[Theoretical] Add Genesis 3's new joints to Genesis 2 Character

JamesMugfordJamesMugford Posts: 31

Without loosing the skin weights, do you think it would be possible to add the Genesis 3 extra joints to a Genesis 2 character?

 

I know a bit of work would have to be considered, like maybe re skin painting certain areas like around the twist joints but do you think it would be possible or even worth it?

 

It might make a good product if it could be automated?

 

Best,

Minxies

Post edited by JamesMugford on

Comments

  • mjc1016mjc1016 Posts: 15,001
    Minxies said:

    Without loosing the skin weights, do you think it would be possible to add the Genesis 3 extra joints to a Genesis 2 character?

     

    I know a bit of work would have to be considered, like maybe re skin painting certain areas like around the twist joints but do you think it would be possible or even worth it?

     

    It might make a good product if it could be automated?

     

    Best,

    Minxies

    Nope...can't happen.  You are proposing something that is mutually exclusive...redoing the rigging without redoing the weights.  If you are rerigging it, you MUST redo the weights, there's no way around it, especially with the amount of changes to the rigging between Genesis 2 and 3.   And by the time you are done redoing all that, you'll have G3F (well, not quite, because it would still be G2F's UVs).

  • JD_MortalJD_Mortal Posts: 760
    edited February 2016

    I wish they would just project weight-mapping off bones. Then it wouldn't matter what you put the bones in. As long as they were ballpark, everything would just work. Every generation with forward and backward compatibility. (Clothing and models) Using a ghost base-shell to position the model and outfit objects in relation to the bone positions, the mapping saved to the ghost-shell which would be uber-HD, but only the projected values to the associated points would be used.

    Until that day comes... Auto-functions are the only solution, with the external "fix-it programs" for when the auto-functions fail. (It essentially shifts objects skins free from the bones and remaps the weights to the new form, like projection-mapping.)

    This is why all the gen2 characters are getting individual gen3 models made-up. Unfortunately, nothing is being done for the clothing. That is being left-up to the user to manually do... Everyone reinventing the wheel, instead of doing it once, and it's just done for everyone, on everything.

    I wish people would share the "corrections", since that isn't a violation of any rights. If it sees that it is a gen3, and there is a correction for that gen2 outfit, for gen3, it would auto-load the correction. Instead of having three versions of the same outfits, one for each genX.

    Theoretically speaking...

    Same with iray versions... if your render engine is iray, and an iray version exists, it should just use it. No sense haveing both versions show, when you have both. It is the same product. If  you switch back ot 3DeLight, it should just swap that texture back to the non-iray version, without having to load the other version and remove the iray version... or just have both materials in the same model... poof, instant compatability and just a little icon of "I" or "3" to indicate it is Iray and/or 3DeLight ready... "I/3" for both.

    Post edited by JD_Mortal on
  • Thanks for the insights.

     

    Looks like I'll just be sticking exclusively with Genesis 3.

     

    There's not much now holding me back to Genesis 2 with the recent Girl 7 just release! :)

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