Why do the Genesis figures show different Geometry while dragging a pose specific slider until you l
SandmanGFX
Posts: 75
It seems like when you're dragging a slider that changes rotational values on either axis, once you let go of your mouse button an MCM applies, but it's not an MCM.
Can someone explain why this occurs in the first place?
Thanks
Comments
Hi Sandman,
What you're seeing is the subdivision being recalculated.
It's removed during posing because most people's machines can not handle continuous subdivision calculations.
There was a setting somewhere to allow full-time subdivision, If you feel your machine is up to it.:coolsmile:
I'll see if I can find it...
Hey prixat, it's maybe part of it, but even if I have resolution level and subDivision level set to 0 it still does it.
The reason why I want to know is, because with a character dialled in a lot of times what you see before you let go of the fader looks a lot better than once you let go of it. So I'd like to access this geometry to create some MCM's.
I think you can only get to that mesh if you export. (into Z brush etc.)
Within DS a level 0 means no actual poly division, but still applies subd smoothing.
It's not (necessarily) the SubD - it's the "skin binding", the way the effect of the bends is calculated. The settings, if you are using DAZ Studio 4.8 , are in the Draw Settings pane - SubDivision DrawStyle and Manipulation Binding.
It would surprise me if it smoothing was the real issue. It looks more like it un-smoothens the mesh.
Here's an example:
1. Load standard figure,
2. Select hip node and scale the hip down by 50% on the y axis,
3. Select one of the thighs and rotate it outwards.
You'll see how smooth the mesh is while dragging the slider with the mouse compared to how it distorts after letting go of the mouse button.
Thanks, is there any way to create a morph from the optimised version (Draw Setting pane --> Manipulation --> Manipulation Binding) ?
If you want the final geometry to be the same that you see during the posing, you can convert the figure to use general weights: Select the figure and then Edit->Figure->Rigging->Convert TriAx Weight to General Weight. Technically this is called linear blend skinning, which is independent of Euler Angles and does not have some nasty interpolation issues that the TriAx algorithm has. It has other issues though, so better check if everything works as expected before saving the file. This is a All-Or-Nothing operation (i.e. not possible for skinning a single body-part), and there is no going back.
Thank you! This is exactly what I was looking for