martial opened this issue on Apr 14, 2010 · 199 posts
BadKittehCo posted Tue, 20 April 2010 at 12:10 AM
Quote - > Quote -
You can inject joints (and falloff-zones) into a figure's cr2 just like you can inject morphs.
So ideally, if you incejt an "obese" morph or an "emacicated" morph, you could also inject modified joints and falloff zones at the same time.
Same for clothing, of course.But I usually re-rig all my morphed figures and turn them into standalone characters as I want the joints to be as perfect as possible.
I just wondered why no-one has attempted this as a commercial option for a base figure (perhaps it has been done?).
Would a rig/shape injection system be workable for the versatile figure concept?Thing is, for the end user who doesn't know rigging at all, but wants a solution to character design via dial spinning that moves beyond V4/M4, it seems like a good idea.
I'd always prefer to use a good base in this way. I did like Apollo for this design potential, for all his shortcomings.
Could be I'm just dreaming.
While this can be done, it's a really good way to get no clothing support for the figure whatsoever. Just think how much time it takes to adjust JP's just for a single rig.
Now let's say a fiigure has 50 morphs... you could spend the same amount of time refining the JP's for each morph. If it takes someone only an hour to adjust JP's for a single morph (which would be incredibly fast), it would take 50 hours - a long week to adjust JP's to be at the optimium for each morph. And this is just assuming each morph is to be used at a value of 1. The moment you start using other morph values, the relationship between morphed mesh location, and JP influence zones change again, and you no longer have the optimum. Theoretically, to get best results at incrimental morph values, JP's would have to be ERC'd to responf to the morph value.
Of course, as soon as you start moving the JP's, your JCM's no longer behave quite right, because in 90% of the cases JCM's are very dependent on the JP values staying static. So what do you do, make a new set of JCM's for each morph with it's own set of JP settings? So, lets' sau a figure needs 30 JCM's... each morph is likely to need a new set of JCM's (that would be 30*50=1500 JCM's).
Now, I'm very fast at makign JCM's, when on a roll, I can go as fast as one very 10 minutes. We're talking about 250 hours just making the JCM's... not to mention a HUUUUGE file. This is just to use morph values at a setting of 1. Now, that is not the kind of figure I would do clothing for - unless I wanted my house in foreclosure.
This doesn'teven account for any ability to start mixing morphs and get different characters....
What i'm getting at is, it's very easy to take something out of context of how the entire machinery works together (the way Joe Public's statement did), and say, eh, it's an easy adjustment. it is not. You adjust one thing, and it breaks and influences 50 other items. This is the limitation of rigging figures in general, and little more specifically Poser rigging, since it's very old technology. Newer rigs, in more advanced software are a tad less sensitive to this, because of advancements in rigging technology. But even there (like in Cinema, or Max etc) rigs have their limitations, and need to be made at an optimum between purpose and performance.
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