estherau opened this issue on Sep 07, 2013 · 5 posts
Netherworks posted Mon, 09 September 2013 at 6:01 PM
Pretty much the first line sums it up. It is a different take on morph building, parameter dial creation and wiring up dials to each other.
I am not sure of the idea of using it to remove V4's embedded magnets. First, it's not designed to interact with them. It looks for standard internal names with regards to magnets (Mag, Mag Zone, Mag Base). It will only count those magnets as something it would delete or affect. It would still be able to spawn a morph (or JCM, it can do that too) based on the current state of the body part (the embedded deformers will produce an effect) but then it won't remove the magnet embedded in V4 because under other circumstances, you'd want those to not be destroyed :)
So what you'd wind up with is a JCM plus embedded magnets having influence. It's pretty easy to rip out all the magnets if that's what you want but I'm not sure if that would be a good idea at all. The whole V4 figure system is based on magnetizing clothes so now you have to get JCM in all of that to replace the magnets (plus the JCM that is already in V4 besides the magnets that was put in there by DAZ).
I could see maybe playing around here with WM V4 if you wanted some kind of shoulder tweaks or whatnot.
Spawning morphs from magnets is more of something that would be like.... if you use magnets as part of your workflow to make morphs or if you are using a magnet set to put morphs into clothes. Or you take a magnet (that you might be saving for future use) to match up some JCM and want an easier way to handle that.
It's also a good tool for building new controllers (parm dials) in different places rather than making a "Full Body Morph" and it always ending up in the body. Or rigging up exsiting morph and controllers to affect different things. Or making movement dials, scaling controls and all of that.
Does that help or sound more confusing? :)
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