That's too bad you can't post images as we're used to, but understandable. Otherwise your server could be taking on Gb's of stuff daily.
So, I guess I can only describe a few significant discoveries I've had recently then, and they were somewhat related.
The least of which is the Parenter plug-in. It got added with 2015 but I've never had a need. Works as advertised & is easy to use.
The next thing is switching to LW Joints when extracting a character from an FBX.
The same file extracts to 172 LW Bones, yet extracts to 264 LW Joints. I could't see any advantage to going that route, and the poses exported weren't being compatible. But in exploring that option, I discovered a couple of things.
Part of the problem was I simply didn't/couldn't take that next needed step. I've been working around (i.e. cheating), trying to not use if possibe, but ran into a pose I wanted to do & was not possible with LW Z Bones.
Rebel Hill released the Animation Toolbox for free to the public, but I'm not sure about the Rigging Toolbox, nor sure if there's anything that will do the equivelant.
With the Rigging Toolbox, it's very easy to select the Joints from Hand to Collar, Click Orient with the option to Zero Bank selected, and your done. Optionally a 2nd click to set Rest Lengths if needed. Repeat for the opposite side. Do the legs if desired. Probably a 30 sec. process for the entire figure.
The MAJOR thing that I never knew about, & no one ever mentioned (definitely mummbled if it was), is that you GAIN the two Twist bones intended function for each limb! Always thought those were Daz items added during the export process. Now FK posing is easy & exact. IK? Probably. Time to dust off those IKBooster notes.
But the other OTHER major thing is with the simple little unsung plug called Anchor.
It's pretty well documented in the LW docs, but nada that I was able to find online.
What it does is allows you to parent a new null to an obect, a Button say. Apply Anchor to the Null. Anchor's GUI has you select another object and a UV. Now you can drag your null anywhere on the surface of the 2nd object. A little reparenting and now your Button can be accurately positioned & follows the obects contours. The Button can indepenantly still be fine tuned.
Clone this Button Heirarchy and quickly Button out your garment.
But WAIT. There's more!
These newly position items not only deform to bones, they RESPOND TO THE OBJECTS MORPHS! And, their scaling can be independant of the base object, so your buttons don't change size as your characters shirt expands.
A big flag on the play with Anchor. Works great, easy, accurate,... But it's cache that data but where??? It gets so large the scene can't be saved. So you're doing a tightwire act until then. Also, there's another big drawback in simply working with it. The scene has t…