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Genesis 8 Joint Corrective Morphs

Posted By donald.dade 7 Years Ago
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Genesis 8 Joint Corrective Morphs

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donald.dade
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Posted 7 Years Ago
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At least, I think that's what is happening...

I was recently able to import a Genesis 8 figure into iClone. I ran in to some initial difficulties because one tutorial said to export with FBX 2012 Binary, and a later one said 2011 Binary must be used. After I succeeded, the facial animations are all extremely exaggerated, but I assume I can fix that somehow, and at least the shape and materials all went across; I basically have my figure in iClone now.

But after testing out some of the provided animations, I've found that they look pretty horrible on close inspection. It's the joints. For example, the way the elbow joint bends is totally artificial looking, like a bent Swimming Pool Noodle. I googled it, and this is because it is a Genesis 8, and therefore (where supported) benefits from all the work Daz has done employing Joint Corrective Morphs that are automatically applied to keep the figure looking natural. It does not look like these morphs are imported by 3DXchange; can anyone confirm that this is what is happening?

When I read that I could import my G8s, I assumed that this also meant that they would behave the same; it would be beyond disappointing if that only meant the static "shape". I spent a lot of time giving my main protag the visual gravitas required for his role, and it just doesn't work when his arms looks like he's stuffed with modeler's clay :( Is there a workaround for this, no matter how labor intensive?


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Kelleytoons
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I think your "workaround" is to wait until CC3 is released (assuming you've preordered the Pipeline version, which you should).  It will translate all your hard work in Gen 8 morphs to the CC3 avatars, which will behave properly.



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Mike "ex-genius" Kelley
donald.dade
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Yes, I did pre-order it, and I hope that it will preserve all of Daz's work making these morphs. I hadn't been giving Daz enough credit because a lot is going on behind the scenes that make Genesis look as good as it does. It's a pity the animation environment can't hold a candle to iClone's ecosystem, but I'd consider it the best of both worlds if CC3 lives up to its billing.

So, I am gathering that you are pretty much "The Man" around these parts :)


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Kelleytoons
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donald.dade (9/25/2018)
So, I am gathering that you are pretty much "The Man" around these parts :)


LOL -- maybe the "old man" around here.  However, the one thing I *am* expert at is getting stuff from Daz to iClone, and I can tell you you are in for a GREAT time (I'll have some additional videos up about this in a week or two).





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denclink
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So I've noticed this problem with all genesis characters over the years.  So I just did some quick research on it after reading your post.
 I apologize if you already no this information. The JCM morphs are a daz internal function to correct mesh distortions.  They are morphs based on position of joints over a range of motion.  So for example a bent knee minus the morph will be distorted and unnatural minus these morphs.  At close inspection you can see these distortions in iclone.  Elbows and knees show this the most.  Here is a link to daz forum discussion I referenced.
https://www.daz3d.com/forums/discussion/72219/jmc-what-is-it
The best I've come up with is to actually create my own morphs in blender to correct different posses and import back into iclone through morph creator.  It gives you a morph slider. to correct specific poses.   This works very well when your character is in relatively static position,  You can also key frame morph to account for bending joints over time.  
It would be great If iclone had JCM support and if it does and I'm unaware of it I'll stand corrected.  Adding this functionality could be a job for script developers. 
Bashan2
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I did'nt noticed that G8 is worse than G3 or G2.
For me It depends on the mocap I use.
Some bvh are much better than others.., no issue with arms with mixamo...

Here is G8 Xoxo, with a mixamo mocap...77% of original size (was 652x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/2d51fbe1-bd74-4ff2-8786-07c4.gif
Gif is not looping, limited to 500 frames...
donald.dade
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Bashan2, I'd say that that is a great example of JCMs at work in a G8F... it looks pretty realistic.


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donald.dade
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I always follow your stuff, Mike; I'll anxiously await for them.


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donald.dade
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Hi denclink,
That was pretty much my theoretical understanding, but also that I came to Daz after G8 was available, and so I don't appreciate the details of how life was before. JCMs are not something that I ever thought about; G8s just always looked better, to these eyes, at least. It wasn't until I imported a G8 into iClone and animated it that I understood how much work Daz had done to make G8 look as good as it does, i.e. 3DXChange didn't import them even though they are integral to G8.

If the answer is "wait for CC3" like Mike says, at which point I'll just have to import them again, then I put that into the "win" column and just wait. I hope it'll be as trivial to swap out an entire character in a scene in iClone, as it would be in other programs.


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akuei2
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Kelleytoons (9/25/2018)
I think your "workaround" is to wait until CC3 is released (assuming you've preordered the Pipeline version, which you should).  It will translate all your hard work in Gen 8 morphs to the CC3 avatars, which will behave properly.


Kelley is right, CC3 pipeline transfer method will solve the problem. But, my focus point at Collision Shape, hope any upgrade done with CC3.


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