sixus1 opened this issue on Mar 22, 2019 ยท 16 posts
sixus1 posted Mon, 25 March 2019 at 7:07 AM
From what I see with those, it actually would still end up with the same technical problem as if I had the rigid elements as their own joints, particularly in the case of, say, buttons. The face chips can seem like a potential solution, but it appears that those still don't follow the underling joints, rather they control and move them. The difficulty of the rigid elements in clothing, again, specifically buttons, is that if they can follow a specific point on the mesh, that would be great, but that kind of thing has yet to be brought into Poser, leaving me with a situation where it looks like my options are: A. attempt to put on each button a morph for each rotation that corrects it; this is problematic though, in that 1. it actually ends up being 6 morphs to every joint that influences the area the button attaches to , made worse by 2. the fact that it's highly likely that as those morphs will actually compound and conflict with each other, creating even worse distortions than in the beginning B. rig the buttons with their own joints; once this is done, it is also possible to use dependencies and link their placements to the bending of joints to emulate the appearance of following the cloth, however a similar problem arises with the compounding of joint rotations/deformations as to the morph method C. have the buttons be separate, smart propped elements which will generally follow the joints, but could, and in many cases would need to be, adjusted by the user.
In the search for a solution that is completely hands off for the user, I've come up short on this time and again for nearly 20 years inside Poser, no matter what features are added, version after version. It's highly frustrating, and one of the things that made me almost entirely migrate to Daz Studio a few years back. To me, this is one of the single most glaring deficiencies in Poser, and I'm reaching out here to see if anyone has a preferred solution.
Note: in reply to thing about the restore morph brush... that only works if it is morphs causing the distortions. It's great for restoring elements back to their default state from within a bad morph, but the issue I have here isn't morph related.