Forum: Poser - OFFICIAL


Subject: sorry to be needy, adding new bones to a rig?

JAFO opened this issue on Mar 13, 2012 · 15 posts


JoePublic posted Tue, 13 March 2012 at 12:25 PM

 

"looking at the screencap you posted , i find myself wanting to click the dependency icon to see where you keyed the morph....lol"

Nothing fancy. The JCMs are just linked to the bend parameter of the shin.

While you are of course right that morphs can move vertices only in a straight line while a bone can properly rotate, I feel the advantage of being able to move vertices in any direction with a morph far outweighs that handicap.

Of course combining bones and JCMs might very well be the optimum solution, and I'm very curious how well you can fix M4s kneecaps.

(V4 and M4's "weak" kneecaps were one of the main reasons I stayed with the 3rd gen DAZ meshes. The other was V4s gazillion of built in magnets. Lol)

Every additional bone counts as an additional bodypart and thus slows Posers performance down a bit, and as I do a lot of cr2 "hacking", I try to keep my cr2's as simple and robust as possible.

But it's good to see more people trying to achieve better joints and if your combined method works better than what I can achieve by JCMs alone, I will happily give it a try, too.  :-)