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blue_
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blue_
Posts: 30
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When a morph is set with the "autofollow" parameter, then when you use it DS will look for matching morphs (ie a morph with the same technical name) in any item "fit to" the figure,
V4 indeed uses a different rigging system, which is usually called "parametric rigging".
From memory you define a skeleton with hierarchical bones (linked to a group of vertices in the mesh) and joints where bones meet and will bend (typically you have Side-Side, Front-Back and Up-Down rotations, but you can limit how the joint bends if required)
You then assign spherical falloff zones that use inner and outer spheres of influence to determine which vertices move when a joint is rotated, and the amount of movement the vertices move. IIRC inner sphere is "no influence", outer sphere is "100% influence", and influence is computed linearly between the spheres.
A weight-mapped figure uses influence maps to define how vertices are affected by joint movements, which give you more control than the fallof spheres.
The clothing has the same kind of rigging as V4. Bones with the same name as a V4 one will follow the one from V4 when it's posed.
V4 predates the Genesis line, she was released in 2006, long before Daz studio 4 and the first Genesis. So a lot of features which were added in Geneis figures later didn't exist yet.
With V4 you have the same system of "if there's a matching morph in the clothes it will be applied automatically" but there is no automatic creation of morphs if there's no matching one.
You can however use a DS feature called "transfer active morphs" to generate matching morphs for all the morphs currently in use which don't already have a match.
No, there's no way to make it follow all morphs automatically when used with V4, only the transfer active morphs command.
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"Development" finishes when the figure is released. Once released it doesn't get more "development".
I think you meant does "support" of a previous figure cease. And again, yes, Daz stops making assets for figure n-1 when they release figure n because they want adoption of the new figure. But PAs continue to support older figures until they decide it costs more to support them than they make from the products for the older figure. That's why for a while there were even G3/G8/G9 assets being made. Now some PAs do and some PAs don't support G8.
Nope, not the same as Leana said above. The clothing for V4.x are rigged in Poser AFAIK (I've never been a Poser user...) but the clothing for Genesis figures are rigged in DS with Transfer Utility... and its approach is fairly different from the one in Poser.
That's correct... a sort of "conforming" (that's why the rigged wearables are also called "conformers")... because the clothing has "skin binding" to the figure's bones. No matter you change the figure's shape or merely the Scales of bones (Node...), the clothing will follow.
Not the same thing. A Morph is defined as a group of vertices that can deform a mesh. It's also called a Delta so as to move the vertices along a certain direction. In DS, Morphs are literally shown as Properties in Parameters pane. A Shape is just a general term to describe a Geometry of a figure / prop etc. in DS. So, in other words, a Shape is just a geometry of whatever an object / figure that can be seen in DS' Viewport, Morphs are used to deform the Shape(s).
As for V4.x, correct, it makes no difference since both of V4.x figure and its clothing have no General Weight Mapping. Be noted, there's also a "way of weight calculation" when rigging the clothing to V4.x in Poser...as "spherical data" to define the falloffs as Leana mentioned.
Yes, they're called Partial Body Morphs (PBMs). You can find them in Parameters pane accordingly. For Genesis figures in DS, there's a mechanic of "Auto Follow", so all PBMs (with Auto Follow enabled...) can be automatically transferred from the figure to the conformers (clothing, accessories, etc.). But for non Genesis figures, there's no Auto Follow triggered, so you have to use the function of Transfer Active Morphs so as to make the clothing a "perfect fit" on V4.x.
There ARE backward compatibilities in DS especially across Genesis generations as well as their Assets, but the "compatibilities across the assets from DS to Poser" is a different thing...
Though the first version of DS was released in 2005 and it supported Poser assets from very beginning, Victoria figures were still developed in Poser... they're still Poser figures. In other words, Poser figures and Daz3D Genesis figures belong to "different product lines".
However, even after V4.0 was released, V4.2, an add-on, was then released as a part of V4's lifecycle. So to me, the "development" was not really ceased... though I have zero idea about how Zygote Daz3D thought of their strategy at that time...
For the record, Daz split from Zygote in 2000, long before V4.
Okay, thanks ! So Victorias were developed by Daz3D not Zygote.
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So many questions!
Poser does use a different rigging system. Zygote does still exist; they make medical 3d models now. Zygote/Daz3d did develop all the models. Poser does have models that it created for itself. People in the past discussed the exact same things they do now; they complained about prices, speculated about new features etc. Direct messaging is a bit like calling people blind; almost nobody likes blind phone calls from strangers about the past and see it as an interruption. I use the feature for stuff too personal and private for the forum and have had great interactions with creators in particular. I don't know too much about retrofitting technology from Genesis figures to older figures. I gather that some aspects are impossible and that it would be an insane amount of work. There isn't too much demand for it either. Poser and Daz Studio have grown so far apart that I think of them as two different species.
V4 is indeed primarily a poser figure. She's the first of the Daz figures which was provided with Daz Studio materials (for 3DL) but she's not a figure made specifically for DS like the Genesis line.
Most V4 content made for poser works in DS, There are however a few exceptions:
Either in Poser or using DS figure setup tools, which are able to do parametric rigging. But not using the transfer utility like Genesis clothes, as that is for weight mapped figures.
Poser offers 3 types of rigging:
At the time V4 was released there was only the "if there's a matching morph in the clothes it will follow". That's why having morphs in clothes to support the main morph packs was a big selling point.
Later on there was an utility (morphing clothes IIRC) released which enabled you to transfer morphs to clothing like the "transfer active morphs" in DS does.
Poser also introduced a morph brush which helped adjusting clothing if needed.
I've not used recent versions of poser but AFAIK they have a "fitting room" which likely helps with fitting clothes.
You can't rig clothes for V4 with transfer utility as V4 is not weight mapped. The clothes need to use the same kind of rigging as the base figure.
From memory, it's available from the context menu when you right click on V4.
You use it on V4 and it affects all items fit to her.
Yes. They create 3D models for other markets, notably medically accurate models.
The division of Zygote which later became Daz developed the "Millennium woman" and "Millennium man" figures, which were later renamed Victoria and Michael.
I know they developed the base figures for Poser 4, "P4 nude woman" aka "Posette" and "P4 nude man" aka "The Dork". Not sure about earlier versions.
They did develop their own base figures at least for Poser 5 to 11, and a few others sold independently like Miki or the poser G2 line of figures (not to be confused with Genesis 2).
The first public beta of DS was released in early 2004, and I know there was a limited alpha before that. Maybe they created the subforum when the alpha was launched?