jerr3d opened this issue on Jan 06, 2012 · 304 posts
Dale B posted Mon, 09 January 2012 at 4:55 PM
Antonia is not overloaded with JCMs and ERCs to compensate for poor mesh topology and forcing 15 year old rigging practices onto everyone, making for a far lighter memory load per character (the weightmapped version has almost no JCMs at all).
The rig has 'helper bones' in breasts, hips, and head, adding controls in areas that tradionally have been either ignored or glossed over with morphs that tend to deform the mesh if not used carefully. Plus additional bones (most notably the arch of the foot and mid spine region) that improve bending.
As the figure is under creative commons, those who make still have the rights to their work, yet those who -want- to make are free to play and able to distribute without a great deal of worry about legal issues; something not possible when dealing with corporate IP.
The character in question has different proportions, rigging, and weightmapping, so when animated there is a decided difference in motion behavior, which matches the fact that no two humans move alike. Variance prevents viewers 'seeing the same figure moving exactly the same way' itis.
The very fact that little of the Antonia figure follows patterns that users somehow feel are 'set in stone'. Differences in posing behavior, UV mapping, shader setup, rigging behavior, body proportions, etc, all force the user to deviate from normal, mostly unchanging patterns of the last decade. Just like turning an object on its side can make it look like a different object, breaking patterns, while not comfortable to those who simply want click and render ease, can give those who want something else a more powerful figure to use.