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  1. FallenDancer

    Plugins Joint Correct

    I can't get this to happen reliably enough to debug it. I did see a very subtle effect like this at least once while trying to reproduce.
  2. FallenDancer

    Plugins Joint Correct

    She's one of my own I named Claire. I don't know how I'd be able to publish her though since I know she started with someone else's look long ago but I don't remember whose. Once I pull them in to sculpt and modify the textures I lose track of where the originals came from and wouldn't be able...
  3. FallenDancer

    Plugins Joint Correct

    Sorry Weeb. I don't think it does. You could try unpacking the var and moving or copying the morphs from female/FallenDancer/... to male/FallenDancer/... but I don't know much about futa.
  4. FallenDancer

    Plugins Joint Correct

    I can't reproduce the anus fold. The leg problem is one that a lot of models will have. Once a character morph moves the bend points around it can get out of whack very quickly and there are a lot of morphs that do this. I plan to work to mitigate this or at least improve the thigh bend morphs...
  5. FallenDancer

    Plugins Joint Correct

    That looks like double morph application. Did you delete or disable previously installed versions?
  6. FallenDancer

    Plugins Joint Correct

    Not easily. The outstanding gracile is two-axis dependent and requires coordinated body and genital morphs that span really awkward topology. I've made about 10 attempts at it already and will probably make another 10 but am not hopeful.
  7. FallenDancer

    Plugins Joint Correct

    FallenDancer updated Joint Correct with a new update entry: JointCorrect 11 focus: That armpit tho. Read the rest of this update entry...
  8. FallenDancer

    Plugins Joint Correct

    This is exactly the problem I have been working on. I've got a much more trimmed and tightened morph for 11 which is under review right now.
  9. FallenDancer

    Plugins Joint Correct

    It's on my long list of things to look into but I haven't decided how yet. My thought so far is to compare the joint's current angle with its physics-targeted angle and use that as a sort of "tension" to measure flex.
  10. FallenDancer

    Plugins Joint Correct

    Can you send me a before/after image? I'm revisiting the armpit area anyway because the morphs there touch too many vertices. This may be something I have already fixed (for 11) but I just want to make sure.
  11. FallenDancer

    Plugins Joint Correct

    FallenDancer updated Joint Correct with a new update entry: JointCorrect 10 focus: gens back and knees Read the rest of this update entry...
  12. FallenDancer

    Plugins Joint Correct

    FallenDancer updated Joint Correct with a new update entry: Three new morph types Read the rest of this update entry...
  13. FallenDancer

    Plugins Joint Correct

    FallenDancer updated Joint Correct with a new update entry: More efficient driver. Less snapping. Read the rest of this update entry...
  14. FallenDancer

    Plugins Joint Correct

    Thank you for the input. I only recently found the DAZBone object. I was not aware it had the current rotations. I will investigate this for future versions.
  15. FallenDancer

    Plugins Joint Correct

    FallenDancer submitted a new resource: Joint Correct - A Joint Correction Morph system for Virtamate Read more about this resource...
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