JoePublic opened this issue on Nov 08, 2013 · 62 posts
JoePublic posted Fri, 14 February 2014 at 4:14 PM Online Now!
Of course I don't want to persuade anyone to do things he/she feels uncomfortable with.
But to me a mesh is a mesh and a cr2 is a cr2. Once Genesis 1 or 2 have loaded into Poser, they, for all intents and purposes, are native Poser figures.
So why shouldn't I do the same kind of stuff with them I do with my other figures ?
DSON is pretty much just a translator, like Poser has a built in translator that lets you load a compressed .crz without having to manually uncompress it first into a .cr2.
(Try opening a .crz in a word editor to see what I mean. It's just gibberish.)
There are some differences in Poser vs Studio rigging. I never bothered to find out what exactly is different. (TRI-Ax for example can have a different map per joint axis).
All I know (and care) is that the DSON importer makes a good enough translation job to let me use Genesis without any additional joint fixing necessary.
And that automatic cloth conversion still works. (Some extreme morphs use a bit of morphbrush work, but that is true of older figures, too.)
The only drawbacks are UV-mapping and OpenGL slowness, but these can be easily taken care of by assigning a "permanent" object to a "saved" cr2. (Or exporting a cr2 from Studio. Which "is" quite easy)
I rig from scratch and "poserize" game meshes, so compared to that, a Genesis conversion isn't really hard to do. Not really harder than "fixing" older figures IMO.
Some cr2 editing, yes, but it's just a search and replace.
I'm not "promoting" Genesis. If I were, I'd send DAZ an invoice.
I'm just trying to make the most out of the stuff currently available to me and wanting to share the results.
:-)