What do you think about this promo?(Critique Requested)

2

Comments

  • SimonJMSimonJM Posts: 6,067

    From what I see this would seem to answer the prayers of a lot of people who have wished to have head and body morphs separate on a figure, so that alone is going to gain you a lot of love!  Being able to add morphs with a form of assymetry is going to please a lot of people, too - adding just a little tweak of a morph to one side of a head/face will enable 'imperfections' to be simply added.

    For the images, in the original post teh top two grab me more, the one on the right' version shown later is better than the original for the reasons others have posted.  Back to the OP and I am less sure bout the 3rd and 4th despite them showing what can be done - just something about the lighting doesn't engage my attention.

    As for the producty itself - just let me know when, and I'll buiy!!!

  • CGI3DMCGI3DM Posts: 279
    SimonJM said:

    From what I see this would seem to answer the prayers of a lot of people who have wished to have head and body morphs separate on a figure, so that alone is going to gain you a lot of love!  Being able to add morphs with a form of assymetry is going to please a lot of people, too - adding just a little tweak of a morph to one side of a head/face will enable 'imperfections' to be simply added.

    For the images, in the original post teh top two grab me more, the one on the right' version shown later is better than the original for the reasons others have posted.  Back to the OP and I am less sure bout the 3rd and 4th despite them showing what can be done - just something about the lighting doesn't engage my attention.

    As for the producty itself - just let me know when, and I'll buiy!!!

    Thank you, your comments are very valuable.

  • algovincianalgovincian Posts: 2,664
    edited March 2018

    A friend of mine was working on a similar product a while back but I think he had to scrap it as it was creating issues with clothing and what not. 

    Hey - I resemble that remark! I ended up taking a completely different approach than I was originally. The issues are solved, but I'm still unsure about whether or not I will be releasing them as a product, or keeping it for use in-house. Going on what @CGI3DM has posted, the 2 scripts operate in a very different way.

    My scripts are focused on, and contain additional functionality to allow for, sculpting directly in DS. While the result of this sculpting can obviously be used to create morphs (and helps the user to do so), it does not attempt to adapt/create all of the JCMs, weightmaps, etc. needed to make a complete, fully-functional figure ready for use in DS.

    I look forward to seeing what @CGI3DM's script can do!

    - Greg

    Post edited by algovincian on
  • CowrieCowrie Posts: 149

    Looks very interesting.  Is there a name planned for it so I can keep an eye out for it in the store?

  • CGI3DMCGI3DM Posts: 279
    Cowrie said:

    Looks very interesting.  Is there a name planned for it so I can keep an eye out for it in the store?

    X-Morphs

  • CGI3DMCGI3DM Posts: 279

    Using 4.8 and 4.10beta

    4.8????

    Although it works, you will have certain details that you will not have. Nothing really important.

  • nonesuch00nonesuch00 Posts: 18,729

    I also use 4.10.0.123 & 4.10.0.123 Public Beta

  • RedzRedz Posts: 1,459

    Looks like a fantastic product. Will it work on HD morphs? 

  • CGI3DMCGI3DM Posts: 279
    Redz said:

    Looks like a fantastic product. Will it work on HD morphs? 

    No, only SD.  :(

  • Sensual ArtSensual Art Posts: 645
    edited March 2018

    Does it take care of the JCMs as well? I am wondering how FBMs would work on a fused figure?

    On a similar line of thought, I am wondering if this could be used to apply FBMs partially (i.e. as PBMs)? EDIT: It seems it does only at the pre-defined regions. Also a suggestion that the torso could have been split into upper and lower halves to make the likes of Popeye/Bluto.

    Does it support multiple FBMs simultaneously (one for each body part)? Is it possible to apply different FBMs iteratively (like multi-pass)?

    Post edited by Sensual Art on
  • nicsttnicstt Posts: 11,715
    Redz said:

    Looks like a fantastic product. Will it work on HD morphs? 

     

    CGI3DM said:
    Redz said:

    Looks like a fantastic product. Will it work on HD morphs? 

    No, only SD.  :(

    Shame; I returned an HD morph as I cant choose which areas it affects; either all or nothing... I chose nothing and raised a ticket.

  • BruganBrugan Posts: 365

    Shame about not crossing generations, still would be an instabuy for me as it would allow me to do some fun combos. There's certainly nothing else like it that comes to mind! :)

  • agent unawaresagent unawares Posts: 3,513
    mrinal said:

    Does it take care of the JCMs as well?

    I am curious about this too.

  • CGI3DMCGI3DM Posts: 279
    mrinal said:

    Does it take care of the JCMs as well? I am wondering how FBMs would work on a fused figure?

