Zanzo opened this issue on May 24, 2012 · 20 posts
EnglishBob posted Thu, 24 May 2012 at 5:44 AM
Apologies for driving this thread off-topic, but this was more interesting than what I was supposed to be doing. :)
I decided to test the accuracy of various morphing methods. "Everybody knows" that using the original geometry is best, but that doesn't make it true. :)
I created three different morph targets, using the following methods.
I separated V4's rMid3 group from her .OBJ file as found in :Runtime:Geometries:DAZPeople:, using UVMapper Pro.
I loaded V4 into Poser and zeroed her as completely as I was able, including disabling IK. Then I exported her rMid3 group, with all the boxes unchecked.
I applied one of the DAZ poses that come with V4, then I exported rMid3 again; but this time, with "Export as Morph Target" checked.
Then I applied each export as a morph target and saved the character. If the export was perfect, then the resulting morph should have no deltas since there was no change to the geometry.
The 'geometry direct' and 'export as morph' methods both produced perfect results, with no deltas generated.
However the export from a zeroed figure produced 371 deltas, one for every vertex in that body part. In other words, that export method had moved the vertex positions; it isn't perfect. True, it may be good enough in most cases - the maximum delta generated by this experiment was 0.000263 Poser/OBJ units. That's less than a millimetre, and I deliberately picked a body part that was a long way from the base of the figure hierarchy.
Hope that clarifies things. Now back to your regularly scheduled programme. :-)