Forum: Poser - OFFICIAL


Subject: What makes V4 so popular?

EClark1894 opened this issue on Jun 07, 2014 · 87 posts


Netherworks posted Sun, 08 June 2014 at 1:34 PM

You can design things in a way that eases complexity in content creation.  First, you can make things "optional" and allow them to be turned on or off.  Scaling can replace some of the burden of replicating masses of body morphs in clothes.  It's possible to build a rig that uses embedded magnets that could be conformed and then magnetized to a figure and it's clothes for breast and butt movement (I recall having a product that does this).

It just takes some forethought, looking beyond the core figure and some clever work that can be applied optionally (or automatically) to help users and designers.

I don't feel weights are any trickier to mess with than spheres, they are just "different".  You learn to resolve different issues, like smoothing out the weights in areas that connect or smoothing things as joints are bent, which can of course be done in real time with the weight tools.  In fact, in some ways weights are easier.  Comparing rigging a glove with fingers with spheres to a weighted glove.  No contest which one is full of PAIN.  Try to get spherical zones into something's crotch... NUFF said.

And in Poser you can have both worlds of rigging on one figure.  If you create a hair and you get better results with spherical zones or you want to use a mix of spheres and weights, you can.  And it will still conform to a weighted figure.  In Poser, conforming has to do with center points and end points, so as long as those line up, you can do interesting things.

BTW, PP 2012 also has Copy Morphs From.  However, in my opinion, copy morphs from is very hit or miss and you'll have to clean up all the results.  You'd be better off trying to set up magnets to do it instead and magnets can be re-used.  In P10+, you could even use weighted magnet zones for precise changes but they are less recyclable.

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