Deformers impossible to use accurately

2

Comments

  • barbultbarbult Posts: 25,191
    edited December 1969

    a video would be priceless for this procedure.
    SickleYield does excellent DAZ video tutorials. Maybe she will tackle it.
  • CybersoxCybersox Posts: 9,142
    edited December 1969

    barbult said:
    a video would be priceless for this procedure.
    SickleYield does excellent DAZ video tutorials. Maybe she will tackle it.
    It would be nice, but given that this thread is over a year old, I'm not going to hold my breath. :-S
  • kyoto kidkyoto kid Posts: 41,449
    edited December 1969

    a video would be priceless for this procedure.

    ..a PDF better (short term memory issues which make video retention very poor)
  • peter_2762644peter_2762644 Posts: 53
    edited December 1969

    Thanks Richard for your Answer.

    I add the D-Former to the G2 Figure, scale it, move it to a proper Position and edit the Weight Maps with the Tool. This is working.
    But if I change the Figur's Pose, the Geometry (depends on the D-Former Area) becomes strange.
    Maybe this happens, because I forgot to move the D-Former itself (the Base with the funny Avatar) at the Beginning.
    Anyway! I found a better Solution to create specifix Morphs. I use ZBrush and have the Advantage of Symmetry.
    Although I've learnt a couple of new stuff.

    If anyone needs a Tutorial about the Weight Map Brush, I recommend to watch this: https://www.youtube.com/watch?v=rIIM1oAan7o
    There are 4 Videos about the Topic "Rigging Modification" from Allen Renfeldt (DAZ Prod) and I have to say: Really great! Above all, he speaks a very clearly English. So it's easy to follow - even for Non Native English Speakers.

    Before that, I had no idea about Joint Editor, Polygroups and Weight-Maps.
    Now I'm an Expert ;-)

  • DimorphicDimorphic Posts: 40
    edited August 2018
    There is a way to do all of this easily,from 2001 to 2005 I made series of products for poser magnets that automated this kind of stuff. I'm working on updating my dynamic deformers toolkit for Genesis 8 figures/DAZ studio( hopefully daz will take me back as a PA. I have a feeling they will when they kick the tires ) the goal will be to remove the need for third party sculpting software in most cases, even very small items like eyelids and fingernails or nisch items like fat rolls. About the only thing you won't be able to use deformers for would be things like HD viens or scales or something of that nature. And you will be able to use them while having poses, scales, and morphs active. And you will be able to save them into your own morphs and distribute the morphs. You will also be able to save deformer settings for yourself or others using the toolkit. It will be very easy for beginners.
    Post edited by Dimorphic on
  • CybersoxCybersox Posts: 9,142
    There is a way to do all of this easily,from 2001 to 2005 I made series of products for poser magnets that automated this kind of stuff. I'm working on updating my dynamic deformers toolkit for Genesis 8 figures/DAZ studio( hopefully daz will take me back as a PA. I have a feeling they will when they kick the tires ) the goal will be to remove the need for third party sculpting software in most cases, even very small items like eyelids and fingernails or nisch items like fat rolls. About the only thing you won't be able to use deformers for would be things like HD viens or scales or something of that nature. And you will be able to use them while having poses, scales, and morphs active. And you will be able to save them into your own morphs and distribute the morphs. You will also be able to save deformer settings for yourself or others using the toolkit. It will be very easy for beginners.

    Sounds like something I'd buy just for the convenience, especially if the active defa set could be saved with a figure as a preset to be transeferred from scene to scene so that the more common flesh eformations soould be saved but alered slightly from render to render without having to create a permanent morph (thinking in terms of things like sitting distortion on uneven surfaces, etc., which I currently tend to cheat using collisions.)   

  • marblemarble Posts: 7,500
    edited August 2018
    There is a way to do all of this easily,from 2001 to 2005 I made series of products for poser magnets that automated this kind of stuff. I'm working on updating my dynamic deformers toolkit for Genesis 8 figures/DAZ studio( hopefully daz will take me back as a PA. I have a feeling they will when they kick the tires ) the goal will be to remove the need for third party sculpting software in most cases, even very small items like eyelids and fingernails or nisch items like fat rolls. About the only thing you won't be able to use deformers for would be things like HD viens or scales or something of that nature. And you will be able to use them while having poses, scales, and morphs active. And you will be able to save them into your own morphs and distribute the morphs. You will also be able to save deformer settings for yourself or others using the toolkit. It will be very easy for beginners.

