- Sep 7, 2022
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Correct, I had to scale axis individually on the head node contained within the hair object.Now the hair is 153cm above the head. Moving it back down, it doesn't even have similar dimensions to the head.
Correct, I had to scale axis individually on the head node contained within the hair object.Now the hair is 153cm above the head. Moving it back down, it doesn't even have similar dimensions to the head.
Use this, it works in a couple clicksStill don't understand how that is supposed to work.
Load the hair, it is in a different region than the character's head.
Parent to head node -> not parent in place
Now the hair is 153cm above the head. Moving it back down, it doesn't even have similar dimensions to the head.
Thanks, but... this function was already added to DAZ itself?Use this, it works in a couple clicksYou must be registered to see the links
I don't know what to say, I use this and some hairs work just perfectly, some installs but no color or shaping applied, some just look messed up, it's just an easier way than parenting hair to the head.Thanks, but... this function was already added to DAZ itself?
The script seems to work ~100% identical to the core auto-fit for G9-G8, including the described issue with the buzzcut not loading back into a functional state after re-loading a saved scene with a character wearing it.
After closer inspection, it is actually worse than the built-in G9 auto-fit.
View attachment 4179408 View attachment 4179410
Left is the MMX Clone Script, right the built-in G9 autofit.
You can see that the scalp mesh clips an awful lot more with the MMX Clone.
LOL, for me it's the opposite. I find it a lot harder to light indoor scenes. Plus most light sets that look good use HDRIs so they are useless for indoor shots since the walls block the HDRI, so the effects that make the skin look good (I tried one set from Sabby that made the skin look like alabaster, it was beautiful) don't work unless all the lights contribute their effect.Guess why most games made with DAZ take place almost exclusively indoors. And if they ever show open outdoor scenes, they are 100% fake or look worse than videogames from the 2000s.
You could try scaling across the axes (what's the plural for axis?).Found another really annoying issue with G9 hairs fitted to G8.
Example theYou must be registered to see the links.
This works almost perfect via auto-fit on a G8M. It is a buzzcut so there really isn't any functionality to lose.
View attachment 4171010
However, after saving a scene with the hair and reloading it, the hair always loads faulty like this
View attachment 4171011
And none of the options from the asset seem to restore it (hair length, shave style, color etc)
Any ideas?
Custom bones, like for "wind" or move effects don't work with either script.I don't know what to say, I use this and some hairs work just perfectly, some installs but no color or shaping applied, some just look messed up, it's just an easier way than parenting hair to the head.
This can't fix any shape mismatches though.You could try scaling across the axes (what's the plural for axis?).
I don't know what hair you need, but some of the ones I wanted work perfectlyCustom bones, like for "wind" or move effects don't work with either script.
The fit quality of the MMX Clone is much worse than the built-in script.
Yeah i know, some hairs seem to work absolutely flawless.I don't know what hair you need, but some of the ones I wanted work perfectly
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re 1: -what do you mean specifically by "cant really insert a penis"? Do you mean the sizing is wrong or what?Hi, I'm quite new in all this DAZ stuff but wanted to try and create some things. I have some problems with the following.
1.Create sex scenes:
I can't seem to figure out how to make characters interact with each other. I've found a few posing assets that are sexual positions and this works wel with girls but i can't really insert a penis into the vagina of a model? Any pointers as to what i should do? (I'm using dicktator and golden palace but am willing to switch if that makes my life easier.)
2. Facial expressions:
Just how? I can't seem to find how I can change the expression on my models face.
Thanks in advance!
I'll check that out thank you!re 1: -what do you mean specifically by "cant really insert a penis"? Do you mean the sizing is wrong or what?
2: both g8f, g8.1, and g9 have stock included facial expression poses - they're under (select body) parameters---> pose controls --> head---> expressions.
np, you have to manually position it unless you have specific sex poses, but even then often manual adjustment is required.I'll check that out thank you!
As for the other problem. Do I have to manually position it? Or is there a way to make it clip into place? Sorry should have made my question more clear.
