ravenous opened this issue on Sep 16, 2019 ยท 9 posts
RHaseltine posted Mon, 16 September 2019 at 9:28 AM
Genesis and Genesis 2 used TriAx, Genesis 3 and Genesis 8 don't - which is why they have separate bones for bend and twist on some limbs, since the two need different maps. The type of rigging is set in the Tool Settings pane with the Node Weight Paintbrush tool active. The two newer figures also use a different skin binding method (Dual Quaternion for the new figures).
Yes, weight mapping may well need editing. You may also need custom JCMs (joint-controlled morphs, which are triggered automatically when a bone bends) and possibly custom bone added after the transfer.
Don't forget that DS now has cloth simulation, dForce, which makes additional options for clothing types possible.