can we have some better joint smoothing/joint fix/correction on the new figure?
Dawn 2.0 will surely have to improve on the posing department, and I think topology is a major factor to help that to happen. Not only the posing, but topology is also important for quality morphing. This is what Chris is working on at this stage, and it is already a an improvement over the original figure. It has much cleaner loops than before. This should make Paul's work easier later on, and also, the figure should pose better when morphed. That's how important topology is.
However, posing quality can come at a rather steep price depending on how the rigging is done. We have some pretty good examples of different ways to do it with Dawn, PE, and LaFemme, where each has their own pros and cons. We can divide this into 2 major categories:
* JCM-Heavy: This is where PE stands in the lineup. She poses well and realistically, at the cost of making conforming clothing nearly impossible to rig. She wears mostly dynamic cloth, which is not for everyone. Before you can render, you have to sit down and wait for cloth to simulate, and hopefully settle as you want. In addition, not all clothing can be used as dynamic. I believe most are not.
* Fewer JCMs: This is where Dawn stands. The posing is not as great, but conforming clothing creation is much simpler and faster to rig. It's easier to rig conforming clothing for Dawn.
Therefore, we have to be weary about how many JCMs Dawn 2.0 will have, because realistic posing like PE has doesn't come for free. Coming from that, I believe Dawn's shoulders pose amazingly well considering they don't use any JCMs. Of course, you will find some flaws in some poses because of that, but it's still pretty good for regular, everyday posing.
But wait - wasn't LaFemme in my list above? Well, LaFemme sits more or less in the middle between Dawn and PE. She is JCM-heavy, but by far not as much as PE. I have converted and rigged a complete V4 outfit for her, and the main difference from PE was that I managed to make the initial rig work pretty well, as opposed to what happened when I tried the same with PE. Besides having less JCMs, the main difference is that her "developer rig" is a better starting point to be used as a "clone" in the sense of how those are used to project weights from figure to clothing in DS, but in this case, in Poser. Dawn also has a developer rig, but I don't need it as much since she has very few JCMs to start with, so it's much less of an issue.
Having that said, the current rigging technology is certainly better than legacy rigging, but still, it imposes some limitations on posing quality. JCMs are the way to correct those posing issues, but the more of them we add, the more difficult it becomes to make conforming clothing to work with the figure. Consider that content prices are dropping nowadays, as the rigging difficulties keep rising due to JCMs being added in larger numbers to the figures, and we have a scenario that doesn't favor content creators. A "successful" figure is one that has a lot of contents created for it, so the figure has to be friendly to content creators. In this aspect, PE is not friendly at all, LaFemme is more or less, and Dawn is VERY friendly - and also the ONLY one from this bunch to exist natively in both Poser and DS. As an example, DAZ has replaced JCMs with magnets in V4, completely removing this difficult part from content creation. She still doesn't pose well due to limitations of legacy rigging, but she has become (as still is) the most supported figure ever. That's how important it is to keep JCMs to a minimum.
When it comes to topology, PE has a rather heavy mesh that slows down my computer, LaFemme has some poor grid-like topology that relies on subdivision to work and sculpt, and Dawn has a pretty good topology, which allows for a lightweight mesh that can be sculpted nicely at base resolution (as seen in my "Body Type" series). I think Dawn is the best figure in these aspects, and Dawn 2.0 should improve on the deficiencies, where my main issue with the original Dawn is certainly the thigh bending quality.
Sorry for the long post, but I think it's important that people understand the balance between posing quality and the number of JCMs on a figure. In a nutshell, the more JCMs, the better the posing, but the more content creator unfriendly the figure becomes. I know it may sound like a paradox, but that's how things work nowadays. That's why old V4 still has more clothing than all other figures together, even when she poses poorly. The art here will be for Paul to manage the best possible posing with the fewest possible JCMs. This is why Chris is cleaning up the Dawn mesh, removing triangles, and making cleaner edge loops. All this contributes to what Paul will have to accomplish in the later stage. One step at a time, and Chris has been doing a wonderful job here.