    On a similar line of thought, I am wondering if this could be used to apply FBMs partially (i.e. as v)? EDIT: It seems it does only at the pre-defined regions. Also a suggestion that the torso could have been split into upper and lower halves to make the likes of Popeye/Bluto.

    Does it support multiple FBMs simultaneously (one for each body part)? Is it possible to apply different FBMs iteratively (like multi-pass)?

    Select a only morph, anybody (PBM, FBM), and you can extract the part that interests you with Easy (head, torso, Arms, Legs), by material, Bones, Cutting Plane, Weight Map, and save the Morph.
    Now select another morph or the same, and choose another method, and save.
    Finally you can mix the 2 or more morphs that you have already created.
    Cutting Plane: through a plane you can move and rotate (vertical, horizontal,0-360°), which allows you to practically cut the Morph where you want.
    Or you also have the option of the weight Map.

  • CGI3DMCGI3DM Posts: 279
    mrinal said:

    Does it take care of the JCMs as well?

    I am curious about this too.

    No, in this version.

  • CGI3DMCGI3DM Posts: 279
    nicstt said:
    Redz said:

    Looks like a fantastic product. Will it work on HD morphs? 

     

    CGI3DM said:
    Redz said:

    Looks like a fantastic product. Will it work on HD morphs? 

    No, only SD.  :(

    Shame; I returned an HD morph as I cant choose which areas it affects; either all or nothing... I chose nothing and raised a ticket.

    Yes, hopefully and in the future there is a way to do it.

  • IceDragonArtIceDragonArt Posts: 12,770

    I understood exactly what this does from the images in the first post.

    As far as which is better, honestly, the left one grabs my attention more but the right one is the one you should use because there is no ambigouity about what does and does not come with the product.

  • WonderlandWonderland Posts: 7,134
    edited March 2018

    Can you split morphs on different sides of the face by area: ie right side of mouth only or right side of nose or right jaw, etc... in in small amounts for assymetry? Is everything so exaggerated or can you do subtle morphs?

    Post edited by Wonderland on
  • CGI3DMCGI3DM Posts: 279
    edited March 2018

    ¿Puedes dividir morfos en diferentes lados de la cara por área: es decir, el lado derecho de la boca solamente o el lado derecho de la nariz o la mandíbula derecha, etc. ... en pequeñas cantidades para la asimetría? ¿Es todo tan exagerado o puedes hacer sutiles cambios?

    If possible, it would be in two steps or more steps depending on what you would like.

    For example, you have a head morph called vicky, you select the area you want by vertex, face, edge or weight map, save for selected and another for not selected.
    You would then have 2 morphs VickySelected, VickyNoSelected, each with its own adjustment dial.
    Although in this case use, two different morphs, can be the same. Emaciated left FBMBodybuilderSize Right. I suppose that if the same morph had been used, with percentages of 100% and 98% I would have given the asymmetry that you are looking for.

     

    Basically the script only divides the morph, in the part you want, you decide the strength of the morph using the dial.

    The only detail is that there must always be a morph, you can not do it on the base figure.

    Post edited by CGI3DM on
  • WonderlandWonderland Posts: 7,134
    CGI3DM said:

    ¿Puedes dividir morfos en diferentes lados de la cara por área: es decir, el lado derecho de la boca solamente o el lado derecho de la nariz o la mandíbula derecha, etc. ... en pequeñas cantidades para la asimetría? ¿Es todo tan exagerado o puedes hacer sutiles cambios?

    If possible, it would be in two steps or more steps depending on what you would like.

    For example, you have a head morph called vicky, you select the area you want by vertex, face, edge or weight map, save for selected and another for not selected.
    You would then have 2 morphs VickySelected, VickyNoSelected, each with its own adjustment dial.
    Although in this case use, two different morphs, can be the same. Emaciated left FBMBodybuilderSize Right. I suppose that if the same morph had been used, with percentages of 100% and 98% I would have given the asymmetry that you are looking for.

    Basically the script only divides the morph, in the part you want, you decide the strength of the morph using the dial.

    The only detail is that there must always be a morph, you can not do it on the base figure.

    I said what LOL? How did that get in Spanish? I got an A in high school Spanish but remember very little of it LOL...

  • CGI3DMCGI3DM Posts: 279
    CGI3DM said:

    ¿Puedes dividir morfos en diferentes lados de la cara por área: es decir, el lado derecho de la boca solamente o el lado derecho de la nariz o la mandíbula derecha, etc. ... en pequeñas cantidades para la asimetría? ¿Es todo tan exagerado o puedes hacer sutiles cambios?

    If possible, it would be in two steps or more steps depending on what you would like.

