nakamuram opened this issue on Mar 22, 2005 ยท 34 posts
clsteve posted Wed, 23 March 2005 at 10:52 AM
"Is is just going to be an exercise in reshaping? Will the polycount and vertex order of those affected parts be the same?" No geometry changes, anything we do will be in the cr2's. After this update we'll really try to stay away from anything that will bust any conforming clothing that you guys come up with. "Is the low-res a perfect subset of the hi? In otherwords, is the low the same excpet with many subdivisions dropped?" They were based on the same mesh but the order and count is different. Sze and Les both did a lot of work on these over many months during development. We also added an option to the target import to reorder the verts, BUT that can be a very complicated best guess since there are a lot of obj exporters out there. There are two progrmas I know of that can be set up to make a morph work on both characters, Z-brush(all software should aspire to be this good) and Maya( dsame thing), details on that would have to come from some others, maybe we can get them to do a tutorial. btw imho just because a Mesh is Hires doesn't make it better. In some cases it makes things worse. How the cage is laid out and efficient use of the polys for a particular situation is much more critical. In the case of Poser, the face is obviously one place where you want to see a lot of polys. Combine that with smoothing at render time and the need for an extremely HiRes mesh becomes less and less. You can open the python win >Print Info> scene inventory with multiple characters loaded and get a count for all figures loaded in the scene. thanks for the feedback