I'll try to figure that all out. It indeed seems alot more complicated than I first assumed. Doe people really mocap these things?Posing and especially the penetration is a shitload of work.
There are millions of "sex pose" assets, but they only work with the stock models they were created for (e.g. Genesis 8 or Michael / Victoria) which are both 6 foot or 180cm tall. Completely unrealistic. And the poses usually look robotic and unnatural.
If you're looking at professional video game and CGI production, these all use motion capturing for animations. But that isn't an option especially with sex where several actors need to directly interact in several spots and share the same motions.
So, pose manually. Try using photos as reference. Also don't be afraid to imitate poses yourself in front of a mirror to understand how joints can move and rest in position.
The most basic and more accurate way is to click on any "limb" or bone section of a character you want to pose.
1. click on the character to select
2. click on for example the thigh, this selects the upper leg bone on the character
Then you can manipulate these with the X Y Z rotations on the right side of the screen (same as when moving or rotating a whole object)
A much faster way is to select a section, the switch to the Translate or Rotate tools in the top bar.
Translating bones uses the IK technology from videogames. So if you move for example a hand, the rest of the body follows. At first it bends the elbow to stretch or contract the arm to match the new position, and rotates the forearm. Once the elbow angle is expended, it also bends shoulder, then the torso. And so on. Very useful if you know what you're doing.
And the rotation tool is very obvious.
Also there is the PowerPose interface where you get a different control method, like a paperdoll. But the above methods are easier to use in general.
Always best to start with some premade pose which looks similar to what you want to do.
There also is a script calledYou must be registered to see the links, which lets you lock down bone sections so you can mix different poses.
For amateur porn games, probably not. Seems like you can do this with a smartphone now, though. Which could change things very soon.I'll try to figure that all out. It indeed seems alot more complicated than I first assumed. Doe people really mocap these things?
whoa whoa whoa that sounds like a neat tool but there's NO way that pose requires limits off.BTW another relatively useful tool for posing is this
You must be registered to see the links
(Search that Shadowcore site, there also is an add-on for this, a G8M- and a G9 version)
- Why use this?
For example, you want to move a character's head horizontally forth and back, like a chicken when walking.
But the posing controls for the "Neck" only let you bend the whole neck, like looking up to the sky or down a cliff.
View attachment 4197832
Even worse, everything above the shoulders has 3 bones - lower neck, upper neck, head. Manual posing is difficult, translation tool is too inaccurate.
The 3DU pose architect can do this with complex pose controls, which work on top of any other position.
Here you get a new head pose control which always moves the head vertically while letting the two neck bones follow.
View attachment 4197903
Of course you could combine both, to look up while moving the head forward.
Some other pose controls let you look over the shoulder naturally, or have movement for bending, lifting arms, shifting weight, stuff like that. And unlike fixed "pose presets", this always works smoothly on top of actual poses, within rotation limits.
For example, this pose kind of works for a POV scene
View attachment 4198027
But when you look at it from different angles, you can see that the bodyshape already goes beyond the limits of how the G8 model can be posed. Simply using the "Buttocks Out" pose control from the Pose Architect fixes the cracks in the abdomen, and makes the pose look much more aesthetical.
View attachment 4198095 View attachment 4198096 View attachment 4198098
TBH this is amazing.
And this G8F character is within about 80-90% dimensions of the default shape. This gets a LOT more important with characters who are really thick or otherwise diverge from the ideal.
So this doesn't actually replace manual posing or customizing pose presets, but it can both fix problems and save you time and headaches.
Some other add-ons are essential for posing, likeYou must be registered to see the linksto fix extreme errors when bending the lower body (leg&hip)
In mass media, yes. But if you're talking more about a 3d games context - the thing I didnt see him mention is a proper physics framework. This can make stuff like that so much easier - when meshs react in realtime to mesh collisions.I'll try to figure that all out. It indeed seems alot more complicated than I first assumed. Doe people really mocap these things?