I would like to make this suggestion for both CC2 and the upcoming Character Creator 3, or even DAZ Characters. As I get into creating characters and animating, I see a need for Joint Corrective Morphs. Its especially important when you are creating characters of extreme sizes or with unique proportions, it becomes vital that you be able to create morphs that better help them deform when animating. There should be some kind of mechanism to apply the morphs as the joint is rotated and on what axis it's rotated.
I really hope JCMs are implemented at some point. I know that RL has said they ran into insurmountable performance issues when they tried implementing JCMs (which seems weird to me, as ordinary morph animation doesn't seem to incur any major performance penalty...), but, at the very least, they could give us a non-realtime option -- i.e., an "Apply / Update JCMs" button that goes through the current animation and creates morph animation keys according to any JCMs that have been defined.
davood.kharmanzar
and hope to see joints limitations on character skeletons ... its very useful for non standard stylized characters and for realtime motion capture recording ...
defining rotation limits of arm joints, leg joints and so.
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