    I'm sure there will be a demand for this ... just avoiding the export/import issues would make it worthwhile and being able to work in the same viewport would be excellent. When you say Genesis 8 figures do you mean exclusively or all, including G8? Quite a few people are still using earlier generations extensively, judging by comments in other threads. Finally, if you could include a morph-mirroring funtion, that would be another selling point.

    Post edited by marble on
  • kyoto kidkyoto kid Posts: 41,449
    ...hopefully these will be somewhat universal so they will work for G3 and G2 as well. I've used dFormers for a number of custom morphs including muscle movement.
  • nicsttnicstt Posts: 11,715

    Interesting

  • ArtiniArtini Posts: 9,838
    There is a way to do all of this easily,from 2001 to 2005 I made series of products for poser magnets that automated this kind of stuff. I'm working on updating my dynamic deformers toolkit for Genesis 8 figures/DAZ studio( hopefully daz will take me back as a PA. I have a feeling they will when they kick the tires ) the goal will be to remove the need for third party sculpting software in most cases, even very small items like eyelids and fingernails or nisch items like fat rolls. About the only thing you won't be able to use deformers for would be things like HD viens or scales or something of that nature. And you will be able to use them while having poses, scales, and morphs active. And you will be able to save them into your own morphs and distribute the morphs. You will also be able to save deformer settings for yourself or others using the toolkit. It will be very easy for beginners.

    Will it work with the converted clothes from G3 to G8, which have the issue with lifting the shoulder part of the shirts and dresses, after conversion?

    I just need to move down slightly the vertices on the G8 shoulder part of the cloth (both under and over),

     

     

     

  • DimorphicDimorphic Posts: 40
    edited August 2018
    Cybersox said:
    There is a way to do all of this easily,from 2001 to 2005 I made series of products for poser magnets that automated this kind of stuff. I'm working on updating my dynamic deformers toolkit for Genesis 8 figures/DAZ studio( hopefully daz will take me back as a PA. I have a feeling they will when they kick the tires ) the goal will be to remove the need for third party sculpting software in most cases, even very small items like eyelids and fingernails or nisch items like fat rolls. About the only thing you won't be able to use deformers for would be things like HD viens or scales or something of that nature. And you will be able to use them while having poses, scales, and morphs active. And you will be able to save them into your own morphs and distribute the morphs. You will also be able to save deformer settings for yourself or others using the toolkit. It will be very easy for beginners.

    Sounds like something I'd buy just for the convenience, especially if the active defa set could be saved with a figure as a preset to be transeferred from scene to scene so that the more common flesh eformations soould be saved but alered slightly from render to render without having to create a permanent morph (thinking in terms of things like sitting distortion on uneven surfaces, etc., which I currently tend to cheat using collisions.)   

    Deformers work great on bulges and pushes, so they are great for most body parts that have to do with fat or muscles. Biceps triceps, pecs, glutes etc. With careful setup they can also be used on wrinkled body areas like lips, eyes, and anatomical elements. That takes a lot more effort, and I'm working on the file structure to apply them. The one only thing I can't get them to do is unwrinkle curved folds, especially under breasts or between glutes. But I can include tools for that (non competitive with sickleyeald). You CAN use these while moving the figure around, adding clothes, et, so you will get immidiate feedback if your creating a permanant morph or if in the in the middle of setting up a render and just need to make a tweek.
    Post edited by Dimorphic on
  • DimorphicDimorphic Posts: 40
    edited August 2018
    Artini said:
    There is a way to do all of this easily,from 2001 to 2005 I made series of products for poser magnets that automated this kind of stuff. I'm working on updating my dynamic deformers toolkit for Genesis 8 figures/DAZ studio( hopefully daz will take

    Will it work with the converted clothes from G3 to G8, which have the issue with lifting the shoulder part of the shirts and dresses, after conversion?

    I just need to move down slightly the vertices on the G8 shoulder part of the cloth (both under and over),

     

     

     

    Artini said:
    There is a way to do all of this easily,from 2001 to 2005 I made series of products for poser magnets that automated this kind of stuff. I'm working on updating my dynamic deformers toolkit for Genesis 8 figures/DAZ studio( hopefully daz will take me back as a PA. I have a feeling they will when they kick the tires ) the goal will be to remove the need for third party sculpting software in most cases, even very small items like eyelids and fingernails or nisch items like fat rolls. About the only thing you won't be able to use deformers for would be things like HD viens or scales or something of that nature. And you will be able to use them while having poses, scales, and morphs active. And you will be able to save them into your own morphs and distribute the morphs. You will also be able to save deformer settings for yourself or others using the toolkit. It will be very easy for beginners.

