Correcting for extreme leg bends
Hello all.
I'm using genesis 9 and I want to do extreme gymnastic type legs bends, like with the legs up in line with the shoulders. What's the best method for correcting the inner thigh pelvis interface and the ballooning of the buttocks in these poses? I've tried the natural bend morphs but this is beyond what they can do. I've attached a pic of what I'm talking about. Thank you
IMG_1076.png
1536 x 2048 - 2M

Comments
This is a common misconception for those who don't know human anatomy. It is not the legs bending in "extreme" poses, that is, you can make that pose right within the natural limits of the legs in daz studio, without even turning limits off. It is rather the spine which is bending forward, a lot, and the pelvis counter rotating, again within its natural limits. Unless I misunderstand what you ask for.
Too late
This is what my version looks like. No limits broken.
@felis In your pose, it is quite unnatural for the shoulders to stand straight when the arms are bent forward, normally the clavicles are bent up and forward too, especially for stretched moves.
p.s. I noticed that in the crotch area G8 bends better, while G9 is somewhat harsh, indicating not optimal jcms. However the principle is the same.
I actually never understood, why the collars don't move automatically with the shoulders, for it is anatomicallly impossible, to raise the shoulder, while keeping the collars down.
I did this on my character and I never had some sort of a conflict, except for using downloaded pose sets.
I have also unlocked the X,Y,Z translation dials of the collars.
If you ask me, what's the advantage?
"shrug"
I just found out my post posted lol dang it. Maybe your right about the legs not bending so much. What I'm trying to do is have the figure laying flat on thier back legs bent backward and spread with hands grabbing feet, a contortionist pose I suppose.
That is not possible without breaking the legs, even for a contortionist. Again, what happens in a pose like that is the hip follows back, so the legs can go flat on the floor. You bend the hip first, then the legs.
Even with the pelvis bent all the way and using limits I can't get the feet to touch the floor. Plus it looks terrible in the inner thigh even with limits, so it looks like I have some complex jcms to create. It will be fun though
challenge accepted
custom character connected JCMs
No postwork, except fixing nipple poking.
Added a second image, that should match the given example more.
(BTW:
I cheated a little bit her, because I have altered the base Genesis 8 Female.duf file, in order to unlock some translate parameters.
Unlocking Z and y translate for collars and x and z translate for the lower abdomen. This is needed for better posing. Limiting the range to 1 and -1 is enough in most cases.)
What helped is to slowly aproach the maximum leg bend.
Make JCMs for -75°, then -90° then -100° until -135° or more.
Stack those morphs on top of each other by keying them.
It's time conuming and may be quiet a mess.
So choose your favorit character for that, because it will only work on one specific character.
For any other character, you will have to do it all over again.
Looks great. What about using morph loader pro and reversing deformations when loading the jcms? Would that not allow you make the changes to the base gen 9 mesh so it works with any character?
In fact not.
If you create JCMs for the base figure, then it might only look great for that base figure.
There is that notorious crack happening on the outside of the hip, when you bend the leg to its extreme.
It tends to look more ugly the shorter your character's legs are designed. The more exterme your character differs from the default figure's look, the more extreme the desgin of the JCMs have to be.
Body volume plays a role as well.
My guess is, that it is more easy to rig and having nicely working JCMs to it with more skinny long leg characters, than with more realistic characters.
That might be another reason why lot's of characters look like elfs and have ultra long legs. There are just not as much mesh distortions to begin with.
I am trying to create my custom JCMs for about 10 years now, and by my experience there just isn't a one solution fits all.
EDIT:
And to prove my point, look at G3, G8 and G9 base figures, who already come with a ton of JCMs, that work quite nicely.
The trouble begins with customizing characters.
Yeah I see your point, and g9 base is thick bodied. That works for me as I've only found one g9 character I really like so far lol. Ive been talking to AI a lot on how to do this and it shows me all sorts of controller editing and math, it sounds like it'll be quite the learning process. I've been using poser and studio for 26 years, so no hill for a high stepper hehe
Really interesting !
I wonder how geografts behave with these modifications ?
Would probably have to adjust them as well. I guess that's why daz didn't take the joint corrections that far, doesn't work universally enough. Hell I'm 45 and don't do yoga and I can bend my leg that far up, just can't straighten it because of hamstring flexibility.
Mostly, those custom JCMs got projected very well on geografts, but there are most likely cases, that need corrections.
If you do corrections, do not forget to replace and store those projections as morph assets.
On a side note:

Do not let them tell you, that it is a lack of exercise. It is genetics. I've known athletes, who couldn't do it and couch potatoes wondering, where the challenge of it is.
You can improve though.
I am a skinny little thing and practiced martial arts when I was younger so that helps
Any tips on what sculpting tools to use in Blender? AI tells me to use a slide relax and smoothing brushes.