Genesis 8.1 raises model's arms 90 degrees, causing the model to become misaligned

The long-sleeved clothes made by Marvelous Designer are imported into Daz3D, and then raising the arms of the Genesis 8.1 model 90 degrees will cause the model to be misaligned. How to solve the problem?

Please see the attachment to the post for details.

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Comments

  • ElliandraElliandra Posts: 561

    Hi there! Looks like you have smoothing turned on and it's breaking your mesh where the base model is getting pokethrough of her mesh. You will probably also need to adjust the weight mapping on the top as well.
    Check out Sickleyield's Video on Weight Mapping and JCM's if you need more information on weight map painting!

  • Elliandra said:

    Hi there! Looks like you have smoothing turned on and it's breaking your mesh where the base model is getting pokethrough of her mesh. You will probably also need to adjust the weight mapping on the top as well.
    Check out Sickleyield's Video on Weight Mapping and JCM's if you need more information on weight map painting!

    I tried what was done in the video but nothing worked. 

  • felisfelis Posts: 4,340
    edited October 2023

    I would say you need to smooth weights.

    How does it look if you select weight editing tool, select a the shoulder bone in the scene tab and in tool settings mark general weights.

    Post edited by felis on
  • felis said:

    I would say you need to smooth weights.

    How does it look if you select weight editing tool, select a the shoulder bone in the scene tab and in tool settings mark general weights.

    I have turned off the smoothing function. How do I mark it as a general weights after opening this interface? 

    1.jpg
    1859 x 654 - 163K
  • felisfelis Posts: 4,340

    Not fully sure what you are asking.

    In the top of the tool settings pane at right there are 5 icons. The second (currently selected) is adding weight mode, i.e. you will add weight to the bone you have selected.

    The third icon is the smooth icon, where is will smooth the weights between the bones.

    If you change any weights, whether is is adding or subtracting, you can see the colors change, as well as how the mesh is affected. The more red it is, the more that bone will influence how the mesh moves.

  • felis said:

    Not fully sure what you are asking.

    In the top of the tool settings pane at right there are 5 icons. The second (currently selected) is adding weight mode, i.e. you will add weight to the bone you have selected.

    The third icon is the smooth icon, where is will smooth the weights between the bones.

    If you change any weights, whether is is adding or subtracting, you can see the colors change, as well as how the mesh is affected. The more red it is, the more that bone will influence how the mesh moves.

    I tried changing the weights, but I could only re-weight them for certain poses. Can this situation only be solved with JCM? but it seems that JCM can only manually adjust the value for the pose? Are there any other solutions that can work for any pose? 

  • tswusatswusa Posts: 0

    I had an issue similar to this where when I used the Transfer Utility to make a jacket fit to Genesis Female 8.1 the jacket and arms were about 45 degrees off from each other.  I don't remember how I fixed it but, I had to do something with the Genesis 8.1 character pose, zero out the arms up/down or something like that.  When I was applying the premade A-Pose something wasn't right about it.  So I made my own pose and zeroed out as much as I could.

    Sorry I can't be more useful, don't remember all the details right now but try something like that

  • crosswindcrosswind Posts: 6,990

    There's a 'wrong weight' on Left Shoulder Bend - YRotate... As the sweater you made has a loose armhole and a sort of should pad around the collar, you may see, with Left Shoulder Bend - Front-Back -110 degrees, the weight around the armpit is not enough while the weight on the left collar is a bit much. The root reason is that the default weight transferred by TU won't work well on this garment, or did you use some specific projection template when using TU?

    You either tweak the weight or directly fix pJCMs. I'm also a MD user. In most of the similar cases, I fix them in Blender or via GoZ because that is fast and with good result. You may also export the 'pose' as a Morph Target to MD and re-simulate the garment, then import back to DS to fix the pJCM.

    I ever made a similar top with armhole drop, more or less the same case like the one you have. I fixed 'pJCMShldrFwd_110_L' in Blender as below:

    SNAG-2023-10-6-0001.png
    2023 x 1398 - 1M
    SNAG-2023-10-6-0002.png
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  • crosswind said:

    There's a 'wrong weight' on Left Shoulder Bend - YRotate... As the sweater you made has a loose armhole and a sort of should pad around the collar, you may see, with Left Shoulder Bend - Front-Back -110 degrees, the weight around the armpit is not enough while the weight on the left collar is a bit much. The root reason is that the default weight transferred by TU won't work well on this garment, or did you use some specific projection template when using TU?

    You either tweak the weight or directly fix pJCMs. I'm also a MD user. In most of the similar cases, I fix them in Blender or via GoZ because that is fast and with good result. You may also export the 'pose' as a Morph Target to MD and re-simulate the garment, then import back to DS to fix the pJCM.

    I ever made a similar top with armhole drop, more or less the same case like the one you have. I fixed 'pJCMShldrFwd_110_L' in Blender as below:

    I used pJCM to solve the problem, but is there a way to automatically apply the prepared pJCM according to different poses? I don’t want to import the corresponding pJCM every time I switch poses. 

  • crosswindcrosswind Posts: 6,990

    skeyqiu said:

    crosswind said:

    There's a 'wrong weight' on Left Shoulder Bend - YRotate... As the sweater you made has a loose armhole and a sort of should pad around the collar, you may see, with Left Shoulder Bend - Front-Back -110 degrees, the weight around the armpit is not enough while the weight on the left collar is a bit much. The root reason is that the default weight transferred by TU won't work well on this garment, or did you use some specific projection template when using TU?

