Experimentation around quadripedals, armature and puppets
I have decided to take a bit different path from my recent projects, that were related mainly to GUI overhaul and Customizer room improvements. This is about experimentation around quadripedals.
The idea would be to port the new model either as full model, or puppet. But the puppet would seem more probable, considering everything. The hfg2's work around custom armature is crucial here, and capability to translate, move and even add bones - but theoretically, it could go even from perspective of old PG-13 models, which were a mesh fitted around the default bipedal armature.
The default bipedal armature, ofc, isnt ideal here.
The current project Im working on is a canine model :
I have a bunch of morphs already, and including weights which are very good. The weighting could potentially be redone if armature is not capable to go in this way as it is - altough now its ideal and exactly sufficient for what we need in quadripeds.
There are many morphs also that change the dog breed completely. Altough in Blender, the imported armature isnt morphed like within DAZ. So, I would either need to fix and align the armature manually, which isnt a problem because its about relatively simple scaling or some manual fitting of armature within tail and legs boundaries, or I could use something very new in Diffeomorphic plugin : http://diffeomorphic.blogspot.com/2021/09/morphing-armatures.html
There are also many morphs for multiple parts, but some are obsolete and Ill remove them, as well as add some more.
Overall, I think its very possible to make models in even bigger variations. Especially bipedal monsters are even already possible as full models.