Remove JMC files within Daz Studio?

Daz is extremely slow for animation, and I've discovered that Genesis 9's topology isn't the best for animation. The worst part is the JMCs; only removing them makes Genesis 9 move in real time. The question is, is it possible to remove them within Daz Studio? I can only remove them in Blender. Let's be honest, you're not going to move your arm in the opposite direction just to make it look bad, so why do I need the JMCs? I think they hinder the entire workflow. I dream of a script that can move existing morphs to a new version of Genesis for animation, with better topology at low or medium resolution, without unnecessary JMCs. Too many controllers disrupt the entire workflow; it's incredibly annoying.

Post edited by Richard Haseltine on

Comments

  • Joint Corrective Morphs(JCMs) exist for a reason, and unless you understand what's gonna break by not using them, and how to fix it, you shouldn't mess with them.

    With that said, you can remove them, but it will make joints look weird, regardless of movement direction.

    IF you're referring to the base JCM's in genesis 9, you can disable them by moving the Base Joint Correctives morph to 0.

    Any JCM's associated with other products, will need to be removed manually.

    You can use something like Turbo Loader to keep studio from loading them.

     

  • DrunkMonkeyProductions said:

    Joint Corrective Morphs(JCMs) exist for a reason, and unless you understand what's gonna break by not using them, and how to fix it, you shouldn't mess with them.

    With that said, you can remove them, but it will make joints look weird, regardless of movement direction.

    IF you're referring to the base JCM's in genesis 9, you can disable them by moving the Base Joint Correctives morph to 0.

    Any JCM's associated with other products, will need to be removed manually.

    You can use something like Turbo Loader to keep studio from loading them.

     

     What if we create a new Genesis without those fixes? Or whatever is slowing down the animations?

  • Richard HaseltineRichard Haseltine Posts: 108,799

    Moved to Technical Help since it is about content, noit the Daz Studio application (though it is perhaps borderline). 

    You can unlick JCMs in gernal by clicking the chain icon on the slider (you will need Show Hidden Proeprties on in the Parameters pane option menu>Preferences) but it will affect the final look of the figure. You could of course turn them off during scene creation, then turn them back on for the final rendering.

  • Richard Haseltine said:

    Moved to Technical Help since it is about content, noit the Daz Studio application (though it is perhaps borderline). 

    You can unlick JCMs in gernal by clicking the chain icon on the slider (you will need Show Hidden Proeprties on in the Parameters pane option menu>Preferences) but it will affect the final look of the figure. You could of course turn them off during scene creation, then turn them back on for the final rendering.

     And do you think it's the JMC that slows down the animation, or is it the bones or something else?

  • Richard HaseltineRichard Haseltine Posts: 108,799

    realhumanartists said:

    Richard Haseltine said:

    Moved to Technical Help since it is about content, noit the Daz Studio application (though it is perhaps borderline). 

    You can unlick JCMs in gernal by clicking the chain icon on the slider (you will need Show Hidden Proeprties on in the Parameters pane option menu>Preferences) but it will affect the final look of the figure. You could of course turn them off during scene creation, then turn them back on for the final rendering.

     And do you think it's the JMC that slows down the animation, or is it the bones or something else?

    JCMs/CBSs - and I would think it is iterating through al the links, the jaority of which may well be to JCMs, that is causing the slow down as DS has to see if the chnage in bend values is causing a change in other linked proeprties, and then check to see if those changes affect properties linked to them and so on. JCMs are likely to be the main things linked to bends so taking those out would immediately cut the amount of checking needed by a large proportion..

  • lilweeplilweep Posts: 2,765
    edited January 11

    realhumanartists said:

    DrunkMonkeyProductions said:

    Joint Corrective Morphs(JCMs) exist for a reason, and unless you understand what's gonna break by not using them, and how to fix it, you shouldn't mess with them.

    With that said, you can remove them, but it will make joints look weird, regardless of movement direction.

    IF you're referring to the base JCM's in genesis 9, you can disable them by moving the Base Joint Correctives morph to 0.

    Any JCM's associated with other products, will need to be removed manually.

    You can use something like Turbo Loader to keep studio from loading them.

     

     What if we create a new Genesis without those fixes? Or whatever is slowing down the animations?

    I think you can export as FBX and then import that dummy to use for making animations, i assume.  I dont really know what that workflow would look like and how it works.  But probably easier to just turn off correctives as described earlier by various people.

    You mentioned your animation workflow many times but never fully described what it was. You mentioned blender, but I assume you are trying to animate in Daz.  If you are animating in Daz, note that it will be slow with SubD (high res) on.  Daz is famously bad for animating, and real time feedback is not going to make it much better.

    Also please stop saying "JMC" instead of JCM/CBS.

