- Nov 5, 2022
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Not sure how familiar you are with meshes and animation in 3d game modeling?Other thing I've found is - vast majority of the time 'abdomen cracks' are caused by improper hip rotation
DAZ works exactly the same.
So the animatable part of a 3d figure is actually just the "skeleton" with its "bones", which are infinitely small 3-dimensional coordinates. Their movement is restricted in relation to its origin (in Genesis it is the Hip bone) and their relation to each other.
Above image shows the DAZ representation of bones and their alignment in the skeleton.
The visible part of the figure is called the "mesh". These are also actually just coordinates, which are connected with their neighboring coordinates. The connections are forming an array of triangles, which compose the visible surface of the figure.
To animate or pose the figure, each of these coordinates needs to have something called "Weight Mapping". This "weight" determines how much a given coordinate should move along the bones of the skeleton.
Above animation shows the strength of various weight maps on the mesh ranging from blue to red; following the skeleton from its root node at the hip, over the abdomen to the left arm.
And this exactly is the problem. Weights are only painted to match the geometry of the base figure. And even that is not perfect on the Genesis figures.
Once the figure deviates from the base shape, the weight painting no longer matches what it was designed for. The mesh is outside of its intended location. That's why it may get into unexpected shapes.
Images above show comparison of two females in different stages of obesity with the default G8 Female, and close ups of the abdomen region showing increasing deformities.
And this is a mild example, with body mass morphs that work comparably smooth.