Just as the name implies, Beautiful Bends addresses problematic joints/areas of Victoria 4 and Stephanie 4. Unlike other fixes, it is unique because it relies mostly on magnets/d-forms to correct the mesh. Additional JCM morphs are only used to correct mesh layout problems.
Why magnets? With magnets, conforming clothing will also be adjusted, following the new shape of her bends as you move body parts (feet, shin, thighs, abdomen, chest, collar, shoulders, elbows, neck and head). It also means Beautiful Bends will work with older versions of DAZ Studio ™ and Poser ™ that does not support weight mapped figures.
Since the magnets are linked via ERC to joint movements, there's no need to manually adjust dials. Just load her into your scene, inject the Base morph and any other morphs you want to use. Apply conforming clothing, pose her then render.
You can find new icons for loading this product in the following Poser Libraries:
Figures: “DAZ People”
Pose: “Beautiful Bends”
You can find new icons for loading this product in the following DAZ Studio Folders:
You can find new icons for this product in the following DAZ Studio Categories:
“Materials:Feminine:Beautiful Bends V4”
“Poses:By Region:Full Body”
Usage Tips and Tricks:
After loading the figure (CR2), please inject V4 Base morphs (for JCMs, expressions and visemes) and any morphs you want to use with V4.
She comes with a basic Victoria 4 NoGens MAT file for Poser, and a few NoGens MAT options for DAZ Studio along with an UberEnvironment2 Light Preset. It is recommended you also change her textures and materials. Just apply any MAT files you have (or surfaces presets).
Pose then render. It's that simple. The adjustments will work automatically as you move any of the influencing body parts.
All Users please apply the Victoria 4.2 Base Magnetize Clothing AND the Beautiful Bends V4 Magnetize Clothing to all clothing items!
For Poser Users, most clothing that includes the morphs you use should do fine. To fix the occasional pokethrough, I recommend setting the 'Bulk' morph to at least 0.2 (or Cloth Thickness morphs if the clothing comes with one).
For DAZ Studio 4+ users, any pokethrough you may come across can be addressed by adding a Smoothing Modifier to the clothing, or using the morphs in the clothing as stated above. For more information on how to apply smoothing modifiers please take a look at this Tutorial in the DAZ Forums.
As noted before, changes have been made to these V4 body parts: feet, shins, thighs, hip, abdomen, chest, neck, head, collars, and shoulders.
These changes can be turned off by dialing down the respective dials in the 'Deformers' tab of V4's body (where you usually alter FBMs). Originally, they were made for debugging purposes, so you can see if any adjustments are causing problems.
Changing the dials will only affect V4, IT WILL NOT affect conforming clothing. They will still follow the general shape of the adjustments (when magnetized to V4).
The default value for deformers dials should be 0 (active). Zeroing the figure will change this to -1 (inactive). You will need to change this back to 0 to enable the adjustments. If you want to reset her pose, you can use the Default.pz2 which is included in the Pose folder.
Some reposing may be needed to get her shoulders to look 'right' with some poses. Typically this means using collar twist first rather than moving her shoulders front and back when they are down.
Turning off limits when posing isn't recommended. The limits of some joints, mainly feet, shins, thighs, abdomen and chest have been increased. The adjustments have been made to accomodate these higher limits.
If you're using this with Aiko 4, you may need to adjust the Shoulder and Knees Compatibility Fix dials.
By default, V4's shins don't support side-to-side movement. I've enabled this (with limits) since some poses do need them. Lock this down to 0 when you're posing manually.
If you have issues, problems or requests, you can contact me through the store or the DAZ3D forums.