DavidGB - 12 October 2012 04:07 PM
Oh dear. this thread has grown by so many pages since I was last in it, I’m afraid I just can’t go back to read all I’ve missed. Can’t concentrate on the computer for a fraction of the time it would take. So sorry if this has already been asked and answered but ...
Has there been any statement from DAZ about the issue of Genesis appearing in Poser with no smoothscale parameters set in bodyparts, so many of the Genesis body proportion dials don’t work. (As in: they do something, but what they do is horrible.) I found just clicking the Poser joint editor buttons to add scale effect from one bodypart to adjacent bodyparts cleared some problems completely, but others obviously need weightmaps.
Genesis not having its ability to use many of its proportion dials in Poser removes quite a chunk of what’s special about Genesis, so i’d just like to know if DAZ are aware of this and have plans to adress the issue.
Short answer, it is being worked and is likely to be fixed fairly soon. But scaling joints is actually not what is so special about Genesis. Let me explain with the long answer..
Scaling is one of the most complex beasts in Poser. That being said, most will notice that very few of the morphs for Genesis actually use scaling to move the vertices. In fact hardly any do, which is why freak, troll, gorilla, etc all work perfectly.
Artist used to
- take the base, call it mesh A
- move the vertices around to get what their morph should look like(call it mesh B)
- if A required the joint centers to move then it does not bend right so do the following:
—scale the bones to get the joint centers to the right place, but now mesh A is changed.
—do some fancy inversing out what the scale did to A and apply it to B, call this mesh C
So now mesh A -> scaled for different joint centers -> apply C -> yields pretty close to mesh B(the intended result)
Now, the better way is to
- take the base, call it mesh A
- move the vertices around to get what their morph should look like(call it mesh B)
- move the joint centers to where they are suppose to be as part of the morph.
The moving joint centers was pretty ground breaking when Daz Studio 4 released, but now I wonder why it took so long and why every 3d package does not support it. It is very much the better way.