JCM Neck problem

MasterstrokeMasterstroke Posts: 2,303

Over the time, I learnt how to create my own custom JCMs for my character.
The neck area however turned out to be especially tricky.
How to smooth those ugly creases created by three different groups? (Head, Neck, Upper Neck)
How would you solve this problem?

Comments

  • COMIXIANTCOMIXIANT Posts: 260
    edited July 26

    Unless there's a very specific technical reason not to do so (and there could be), I'd export it to Blender in that pose, fix it up using the sculpt brushes, and then bring it back into Daz Studio using Reverse Deformations.

    Once you have that, you can make your new morph part of the JCM.

     

    Post edited by COMIXIANT on
  • xyer0xyer0 Posts: 6,327

    I've run across this problem using neck morphs. There are some morphs that I locate by selecting G8/8.1F, opening the Parameters tab, and typing "under" into the search field. They are named something like "Under Jaw Depth" and "Neck Under Height," although you may not have the morph packages that include them. One is 200 Head Morphs and the other, I think, is EmmaAndJordi Head Morphs that is no longer available here, but they have a gumroad store.

  • crosswindcrosswind Posts: 9,546

    Well,  the deformation looks weird to me... have you used any specific PHM related to Head/Neck or sculpted a shape there specifically ? Better find the root cause ~~

    Anyway, if they're not the cases, I would suggest you firstly check which Joint > Bend causes the deformation shown in your screenshot ~~ (assuming you're using G8.xF)

    - Head only: set pJCMHeadFwd_25 as the 1st stage Controller of the fixing morph that you create.
    - Neck Upper only or Neck Lower only : set pJCMNeckFwd_35  as the 1st stage Controller...
    - Head + Neck Upper and/or Neck Lower : set pJCMHeadFwd_25 and pJCMNeckFwd_35 as the 1st Stage Controllers
    Then set your character's Head Morph as the 2nd Stage Controller in any case... but if there's no dedicated char head morph, just ignore it.

    Then, IIRC, you sculpt things with ZBrush... If so, GoZ your figure to Zbrush and fix the deformation as usual, e.g. by using Standard / Smooth brushes. GoZ back to DS as a new morph and set up as above-mentioned accordingly in Property Hierarchy.
    Test the corrective morph ~~  If [DeltaAdd] with Scalar value(s) doensn't work well, you can flexibly use [Keyed] as ERC Type and define the key value properly.

  • MasterstrokeMasterstroke Posts: 2,303

    Alrighty, I think, I've got it.
    Thank you, everybody.
    Creating JCMs get very tricky, if there are more than one body part involved.
    I've made the Head body part the master dial for a controler dial which includes the upper neck body part (group).
    This controler also includes the JCM to fix the neck creases.
    All this can be switched on-off by a JCM control dial.

    Looks like this:
     

    JCM neck problemNodes.jpg
    438 x 542 - 85K
    JCM neck problemSolved.jpg
    1088 x 1043 - 374K
  • crosswindcrosswind Posts: 9,546

    Alrighty ~~ but it seems that you want to manually dial that NeckBend JCM Control property or set it default as True or 100%? 
    Actually you don't have to create new CTRL_ morphs 'cause existing pJCMs can naturally work as Controllers... you can just add an MCM and set up the ERC links ~~

    There's also another standard way of multi-dimensional controlling invented by Daz... but that'll be more complicated ~~

  • MasterstrokeMasterstroke Posts: 2,303
    edited July 27

    crosswind said:

    Alrighty ~~ but it seems that you want to manually dial that NeckBend JCM Control property or set it default as True or 100%? 
    Actually you don't have to create new CTRL_ morphs 'cause existing pJCMs can naturally work as Controllers... you can just add an MCM and set up the ERC links ~~

    There's also another standard way of multi-dimensional controlling invented by Daz... but that'll be more complicated ~~

    laugh
    thank you
    I am already slightly overwelmed with my own creation here.

    what I have done here is to bend the head and the lower neck is following.
    I have already done the same with the shoulder joints, so the collar bones are following.
    It works so far without getting error messages.

    Post edited by Masterstroke on
  • crosswindcrosswind Posts: 9,546

    Masterstroke said:

    crosswind said:

    Alrighty ~~ but it seems that you want to manually dial that NeckBend JCM Control property or set it default as True or 100%? 
    Actually you don't have to create new CTRL_ morphs 'cause existing pJCMs can naturally work as Controllers... you can just add an MCM and set up the ERC links ~~

    There's also another standard way of multi-dimensional controlling invented by Daz... but that'll be more complicated ~~

    laugh
    thank you
    I am already slightly overwelmed with my own creation here.

    what I have done here is to bend the head and the lower neck is following.
    I have already done the same with the shoulder joints, so the collar bones are following.
    It works so far without getting error messages.

    Okay, sounds great ! 

  • MasterstrokeMasterstroke Posts: 2,303

    crosswind said:

    Masterstroke said:

    crosswind said:

    Alrighty ~~ but it seems that you want to manually dial that NeckBend JCM Control property or set it default as True or 100%? 
    Actually you don't have to create new CTRL_ morphs 'cause existing pJCMs can naturally work as Controllers... you can just add an MCM and set up the ERC links ~~

    There's also another standard way of multi-dimensional controlling invented by Daz... but that'll be more complicated ~~

    laugh
    thank you
    I am already slightly overwelmed with my own creation here.

    what I have done here is to bend the head and the lower neck is following.
    I have already done the same with the shoulder joints, so the collar bones are following.
    It works so far without getting error messages.

    Okay, sounds great ! 


    Here is, what I did

    My very first YT upload BTW 

  • crosswindcrosswind Posts: 9,546

    Good for you! 

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