AmbientShade opened this issue on Mar 14, 2012 · 453 posts
vilters posted Tue, 29 May 2012 at 7:15 AM
@ED
My workflow......
I take an obj file I like, and morph it to my personal preferences.
The obj / topology (for my workflow) is the single most important thing.
Topology HAS to be exactly as what I was looking for.
But??? While morphing I pay very close atention to the uv map.
I want to morph in 3D => all 3 X;Y;and Z, but try to distrub the uv mapping as little as possible.
With the morphed obj finished, I go to the cr2.
I open up the cr2, and make it point to the new obj file.
Then I have a fresh morphed obj file and a fresh cr2 pointing to it.
Only then I look at the rigging.
And?? I do all 3 from here on.
Change the obj file if I encounter problems with the rigging, AND change the joints if needed, and maintain control of the uv mapping.
This last "fine tuning part" can take very long. Even on a lower poly model.
In the end it WILL be a; "this is as close as I can get without getting into trouble"
I NEVER use "hidden" things.
No JCM's
No hidden bones
No hidden magnets
Nothing hidden at all.
All of the above are shortcuts that solve a temporary problem (that mostly can be solved onterwise) and will get you into trouble afterwards when starting to make outfits.
Or?? You know how you did it, but no third party will ever go trought the trouble of trying to find out how you did it.
KISS, never fails.
KISS, keep it simple.
But focus on topology, uvmapping and rigging. Be it with conventional joints, or WM.
I found WM to be a fantastic tool if you do NOT have any of the nasty hidden things......(JCM's, ERC's, bones, or magnets.)
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Dev
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faster then your angel can fly"!