Triax Vs General
pfunkyfize
Posts: 496
Hi all,
So when I am converting a prop or OBJ to a figure, I see the options of either Triax and General.
When do I use Triax?
When do I use General?
Thanks!

Comments
general
The basic steps are as follows
Select Node Map Weight Brush tool
With figure selected, right-click in viewport
Weight Editing> Weight Conversion> Convert TriAx to general weight
Weight Editing> Clear Weight> Clear TriAx weight
Weight Editing> Fill by bone selection groups
Once you've done all that, your figure will have usable body parts
Thanks for the responses, I should have made my post more clearer-
When is it appropriate to use the Triax method Vs the General Method?
Do I use General weightmapping when something is an object like a car or static prop? Do I use Triax when an object is a full blown character?
Thanks!
Triax is a technology developed to allow better deformations for characters, it was used in G1 G2 and export to poser via the dson plugin. Now G3 G8 don't use triax anymore and use jcms instead, that's a more standard way to get better deformations and jcms also export to blender and maya via plugins.
You can also export jcms via fbx but then you have to setup the bone drivers yourself. So plugins are easier.
Use Trix-Ax only when you are creating a character or model meant to be used back when DAZ 3D used Tri-Ax or editing a character that already uses Tri-Ax. I think DAZ 3D used Tri-Ax with Genesis & Genesis 2.
Starting with Genesis 3 & continuing to Genesis 8 DAZ 3D used General because that's what the game engines use and it's the industry standard.
So, in summary, always use general basically as I doubt you're going to bother creating 3D models that meet all of DAZ 3D's requirements to be classified as Genesis or Genesis 2 models using Tri-Ax technology.
Thanks for the responses, I didn't know that Triax is no longer used past G2F G2M...
Sorry to necro this, but I think it's better than creating a new post on the same topic, especially when my questions are related to the answers provided here. It was written: "Triax is a technology developed to allow better deformations for characters, it was used in G1 G2 and export to poser via the dson plugin. Now G3 G8 don't use triax anymore and use jcms instead." However, if I'm converting a prop to a figure for some simple rigging, and I'm not planning to create JCMs for it, should I use TriAx then?
TriAx is non-standard - it has a separate weight-map for each axis (and for bulges when the joints bend, and for other things), instead of using a single weight-map across the whole bend; that is why the later figures have separate bend and twist bones, to allow the two to have diffrent weights (bends localised at the joint, twist spread along the elngth of the bone). Using TriAx will certainly more work to create and may well be harder to implememt in the destination application (even assuming you need its strengths at all).