martial opened this issue on Apr 14, 2010 · 199 posts
carodan posted Mon, 19 April 2010 at 1:43 PM
Connie's image set out to demonstrate only that bending with single axis scaling applied is problematic in Poser - nothing else. It's fairly irrelevant that the pose is unrealistic for a normal human.
So why is it even an issue...
Figure creation and rigging is such a time-consuming and expensive process. That's why the concept of creating unimesh and versatile morphing and bending base figures makes sense (particularly for a marketplace such as this where many folk don't have huge budgets). Others will equally argue the case for creating hundreds of individually rigged figures for different characters, and in all fairness you can't expect one figure to be every possible character you might imagine. But I'd still argue that you need the versatile bases to cover a majority of character options.
If you go down this route (which Daz has done with Victoria and Michael), those base figures have to be exceptional in their mesh, morphs and rigging to be usable for multiple characters, whether realistic or fantasy. Scaling becomes an important feature when seen in this context of versatility - say I need an alien character with a very long neck for example - which is why problems such as single axis scaling are an issue at all.
Given that it is a problem in Poser, it makes sense to me that SM could try and fix it - unless they have something else up their sleeves for future releases that will move the whole game forward.
Single axis scaling not working with bends in Poser isn't a huge problem at present from my perspective - I rarely make those alien characters with very long necks, and I don't plan on buying the Kids - but Daz is clearly using this feature more and more (which apparently works great in Studio) for some of its newer figures so I guess it's a potential problem (and one for the future) for Poser users that want them.
PoserPro2014(Sr4), Win7 x64, display units set to inches.
www.danielroseartnew.weebly.com