king_of_kerb mentioned, and in terms of interaction with other actors/objects. I have toyed with rigitity, collision control, etc., seeing if there's anyway I can figure out (or, much more likely, someone else has already discovered) to emulate such surface interactions (i.e. "squishiness" of different interacting surfaces or the same surface with itself at different levels of firmness/rigidity/squishiness/etc). I was thinking something combining collision detection, followed by calculating a contact mean for each surface to deform to based on their relative "rigidness" maps.
OR is the only way to do this to manually create the morphs for each deformation? i.e, if an actor is shown pinching a roll of fat on its arm, will unique morph and bulge maps have to be created for each different place pinched?
AND, lastly, I'm fairly new to this, so my understanding is extremely limited, but based on the extensive high quality content you've developed, I'm guessing you have a better grasp. In your opinion, if there is no way currently to do what I've described above, do you think there is likely to be a way to do it anytime soon (as in the next couple years vs a decade from now)?
TFYTAC
I am busy with the developement of "breast movement" for G2 Females but will be called Breast Control. The glute part from the G&B product on Genesis1 has already been released called Glute Control http://www.daz3d.com/glute-control-for-genesis-2-female-s-and-v6. At this stage I will not be redoing Toe control as that product was extremely niche and didn't do very well on the market. In terms of fat pinching and fat collisions, that can be done but it would have to be for a specific shape via JCM's. Downside to that is no figure blending or mixed shapes because it would break functionality. To make something universal in that regard is extremely difficult because you would need morphs to cater for every possible contact point of every possible shape, and that means 1000's of morphs lol.
Best bet is to set the figure itself to collide against an object and place that object it in different places and do spot renders of the collided areas and merge in postwork. I normally use a ball or something like that and adjust it's scaling depending on how I want the impact to look. Then I set that ball object to 0 opacity and render the image with the contact point.