Question about Genesis 3 (Poser user trying out Daz 3D)
Hi guys,
I've been trying out Daz3D as a poser user. The interface and performance seems a lot smoother and the models look better than posers in my opinion. I am still having issues with a lot of things (creating your own characters, poses and hand gestures seems a lot easier in Poser, I can't get my own created characters to appear alongside my bought characters in Daz3D and hand gestures seem to be tied per hand instead of in general like Poser).
Anyway, I wanted to ask about the Genesis 3 models. They look great but I'm not sure why the bones have the bend and twist separate and if I can change this. It's a real problem for importing BVH files (I'm using Perception Neuron for motion capture) as I have to select one of the two when bone mapping while I'm importing an BVH file.
Does anyone have experience with importing BVH on a Genesis 3 model? Any tips would be greately appreciated!
I feel the poser/Daz3D choice is a real difficult choice. They both seem to have strengths and weaknessess. Any opinions/preferences about this?
I love the fact that I switch dials between characters heads to get an unique look (though would love to be able to do this with my own! They only show up on the 'user folder' which is annoying). Performance is really good and once I bought some morph tools you can really make some cool looking (genesis 3) characters. Facial expressions seem a bit more intense/expressive on Poser, but not necesarily more realistic. I noticed that when I turn off limits in Daz3D I can get a lot more expressive expressions.
Anyway, sorry to sound a bit fuzzy, haha. Trying out this program gives a lot of new things to think about! My main question is about Genesis 3's bone structure though, so if anyone could help out that would be greatly appreciated.
Thanks!
-Wokkie
Comments
The bend and twist have separate bones in some cases because Genesis 3 uses general weight mapping, with only one weight map per bone. However the bends concentrate their deformations at the tops of the bone, while in many cases the twists are distributed along the bone (they are two bones moving relative to each other, not hinging at the end) so one map won't work for both and the deformations are split across two bones - this is a fairly typical solution across the board as far as I can tell. The twist on the bend bone is linked to the actual twist on the twist bone, however, so I thought making the bend bone the target for the BVH bone of the same name would work - if not, please make a bug report http://www.daz3d.com/help/help-contact-us