Character rigging weighting issues
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CHARACTER RIGGING & WEIGHTING ISSUES PowerPoint PPT Presentation


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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

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Character rigging weighting issues

CHARACTER RIGGING & WEIGHTING ISSUES

Paul Steed


Takeaway

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

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


Character rigging weighting issues

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 time characters

REAL-TIMECHARACTERS

Rigid vertex weighting

Bones

number crucial

tricks

separate objects

hands


Mesh accomodation

MESH ACCOMODATION

Shoulders

Legs

Hips

Arms

Proper geometric creases


Physique

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


Character rigging weighting issues

SKIN

Rigid vertex limitation

Can’t use instancing

Morph angle deformers

Joint angle deformers


Character rigging weighting issues

Q & A


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