vagabondallen opened this issue on Feb 25, 2016 ยท 158 posts
wolf359 posted Sat, 19 March 2016 at 10:56 AM
"But yeah I've noticed about this figure circus is that some of these figures seem to be more about technical achievement, some CGI trend, or some vendor catwalk model, instead of being a actual tool to be actively used in a comic book, or movie environment."
Agree completely, But like with any other product, it is up to the potential buyer/user to research and determine if a specific figure will be usable for their specific purposes.
For Example as an animator the only thing that matters to me is that the figures rigging conforms to standard bone naming & joint rotational order conventions that will enable easy retargeting of human motion generated from outside sources. BVH, Daz Aniblok,poser Pz2 ,Natural Motion's Endorphin BVH etc).
Every poser/Daz figure from P4 "Dork" & "Posette" up to Mike& Vickie 1,2,3,4 to Genesis 1-2, Conforms to this standard and Character motion is essentially interchangable between them ,with some minor global adjustments of course.
"Antonia" had an exotic new "innovative" rigging that I imagine gave her better bending but made the figure useless for motion retargeting from other sources.
Cant speak about "Dawn" or "Scarlette" as I never tried them.
But the mighty Daz Genesis 3 has exotic new rigging and a new bone based face rig that may have improved the figures compatibility with Game engines. However I am not a Game coder and have no use for G3 as it no longer accepts motion from my various motion systems and the days of manually key framing every single movement by hand are long over and not even practical when doing deadline oriented $$client work$$ that requires Ragdoll physics.