    Will it work with the converted clothes from G3 to G8, which have the issue with lifting the shoulder part of the shirts and dresses, after conversion?

    I just need to move down slightly the vertices on the G8 shoulder part of the cloth (both under and over),

     

     

     

    I will be including a tool that works on any single mesh figure from daz dragon to daz horse to all the genesis series. Clothes, buildings, whatever. You just have to keep the remote controls parented at 0,0,0 to the base figure or prop, and you have to manualy magnitize each figure you want to effect, just like you do now. I will be coming out with specialized premade sets for each genesis figure that will work like a merchant resource, but each one will a dynamic deformer tool that can be customized to fit almost anything. I hope to have custom zone brushes figured out in the next day or two. I see no reason to be stuck with a sphere all the time, I did it in poser years ago, I just have to figure it out in daz. If I have my way we will rarely have to leave Daz for sculpting.
    Post edited by Dimorphic on
  • kyoto kid said:
    ...hopefully these will be somewhat universal so they will work for G3 and G2 as well. I've used dFormers for a number of custom morphs including muscle movement.

    They absolutely will. See my previous response to Artini
  • kyoto kidkyoto kid Posts: 41,449

    ..thank you.  Just don't have the funds to invest in a new Genesis series, particularly when the differences are relatively minor to the previous one.

  • nicsttnicstt Posts: 11,715
    Artini said:
    There is a way to do all of this easily,from 2001 to 2005 I made series of products for poser magnets that automated this kind of stuff. I'm working on updating my dynamic deformers toolkit for Genesis 8 figures/DAZ studio( hopefully daz will take me back as a PA. I have a feeling they will when they kick the tires ) the goal will be to remove the need for third party sculpting software in most cases, even very small items like eyelids and fingernails or nisch items like fat rolls. About the only thing you won't be able to use deformers for would be things like HD viens or scales or something of that nature. And you will be able to use them while having poses, scales, and morphs active. And you will be able to save them into your own morphs and distribute the morphs. You will also be able to save deformer settings for yourself or others using the toolkit. It will be very easy for beginners.

    Will it work with the converted clothes from G3 to G8, which have the issue with lifting the shoulder part of the shirts and dresses, after conversion?

    I just need to move down slightly the vertices on the G8 shoulder part of the cloth (both under and over),

     

     

     

    Don't convert them, change the Scene Identification (under Edit Menu) to G8

  • marblemarble Posts: 7,500
    Artini said:
     

     

    I will be including a tool that works on any single mesh figure from daz dragon to daz horse to all the genesis series. Clothes, buildings, whatever. You just have to keep the remote controls parented at 0,0,0 to the base figure or prop, and you have to manualy magnitize each figure you want to effect, just like you do now. I will be coming out with specialized premade sets for each genesis figure that will work like a merchant resource, but each one will a dynamic deformer tool that can be customized to fit almost anything. I hope to have custom zone brushes figured out in the next day or two. I see no reason to be stuck with a sphere all the time, I did it in poser years ago, I just have to figure it out in daz. If I have my way we will rarely have to leave Daz for sculpting.

     

    Sorry, just to clarify - are you saying that your tools will be specific ("specialized") to each particular Genesis figure or that there will be a tool for general use? I'm a little confused now. 

  • ArtiniArtini Posts: 9,838

    Thanks for the explanation, Wyrmmaster

    and for the tips, nicstt.

     

  • marble said:
    Artini said:
     

     

    I will be including a tool that works on any single mesh figure from daz dragon to daz horse to all the genesis series. Clothes, buildings, whatever. You just have to keep the remote controls parented at 0,0,0 to the base figure or prop, and you have to manualy magnitize each figure you want to effect, just like you do now. I will be coming out with specialized premade sets for each genesis figure that will work like a merchant resource, but each one will a dynamic deformer tool that can be customized to fit almost anything. I hope to have custom zone brushes figured out in the next day or two. I see no reason to be stuck with a sphere all the time, I did it in poser years ago, I just have to figure it out in daz. If I have my way we will rarely have to leave Daz for sculpting.

     

    Sorry, just to clarify - are you saying that your tools will be specific ("specialized") to each particular Genesis figure or that there will be a tool for general use? I'm a little confused now. 

