Does anyone knows how to make a perfect folding arms?

Does anyone knows how to make a perfect folding arms?

I think the main reason why it's so hard to do in DAZ because folding arms requires arms and breast (and cloths) to be pushed.
Because of the pressing against each other surface. Since DAZ figure can't do that, it doesn't look natural.

But... maybe... there's a solution out there, that I might not know of?

Comments

  • crosswindcrosswind Posts: 6,841

    There's no soft body simulation in Daz, so for such a bending, the relevant mesh will be only "corrected" by Base Flexion and Base JCMs. Default corrective morphs are not enough, that's why there're some products like Bend Control, UNBM, etc.
    You may still further create corrective morphs as you wish.

  • You could use dForms or Push Modifiers with weight maps to limit the area of effect to achieve this.

  • lilweeplilweep Posts: 2,476

    Blender has a bunch of 3rd part Squish modifiers etc so could export over there and then apply collision/squish modifiers and come back to Daz as morph.

    Daz Studio has collision using smoothing modifier. So perhaps could do something with that?  There aren't that many parts of the body on a folding arms pose where body is squished severely, depending on the body in question i suppose.

  • crosswindcrosswind Posts: 6,841

    Blender can help a lot for the subject matter, however, one still need to manually sculpt the partial parts as per the body shape. I myself do not suggest use smoothing modifier on the figure in DS as you will lose details on the body, further more there cannot be "self-collision" on a single figure...

  • lilweeplilweep Posts: 2,476
    edited August 2023

    on the self-collision issue, you can use a hidden collider object to simulate the collision and stand in for the body part, rather than having actual self collision.  E.g., like this Ghost Dynamics product https://www.daz3d.com/ghost-dynamics

    If concerned about loss of detail from smoothing, can always just render twice, once with smoothing, once without, and then composite the bits and pieces from both images in post as needed.

    I guess the problem with using a colliding object is there may be many body parts interacting with the collider where you only want it to affect a small part of the object...

    These are very inelegant brute force approaches, but alas what can we do... i guess just sculpt manually or use deformers/mesh grabber.

    Post edited by lilweep on
  • crosswindcrosswind Posts: 6,841

    Yea there're quite a few ways. Most of the time I choose to fix them thru Blender or ZB but just for the current scene... making embedded corrective morphs etc. takes too much time indeed.

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