smooh opened this issue on Apr 01, 2005 ยท 55 posts
kuroyume0161 posted Sat, 02 April 2005 at 1:13 AM
I don't think, with regard to 'rigging', that they are talking about morphs. Instead, they are talking about joint parameters ('bones', weighting, bulges). How these are set up directly influence the believability and flexibility of the figure. My biggest complaint about Daz3D figures (V3/M3/etc.) is the arms. There is something about the elbow and shoulders that are tell-tale give aways that the figure used is one of these. Why? Because there is something incorrect about the way they bend and deform the mesh. This is the same issue in relation to the buttocks and collars. I think that is the point made above - that the Daz figures fixed this issue over CL figures (Posette and Dork). But of course, they introduced other issues (elbow and shoulders). Although Poser's rigging system (tri-axial independent weighting using twist line, bend angles, SFZ's, and bulges) performs well under minor conditions, under more extreme poses, it breaks. The deformations do not follow a real human's, not even close in many instances. Sometimes (and that is 'sometimes') there are corrective morphs for these conditions. In the worst case, you can use magnets or create your own morphs. But it gets tiring since every pose in one way or another requires corrective measures. Maybe one day in the distant future, we'll have that Poser-like figure which has the structure so close to the real thing that these measures won't even be needed.
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
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