odf opened this issue on Oct 27, 2008 · 13933 posts
odf posted Sat, 06 February 2010 at 9:24 PM
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Mind you, I'm not complaining about the effect. It would extend the versatility of the figure and ease clothing creation (porting of JCM's) if the hip2 JCM's didn't move different parts of the genital mesh at different rates. But the way it is now, it looks darned good on the base figure. :D
I'd be happy to be proven wrong, but I don't think that's even possible with JCMs. See, when Antonia kicks her leg, in order for her crotch area to transform smoothly, each vertex gets moved upward depending on its distance from the center. The ones in the middle move less than the ones further out. Since it's done by JCMs, the amount of displacement depends only on the original position of that vertex. So if you move one further out with your morph, the JCM will still displace it according to its original position. That is generally true for combining morphs. They all have to behave nicely in order to play well with each other.
The problem is that we didn't manage to set up the hip so that Poser's regular bending algorithm would take care of the crotch. If we had, things would be much easier because then each vertex would be displaced according to its morphed position, not its original one. Maybe one day when phantom3D gets tired of Brad, he'll make a female adversary for him with the same kick-ass rigging so that it will only need minimal JCMs to smooth out minor glitches. Then morphing or clothing the hip should be much easier.
That said, I'm not saying the JCMs I made are the best possible for this situation. It's just that I spent so much time on them that I think I got pretty close to the limit of my talents (and patience).
-- I'm not mad at you, just Westphalian.