PDA

View Full Version : Why should models face 'away from the camera'?


HellBorn
12-22-2003, 07:36 AM
I have read a couple of times that models should be faced away from the camera before rigging in order to avoid later problems.

Have I missunderstod something or could someone explain why a model should be rigged facing that direction.

(Not a big problem but as my models always import the other way around it would be nice to know why.)

Panikos
12-22-2003, 03:37 PM
This is misinformation combined with misunderstanding.

A model has absolutely no relation with camera.

The rules for modeling are :

- sense of scale

- physical anatomy of actual model

- model in straight rest pose. This will help you texture and rig the model

- model cleanup / optimization, if possible only quads add a few triangles (at least for models that will be displaced)


- Models should face the Z direction (depending on modeler used)
This is important due to the calculations involved during the rigging & animation process

;)

HellBorn
12-23-2003, 07:30 AM
I understand that I was unclear about the camera position.

The facing away from the camera was not my own words but rather what I did read in a tutorial on rigging in Messiah.

What it did mean by facing away from the camera was the facing of the model compared to the default cameras orientation. The author probably thought new users would understand that better than saying the positive or negative z direction.

Because of your reply
- Models should face the Z direction (depending on modeler used)
I would like to know

1. To face the z direction. Does that mean that the models front should be facing the positive z direction?

2. What does the modeler have to do with witch direction the model should face when setup in Messiah?

3. If the model not imports with the correct facing is it best to fix this in the modeler before export or is it better to do it inside Messiah.

Panikos
12-23-2003, 11:42 AM
Hello my Vicking friend :)

First of all, mirroring of bones in messiah takes place on Y axis.
If your model has a different orientation mirroring wont work, so you wont save time.

Second, the IK solutions are solved on pitch, then heading, and finally bank. It will save you a lot of hastle and hair pulling if you model your geometry in this way, so calculations will be simpler.

Third, generally speaking the expressions were developed basically with this paradigm. They do work otherwise, but you will need more expressions for simple tasks.

Forth, texturing is easier too.

Fifth, the default camera position actually means nothing, cause camera could start from anywhere. Whats important is that the Camera ViewFinder works like a cockpit of a vehicle. So naturally if you model a character facing the +Z, your camera will see his ass. Positive Z will save you a lot of "minus" signs from the expressions, as opposed to Negative Z, cause +Z is the depth of your world. Negative Z is behind the camera, so if you model facing -Z, your character will see the camera.


Last but not least, all joints that will have IK solutions, (Legs, Arms etc) should be modeled as straight as possible. Rigging will take less time, not to mention that modeling in straight fashion is more confortable both in texturing and modeling.

Generally speaking, computers perform for us mathematical operations. The less calculations you set you pc to perform, the faster the results.

The shortest path between your origin and your goal is the straight line. If you follow this line, you will arrive at the goal soon.


Good luck
:beer:
Skal

CGTalk Moderation
01-17-2006, 12:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.