What is better? Body-height over height morph or via scale?

cosmo71cosmo71 Posts: 3,609
edited October 2015 in The Commons

What is better to create a realistic height of a character (with best results for realistic proportions)? The height morph or via scale? I have recognized that via the height morph the looks a bit compressed.

Post edited by cosmo71 on

Comments

  • DarkSpartanDarkSpartan Posts: 1,096

    I generally prefer the height morphs... But then I use Shape Shift to extend/contract arms/legs/torso rather than using the core morphs.

  • jestmartjestmart Posts: 4,449

    The height dial also adjusts the figures proportions slightly so it tends to look more realistic.

  • nicsttnicstt Posts: 11,715

    I'm not sure how much male and females are different, but females height varies more due to leg length than anything else. So I dial in small amounts of total height, but also adjust the leg-length.

  • cosmo71cosmo71 Posts: 3,609
    edited October 2015
    jestmart said:

    The height dial also adjusts the figures proportions slightly so it tends to look more realistic.

    That is exatcly I think the hight morph does not do or better does it in the wrong way. Have added measure metrics to the figure lowered the figure and heightened it. So a smaller figure has a larger waist then the larger figure for example (assuming that measure metrics works correct)

    Post edited by cosmo71 on
  • riftwitchriftwitch Posts: 1,439

    I've usually used scaling to alter the size of my characters. While the figure was in the t-pose, I would load a cube of the height I wanted, make it transparent, and scale the figure up or down so that the top of its head (with no hair, of course) was just touching the top face of the cube. Since I've gotten Measure Metrics, I found that my method produced heights that were very close to what I was aiming for. I've created a lot of characters over the years, so it's nice to be able to get them all to the proper heights and proportions; it's really effective when several of them are in a scene together.

  • jestmartjestmart Posts: 4,449

    I stand by my previous remark, for quick and easy height adjustment the Height dial is better than scaling.  However the proper way, and the way I use, is to initially ignore height and use the shaping and proportion morphs to get the figure looking the way you want.  Only after that would you use riftwitch's cube method to scale the figure to your preffered height and than lock scaling as some pose presets may try to override it.

  • Oso3DOso3D Posts: 15,085

    I usually use a mix, depending on the character and proportions. Some people are really just... petite.

     

     

  • riftwitchriftwitch Posts: 1,439
    jestmart said:

    I stand by my previous remark, for quick and easy height adjustment the Height dial is better than scaling.  However the proper way, and the way I use, is to initially ignore height and use the shaping and proportion morphs to get the figure looking the way you want.  Only after that would you use riftwitch's cube method to scale the figure to your preffered height and than lock scaling as some pose presets may try to override it.

    Exactly. I forgot to mention that I use the method I outlined after I have the character looking the way I want. Since my main interest is superheroes, for some, it's important to maintain their 'normal' shape even if they can grow or shrink to impossible sizes. For others, It's probably better to use the Figure Metrics script from Measure Metrics.

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