    You either tweak the weight or directly fix pJCMs. I'm also a MD user. In most of the similar cases, I fix them in Blender or via GoZ because that is fast and with good result. You may also export the 'pose' as a Morph Target to MD and re-simulate the garment, then import back to DS to fix the pJCM.

    I ever made a similar top with armhole drop, more or less the same case like the one you have. I fixed 'pJCMShldrFwd_110_L' in Blender as below:

    I used pJCM to solve the problem, but is there a way to automatically apply the prepared pJCM according to different poses? I don’t want to import the corresponding pJCM every time I switch poses. 

    You have to pose the figure manually first, fix the corrective morph by external application and import back the obj as the delta morph to overwrite the existing pJCMs. That's the very typical SOP. Almost all PAs go for this way of fixing. But some products like this will speed up the process to a certain extent . https://www.daz3d.com/pjcm-poses--for-clothing-creators-for-genesis-8

    As a trick, we usually fix one side and update pJCMs on both side by using Morph Mirroring or fix symmetrically and update pJCMs by using Attenuate. It'll be a piece of cake for most of the cases.

  • crosswind said:

    skeyqiu said:

    crosswind said:

    There's a 'wrong weight' on Left Shoulder Bend - YRotate... As the sweater you made has a loose armhole and a sort of should pad around the collar, you may see, with Left Shoulder Bend - Front-Back -110 degrees, the weight around the armpit is not enough while the weight on the left collar is a bit much. The root reason is that the default weight transferred by TU won't work well on this garment, or did you use some specific projection template when using TU?

    You either tweak the weight or directly fix pJCMs. I'm also a MD user. In most of the similar cases, I fix them in Blender or via GoZ because that is fast and with good result. You may also export the 'pose' as a Morph Target to MD and re-simulate the garment, then import back to DS to fix the pJCM.

    I ever made a similar top with armhole drop, more or less the same case like the one you have. I fixed 'pJCMShldrFwd_110_L' in Blender as below:

    I used pJCM to solve the problem, but is there a way to automatically apply the prepared pJCM according to different poses? I don’t want to import the corresponding pJCM every time I switch poses. 

    You have to pose the figure manually first, fix the corrective morph by external application and import back the obj as the delta morph to overwrite the existing pJCMs. That's the very typical SOP. Almost all PAs go for this way of fixing. But some products like this will speed up the process to a certain extent . https://www.daz3d.com/pjcm-poses--for-clothing-creators-for-genesis-8

    As a trick, we usually fix one side and update pJCMs on both side by using Morph Mirroring or fix symmetrically and update pJCMs by using Attenuate. It'll be a piece of cake for most of the cases.

    I tried several sets of long-sleeved clothing assets purchased in the store, and I didn't seem to see any configuration items related to pJCM, but there were files starting with "pJCM" in the asset's file list. I changed several special poses and they were all correct. Is there any other way to automatically load them?

  • crosswindcrosswind Posts: 6,990

    skeyqiu said:

    crosswind said:

    skeyqiu said:

    crosswind said:

    There's a 'wrong weight' on Left Shoulder Bend - YRotate... As the sweater you made has a loose armhole and a sort of should pad around the collar, you may see, with Left Shoulder Bend - Front-Back -110 degrees, the weight around the armpit is not enough while the weight on the left collar is a bit much. The root reason is that the default weight transferred by TU won't work well on this garment, or did you use some specific projection template when using TU?

    You either tweak the weight or directly fix pJCMs. I'm also a MD user. In most of the similar cases, I fix them in Blender or via GoZ because that is fast and with good result. You may also export the 'pose' as a Morph Target to MD and re-simulate the garment, then import back to DS to fix the pJCM.

    I ever made a similar top with armhole drop, more or less the same case like the one you have. I fixed 'pJCMShldrFwd_110_L' in Blender as below:

    I used pJCM to solve the problem, but is there a way to automatically apply the prepared pJCM according to different poses? I don’t want to import the corresponding pJCM every time I switch poses. 

    You have to pose the figure manually first, fix the corrective morph by external application and import back the obj as the delta morph to overwrite the existing pJCMs. That's the very typical SOP. Almost all PAs go for this way of fixing. But some products like this will speed up the process to a certain extent . https://www.daz3d.com/pjcm-poses--for-clothing-creators-for-genesis-8

    As a trick, we usually fix one side and update pJCMs on both side by using Morph Mirroring or fix symmetrically and update pJCMs by using Attenuate. It'll be a piece of cake for most of the cases.

    I tried several sets of long-sleeved clothing assets purchased in the store, and I didn't seem to see any configuration items related to pJCM, but there were files starting with "pJCM" in the asset's file list. I changed several special poses and they were all correct. Is there any other way to automatically load them?

    The mechanics is almost the same: by Auto Follow, pJCMs on G8 or cbs on G9 are automatically triggered by the relevant pose of the figure first, then the corrective morphs on the fitted wearable will Auto Follow (triggerred as well). Then you fix it, and save as morph asset files ( pJCMxxxx.dsf )

    There's a single dial control on G8 and G9 - Base Corrective..., if it's On or 100%, the corrective mechanics will be effective.

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