    I will have a general tool that works on anything, and I will have specilized tools that are very specific to figures. For example, in a render I was just working on, I wanted to move some hair behind the shoulder of a figure, didn't care what it looked like off camera. Took about less than two minutes with the universal tool. I also needed to move an eyelid slightly. Because I hadn't set up a specific tool for  G2 inner eyes yet, it took me about 6 minutes, and I think the average user would have given up. Lets face it, we have all given up on using deformers at some point and we have all given up on using wieght maps at some point, combining the two is painfull. 

    Short answer,

    I have a generic tool will work on anything, but it is limited to round shapes unless you build your own wieght maps. If you already use deformers, you will find this tool is a masive time saver.

    Specific wieght maped dynamic deformers will have to be put out per-figure, there is just no way to set up wieght maps that will work artisticaly between figures. Each single figure set will have the generic tool that will come with it for free.  

     

  • kyoto kid said:

    ..thank you.  Just don't have the funds to invest in a new Genesis series, particularly when the differences are relatively minor to the previous one.

    I still primarily use Genesis 2 because it exports well to Poser and Iclone.
  • kyoto kidkyoto kid Posts: 41,449

    ...as well as to Carrara. I still use G2 on occasion because of that.

  • CybersoxCybersox Posts: 9,142
    kyoto kid said:

    ..thank you.  Just don't have the funds to invest in a new Genesis series, particularly when the differences are relatively minor to the previous one.

     

    I still primarily use Genesis 2 because it exports well to Poser and Iclone.

     

    kyoto kid said:

    ...as well as to Carrara. I still use G2 on occasion because of that.

    I still use the G2s a lot because it was the last generation that had a solid lineup of younger male characters and age appropriate clothing. 

  • Cybersox said:
    kyoto kid said:

    ..thank you.  Just don't have the funds to invest in a new Genesis series, particularly when the differences are relatively minor to the previous one.

     

    I still primarily use Genesis 2 because it exports well to Poser and Iclone.

     

    kyoto kid said:

    ...as well as to Carrara. I still use G2 on occasion because of that.

    I still use the G2s a lot because it was the last generation that had a solid lineup of younger male characters and age appropriate clothing. 

    Yeah, haven't seen a huge supply of boys clothing now that I think about it. Goes back to males are generic and females are special, even in kids clothinghttps://tvtropes.org/pmwiki/pmwiki.php/Main/MenAreGenericWomenAreSpecial
  • CybersoxCybersox Posts: 9,142
    Cybersox said:
    kyoto kid said:

    ..thank you.  Just don't have the funds to invest in a new Genesis series, particularly when the differences are relatively minor to the previous one.

     

    I still primarily use Genesis 2 because it exports well to Poser and Iclone.

     

    kyoto kid said:

    ...as well as to Carrara. I still use G2 on occasion because of that.

    I still use the G2s a lot because it was the last generation that had a solid lineup of younger male characters and age appropriate clothing. 

     

    Yeah, haven't seen a huge supply of boys clothing now that I think about it. Goes back to males are generic and females are special, even in kids clothinghttps://tvtropes.org/pmwiki/pmwiki.php/Main/MenAreGenericWomenAreSpecial

    Yep.  The sad fact is that we usually only tend to get burst of "real world" teen clothes when a new teen base figure comes out, and while we've had two official teen/tween female base characters in G2f (Teen Josie/Belle,) G3F(Teen Josie 7/Tween Julie) and G8F(Teen Josie 8/Teen Kaylee), plus a bunch of female toon types who also came with some young adult clothing, there hasn't been an official teen male base character release since G2M, when we had Teen Jayden and Brodie.  

  • marblemarble Posts: 7,500

     

    If anyone needs a Tutorial about the Weight Map Brush, I recommend to watch this: https://www.youtube.com/watch?v=rIIM1oAan7o
    There are 4 Videos about the Topic "Rigging Modification" from Allen Renfeldt (DAZ Prod) and I have to say: Really great! Above all, he speaks a very clearly English. So it's easy to follow - even for Non Native English Speakers.

    Before that, I had no idea about Joint Editor, Polygroups and Weight-Maps.
    Now I'm an Expert ;-)

    I take it that there is no tutorial on how to use the weight map tools with the DeFormer? I can't seem to get my head around the DeFormer since it was kind of combined with the weight map. I used to use it a lot when it was just a sphere with dots but I'm a little daunted these days so, ironically, I export to Blender or Hexagon (if I feel brave enough to risk it crashing). At least I can find tutorials for anything I want to do in Blender.

