Why is triax weight mapping dead?

in The Commons
i thought the idea was to have a specific weight dependent on the axis, sounded like a so reasonable concept at the time.
gneral weights is 1 weight of all axis. it is a smaller file
Comments
Fewer maps to edit, more in line with other applications.
Also, much of what it does can be replicated by JCMs.
Triax or general, what I'd like would be a way to import/export weight maps on their own. Like a JPG or something, that could then be applied to other figures with compatible UV mapping. And like textures, some of them would work better or worse than others.
The amount of maps shouldn't be a problem with in increased computer power by now.
Genesis 2 with triax weighting used to work well in Carrara and Poser with dson, Genesis 8 does not.
If IRAY went top notch render quality, I wouldn't need anything else than DS to render, and there's always the option to have static or baked animation figure export.
i just read in the other site's poser forum, poser 12 is using newer python version. the dson to support triax seems is doomed. unless daz updates the dson script.
Theya re not maps in that sense - they are maps in that they take two lists, of vertices and weights, and map the one to the other. Morphs are vertex maps too, in the same sense.
ISTR that the face rigging in Genesis 3 would have been unwieldy in TriAx.
Triax, one time and last used, I only rig using Parametric Legacy and Normal Weight mapping.
do you mean the 'general' weight mapping or is there something new in ds 4.15?
yep you're right, is General Weight mapping
i think ds calls it dualquat.
cant tell if its the same as mentioned in Quaternions and spatial rotation - Wikipedia
so, there was a reason to learn sine and cosine. in high school they said we'd never need it in real life
my brother does
he uses trigonometry in his job setting out carpentry plans