randym77 opened this issue on Sep 10, 2024 ยท 73 posts
Bejaymac posted Fri, 11 October 2024 at 11:13 AM
What makes her stand apart from the other figures you mention is that she is available for both Poser and DS and thus, in theory, it would be easier to make supporting items for her that serve both worlds. Rigging systems may be different but a geometry facet is a geometry facet, a morph delta is a morph delta and a texture map is a texture map. The other differences between Poser and DS systems are mere administration and should be open to automatic conversion.
Want a bet
In Poser a figure is a skeleton made from a collection of bones, the mesh is split into a collection of props, each prop parented to the appropriate bone (LThigh prop to LThigh bone, Head prop to Head bone etc), move a bone and the prop moves with it, joint parameters are really only there to smooth the area where the props meet. Now morph's need direct access to the mesh to work, so in Poser that means a FBM is actually a collection of PBM's and are located on the bone (targetGeom) with the ERC linking them to a valueParm in the BODY.
In DS4 a figure is a fully welded mesh and a skeleton made from a collection of bones, the root node of the skeleton is parented to the mesh, so move the mesh and the skeleton moves with it, move a bone and nothing happens to the mesh, that's what the WM's are for. Now because the mesh is basically the root node of a figure it means all morphs and pose controls have to be located there as well, so in DS4 every morph is an FBM wether it moves one vertex or every vertex.
That is what I refer to as the Genesis system and it's the only system DS4 has, so if it comes through an import plugin then it has to be converted to that system, and yes that includes Poser content.
I know from personal experience that getting a Poser only morph into the DS4 version of Dawn 1 was a lot of work, I have the knowledge and skills to do it, but a good 99% of the DS user base doesn't, especially if they don't have a copy of P9+.