The mesh is not skinned to them, they’re just there to provide location/transform data to the main bones.Į.g. You have a chain of bones for IK that’s separate from the main deformation skeleton. The basic idea is the same as setting up an FK/IK system (at least in Maya). I’m at work so can’t show the setup right now, but I’ll try to do it later tonight. If then you add daz jcms (made for DQ) it will collapse it even more. When you import a DQ skinned model in UE, it will use CL formula on it, therefore collapsing things. Now, morph for DQ will usually correct things by pushing vertices back, and a morph for CL will do the opposite, it will add volume.īoth CL and DQ use the same weights, it’s the formula for interpolating which is different. The morph will correct vertices so your elbow look like an elbow and not like a hose. In general both are wrong from the anatomical point of view, this is why daz uses corrective morphs. CL will collapse the volume and DQ will inflate it. This is why Daz people look so good.īasically, when you bend or roll a limb DQ and CL will behave in opposite way. Everytime you bend or twist a joint few morphs are applied. (joint corrective morph), there is about hundred of them for G8. Other way to see it is to rotate an arm (shldr_roll) at max 90°. Just lift both legs at max degree (115° i think) and you will have it. You caught my interest so I’ll have to take a closer look and see if I can create the same problem
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