Posing custom biped-mesh with Genesis poses
My goal is to use genesis poses on custom topology. The first try was to remesh the main G3 body (and not touching the rest elements). I tryed some times, and one of them was successful. However I cannot find why only 1 time - I do the same every time. I first convert object to figure, then copy the bones with Transfer Utility the standart way. I read there is another way to transfer, by transfer rigging, but I cannot find how this works exactly.
However, the goal is to pose a custom shape with general G3 poses (or G1, G2, etc.). The shape can be similar to Genesis, better custom biped. I found many people asking this, and no much answers...
Cheerz!

Comments
Remember that if you derive a rig or model from a Genesis it will be a derivative product, and so for your own use only (you can share or sell renders, of course).
You don't really give enough information, I think, to offer helpful advice.
Thank you!. My initial question was more general - how to pose a mesh, using a library of poses from another, already rigged mesh. Said so, is more complicated to understand, so I put an example with Genesis (and did eperiments with it). Say I have imported my own biped, then I create a library of poses. Then I create 5 more different bipeds, all with different topology from each other, and I want to use the already created library of poses, on every biped. It is very specific, everything, poses, the topology, etc. Daz models topology are created to be perfect in animation terms, and all is about to human characters, but I need specific topology. The same about the poses... Say rigging and posing mutant octopuses or biomechanical robots... I did the same experiments with Zbrush, but there the workflow is different on all levels.
Basically, the poses will work more-or-less properly if and only if the skeleton of the figure you're posing has the same bone names as the one the poses were made for, and all the bones have the same axis order.
If the names and order match, then it's only minor adjustments needed.
and if the positions at 0 are fairly similar, and the range of movement. If they are markedly different (plantigrade like a human, digitigrade like a faun) then the poses (and skeelton) won't translate well.
Well, I found where the error comes from... The experiment with the Gen3, when I transfer the bones, and after I REMOVE the existing G3 character, then the new mesh can be posed without malformations... Some kind of instance interaction like in 3ds MAX I think.
So I believe this will work as well with custom original to custom target...
Cheerz!
Was the nwe figure fitted to the original Genesis 3 Female? That would certainly produce odd results when posing.
Yes, it was exact experiment, zbrush retopo of the base mesh - 99.5% identical shape except its different topology. The new can be posed perfectly if alone. Very bad destroyed if posed with the G3 original remained in the scene. Not problem at all. Next experiment with my own original, rigged with custom bones. I also found in the DAZ store complete tutorials about the rigging, shall be interesting to enter in the details of all this rigging, weight maps, etc...
PLEASE another question... I initially did not planned to distribute anything, but while its posible and Im creating scifi models, probably in near future I will do.
Where to read what is possible and what not? In order to make my own biped compatible with Genesis, I shall transfer its bone structure, no? And You said it is a derivate and not posible to distribute...
Im very confused about this - I will create my own poses and expressions, and the models will be with own topology for sure, only the bone structure will be equal.
I want to read all related stuff in details somewhere.
Happy new year and cheers!
If you use another person's (or entity's) work as a shortcut, as you are in using the Genesis skeleton, then the result is a derived work and you do not have the right to do with it as you will. Daz allows the use of the various figures' skeeltons to create add-ons like clothes and hair, but if you are creating a new base figure then you aren't allowed to derive any part of it from an existing Daz item.
Thank you! Still not clear - can I make Genesis-compatible character, or not ? For example I see people do characters for Genesis, characters for V7 etc. like this
http://www.daz3d.com/godin
The topology and the ridding must be the same I suppose, in order to be compatible... I see there are many character authors, are they contracting something different,or how they do?
Something which requirs the base figure to work, or to work fully (a character which absolutely needs the abse, or a clothing set that is of limited use without the base) is permitted. However you appear to be working on new figures that work on their own, that is not allowed.