Forum: Poser - OFFICIAL


Subject: Dawn is "Live"

basicwiz opened this issue on Aug 09, 2013 · 265 posts


AmbientShade posted Sun, 11 August 2013 at 2:12 PM

Quote -
Its possible that animated joint centers would aid in better bending... but at what cost...  She bends better than any commercial figure on the market as is and content creation is even easier than it was for antonia.  What effect would animated joint centers have on workflow for creators building for both versions.. or even just for poser... Sorry unless someone wants to take dawn and animate her joint centers of even one joint and demonstrate significantly better bending I call BS on this.. just nitpicking for the sake of being negative.  Needless complexity is a death knell for content support and as we have ALL seen that is really what is going to matter as far as dawns success.

As a personal opinion her shoulders look strong and I quite like them, though they are wide.  breast movement.. fair point(though I kinda thought they did at one point... my poser rig is down still so I'm going from memory).  Seems like hivewire is not huge on any sort of ladybits so we should just be happy she even has nipples!  ((J/K they are not -that- square.. just solidly PG !))

It's not needless complexity or nitpicking for the sake of being negative. Animated joint centers exist for a reason - to aid in better, more human bending, less blow-up doll plastic bending that poser has been plagued with since its inception. 

They should be built into the base cr2 and be redistributable so that clothing creators can use them. They should also be linked to any stock FBMs or partial FBMs so that they move automatically when the morphs are dialed in. This is 2013, not 2003. There is no sense in continuing to build figures based on extremely outdated poser 4 rigging technology, dressed up with ercs to make it seem more up to date than it actually is. And even erc's won't always help if the joint itself is frozen in place.

If no one's going to use the tech because its "too complicated" then why bother developing the tech, or upgrading your software to have it? 

This irritated me with Rex and Roxie as well, even moreso actually since they were designed BY THE COMPANY that created animated joint centers, but didn't bother including them in any of their figures. Makes absolutely no sense what so ever.

Too complicated is just an excuse. Poser users want more realistic figures, but then bitch and moan about the methods of acheiving that realism being too complicated. They don't like having to deal with JCMs or magnets, but still want the figure to bend like a real person. You can't have it both ways, it just doesn't work that way. Either adapt your workflow to accomodate new tech, and learn how to use it, or deal with sub-par 10 year out-dated figure rigging that requires a ton of post work so that the render doesn't look like utter crap a kindergardener threw together.

Weightmapping only does so much, and once you start morphing a figure that is weightmapped, those maps have to be altered or replaced in order to accomodate the morph. You can get away with it in subtle morphs, but taking a thin character to a muscled or obese character requires overhauling the maps, because the joints no longer look the same when manipulated, so you start getting what I refer to as pockets, or gaps, where it looks like a softball being pressed into the armpit and back of the knees, etc. Animated joint centers help to fix this problem. I will provide examples when I have them to provide.  

 

~Shane