EClark1894 opened this issue on Jul 28, 2011 · 68 posts
Tashar59 posted Sat, 30 July 2011 at 9:47 PM
Quote - Just so y'all don't think I'm yanking your chain here's a screen shot, partial list of vertex groups are shown on the right side of the image.
You'll also note that Genesis uses the older style of grouping for the torso.
See those actor headings when your in the DS4 parameters tab...yep, require vertex groups just like the previous figures.
And has absolutely nothing to do with what I said. The mesh is NOT cut up into groups as previous poser rigged figures. You are selecting bone groups but again that has nothing to do with how the mesh is made. It is wieght map rigging. Completely different.
And to prove that I know what I talking about. Add a deformer or export the mesh or better yet. Export the mesh selecting the poser export option in DS4 and load it into Poser and add a magnet.
You will find that there is only one Group and that is the mesh itself. You don't select the head and add a deformer9DS) or a magnet(Poser) because it won't do it. You need to select the genesis mesh to be able to add the deformer or magnet. You do not have to cross groups with the deformer and yopu do not have to export each group or use a script to export the groups out to load back in for morphs as in multi grouped figure that they all are until Genesis.
This is another reason why clothing creation will be less work for everybody.
So Your not yanking my chain. Your doing that to yourself quite well without knowing how the figure really works.
Matcreater look in the Genesis render thread. I think there was one there. Everything is a bit scattered in different threads.
As a Diehard Poser user. I can't be the only one that can find the advantages of Genesis figures.