odf opened this issue on Oct 27, 2008 · 13933 posts
bagoas posted Sun, 16 October 2011 at 2:42 AM
I didn't do any rigging work on purpose. I even did not trim the rig, so at this moment the characters have all actors, even if those not needed like those for the jaw and the left pinky. The big advantage of weight-mapping over conventional rigging is more easy transfer of bending parameters, so I tried a one-off scenario loading the geometry into the setup-room and load AntoniaWM as she is now. Quick and dirty, doable even for a dumby like me.
AntoniaWM is, as I understand, still in Beta phase, so further work on he rig would be obsolete as soon as work proceeds.
Above's a render of the BaggyPant. You see the 'flying' parts at the thighs.
The problem with the baggy pant was that the automatic slicing of the mesh had polys assigned to the helper bone, and, in this case. a helper bone of the oposite leg. As far as I know there is no way Poser can know that the helper bones are just helper bones. That may be one of the improvements in the process; to have a tick-in-the-box list of actors that are to be considered in the slicing. This would also be helpful for dresses etc where the skirt is not to be sliced into legs and feet.
Fixing the assignment outside the setup room does not help. In that sense a weightmapping transition as done in the Setup-room appears to have same limitatons as morphs. If you simpy re-assign polys in the Pose room you mess up. I did not try yet in the Setup Room.
I tried to slice the mesh first and then skip the automatic asignment, but that messed up the whole bending, with polys flying around all over the place.