    Post edited by lilweep on
  • Richard Haseltine said:

    realhumanartists said:

    Richard Haseltine said:

    Moved to Technical Help since it is about content, noit the Daz Studio application (though it is perhaps borderline). 

    You can unlick JCMs in gernal by clicking the chain icon on the slider (you will need Show Hidden Proeprties on in the Parameters pane option menu>Preferences) but it will affect the final look of the figure. You could of course turn them off during scene creation, then turn them back on for the final rendering.

     And do you think it's the JMC that slows down the animation, or is it the bones or something else?

    JCMs/CBSs - and I would think it is iterating through al the links, the jaority of which may well be to JCMs, that is causing the slow down as DS has to see if the chnage in bend values is causing a change in other linked proeprties, and then check to see if those changes affect properties linked to them and so on. JCMs are likely to be the main things linked to bends so taking those out would immediately cut the amount of checking needed by a large proportion..

     And why isn't there a simpler version for daz3d?

  • lilweep said:

    realhumanartists said:

    DrunkMonkeyProductions said:

    Joint Corrective Morphs(JCMs) exist for a reason, and unless you understand what's gonna break by not using them, and how to fix it, you shouldn't mess with them.

    With that said, you can remove them, but it will make joints look weird, regardless of movement direction.

    IF you're referring to the base JCM's in genesis 9, you can disable them by moving the Base Joint Correctives morph to 0.

    Any JCM's associated with other products, will need to be removed manually.

    You can use something like Turbo Loader to keep studio from loading them.

     

     What if we create a new Genesis without those fixes? Or whatever is slowing down the animations?

    I think you can export as FBX and then import that dummy to use for making animations, i assume.  I dont really know what that workflow would look like and how it works.  But probably easier to just turn off correctives as described earlier by various people.

    You mentioned your animation workflow many times but never fully described what it was. You mentioned blender, but I assume you are trying to animate in Daz.  If you are animating in Daz, note that it will be slow with SubD (high res) on.  Daz is famously bad for animating, and real time feedback is not going to make it much better.

    Also please stop saying "JMC" instead of JCM/CBS.

    I always get confused and don't know what to call it: JCM, JMC, MCJ. I don't know, but I think I hate them, hahaha. The best thing I found was exporting from FBX to Blender without the morph rules. Also, the Diffeomorphic add-on leaves the model clean and ready to animate in Blender, but I admit that it's easier for me to animate in Daz Studio, and I think it's a shame that something can't be done because the tools are there, and it's much easier for me to do it there within Daz Studio than in Blender. 

  • lilweeplilweep Posts: 2,765
    edited January 12

    you hate them until you realise how bad your character is going to look without them...

    I think it's a shame that something can't be done because the tools are there

    Many people gave you many different options for instructions on what can be done. 

    Post edited by lilweep on
  • BejaymacBejaymac Posts: 1,960
    edited January 12

    Is this with just the basic G9 starter essentials or do you have a lot of characters/morphs etc installed.

    Post edited by Bejaymac on
  • Richard HaseltineRichard Haseltine Posts: 108,799

    realhumanartists said:

    Richard Haseltine said:

    realhumanartists said:

    Richard Haseltine said:

    Moved to Technical Help since it is about content, noit the Daz Studio application (though it is perhaps borderline). 

    You can unlick JCMs in gernal by clicking the chain icon on the slider (you will need Show Hidden Proeprties on in the Parameters pane option menu>Preferences) but it will affect the final look of the figure. You could of course turn them off during scene creation, then turn them back on for the final rendering.

     And do you think it's the JMC that slows down the animation, or is it the bones or something else?

    JCMs/CBSs - and I would think it is iterating through al the links, the jaority of which may well be to JCMs, that is causing the slow down as DS has to see if the chnage in bend values is causing a change in other linked proeprties, and then check to see if those changes affect properties linked to them and so on. JCMs are likely to be the main things linked to bends so taking those out would immediately cut the amount of checking needed by a large proportion..

     And why isn't there a simpler version for daz3d?

    The content is native for Daz Studio (Daz 3D is the developer/publisher) so I am not sure what you mean. If you want a way to turn links off and on en masse a script could do it - assuming Casual or one of the other script authors hasn't already done so.

  • The best thing that works for me now is to animate it as it's done in Daz and export it to FBX without morph rules (or whatever they're called). Disable the export morphs option, and the animation in Blender is faster. Or, use the Diffeomorphic add-on and animate it within Blender (I don't know how to do that). I have many morphs that I created, and they're hyper-realistic; they look like real people. I'd like people to see them, but I'm not well-known, and I don't know where to post them. I've been editing these morphs for three years, and they really do look like real people within Daz Studio.

  • lilweeplilweep Posts: 2,765

    realhumanartists said:

    they look like real people. 

    Well until you animate them without JCMs and they look deformed.

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