Hi Josh, I really wish there was a notification thing here on RUclips for responses.. anyway, got my first JCM done.... After I completed it (DS 4.8) it did NOT reset the pose to zero but the JCM does work. So my question is this... How does one create a two-joint MCM?? If there is info in the data base that's fine but if you did a little vid showing me how I'd really love that! Thanks so much!
Yeah, the problem is that the morph deltas are created while the morph is being loaded. Once it is in, there isn't a way to re-generate the deltas without reloading the morph.
Thank you for making these tutorials. I only came across them a few days ago - wish I had known about them earlier. Can I suggest another on rigging and morphing clothing? Especially ghost bones and how they might affect weight maps, etc? Also, G3 seems entirely different to G2 and G1 when it comes to weight maps.
+David Chamberlain Glad you found the videos useful! Can you give a little more information on the ghost bones? I want to make sure I know exactly what you are looking for.
+Josh Darling Lol - I'm not even sure I know what I'm looking for. I have a lot of clothing for G2F that I hardly ever use because it doesn't pose well. Skirts and dresses that look like they are made of tin, etc. I have a tutorial from Blondie999 and in the last chapter she mentions Ghost Bones but in relation to a figure not clothing. I thought that adding extra bones might help with posing clothes. I've tinkered with morphs but they are not versatile - they are shaped to fit a particular pose only. So - any help with increasing the versatility of my present wardrobe would be greatly appreciated.
+David Chamberlain Ah, that helps! We have some videos that were created back when Genesis first came out that are still very helpful today. Check this one out, I think it fits very well with what you are talking about. ruclips.net/video/8cV3VaC7eIs/видео.html
+Josh Darling Yes, thanks but I have indeed watched that one and the following one on weight mapping. I tried it on a skirt but came unglued when it came to weight mapping. As I moved the legs of the figure or the new child bones in the skirt, the skirt ballooned in some parts and disappeared under the skin in others. I spent two days on the skirt but just couldn't work out how to use the geometry editor to define the areas to be affected by the weight maps or where to paint. On a small item like the sash in the video, it all looks straightforward but on a garment with underlying limbs and undefined regions, I quickly got lost. Perhaps it is just something that requires a lot of experience.
+David Chamberlain I was worried about what issues might come up. Adding a bone isn't all that difficult, modifying it's weights isn't even necessarily too bad, but getting it to play well in all situations can be pretty elusive. Part of that is due to how our weightmaps work. Painting weight on the new bone takes weight away from other bones that affect that geometry. It's always a give and take, which isn't always a good thing on a skirt. You may want to to try using D-Formers instead. They essentially work like bones but don't subtract weights from other bones. By default they have a field that you place in order to get the desired result, but you can also do weightmaps on D-Formers, which gives you great control.
Great tutorial(s)! I noticed that the Shin Bend JCM's have two correctives: one up till 90 and the other to 155. I want to replicate this approach on a clothing item, but the 155 morph goes on top of the 90 morph and messes things up. Could you give me a tip on how to approach this correctly?
You bet! What you do is rotate the leg to 90 so the first morph is at 100% and the second one hasn't kicked in yet. Make a corrective for that position and name it to match the JCM that applies at 90. Then rotate to 155 and make the fix there. The 90 morph will already be applied, this one stacks on top of that.
How do you set the movement of one limb to zero the other sides morph for that limb (i.e. morphs on a tee shirt for arms raised, but when both arms are raised the morphs are combined .. so i need to have each arm also control the opposing morph/arm so that the arms both moving up zero the two morphs and trigger a new morph for both arms up...) but i just dont know how to set it up. i know its something to do with "erc delta add -.5 jcm_rightarm" (found in forum) but i have no clue how to add that property controller... anyone know how? cant find ANYTHING for this.
Hey Josh, this will work for fibermesh hair...... SO here is my dilemma ..... I have underarm hair for my Gino character that's still being polished up for market. While the underarm hair comes in as a "two for one" set up I created SEPARATE morphs to "squish" the hair under each underarm as the arm comes down. I'm running into issues with this ... when setting up the hair on one underarm it goes fine for the ERC process but when I set up the other one the right underarm and run the ERC operation the one on the left is now becoming distorted. So need to know what to do here. Do I split the main underarm hair file into two (R & L) to keep this from happening or is there a way to fix these corrective morphs so one doesn't affect the other one? Thanks so much!
