Forum: Poser - OFFICIAL


Subject: poser: fundamental flaws in characters

structure opened this issue on Nov 27, 2013 · 173 posts


meatSim posted Tue, 03 December 2013 at 12:59 AM

Quote - Finally, you can't easily select ghost-bones by clicking on them, which makes manual posing a lot harder.  

but isn't it the point of ghost bones for them not to manually positioned.. Are they not generally slaved to the rotations of selectable bodypart and used mostly, shrdavid, said to give an extra dimension to the weighmapping of a particular bend?

From an end user standpoint, I didn't find the ghost bones in Antonia to negatively affect my user experience at all.  The figure always behaved exactly as I would expect.  I'll grant you that they did complicate clothing creation slightly as there was always an extra map in play, so it was more challenging to isolate exactly which map was responsible for any particular problem that needed solving.  Aside from that though, the ghost bones never caused issues for rigging clothing.. they transfered just fine in the setup room (I didn't have th fitting room to play with back then so I cant speak to how they work in there)

The one thing that I personally like about ghost bones over JCMs is that you can map them right in poser, while you set up the joint as oposed to setting up your joints then creating the JCM (in my case something I would probably do in a modelling program as I just have never gotten along well with the morph brush)

of course this all comes from an intermediate hobbyist point of view so take it for what its worth