tomcat wrote:Legacy addiction very often gets in the way of development. This applies to programs to the fullest extent. In addition to retaining old users, it is good to think about attracting new users. And, will all the old users give up on the new features? And how many MakeHuman users fled to MetaHuman?
I have a MetaHuman implementation in one of the unreal versions at home. Most people use it for unreal engine so far. The characters were professional and huge (memory)... you will not get one mesh, you get more than one (head + body). And then try to understand how the character is formed. I got it barely running on my box and still ask myself why I need a Gigabyte per character on windows. For Linux does not even work correctly on my Box. Metahuman is a character generator for Unreal. They have possibilities in budget and ressources we never will have.
tomcat wrote:We are not a DAZ clone
Not a clone, but competitors are an important nuance.
No I do mot see them as competitors. We are open source. Either people buy DAZ or they steal characters like with smutba.se and mostly add sexual parts ..


tomcat wrote:It's actually quite handy when you can customize the panels "for yourself". And "running" through the whole screen to select one garment, then switch tags, select another garment, repeat… — is not very convenient.
In a certain range it will be okay. But I will avoid spending most time in fixing code because a system is over-flexible instead that we program new features. We made this fault already by allowing stupid filenames and native language support in places where it broke e.g. JSON structures
tomcat wrote:Namely, that "not all people do that". Often tags are neglected, so they can't replace categories.
that's the reason why the tags available will populate a database and this database entries can be changed by the user. If the user is too lazy to do that it will not be better, we will not guess if the asset is underwear or not, so best one should do the own classification after download. For most user this would be okay. If someone loads everything available, then it's his own problem.
tomcat wrote:It's not a good term and bad breath. ...
The term is one of 4 different terms used in English and not my invention.
https://en.wikipedia.org/wiki/Diaphragmatic_breathing
We Germans use a term like "belly breathing" which is also more or less wrong.
tomcat wrote:is usually upperarm + shoulder section.
The only difficulty here is that they have to move relative to each other in an interconnected way. And the bones are controlled separately.
Only difficulty? Well and they do not all work like ball-joints at all. Some of them slide (scapula can move up and down and is able to do protraction, retraction). This bone-chain furthermore does not support all axis for all bones and it is not linear. So doing that with a weighted bone-chain is also not correct.
https://www.youtube.com/watch?v=B5O1h73ltKc
No, honestly, that is far more difficult than just extending the breast for breathing.
tomcat wrote:Why one page? All the settings are already categorized by tabs. All that is needed is a value entry box beside the name.
when custom slider will be part of this, we might get these long lists. Because people add them .... We need to do a smarter method imho
On the other side one normally changes one item per time ... so it could be done different
Ideas we have enough. Just another example: why not copying a head from one character to a kind of standard body for a game? If a game needs characters of same size to make interaction with objects easier the same body size and arm/leg-length would be needed. But the head should look different ...
But the main question is ... will we have enough programmers to do it? At least this brainstorming showed me that I am not that wrong with my ideas.
I even struggle with the basics ... not with the details atm. But we will do a plan how we can go on.