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CHARACTER RIGGING & WEIGHTING ISSUES. Paul Steed. TAKEAWAY. Understand requirements of real-time characters Know why the number of bones are important Make sure your rig fits the geometry well Accommodate your mesh for animation Consider Physique for deformation
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CHARACTER RIGGING & WEIGHTING ISSUES Paul Steed
TAKEAWAY Understand requirements of real-time characters Know why the number of bones are important Make sure your rig fits the geometry well Accommodate your mesh for animation Consider Physique for deformation Consider Skin for deformation
INTRO max5.1 will be covered character studio4 will be covered Info applies to most art tools Rigging & weighting important higher resolution models and texture maps just looking good static isn’t enough Authoring path and game engine crucial
RIG Why Biped Proportions Waist links mocap) Bind pose: Lower rez not so critical make sure access to mesh is optimal Bind pose: Higher rez muscular deformation allowance weighting calculation hand position
REAL-TIMECHARACTERS Rigid vertex weighting Bones number crucial tricks separate objects hands
MESH ACCOMODATION Shoulders Legs Hips Arms Proper geometric creases
PHYSIQUE Can use instancing Envelope tweaking start first parent & child overlap radial scale Manual weighting weights need to add up to 1 don’t forget to lock vertices max6 will allow for mirroring of weights
SKIN Rigid vertex limitation Can’t use instancing Morph angle deformers Joint angle deformers