odf opened this issue on Oct 27, 2008 · 13933 posts
pjz99 posted Sun, 21 June 2009 at 8:21 PM
To make a long story short:
1 - Check the figure one joint at a time, for each direction of bend one at a time, and find a place where the joint doesn't deform the way you want it to
2 - create a morph target that repairs it, whether with magnets/D-former or morph brush or whatever (not very many options for "whatever")
3 - zero the skeleton again (or don't, if you're using DAZ|Studio's rigging tools)
4 - implement these instructions however you are able to get them done repeatably
As you might imagine, for humanoid figures, this can add up to quite a lot of joint fix morphs and consequently a lot of work.