A couple things you will need to narrow down. First make sure that the morphs only affect what you expect them to affect. If you dial the morphs individually and they aren't affecting the opposite side then you know the morphs are fine and you can focus on the ERC hookups. There's even a way in the Edit mode of the Parameters Pane when you right-click on a morph to have it select verts affected by the morph. If the morphs are looking good then you can move on to looking at the right arm ERC in the Property Hierarchy Pane and see what is driven. If the left morph is controlled by it you can remove the link right there without any hassle.
@@joshdarling3626 Thanks so much. I went ahead and split up the hair main file and got it working fine for each arm but not sure how many erc's I need to add. I thought I had them working but when I loaded up a new instance strange things started happening again when an arm had a mixture of rotations going on .. MEH! LOL
Hi, just a question if you happen to know about that : working on G8, I'm creating JCM for a set of clothes. I read that I'm supposed to name the morphs exactly with the same name as the (hidden) JCM that is used when, for example, bending an arm forward. It works really well, but right now, when bending the thigh, I see that 2 JCM are actually dialed up to 100 : pJCMThighFwd_115_R & pJCMThighFwd_57_R. As far as I can tell sliding them, they both seem to have the same effect. How should I name my pants morph if two G8 JCM are dialed up when using only one rotation slider on a limb ?
The name of the JCM will tell you what value to rotate the leg to in order for it to be at 100%, so what happens is we have a JCM at 57 to fix issues at that stage, then when you rotate it to 115 you have the combination of the JCM at 57 and 115. Since 115 is additive to 57 the differences aren't as extreme as you would see if you only had the single JCM at 115. So if you only need to make the one fix at max rotation you would name it pJCMThighFwd_115_R
@@joshdarling3626 Wow thanks man. Nice to read someone who obviously has a clever understanding of what's under the hood. I'm a modeler for many years and I'd like to try and sell on the DAZ stores. But damn the user to vendor transition is a pain. There are more questions on forums from people who obviously barely know what's a vertex, than answers. So thanks for your tutorials ;) They are really helpful.
Hey Josh. Thanks a lot for your tutorials. They helped me a lot on my way to learn content creation. Just one question: is there a way to create "shape corrective morphs"? i.E. if I dial the "bodybuilder" morph up on my base figure it automatically dials up my corrective morphs on the clothing? Edit: aw, I just got so close when I watched your video again and hit "show hidden properties". There I can freeze the ERC for the "bodybuilder"-morph. But my JCM -or SCM- doesn't show up there. And when I chose it from the dropdown, a huge long list of "render priorities" shows up. Am I doing it wrong?
+nimb321 Shape Corrective Morphs are often referred to as "Morph Corrective Morphs" or MCMs. You can definitely do those, I have a video about it here: ruclips.net/video/Oj-eO2V7Yvg/видео.html With clothing, though, that usually isn't the best way to fix a morph. If the Bodybuilder morph is screwed up on your clothing, you should fix the morph and bring it back in through Morph Loader Pro as the same name (FBMBodybuilder) and allow it to update by changing the Overwrite Existing option to Deltas Only.
+Josh Darling Hello, thanks for the quick response :) OK, I did that - I brought my MCM back in to my clothing and turned the Overwrite Existing option to Deltas only, but nothing seems to happen :( Am I missing a step?
+nimb321 Did you make sure the name matches exactly? The easiest way to see if it replaced the existing morph correctly is looking to see if you ended up with a morph in the default group of "Morphs/Morph Loader". If you have a morph in there, then your naming didn't match the one that you were trying to update.
+Josh Darling Ah, there we go! It's because the morph is split into "FBMBodybuilderSize" and "-Details". I hooked it to the "FBMBodybuilderSize" and it almost worked! Yet it's not 100% like I adjusted it in my modeller. I'll have to tweak and search a bit to find out why. EDIT: Geez, I always speak too soon. It didn't match because I had to update BOTH properties of course ;) There we go! Problem solved! I thank you a lot, Josh! Let's wait for the next nut to crack :P
It probably doesn't look quite right because you worked on the combination of size and details. You will probably need to separate them to get them to look right. Try loading the morph like you did previously but turn on Reverse Deformations and Preserve Existing Deltas. Do that first for the size morph and then for the details one. I think in the end you should end up with the correct look.
