- A more stylized, less realistic shape. About 5'8" tall. - Vastly improved shoulder and elbow joints, without using hacks, but instead actually learning to use the system in place instead of fighting it. In short, skill in rigging over skill in hacking. - Vastly improved hip/thigh bends. See above. - Decent P5/P6 support (something that DAZ still doesn't do too well), like grouping the dials, P5/P6 materials. - Medium Density Meshes - A Skin shader that makes use of maps not more than 512 pixels square. Multiple maps, natch. - The comapnay that makes it to actually be willing to stand behind the product. - Include a basic clothing set - Include hair, both transmapped and dynamic - Multiple IK chains, I'd like to see IK chains that end at elbow (good for arms resting on tables and the like) and knee (sitting/kneeling poses) in addition to the normal IK chains. - IK off by default (rename the leg IK chains) - No genitals. (I really have no use for them in the work I do at present) - Additional finger dials on the hands (see the P6 figures) - A magnet set released with the figure that will allow for alteration of clothing to work with it (see some of the fitting rooms in products over at RDNA) - Use of displacement, specular, ambient, and translucence maps. - A walk room structure ready to go for use with the figure. - Poses, at least 30 basic and 30 animated series. Incidentally, Jim Burton's comments on ERC are dead on the money, with the exception that it was a bug in P4/PP, while it is not in P5/6 (which is why it works better). Also, while I might think that certain hacks are an easy cheat, that doesn't invalidate or demean the works that do use them. Mr. Burton's work with JCM is phenomenal, and demonstrates the value of that approach quite all by itself, thank you. Its just not the one I happen to feel is the better approach.
thou and I, my friend, can, in the most flunkey world, make, each
of us, one non-flunkey, one hero, if we like: that will be two
heroes to begin with. (Carlyle)