estherau opened this issue on Oct 29, 2008 · 26 posts
kuroyume0161 posted Thu, 30 October 2008 at 12:52 AM
Quote - yeah I'm glad they dropped the internal magnets as well, particularly considering that I do like to use your IPP to work with Figures in C4D, and the poser magnets aren't compatible with C4D.
Hold your breath. :D
Quote - As far as the huge difference in clothing quantities, no I doubt M4 will ever be the clotheshorse that V4 is, but than when has a male figure, (in real life or CG ;) ) ever been able to keep up with the females in that department. But it is only 2 weeks into his life so I wouldn't expect much yet. I already have the Barbarian outfit out for him and the updated version of the BTBW Biker is waiting in the wings. and I have a 3rd package started.
One good thing is that things like WardrobeWizard allow us to convert conforming clothing from one figure to another. But I just cannot get my head around M4 with a skimpy cheerlearder outfit. :)
Quote - Yeah the new figure tools are really excellent. I particularly appreciate the new features of Morph Loader Pro, particularly the Reverse Deformations feature which allows one to export a posed figure, create morphs on it in my modeler, than import it using reverse deformations to subtract the currently applied joint rotations and morphs. thus the easiest way to create JCMs that I have yet found. I havnt tried the new morph creation feature in IPP though, will it do the same thing?
Unfortunately, one thing that I can say is that IPP does not subtract the currently applied joint rotations and morphs automatically in a way that conclusively preserves the C4D deformation (it depends). It does consider these and zero them before doing the morph creation process but some consideration is required beforehand. For instance, if you are trying to create a particular JCM while the joint is in the rotated position to show it, you'll need to be sure that the deformation is not negated or altered by the figure zeroing process. For direct point alterations this shouldn't be a concern (as they are independent of the joint bends). But for deformation objects (ffd, bend, twist, and so on), you may need to parent the deformer object to the proper IPP Base object so that it 'follows' the joint as it is zeroed.
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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