Make sure your JCMs only have a range of 0-100%. That enables you to have one morph dial up when the leg rotates one direction and a different morph dial when you rotate the other direction.
That prevents the first JCM from applying on negative rotations, yes, but I still can't add the second one - on your video at 6.33 the master parameter you added JCM for is simply not available anymore. So how do I add a second morph for negative value?
Never mind - solved it - DS HIDES the parameter you add JCM to for some reason. So to add a second one you need to go to the side panel and check "show hidden" - it will display the parameters again and allow for setting up the second JCM. Just a frustrating interface issue.
Well, I think it would notify you if I was able to reply to your comments, but for some reason your messages never give me the option to reply to them... Having a morph apply only when two joints are rotated is a bit more difficult. I'm not sure if we have any tutorials written up about it. I don't have any personally...
Josh Darling Hi, Well there is some OLD information on MCM's in the DAZ data base I found but a vid tutorial would be better plus the info is for like DS 4.3 so it's before allot of the updates and areas that were reorganized. So a new vid from you would be super! Thanks Josh!
Josh Darling Here is the antiquated doc: docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/assembling/tutorials/creating_morph_controlled_morphs/start
Richard McWolff Ah yes, that information is still correct in concept but it does reference Property Editor, which has now been rolled into a combination of using Property Hierarchy and Parameters Pane in Edit Mode. We don't have any tutorials the cover complex MCM/JCMs that apply when you have multiple rotations, though...
Thank you! This tutorial made my life easier today!
Always wanted to know how to do this. Thanks. And yes I would vote for a video on MCMs as well!
Darn, I was hoping I could change them in the program perhaps under the properties manager.... Oh well... thanks for the reply!
Thanks again, Josh!
You really make learning this stuff a LOT easier!
Appreciated immensely, my friend!
+Dartanbeck Glad to be able to help you as you dive into the deep, dark world of content creation for DS!
Hi Josh, I really wish there was a notification thing here on RUclips for responses.. anyway, got my first JCM done.... After I completed it (DS 4.8) it did NOT reset the pose to zero but the JCM does work. So my question is this... How does one create a two-joint MCM?? If there is info in the data base that's fine but if you did a little vid showing me how I'd really love that! Thanks so much!
This is the tutorial that helped me most so far -thanks
THANK YOU SO MUCH! sometimes the simple things are the more complicated
Million thanks for this tutorial, it's very well explained and I made my JCMs just right! yey!
Thank you very much Josh :)
so, isn't there any way to mirror them, like you can in Poser? Or do we really have to do one side at a time?
Yeah, the problem is that the morph deltas are created while the morph is being loaded. Once it is in, there isn't a way to re-generate the deltas without reloading the morph.
Thank you for making these tutorials. I only came across them a few days ago - wish I had known about them earlier. Can I suggest another on rigging and morphing clothing? Especially ghost bones and how they might affect weight maps, etc? Also, G3 seems entirely different to G2 and G1 when it comes to weight maps.
+David Chamberlain Glad you found the videos useful! Can you give a little more information on the ghost bones? I want to make sure I know exactly what you are looking for.
+Josh Darling Lol - I'm not even sure I know what I'm looking for. I have a lot of clothing for G2F that I hardly ever use because it doesn't pose well. Skirts and dresses that look like they are made of tin, etc. I have a tutorial from Blondie999 and in the last chapter she mentions Ghost Bones but in relation to a figure not clothing. I thought that adding extra bones might help with posing clothes. I've tinkered with morphs but they are not versatile - they are shaped to fit a particular pose only. So - any help with increasing the versatility of my present wardrobe would be greatly appreciated.
+David Chamberlain Ah, that helps!
We have some videos that were created back when Genesis first came out that are still very helpful today. Check this one out, I think it fits very well with what you are talking about.
ruclips.net/video/8cV3VaC7eIs/видео.html
+Josh Darling Yes, thanks but I have indeed watched that one and the following one on weight mapping. I tried it on a skirt but came unglued when it came to weight mapping. As I moved the legs of the figure or the new child bones in the skirt, the skirt ballooned in some parts and disappeared under the skin in others. I spent two days on the skirt but just couldn't work out how to use the geometry editor to define the areas to be affected by the weight maps or where to paint. On a small item like the sash in the video, it all looks straightforward but on a garment with underlying limbs and undefined regions, I quickly got lost. Perhaps it is just something that requires a lot of experience.