  • Cybersox said:
    Cybersox said:
    kyoto kid said:

    ..thank you.  Just don't have the funds to invest in a new Genesis series, particularly when the differences are relatively minor to the previous one.

     

    I still primarily use Genesis 2 because it exports well to Poser and Iclone.

     

    kyoto kid said:

    ...as well as to Carrara. I still use G2 on occasion because of that.

    I still use the G2s a lot because it was the last generation that had a solid lineup of younger male characters and age appropriate clothing. 

     

    Yeah, haven't seen a huge supply of boys clothing now that I think about it. Goes back to males are generic and females are special, even in kids clothinghttps://tvtropes.org/pmwiki/pmwiki.php/Main/MenAreGenericWomenAreSpecial

    Yep.  The sad fact is that we usually only tend to get burst of "real world" teen clothes when a new teen base figure comes out, and while we've had two official teen/tween female base characters in G2f (Teen Josie/Belle,) G3F(Teen Josie 7/Tween Julie) and G8F(Teen Josie 8/Teen Kaylee), plus a bunch of female toon types who also came with some young adult clothing, there hasn't been an official teen male base character release since G2M, when we had Teen Jayden and Brodie.  

    I have to force myself to work on male figures, it's just not as fun. I have a relative who is male, and gay, and a fashion designer and even he thinks working on male clothing is boring. I know a guy who has like 80 shoes, and they all are basically one of four designs. Just different colors or materials. As clothing obsessed as the guy is, he still wears basically the same cuts. Womens clothing actually changes shape. Mens just get tighter or looser, and have wider or shorter collars. You probably dont need more clothes, you probably need more textures.
  • marble said:

     

    If anyone needs a Tutorial about the Weight Map Brush, I recommend to watch this: https://www.youtube.com/watch?v=rIIM1oAan7o
    There are 4 Videos about the Topic "Rigging Modification" from Allen Renfeldt (DAZ Prod) and I have to say: Really great! Above all, he speaks a very clearly English. So it's easy to follow - even for Non Native English Speakers.

    Before that, I had no idea about Joint Editor, Polygroups and Weight-Maps.
    Now I'm an Expert ;-)

    I take it that there is no tutorial on how to use the weight map tools with the DeFormer? I can't seem to get my head around the DeFormer since it was kind of combined with the weight map. I used to use it a lot when it was just a sphere with dots but I'm a little daunted these days so, ironically, I export to Blender or Hexagon (if I feel brave enough to risk it crashing). At least I can find tutorials for anything I want to do in Blender.

    I'm working on that.
  • marble said:
    Artini said:
     

     

    I will be including a tool that works on any single mesh figure from daz dragon to daz horse to all the genesis series. Clothes, buildings, whatever. You just have to keep the remote controls parented at 0,0,0 to the base figure or prop, and you have to manualy magnitize each figure you want to effect, just like you do now. I will be coming out with specialized premade sets for each genesis figure that will work like a merchant resource, but each one will a dynamic deformer tool that can be customized to fit almost anything. I hope to have custom zone brushes figured out in the next day or two. I see no reason to be stuck with a sphere all the time, I did it in poser years ago, I just have to figure it out in daz. If I have my way we will rarely have to leave Daz for sculpting.

     

    Sorry, just to clarify - are you saying that your tools will be specific ("specialized") to each particular Genesis figure or that there will be a tool for general use? I'm a little confused now. 

    I will have a general tool that works on anything, and I will have specilized tools that are very specific to figures. For example, in a render I was just working on, I wanted to move some hair behind the shoulder of a figure, didn't care what it looked like off camera. Took about less than two minutes with the universal tool. I also needed to move an eyelid slightly. Because I hadn't set up a specific tool for  G2 inner eyes yet, it took me about 6 minutes, and I think the average user would have given up. Lets face it, we have all given up on using deformers at some point and we have all given up on using wieght maps at some point, combining the two is painfull. 

    Short answer,

    I have a generic tool will work on anything, but it is limited to round shapes unless you build your own wieght maps. If you already use deformers, you will find this tool is a masive time saver.

    Specific wieght maped dynamic deformers will have to be put out per-figure, there is just no way to set up wieght maps that will work artisticaly between figures. Each single figure set will have the generic tool that will come with it for free.  

