Forum: Poser - OFFICIAL


Subject: Why are you still using V4?

EClark1894 opened this issue on Jun 29, 2015 · 761 posts


pumeco posted Wed, 08 July 2015 at 11:00 AM

So from what Male_M3dia said, it sounds as if DAZ already has a way to transfer JCM to clothes, brilliant!
Not so brilliant for SM though, so I hope they add that ability to Poser.

I love JCM and the fact that each joint has an individual 'always-active' keyable timeline of it's own, it's just perfect as far as I'm concerned.  It doesn't just allow you to do stuff like automatically flexing muscles as a joint bends, you even get to decide at which point in the rotation that the muscle will start to flex.  Further than that, you can even control how the flex blend in and out.  Further than that, you can do this with more than one morph.  You could have one morph blend in and out over the first 45 degrees of rotation and have another take over for the next 45 degrees.  You can mix them, blend them, sequence them, and all without even animating in the animation timeline.  Each joint has it's own animation timeline, seperate from the main animation timeling.

That it crazy powerful stuff (and easy to use), and if the only problem is the lack of it not transferring to clothes, then just as DAZ have done, I think SM really need to see to that because the fact that that an arm for example contains a morph for a muscle flex, it's obvious enough to make use of that same morph by driving it with a JCM.

Perfect system as far as I'm concerned, in fact, I think it's one of the few systems Poser actually got right!

It does make me wonder though, about something Lightwave has that maybe Poser is capable of too.  In Lightwave, there was a way to assign an animated texture to a range of frames.  So, say you had an animated bumpmap of some folds moving, say 24 frames of looping animation.  That animation could be assigned between one stride of a walk animation and applied to, say, a pair of jeans.  And what happend was when you animated the character walking, the attached bumpmap texture would animate in time to the main animation so that everytime the knee was bent, the animated bump texture for the folds had automatically reached the frame where the creasing is nice and strong.

But as the character moves, so does the texture run through it's animated texture.  If the character stops walking, then the animated texture stops animating.  In other words, rather than link a morph to joint rotations, you could link a looping animated texture that only moves (backwards or forwards) when the joints rotate.  Basically, replace the muscle flex morph with a looping animated texture assigned to the bump or displacement channel.  The texture animation point (the specific frame used) is always determined by the rotation of the joint.

Not the easiest thing to explain and I can't remember what the feature is called, but if you saw it, you'd realise what a useful thing it is.  It's perfect for, say, a rear shot of a woman in panties walking away from you and you don't want to model the folds in the panties as the cheeks sway as she walks.  Those fine, hardly noticable folds that change as she walks, could be held in an animated texture that is controlled by the rotation of the leg joints.  Really neat, there was even a video years ago, demonstrating it on a basic bending tube, but I can't find it.

As for Vilters (sorry, I mean LouisCross), I don't know why he keeps doing that, I know it's him - even Roxie spotted it the other week and said to me ...
"Hahaha, look, Uncle Vilters has got another name!!!"

You posted those figure that only you have access to, so to be fair it was a bit of a give-away, Tony, just a bit ;-)