Ultimate Natural Bend morphs G8F, what am I doing wrong?

So I was really excited to see the images posted with the $20 Ultimate Natural Bend morphs and it was an insta buy for me.

Then I tried applying it to a posed G8F, and nothing...

Just on a hunch, I tried using pose SLIDERS on the neck, and BAM, the morphs appear.

One problem, almost nobody uses pose sliders to pose the figure body, most vendors pose from the bones because you have WAY more control...

Am I using the product wrong, or am I correct in assuming the morphs were tied to the pose sliders and NOT the bones?

Comments

  • BruganBrugan Posts: 365
    edited November 2019

    On further testing, ( and reading the details on the product page DUR o_O ) it looks like the leg and arm morphs are tied to bones. The neck however is unresposive to bends unless I use the sliders.

    I really hope this can be changed, it's a great looking set of morphs, but the neck issue makes it useless for me :(

    Post edited by Brugan on
  • takezo_3001takezo_3001 Posts: 2,033
    edited November 2019
    Brugan said:

    On further testing, ( and reading the details on the product page DUR o_O ) it looks like the leg and arm morphs are tied to bones. The neck however is unresposive to bends unless I use the sliders.

    I really hope this can be changed, it's a great looking set of morphs, but the neck issue makes it useless for me :(

    You can ERC the morphs to the rotation dials for their respective nodes if you so choose, I would do it for a test figure and just save the character in a scene instead of saving it as a morph resource though!

    I just found that they have it set up like the arm/leg/multi node pose sliders, so it makes sense that they don't have it tied to the individual bones...

    Post edited by takezo_3001 on
  • SnowSultanSnowSultan Posts: 3,802

    Favorite the dial parameters (click on the hearts), they'll be much easier to find and will be saved with the scene or subset. I have a bunch of useful dials like Eyes-Left-Right, Right Hand Fist, Shoulders Shrug, and others favorited so I can quickly make adjustments when necessary.

  • takezo_3001takezo_3001 Posts: 2,033

    Favorite the dial parameters (click on the hearts), they'll be much easier to find and will be saved with the scene or subset. I have a bunch of useful dials like Eyes-Left-Right, Right Hand Fist, Shoulders Shrug, and others favorited so I can quickly make adjustments when necessary.

    Duh, I didn't even think of that myself, I can't beleive that I have overlooked that for so long!

  • MendomanMendoman Posts: 404
    edited November 2019

    Hmmm, I must be doing something wrong, but I can't make this product work either. When I click Ultimate Natural Bend Morphs for G8F on -link, my character totally changes. I mean face and everything changes, like all the details are gone. Heck, even my character's height changes. It looks like it turns my character to base G8F no matter what morphs I have already used. After I have done that, then those Ultimate morphs work, but the resulting character does not look at all like my original character. If I don't click it ( or click that morphs off -link which return my character back to normal ), nothing happens, no matter what I do with the Ultimate morphs sliders. 

    Post edited by Mendoman on
  • PedroCPedroC Posts: 200
    Mendoman said:

    Hmmm, I must be doing something wrong, but I can't make this product work either. When I click Ultimate Natural Bend Morphs for G8F on -link, my character totally changes. I mean face and everything changes, like all the details are gone. Heck, even my character's height changes. It looks like it turns my character to base G8F no matter what morphs I have already used. After I have done that, then those Ultimate morphs work, but the resulting character does not look at all like my original character. If I don't click it ( or click that morphs off -link which return my character back to normal ), nothing happens, no matter what I do with the Ultimate morphs sliders. 

    +1. The product is as if it was not finished.

  • MendomanMendoman Posts: 404
    edited November 2019

    I made some more testing during lunch break. Earlier I was mainly testing for arms, and for some reason, my custom character's arms did not see any change from Ultimate morphs when I moved the main slider. Her legs and back on the other hand, seem to react for Ultimate morph sliders when posed. I don't know why, but I still can't see any collar movements from Ultimate morphs, no matter how extreme pose I set. Also that "Ultimate Natural Bend Morphs for G8F On" -link/button, does actually seem to change character to base G8F female and set all ultimate morph sliders to 100%. For example Victoria8 changes to base G8F when you click that.

