Alternative to "Scale" in Genesis figure

amy_aimeiamy_aimei Posts: 139
edited December 1969 in Daz Studio Discussion

I'm working on a full body morph for Genesis. I need to adjust the length of the legs and torso. I used to use "scale Y" for these, but I wonder if it is better to adjust the bones' center point and end point to achieve the same result. If yes, how to get the proper Y and Z values of the center point and the end point? What is the unit of the value?

Comments

  • Richard HaseltineRichard Haseltine Posts: 99,700
    edited December 1969

    Moving the joint centres won't stretch the mesh, so I don't think it's what you want.

  • ColdrakeColdrake Posts: 236
    edited December 1969

    Have you tried using the Torso Length and Legs length dials?


    Coldrake

  • amy_aimeiamy_aimei Posts: 139
    edited December 1969

    Coldrake said:
    Have you tried using the Torso Length and Legs length dials?


    Coldrake

    This is how I get this idea. I looked into the code for Torso Length, it is using "Y Scale"; the Legs length doesn't, it seems to use the center points and end points.

  • Richard HaseltineRichard Haseltine Posts: 99,700
    edited December 1969

    If you look at the DSF file for LegsLength, it is an actual morph with deltas (which will be what stretches the geometry, while the joint centres are adjusted to the new shape).

  • amy_aimeiamy_aimei Posts: 139
    edited December 1969

    If you look at the DSF file for LegsLength, it is an actual morph with deltas (which will be what stretches the geometry, while the joint centres are adjusted to the new shape).

    Thank you for explaining that. I think I know what to do now.

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