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Beautiful Bends V4 - Updated - [COMMERCIAL]
Posted: 06 November 2012 12:54 PM   [ Ignore ]
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Hello,

This is just to let everyone know that Beautiful Bends V4 (http://www.daz3d.com/shop/beautiful-bends-v4) have been updated. The new files should have 1.2 in the end (ie. 14478_BeautifulBendsV4Ps_1.2_dpc.exe and 14478_BeautifulBendsV4DS_1.2_ds.exe for PC files).

Some of the changes include:
- New corrections for hands and fingers movement.
- New corrections for thigh, shoulder and forearm twists.
- Reworked shoulder corrections. The updated version should work better in Poser now.
- Reworked most of the joint corrections and added some new JCMs to smooth the mesh.
- Reorganized magnets and morph dials for clarity.
- Renamed magnets for better compatibility with Poser magnetize scripts.
- Removed thigh and shoulder compatibility fix, since it was no longer needed.
- Removed the fit poses because it was causing some confusion with users. The reset to default pose is still included and moved to the Pose folder..
- Added 13 additional body poses.
- Added Magnetize to BBV4 scripts. You have to use both the Magnetize to V4 and Magnetize to BBV4 scripts to magnetize conforming clothing.
- Updated MATs. The update now include Elite Human Surface Shader presets with and without subsurface scattering.

Some additional notes:
- If you have V4.2 Muscle Morphs installed, loading the Beautiful Bends V4.cr2 will display some circular ERC errors. This is a problem with the V4.2 Muscle Morphs and not Beautiful Bends.
- This will overwrite the older .CR2. If you still want to use the old one, just renamed it to something different.
- With some poses, there still be some pokethrough. Please read the accompanying readme file to deal with pokethrough issues.
- Due to differences between DS and Poser, collar twist (x rotate) are still problematic in Poser.

Thank you all.

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Posted: 06 November 2012 10:26 PM   [ Ignore ]   [ # 1 ]
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JCMs!!  What an unpleasant surprise.  That defeats the beauty of the magnets.  Now the JCMs have to be copied into tight fitting clothing.

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Posted: 07 November 2012 08:49 AM   [ Ignore ]   [ # 2 ]
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nakamuram002 - 06 November 2012 10:26 PM

JCMs!!  What an unpleasant surprise.  That defeats the beauty of the magnets.  Now the JCMs have to be copied into tight fitting clothing.

That will depend on the clothing and the mesh topology, but in most cases you don’t have to transfer the JCMs. Most of the JCMs are there just to refine the mesh a bit. Most of the reshaping is still done via magnets.

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Posted: 07 November 2012 10:05 PM   [ Ignore ]   [ # 3 ]
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What about all of the correction morphs that I see?  Are they really necessary?  I’m talking about tight fitting clothing like stockings and body suits.

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Posted: 07 November 2012 11:03 PM   [ Ignore ]   [ # 4 ]
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The helper morphs are necessary to work around the limitations of the euler system. They’re just dials with values and no deltas.

As I said earlier, the additional JCMs are there to fix topology layout problems (like vertices that don’t align with others). The only area that needed extensive cleanup is the groin/crotch area and the thumb.

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Posted: 08 November 2012 12:13 AM   [ Ignore ]   [ # 5 ]
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wowie - 07 November 2012 11:03 PM

The helper morphs are necessary to work around the limitations of the euler system. They’re just dials with values and no deltas.

As I said earlier, the additional JCMs are there to fix topology layout problems (like vertices that don’t align with others). The only area that needed extensive cleanup is the groin/crotch area and the thumb.

Looking at your .CR2 with Morph Manager—In the left shin, there are 11 helper morphs.  10 of them have 1778 deltas.  Only FixLKneeBend has 0 deltas.

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Posted: 08 November 2012 02:15 AM   [ Ignore ]   [ # 6 ]
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For the shin body parts, some JCM morphs were needed to fix topology problems with the foot bent (forward/backward) and then rotated or moved side to side. For shin/knee movement, there’s actually very little changes (just look at how big the deltas are).

I don’t have Hongyu’s clothing, but I do have some stockings. This is with Boudoir Whispers. As you can see, at default settings (the last image) there’s clearly some pokethrough left. The clothing comes with some adjustment morphs, but they don’t cover some polys (second image). By adjusting the FBM Bulk morph to 0.1 (10%), there’s no pokethrough left (first image).

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Render_4_1.jpgRender_3_1.jpgRender_2_1.jpg
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Posted: 08 November 2012 02:18 AM   [ Ignore ]   [ # 7 ]
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This is with Little Dragon’s Stocking.

Even at default settings (using the same pose), there’s no visible pokethroughs. My point being, every clothing will likely be different since the mesh layout are different.

