3D Software Help and Assistance. Ask Away.

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tretch95

Active Member
Nov 5, 2022
903
1,569
Other thing I've found is - vast majority of the time 'abdomen cracks' are caused by improper hip rotation
Not sure how familiar you are with meshes and animation in 3d game modeling?
DAZ works exactly the same.


_1.png
So the animatable part of a 3d figure is actually just the "skeleton" with its "bones", which are infinitely small 3-dimensional coordinates. Their movement is restricted in relation to its origin (in Genesis it is the Hip bone) and their relation to each other.
Above image shows the DAZ representation of bones and their alignment in the skeleton.


_2.png _3.png
The visible part of the figure is called the "mesh". These are also actually just coordinates, which are connected with their neighboring coordinates. The connections are forming an array of triangles, which compose the visible surface of the figure.


_4.gif
To animate or pose the figure, each of these coordinates needs to have something called "Weight Mapping". This "weight" determines how much a given coordinate should move along the bones of the skeleton.

Above animation shows the strength of various weight maps on the mesh ranging from blue to red; following the skeleton from its root node at the hip, over the abdomen to the left arm.





And this exactly is the problem. Weights are only painted to match the geometry of the base figure. And even that is not perfect on the Genesis figures.

_5.jpeg _8.png _7.png _6.png
Once the figure deviates from the base shape, the weight painting no longer matches what it was designed for. The mesh is outside of its intended location. That's why it may get into unexpected shapes.

Images above show comparison of two females in different stages of obesity with the default G8 Female, and close ups of the abdomen region showing increasing deformities.

And this is a mild example, with body mass morphs that work comparably smooth.
 

Pr0GamerJohnny

Conversation Conqueror
Sep 7, 2022
6,555
9,761
Not sure how familiar you are with meshes and animation in 3d game modeling?
DAZ works exactly the same.


View attachment 4199969
So the animatable part of a 3d figure is actually just the "skeleton" with its "bones", which are infinitely small 3-dimensional coordinates. Their movement is restricted in relation to its origin (in Genesis it is the Hip bone) and their relation to each other.
Above image shows the DAZ representation of bones and their alignment in the skeleton.


View attachment 4199971 View attachment 4199974
The visible part of the figure is called the "mesh". These are also actually just coordinates, which are connected with their neighboring coordinates. The connections are forming an array of triangles, which compose the visible surface of the figure.


View attachment 4199991
To animate or pose the figure, each of these coordinates needs to have something called "Weight Mapping". This "weight" determines how much a given coordinate should move along the bones of the skeleton.

Above animation shows the strength of various weight maps on the mesh ranging from blue to red; following the skeleton from its root node at the hip, over the abdomen to the left arm.





And this exactly is the problem. Weights are only painted to match the geometry of the base figure. And even that is not perfect on the Genesis figures.

View attachment 4200218 View attachment 4200222 View attachment 4200226 View attachment 4200227
Once the figure deviates from the base shape, the weight painting no longer matches what it was designed for. The mesh is outside of its intended location. That's why it may get into unexpected shapes.

Images above show comparison of two females in different stages of obesity with the default G8 Female, and close ups of the abdomen region showing increasing deformities.

And this is a mild example, with body mass morphs that work comparably smooth.
Yes, i know all about 3d modeling (well that's not true I'm still awful at UV packing :LOL:) Indeed any skinned model will have deformities near the ends of the normal range of motion. When I said "why", I didn't mean from a technical sense, but from a perspective of how to best avoid this behavior given its existence.
 

hlfwaycrks

Member
Aug 7, 2024
432
744
Two quick questions I'm curious about:

Does anyone have a recommendation as to a good GPU for running Daz and potentially A1111 (AI art generation)? I was looking at a 4060ti 16GB -- and $500-$600 is the highest range of what I'm looking at in putting a build together -- but I feel like I'm going crazy trying to find a straight answer about this. Some threads say it's a good card, others suggest it's a shit card, who am I to know to believe in this day and age?! Any card that could fit in a 5L, 6L tops, PC case to have a smaller form-factor build would be a plus, but if I have to compromise to build something larger, that's okay too.

and

I don't know where to ask this. I saw KK/HS2/etc. being discussed earlier in this thread, though, so I was hoping I could get an answer here! Does anyone know if the engine they're currently working on, PassionEye, is going to be the same, in that you don't own what you make/can't sell projects on Steam? I've read stuff saying that some of the best devs that work on those engines are putting PassionEye together, and that it's going to be made with a focus for AVN creators to make their own stuff with an emphasis on modding, all this stuff talking about it being this premo engine in the works, but if it's still one in the same as KK/HS2/etc. in that regard, well... you can put gold plating on your toilet, but in the end, it's still a toilet, you know? I don't want to arbitrarily give myself such constraints, should I ever be good enough to have the opportunity to put something on Steam, so I wanted to ask to see if anyone's familiar -- I'd like to learn more about the engine, it does have a look that I like at least...

Thank you to any and all that can help me out! :)
 

Boogie

Active Member
Aug 7, 2017
892
1,417
Two quick questions I'm curious about:

Does anyone have a recommendation as to a good GPU for running Daz and potentially A1111 (AI art generation)? I was looking at a 4060ti 16GB -- and $500-$600 is the highest range of what I'm looking at in putting a build together -- but I feel like I'm going crazy trying to find a straight answer about this. Some threads say it's a good card, others suggest it's a shit card, who am I to know to believe in this day and age?! Any card that could fit in a 5L, 6L tops, PC case to have a smaller form-factor build would be a plus, but if I have to compromise to build something larger, that's okay too.

and

I don't know where to ask this. I saw KK/HS2/etc. being discussed earlier in this thread, though, so I was hoping I could get an answer here! Does anyone know if the engine they're currently working on, PassionEye, is going to be the same, in that you don't own what you make/can't sell projects on Steam? I've read stuff saying that some of the best devs that work on those engines are putting PassionEye together, and that it's going to be made with a focus for AVN creators to make their own stuff with an emphasis on modding, all this stuff talking about it being this premo engine in the works, but if it's still one in the same as KK/HS2/etc. in that regard, well... you can put gold plating on your toilet, but in the end, it's still a toilet, you know? I don't want to arbitrarily give myself such constraints, should I ever be good enough to have the opportunity to put something on Steam, so I wanted to ask to see if anyone's familiar -- I'd like to learn more about the engine, it does have a look that I like at least...