+David Chamberlain I was worried about what issues might come up. Adding a bone isn't all that difficult, modifying it's weights isn't even necessarily too bad, but getting it to play well in all situations can be pretty elusive. Part of that is due to how our weightmaps work. Painting weight on the new bone takes weight away from other bones that affect that geometry. It's always a give and take, which isn't always a good thing on a skirt.
You may want to to try using D-Formers instead. They essentially work like bones but don't subtract weights from other bones. By default they have a field that you place in order to get the desired result, but you can also do weightmaps on D-Formers, which gives you great control.
“and the next time I load my shorts…” 😆You may want to rephrase that.
Great tutorial(s)! I noticed that the Shin Bend JCM's have two correctives: one up till 90 and the other to 155. I want to replicate this approach on a clothing item, but the 155 morph goes on top of the 90 morph and messes things up. Could you give me a tip on how to approach this correctly?
You bet! What you do is rotate the leg to 90 so the first morph is at 100% and the second one hasn't kicked in yet. Make a corrective for that position and name it to match the JCM that applies at 90. Then rotate to 155 and make the fix there. The 90 morph will already be applied, this one stacks on top of that.
How do you set the movement of one limb to zero the other sides morph for that limb (i.e. morphs on a tee shirt for arms raised, but when both arms are raised the morphs are combined .. so i need to have each arm also control the opposing morph/arm so that the arms both moving up zero the two morphs and trigger a new morph for both arms up...) but i just dont know how to set it up. i know its something to do with "erc delta add -.5 jcm_rightarm" (found in forum) but i have no clue how to add that property controller... anyone know how? cant find ANYTHING for this.
Extremely clear and useful!
thank u so much sir
Hey Josh, this will work for fibermesh hair...... SO here is my dilemma ..... I have underarm hair for my Gino character that's still being polished up for market. While the underarm hair comes in as a "two for one" set up I created SEPARATE morphs to "squish" the hair under each underarm as the arm comes down. I'm running into issues with this ... when setting up the hair on one underarm it goes fine for the ERC process but when I set up the other one the right underarm and run the ERC operation the one on the left is now becoming distorted. So need to know what to do here. Do I split the main underarm hair file into two (R & L) to keep this from happening or is there a way to fix these corrective morphs so one doesn't affect the other one? Thanks so much!
A couple things you will need to narrow down. First make sure that the morphs only affect what you expect them to affect. If you dial the morphs individually and they aren't affecting the opposite side then you know the morphs are fine and you can focus on the ERC hookups. There's even a way in the Edit mode of the Parameters Pane when you right-click on a morph to have it select verts affected by the morph. If the morphs are looking good then you can move on to looking at the right arm ERC in the Property Hierarchy Pane and see what is driven. If the left morph is controlled by it you can remove the link right there without any hassle.
@@joshdarling3626 Thanks so much. I went ahead and split up the hair main file and got it working fine for each arm but not sure how many erc's I need to add. I thought I had them working but when I loaded up a new instance strange things started happening again when an arm had a mixture of rotations going on .. MEH! LOL
Hi, just a question if you happen to know about that : working on G8, I'm creating JCM for a set of clothes. I read that I'm supposed to name the morphs exactly with the same name as the (hidden) JCM that is used when, for example, bending an arm forward. It works really well, but right now, when bending the thigh, I see that 2 JCM are actually dialed up to 100 : pJCMThighFwd_115_R & pJCMThighFwd_57_R. As far as I can tell sliding them, they both seem to have the same effect. How should I name my pants morph if two G8 JCM are dialed up when using only one rotation slider on a limb ?
The name of the JCM will tell you what value to rotate the leg to in order for it to be at 100%, so what happens is we have a JCM at 57 to fix issues at that stage, then when you rotate it to 115 you have the combination of the JCM at 57 and 115. Since 115 is additive to 57 the differences aren't as extreme as you would see if you only had the single JCM at 115.
So if you only need to make the one fix at max rotation you would name it pJCMThighFwd_115_R
@@joshdarling3626 Wow thanks man. Nice to read someone who obviously has a clever understanding of what's under the hood. I'm a modeler for many years and I'd like to try and sell on the DAZ stores. But damn the user to vendor transition is a pain. There are more questions on forums from people who obviously barely know what's a vertex, than answers.