    For example, you have a head morph called vicky, you select the area you want by vertex, face, edge or weight map, save for selected and another for not selected.
    You would then have 2 morphs VickySelected, VickyNoSelected, each with its own adjustment dial.
    Although in this case use, two different morphs, can be the same. Emaciated left FBMBodybuilderSize Right. I suppose that if the same morph had been used, with percentages of 100% and 98% I would have given the asymmetry that you are looking for.

    Basically the script only divides the morph, in the part you want, you decide the strength of the morph using the dial.

    The only detail is that there must always be a morph, you can not do it on the base figure.

    I said what LOL? How did that get in Spanish? I got an A in high school Spanish but remember very little of it LOL...

    Jajaja

  • jaxprogjaxprog Posts: 312

    This product looks awesome! I think the promo is very self explantory as to what to expect from the product. You have buyer here. I hope Daz approves your product.

  • CGI3DMCGI3DM Posts: 279
    jaxprog said:

    This product looks awesome! I think the promo is very self explantory as to what to expect from the product. You have buyer here. I hope Daz approves your product.

    Thank you.
    Yes, just wait.

  • FSMCDesignsFSMCDesigns Posts: 12,844
    CGI3DM said:
     

    X-Morphs, a tool that allows you to create new shapes from your morphs.
    If your favorite character only has a single full body shape, you can separate the head, body, legs, torso, and you can even cut the body and face in half. thus giving the possibility to combine all the morphs that contain your selected figure. And create a huge variety of new characters.

    This is what has me very interested. I have had to pass on products because the vendor decided they wanted to stick with their creative vision and only release a full body morph. If this will allow me to be able to use either the head or body and not both at the same time, I am sold.

  • Sensual ArtSensual Art Posts: 645

    Is there a way to control the smoothing distance/radius at the joints? I remember this was a feedback given to the zone smoother scripts, but I guess, we are still waiting for a solution.

  • FenixPhoenixFenixPhoenix Posts: 3,183
    SimonJM said:

    From what I see this would seem to answer the prayers of a lot of people who have wished to have head and body morphs separate on a figure, so that alone is going to gain you a lot of love!  Being able to add morphs with a form of assymetry is going to please a lot of people, too - adding just a little tweak of a morph to one side of a head/face will enable 'imperfections' to be simply added.

    I am one of those happy people! This is going to go in my cart then into my library as soon as it hits the store!

  • CGI3DMCGI3DM Posts: 279
    mrinal said:

    Is there a way to control the smoothing distance/radius at the joints? I remember this was a feedback given to the zone smoother scripts, but I guess, we are still waiting for a solution.

    Yes, you can control the area and length of the smothing, by default they are 10 cm, with respect to the border between the morphs.

  • JOdelJOdel Posts: 6,317

    Being able to split FBM character morphs will be a godsend. A pity that it can't go across generations, but that probably was never really in the cards. I am interested in the possibility of transfering only one arm or one leg rather than both at once. Your control panel shot doesn't show that function, but I am assuming that it is in one of the additional tabs?

  • CGI3DMCGI3DM Posts: 279
    JOdel said:

    Being able to split FBM character morphs will be a godsend. A pity that it can't go across generations, but that probably was never really in the cards. I am interested in the possibility of transfering only one arm or one leg rather than both at once. Your control panel shot doesn't show that function, but I am assuming that it is in one of the additional tabs?

    Yes, in Bones

  • Worlds_EdgeWorlds_Edge Posts: 2,153
    CGI3DM said:
    mrinal said:

    Does it take care of the JCMs as well? I am wondering how FBMs would work on a fused figure?

    On a similar line of thought, I am wondering if this could be used to apply FBMs partially (i.e. as v)? EDIT: It seems it does only at the pre-defined regions. Also a suggestion that the torso could have been split into upper and lower halves to make the likes of Popeye/Bluto.

    Does it support multiple FBMs simultaneously (one for each body part)? Is it possible to apply different FBMs iteratively (like multi-pass)?

    Select a only morph, anybody (PBM, FBM), and you can extract the part that interests you with Easy (head, torso, Arms, Legs), by material, Bones, Cutting Plane, Weight Map, and save the Morph.
    Now select another morph or the same, and choose another method, and save.
    Finally you can mix the 2 or more morphs that you have already created.
    Cutting Plane: through a plane you can move and rotate (vertical, horizontal,0-360°), which allows you to practically cut the Morph where you want.
    Or you also have the option of the weight Map.

    The product looks great.  I hope you will have a video to show what you mean in the above for those of us who are not as savvy/knowledgeable.  It sounds a little complicated to me, but a video or some form of step by step instruction would likely clear it up.

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