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Maxunderground news unavailable

define "good" deformable mesh for animation/rigging?
show user profile  LionDebt
So I'm trying out the skin modifier and using the Biped system - but no matter how I set up the envelopes and weighting, the mesh always deforms 'badly'. I get stretching in places where there shouldn't be... like the vertices in question are equally controlled by the UpperThigh and Pelvis objects but they still stretch 'unnaturally'.

I understand you'll need more vertices and edge-loops where there is going to be more movement (shoulders, armpits, knees, hips etc). Is there a decent tutorial on what good geometry a mesh should have for rigging? Or an easier (more intuitive) way to rig a mesh?
read 958 times
2/21/2011 1:43:52 PM (last edit: 2/21/2011 1:53:01 PM)
show user profile  PnG
I have used this guys tutorials

They go through rigging in CAT and then setting up the skinning on the character aswell

Sorry, found the actual skinning video and changed the link.
read 949 times
2/21/2011 1:53:12 PM (last edit: 2/21/2011 1:57:38 PM)
show user profile  jStins
Some nice topology/deformation samples here:


read 925 times
2/21/2011 6:02:17 PM (last edit: 2/21/2011 6:02:17 PM)
show user profile  LionDebt
Brilliant - that's just what I was looking for. Thanks
read 921 times
2/21/2011 6:04:23 PM (last edit: 2/21/2011 6:04:23 PM)
show user profile  Mr_Stabby
i would drop the biped since imo you can never get an actual "good" result with these, theres just too much missing (in addition to actual bones in human body you also need to rig major muscle structures and help the linear logic of skin with some skin slide structures). also envelopes are pretty much useless in the long run since you need to get in and individually weigh all vertices anyway

i learned "advanced" rigging from a cg-academy dvd that i got my hands on and while it was truly advanced for me back then, after hours and hours of actually rigging stuff and experimenting it all seems so basic now. either way dont be afraid to rip down your fancy rig structures and rebuilding them from scratch even tho it took you a whole day to build since the more you do it the faster you'll get and the better result you'll have in the end. the last humanoid character i made i rerigged/skinned its more difficult parts (shoulder, hands and especially hip) like 10+ times :p, in fact i think ive spent at least twice as much time rigging it as i did modeling but what i got in the end well.. gymnastists would be jelaus

read 903 times
2/21/2011 9:28:04 PM (last edit: 2/21/2011 9:28:04 PM)
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