unrealblue opened this issue on Feb 08, 2021 ยท 13 posts
unrealblue posted Wed, 17 February 2021 at 9:05 PM
FVerbaas posted at 8:48PM Wed, 17 February 2021 - #4412813
Weight mapping copy works fine for tight and reasonably tight garments. The weight information is valid for the location where the vertices of the donor are. Any extrapolation to garments that fit less tightly is a guess.
Original 'sphere' mapping is much more restricted than weight mapping but because it defines the weight information on the basis of the xyz coordinates. Depending on how the falloff zones are defined, the weight info for the location of the garment vertices may of may not be usable.
Actually, that comes back to my question. I tried this. I made a form, fit exactly to la femme's body. The mesh I made was a fine mesh, taking into account joints, and remeshed into mice quad. A skin-tight fit. I used the HR and non-HR dev rigs. The movement of the rigged mesh was not very good. I created, painstakingly, a cylinder based donor rig. I tested it by actually using the la femme mesh as a test recipient. With JCM off (of course). The cylinder based donor rig produced a much better result, when used on the mesh the HR rig didn't do so well with. It needed pretty much NO changes when used (this for close fitting top and bottom, ending at ankles, wrists, and neck). I get how to cylinder/sphere rig works. The match is simple enough to do on paper. For point, you just need the intersection of a scaled zone surface. It produces a very smooth result. This works well even if you've enmeshed features like wrinkles/folds.
The closer to the actual La Femme mesh (which is copyrighted, surely), I would think that a mesh to mesh transfer of morphs should be exact. But it's not.
And this got me to wondering, how, exactly, poser calculates a morph vector from a WM mesh to a second mesh. Does it just project up a calculated vertex normal. If the donor weigh map has some non-smoothness, that probably should be reduced as the distance up the vertex normal grows. Basically, it should get smoother. Or not. Depends, right? There's no control. And not even an indication of what will happen, until it's done.
An awesome feature would be a visualization of the zone that poser will be using.
This can't be super secret "no one does it as well as poser" stuff. Would be nice to see, if not a detail, then a description, at least :)