EClark1894 opened this issue on Jul 28, 2011 · 68 posts
bob1965 posted Sun, 31 July 2011 at 7:07 AM
Quote - > 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.
Hmm. Interestingly enough if you import the blMilWom_4b.obj from the geometries folder directly into Poser you get precisely the same results as with the exported Genesis mesh object in regard to the morphing tool.
Furthermore if you select the imported Genesis mesh then click the group tool you see that the groups are in fact present.
The difference is not in the mesh body itself.
Where the new figure departs from the previous generation of figures is the inclusion of weight mapping which could just as easily have been implemented in the existing figures.
Weight mapping is not new and DAZ is using an interesting variation of it but if someone wanted to generate a .dsf version of V4 the results would be the same as for the new wonder figure.
The reason for the hype about the new figure is to recoup development costs of adding weight mapping support to DS4. Think about it, had they simply created a .dsf format version of V4 no one would buy into it. Since business can't remain static you get the "new figure" spin.
"But it's, 'A base figure that morphs into whatever you want.'" MakeHuman has been doing that for years.
"But weight mapping influences is new." Google it.
How about actually digging into the mechanics of the thing and seeing for yourself, it's what I do.
At no point did I say that the inclusion of weight mapping in DS is a bad idea but there are a lot of premises based on lack of information being thrown about in regards to the new to DS system of influence control of mesh surfaces.
Mesh creation will remain the same in making new mesh items for the Genesis figure.
What will be different is the addition of weight mapping which requires the, not yet available to the public, CCT.
The CCT may or may not include automation of group creation but that step is still going to be in there somewhere.
What DAZ has done is to make a proprietary file format that requires their tool for rigging, just smart business.