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Render_1_1.jpg
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Posted: 08 November 2012 02:22 AM   [ Ignore ]   [ # 8 ]
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Here’s a look at he inner side.

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Render_8_1.jpgRender_7_1.jpgRender_6_1.jpg
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Posted: 08 November 2012 02:34 AM   [ Ignore ]   [ # 9 ]
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Here’s a look at the mesh, with (second image) and without (first image) the JCMs (I manually set the knee controlled JCMs to zero). JCM for other joints work similarly.

Image Attachments
Mesh_JCM_1.jpgMesh_noJCM_1.jpg
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Posted: 08 November 2012 09:19 PM   [ Ignore ]   [ # 10 ]
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Are your examples from Poser or DAZ Studio?  I think the former is more prone to poke-thru.  I am using Poser Pro 2012.  I will try to come up with some examples.

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Posted: 09 November 2012 02:43 AM   [ Ignore ]   [ # 11 ]
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Those are viewport grabs from DS3

edit.
I snagged Poser9 Trial version (9.0.1.20627) and loaded BBV4 and the original V4 Bodysuit into the scene. After conforming the body suit, I ran both DAZ Magnetize script and my own Magnetize to BBV4 script.

You can see the renders below. To minimize pokethrough, I just select the bodysuit parts (left shin and left thigh), changed the FBM Bulk parameters to 0.1 (10%) and then re-render. Both the thighs and shin were bent 90 degrees. Everything else were set to 0 (zero).

I then bend the shin some more (140) and did the same thing (render with and then without the FBM paramter change).

Image Attachments
90.jpg90Bulk10%.jpg140.jpg140Bulk10%.jpg
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Posted: 12 November 2012 10:26 PM   [ Ignore ]   [ # 12 ]
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I have solved most of the problems I encountered in BB v1.1.  I had to strip my stocking .CR2 of all morphs, then use Morphing Clothes to copy the V4 Morphs++ morphs that I needed, plus the BB jcms and correction morphs.  I notice that there is some incompatibility between some of the V4 Morphs++ morphs and BB.

In BB v1.2, I am having problems with poke-thru when bending the knees.  I am working on them.

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Posted: 15 November 2012 11:04 PM   [ Ignore ]   [ # 13 ]
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I see what the problem is—When you inject the V4 Base Morphs, you also inject the DAZ JCMs.  I have modified the DAZ .pz2 files, so that they only inject the Expression Morphs.  That solved my poke-thru problem.

My files are at: http://www.sharecg.com/v/65764/browse/11/Poser/Inject-V4-Base-morphs-without-the-JCMs.

Unzip and put “INJ Base V4BB.pz2” in your V4 Morphs directory (usually ...\Runtime\Libraries\Pose\DAZ’s Victoria 4\Morph Injections).  Put “InjDeltas.V4BaseAllBB.pz2” in ...\Runtime\Libraries\!DAZ\Victoria 4\Deltas.

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Posted: 16 November 2012 04:29 PM   [ Ignore ]   [ # 14 ]
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That’s good too know.

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Posted: 17 November 2012 01:05 PM   [ Ignore ]   [ # 15 ]
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I am having problems uploading to ShareCG, so I will post the files here as text.

INJ Base V4BB.pz2————————————————————————————————————————————————————————————————————————————-
{
version
{
  number 4.01
}
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:InjDeltas.V4BaseAllBB.pz2”
}


InjDeltas.V4BaseAllBB.pz2————————————————————————————————————————————————————————————————————————-
{
version
{
  number 4.01
}
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.CTRLTongueSide-Side.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMBrowInnerUp-Down.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMBrowOuterUp-Down.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMBrowSqueeze.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMBrowUp-Down.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMCheeksBalloon.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMCheeksBalloonPucker.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMCheeksCrease.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMCheeksEyeFlex.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMCheeksFlex.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMEyeCorneaBulge.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMEyeIrisAlign.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMEyeIrisBulge.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMEyeIrisConvexity.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMEyeIrisSize.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMEyePupilDialate.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMEyePupilSlit.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMEyesOpen-Close.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMHeadHairBun.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMHeadHairShort.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMJawIn-Out.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMJawSide-Side.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMMouthCornerUp-Down.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMMouthOpenWide.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMMouthSide-Side.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMMouthSmile-Frown.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMMouthSmileOpen.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMMouthSneer-Pout.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMNoseWrinkle.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.PHMNostrilsFlare.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.VSM_AA.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.VSM_EH.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.VSM_ER.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.VSM_F.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.VSM_IH.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.VSM_IY.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.VSM_K.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.VSM_L.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.VSM_M.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.VSM_OW.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.VSM_S.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.VSM_SH.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.VSM_T.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.VSM_TH.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.VSM_UW.pz2”
readScript “:Runtime:libraries:!DAZ:Victoria 4:Deltas:Base:InjDeltas.VSM_W.pz2”

}

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