Thank you to any and all that can help me out! :)
I'm not aware of what any development team is doing with the old Illusion Soft engine for future development, but as it currently stands now you do not own your creations with KK or HS and they can not be sold on Steam.

The 4060ti with 16GB is fine for running DAZ. Some people are still using older 10 series GTX cards, maybe not for serious work but DAZ is for hobby level of work anyway, not professional. The first thing to consider when reading reviews about GPUs is that they are almost all just game oriented reviews. Maybe the 4060 is a poor value for gaming but for DAZ, and really any type of graphic work, you want the largest amount of VRAM possible. The 16GB version is currently the best DAZ value option. Of course the higher end cards are better, but no one should be starting out with that kind of expense.
 

hlfwaycrks

Member
Aug 7, 2024
432
744
I'm not aware of what any development team is doing with the old Illusion Soft engine for future development, but as it currently stands now you do not own your creations with KK or HS and they can not be sold on Steam.

The 4060ti with 16GB is fine for running DAZ. Some people are still using older 10 series GTX cards, maybe not for serious work but DAZ is for hobby level of work anyway, not professional. The first thing to consider when reading reviews about GPUs is that they are almost all just game oriented reviews. Maybe the 4060 is a poor value for gaming but for DAZ, and really any type of graphic work, you want the largest amount of VRAM possible. The 16GB version is currently the best DAZ value option. Of course the higher end cards are better, but no one should be starting out with that kind of expense.
Thanks! I'm going to line up with the 4060Ti then, or if I can swing it I'll go up to the 4070Ti, either way with 16GB. I appreciate your feedback very much. I'm excited to get set up and start learning the ropes by actually doing stuff! :D
 

TREXrg

Member
Jun 26, 2022
180
304
Two quick questions I'm curious about:

Does anyone have a recommendation as to a good GPU for running Daz and potentially A1111 (AI art generation)? I was looking at a 4060ti 16GB -- and $500-$600 is the highest range of what I'm looking at in putting a build together -- but I feel like I'm going crazy trying to find a straight answer about this. Some threads say it's a good card, others suggest it's a shit card, who am I to know to believe in this day and age?! Any card that could fit in a 5L, 6L tops, PC case to have a smaller form-factor build would be a plus, but if I have to compromise to build something larger, that's okay too.

and

I don't know where to ask this. I saw KK/HS2/etc. being discussed earlier in this thread, though, so I was hoping I could get an answer here! Does anyone know if the engine they're currently working on, PassionEye, is going to be the same, in that you don't own what you make/can't sell projects on Steam? I've read stuff saying that some of the best devs that work on those engines are putting PassionEye together, and that it's going to be made with a focus for AVN creators to make their own stuff with an emphasis on modding, all this stuff talking about it being this premo engine in the works, but if it's still one in the same as KK/HS2/etc. in that regard, well... you can put gold plating on your toilet, but in the end, it's still a toilet, you know? I don't want to arbitrarily give myself such constraints, should I ever be good enough to have the opportunity to put something on Steam, so I wanted to ask to see if anyone's familiar -- I'd like to learn more about the engine, it does have a look that I like at least...

Thank you to any and all that can help me out! :)
Hi Maybe i intepret something inside but do you want to make figures in the toon style like KK/HS2 and stuff or not ,if you want they released toon bundles and shaders for the genesis figures
 

hlfwaycrks

Member
Aug 7, 2024
432
744
Hi Maybe i intepret something inside but do you want to make figures in the toon style like KK/HS2 and stuff or not ,if you want they released toon bundles and shaders for the genesis figures
that's also a good point and something people dont take advantage of enough in daz- you can do a whole ton of varied styles.
I wasn't even aware that Daz had the 3D anime style like in Koikatsu and PassionEye. I'll have to look into that! I think I'm more partial to the realism aspect that you see mainly with Daz, but I simultaneously do really like the styles of KK games, and the PassionEye engine style... so if I could have that style as an option open to me, that would be super dope. I'll check out what you mentioned and see if I can find some examples -- thanks! :)
 

Pr0GamerJohnny

Conversation Conqueror
Sep 7, 2022
6,555
9,761
I wasn't even aware that Daz had the 3D anime style like in Koikatsu and PassionEye. I'll have to look into that! I think I'm more partial to the realism aspect that you see mainly with Daz, but I simultaneously do really like the styles of KK games, and the PassionEye engine style... so if I could have that style as an option open to me, that would be super dope. I'll check out what you mentioned and see if I can find some examples -- thanks! :)
yah for example stuff like (click)


 

hlfwaycrks

Member
Aug 7, 2024
432
744
yah for example stuff like (click)


The second one, "Genesis 9 Toon Essential Shapes Bundle" looks a lot more of like what I had in mind -- not so much the first one, but that's okay. Seeing this stuff and not being able to learn/play around with it sucks, but it's awesome to have these things lined up for when I get there! I'm excited to see how flexible it will be in sort of re-creating an art style like KK/PassionEye (not one-to-one, but like, in that same vein), then. Thanks for sharing :)
 
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