So thanks for your tutorials ;) They are really helpful.
@@HanSolocambo Yes, the transition from user to vendor is painful! Let me know if you end up with more questions
Hey Josh. Thanks a lot for your tutorials. They helped me a lot on my way to learn content creation. Just one question: is there a way to create "shape corrective morphs"? i.E. if I dial the "bodybuilder" morph up on my base figure it automatically dials up my corrective morphs on the clothing?
Edit: aw, I just got so close when I watched your video again and hit "show hidden properties". There I can freeze the ERC for the "bodybuilder"-morph. But my JCM -or SCM- doesn't show up there. And when I chose it from the dropdown, a huge long list of "render priorities" shows up. Am I doing it wrong?
+nimb321 Shape Corrective Morphs are often referred to as "Morph Corrective Morphs" or MCMs. You can definitely do those, I have a video about it here: ruclips.net/video/Oj-eO2V7Yvg/видео.html
With clothing, though, that usually isn't the best way to fix a morph. If the Bodybuilder morph is screwed up on your clothing, you should fix the morph and bring it back in through Morph Loader Pro as the same name (FBMBodybuilder) and allow it to update by changing the Overwrite Existing option to Deltas Only.
+Josh Darling Hello, thanks for the quick response :) OK, I did that - I brought my MCM back in to my clothing and turned the Overwrite Existing option to Deltas only, but nothing seems to happen :( Am I missing a step?
+nimb321 Did you make sure the name matches exactly? The easiest way to see if it replaced the existing morph correctly is looking to see if you ended up with a morph in the default group of "Morphs/Morph Loader". If you have a morph in there, then your naming didn't match the one that you were trying to update.
+Josh Darling Ah, there we go! It's because the morph is split into "FBMBodybuilderSize" and "-Details". I hooked it to the "FBMBodybuilderSize" and it almost worked! Yet it's not 100% like I adjusted it in my modeller. I'll have to tweak and search a bit to find out why.
EDIT: Geez, I always speak too soon. It didn't match because I had to update BOTH properties of course ;) There we go! Problem solved! I thank you a lot, Josh! Let's wait for the next nut to crack :P
It probably doesn't look quite right because you worked on the combination of size and details. You will probably need to separate them to get them to look right. Try loading the morph like you did previously but turn on Reverse Deformations and Preserve Existing Deltas. Do that first for the size morph and then for the details one. I think in the end you should end up with the correct look.
Is it possible to add two JCMs to one joint rotation on different values? Like if I wanted the shorts to hang forward if the leg is bend back?
Make sure your JCMs only have a range of 0-100%. That enables you to have one morph dial up when the leg rotates one direction and a different morph dial when you rotate the other direction.
That prevents the first JCM from applying on negative rotations, yes, but I still can't add the second one - on your video at 6.33 the master parameter you added JCM for is simply not available anymore. So how do I add a second morph for negative value?
Never mind - solved it - DS HIDES the parameter you add JCM to for some reason. So to add a second one you need to go to the side panel and check "show hidden" - it will display the parameters again and allow for setting up the second JCM. Just a frustrating interface issue.
Glad you found it! Yes, that is a frustrating issue. I have forgotten about it because I show hidden all the time now...
Well, I think it would notify you if I was able to reply to your comments, but for some reason your messages never give me the option to reply to them...
Having a morph apply only when two joints are rotated is a bit more difficult. I'm not sure if we have any tutorials written up about it. I don't have any personally...
Josh Darling Hi, Well there is some OLD information on MCM's in the DAZ data base I found but a vid tutorial would be better plus the info is for like DS 4.3 so it's before allot of the updates and areas that were reorganized. So a new vid from you would be super! Thanks Josh!
Josh Darling Here is the antiquated doc:
docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/assembling/tutorials/creating_morph_controlled_morphs/start
Richard McWolff Ah yes, that information is still correct in concept but it does reference Property Editor, which has now been rolled into a combination of using Property Hierarchy and Parameters Pane in Edit Mode.
We don't have any tutorials the cover complex MCM/JCMs that apply when you have multiple rotations, though...
Sorry to say, the only option you have is to re-import the morphs.