     

    EDIT: In that other thread I finally understood the problem. So to see changes in shoulders etc. we need to use pose controls like "Arms Up/Down" instead of using bones to pose figure.

    Post edited by Mendoman on
  • takezo_3001takezo_3001 Posts: 2,033
    Mendoman said:

    EDIT: In that other thread I finally understood the problem. So to see changes in shoulders etc. we need to use pose controls like "Arms Up/Down" instead of using bones to pose figure.

    Here's how to use the morphs...

    HOW TO USE UBMG8.png
    585 x 644 - 98K
    HOW TO USE UBMG8 2.png
    578 x 662 - 51K
  • Matt_CastleMatt_Castle Posts: 3,066
    Mendoman said:

    EDIT: In that other thread I finally understood the problem. So to see changes in shoulders etc. we need to use pose controls like "Arms Up/Down" instead of using bones to pose figure.

    Here's how to use the morphs...

    That may be how to use them; it is however wildly inconvenient when you want to use* existing poses that do not use these posing sliders (which is nearly every pose set I ever use). If I don't hear some news that there's going to be an update to this product so that it actually works with existing poses, I'm strongly minded to return it.

    * Or worse, modify them. If you take a pose where the head is looking to the right and adjust it so it's looking less far to the right using the sliders, then you fade in the morphs for looking to the left, even though the character's head is still turned to the right.

  • takezo_3001takezo_3001 Posts: 2,033
    Mendoman said:

    EDIT: In that other thread I finally understood the problem. So to see changes in shoulders etc. we need to use pose controls like "Arms Up/Down" instead of using bones to pose figure.

    Here's how to use the morphs...

    That may be how to use them; it is however wildly inconvenient when you want to use* existing poses that do not use these posing sliders (which is nearly every pose set I ever use). If I don't hear some news that there's going to be an update to this product so that it actually works with existing poses, I'm strongly minded to return it.

    * Or worse, modify them. If you take a pose where the head is looking to the right and adjust it so it's looking less far to the right using the sliders, then you fade in the morphs for looking to the left, even though the character's head is still turned to the right.

    Yeah, it would be a problem when using different pose packages... they should do an update for the bones but that's quite difficult as you're going to have to compensate for the three nodes with their many combinations, it's much simpler just to do the combo-poses with the pose sliders in a multi pose. I wish they frequented the forums so we could get some input!

    I usually just match the poses using the sliders which works well enough for my purposes, but not for everybody...

  • Matt_CastleMatt_Castle Posts: 3,066

    they should do an update for the bones but that's quite difficult as you're going to have to compensate for the three nodes with their many combinations

    I'm aware; I've made similar things myself. In engines that don't have dForce or its ilk, I've often had to rig an obscene number of morphs and controllers in order to get the clothing to wrinkle correctly with all the various combinations of how the bones could twist and bend, and that's after disregarding a very large number of unlikely or nonsensical combinations (like the first spine bone bending all the way back, the second all the way forward, the third all the way back, and the forth all the way forward - maybe possible for a contortionist, but unlikely for anyone else).

    But that's kind of the point of a product like this existing; that only one person has to go through that rigamarole, but gets compensated for having done so.

  • takezo_3001takezo_3001 Posts: 2,033

    they should do an update for the bones but that's quite difficult as you're going to have to compensate for the three nodes with their many combinations

    I'm aware; I've made similar things myself. In engines that don't have dForce or its ilk, I've often had to rig an obscene number of morphs and controllers in order to get the clothing to wrinkle correctly with all the various combinations of how the bones could twist and bend, and that's after disregarding a very large number of unlikely or nonsensical combinations (like the first spine bone bending all the way back, the second all the way forward, the third all the way back, and the forth all the way forward - maybe possible for a contortionist, but unlikely for anyone else).

    But that's kind of the point of a product like this existing; that only one person has to go through that rigamarole, but gets compensated for having done so.

    I'm just glad we're out of the v4 cr2 text editing and ZBrushing single body parts in order to do a FBM! But yeah it would be nice to have single node morphs for the upper/lower neck/head, but the pose controls work well enough to match the pose in these pose packages, it's pretty similar to selecting multi nodes and posing them in the pose control tab. I would definitely send a ticket though if anything it should serve as a suggestion for the PA to consider.

Sign In or Register to comment.