     

    Update, based on feedback I'm getting from this group, I think I'm changing the plan. So, 1 try to do a tutorial on deformers this weekend, and preview "Dnamic deformers 8". 2. Get to beta by next week (only one design feature left, should be easy). 3. Thumbnails, Video Tutorial, and cover art, within the next month if I can stop habitualy inventing things. 4. The product will be a merchant resource with a set of generic deformers that can be used on any single mesh figure and even more detailed video course on how to apply them in a merchant or gaming pipeline. After the free video gets posted I'll start taking volenteers for beta, should anyone on this thread wish to kick the tires your automatically in you want.
  • ManFridayManFriday Posts: 569
    marble said:

     

    I take it that there is no tutorial on how to use the weight map tools with the DeFormer? I can't seem to get my head around the DeFormer since it was kind of combined with the weight map. I used to use it a lot when it was just a sphere with dots but I'm a little daunted these days so, ironically, I export to Blender or Hexagon (if I feel brave enough to risk it crashing). At least I can find tutorials for anything I want to do in Blender.

    I found this tutorial most helpful. http://www.deviantart.com/slimmckenzie/journal/Tutorial-D-former-with-Node-Weight-Map-Brush-609397848 After creating the d-former, I immediately delete the field and work with the weight maps instead. Hope this helps!

  • marblemarble Posts: 7,500
    Bimbum said:
    marble said:

     

    I take it that there is no tutorial on how to use the weight map tools with the DeFormer? I can't seem to get my head around the DeFormer since it was kind of combined with the weight map. I used to use it a lot when it was just a sphere with dots but I'm a little daunted these days so, ironically, I export to Blender or Hexagon (if I feel brave enough to risk it crashing). At least I can find tutorials for anything I want to do in Blender.

    I found this tutorial most helpful. http://www.deviantart.com/slimmckenzie/journal/Tutorial-D-former-with-Node-Weight-Map-Brush-609397848 After creating the d-former, I immediately delete the field and work with the weight maps instead. Hope this helps!

    I keep forgetting that DevArt has some useful tutorials - thanks for the reminder. I'll take a look when I get some computer time, later.

  • marblemarble Posts: 7,500
    marble said:
    Artini said:
     

     

    I will be including a tool that works on any single mesh figure from daz dragon to daz horse to all the genesis series. Clothes, buildings, whatever. You just have to keep the remote controls parented at 0,0,0 to the base figure or prop, and you have to manualy magnitize each figure you want to effect, just like you do now. I will be coming out with specialized premade sets for each genesis figure that will work like a merchant resource, but each one will a dynamic deformer tool that can be customized to fit almost anything. I hope to have custom zone brushes figured out in the next day or two. I see no reason to be stuck with a sphere all the time, I did it in poser years ago, I just have to figure it out in daz. If I have my way we will rarely have to leave Daz for sculpting.

     

    Sorry, just to clarify - are you saying that your tools will be specific ("specialized") to each particular Genesis figure or that there will be a tool for general use? I'm a little confused now. 

    I will have a general tool that works on anything, and I will have specilized tools that are very specific to figures. For example, in a render I was just working on, I wanted to move some hair behind the shoulder of a figure, didn't care what it looked like off camera. Took about less than two minutes with the universal tool. I also needed to move an eyelid slightly. Because I hadn't set up a specific tool for  G2 inner eyes yet, it took me about 6 minutes, and I think the average user would have given up. Lets face it, we have all given up on using deformers at some point and we have all given up on using wieght maps at some point, combining the two is painfull. 

    Short answer,

    I have a generic tool will work on anything, but it is limited to round shapes unless you build your own wieght maps. If you already use deformers, you will find this tool is a masive time saver.

    Specific wieght maped dynamic deformers will have to be put out per-figure, there is just no way to set up wieght maps that will work artisticaly between figures. Each single figure set will have the generic tool that will come with it for free.  

     

     

    Update, based on feedback I'm getting from this group, I think I'm changing the plan. So, 1 try to do a tutorial on deformers this weekend, and preview "Dnamic deformers 8". 2. Get to beta by next week (only one design feature left, should be easy). 3. Thumbnails, Video Tutorial, and cover art, within the next month if I can stop habitualy inventing things. 4. The product will be a merchant resource with a set of generic deformers that can be used on any single mesh figure and even more detailed video course on how to apply them in a merchant or gaming pipeline. After the free video gets posted I'll start taking volenteers for beta, should anyone on this thread wish to kick the tires your automatically in you want.

    The tutorial would be much appreciated and I'm sure you will get plenty of beta volunteers.

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