WandW opened this issue on Jun 23, 2015 · 89 posts
shvrdavid posted Tue, 23 June 2015 at 6:09 PM
I don't have V7 yet, but there are huge advantages to rigging a character with the bones like that.
First and foremost, is that it doubles everything you have to play with when rigging any joint that has more than one bone like that. (maps, bulge maps, scaling, etc)
Similar strategies were used years ago, and I always wondered when someone would go back to that style.
Rigging like that will work in Poser, but bloats the cr2 if a single group mesh is used.
Various names have been used for this type of rigging, but I prefer to call it Split Bone Rigging because many high end apps allow you to split any bone just so you can use more channels on any area of the mesh you want too. This is not new but not unexpected either.
I would be curious to know how they handle the orientation of the two bones in any limb. Being able to assign different origin rotations to the split bone eliminates needing ghost bones such as the ones in Antonia and V4 WM.
Anything that goes wrong bringing it into Poser should be correctable if you look at it from a Single Skin, one map per bone perspective (even if it supports tons of maps per bone)
When V7 is free I will look at it closer to see what advantages G3 has over G2. It obviously already has rigging advantages...
I am curious thou, does V7 support Ptex and/or UDIM UV mapping?
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