722 opened this issue on Aug 01, 2011 ยท 272 posts
JoePublic posted Sun, 07 August 2011 at 1:14 PM
To reduce overhead, I combined the standard hi-rez bodys with the reduced resolution heads, resulting in an overall polycount of just 40k.
Using Poser 8 with the built in dependency editor and multiple falloff zones as well as Z-Brush and Colorcurvators' MorphLoader script I can create custom bodyshapes and JCM morphs in a basically a few minutes.
I tested Genesis in DS4, but immediately noticed a lot of problems, starting with the low-res base mesh, anatomical errors as well as pudgy bodyshapes, morphs and joints.
The ability to morph into wildly different shapes always results in compromises compared to purpose made figures with custom made joints just for that figure.
The need to use displacement maps to create even basic detail also opens a new can of worms. (Subdivision creates smoothness, but no new detail)
In short, I see absolutely no need for changing to a completely different riggin system, especially one that is basically "locked" and can't be easily hacked into like Poser's cr2 system.
The problem with Poser's rigging system isn't that it 's not "Industry standard weightmapping".
The problem is that only very few people in the Poserverse can properly rig a human figure.
And none of them works for DAZ or Poser. ;-)