PDA

View Full Version : how smooth


iC4
01-19-2003, 08:57 AM
I wanna do a little animation with a dragon I made.

Now my question is, how smooth should it be for the animation?
Is smoothing with one division ok? Or should I use 2?

The animation will be composited with live footage.

My problem is if I use 2 divisions all slows down, and it get's hard to UV map the model. So if I have to use smoothing with 2 divisions can I UV map the model with 1 smoothing division and then smooth it again?

here is the picture, in the upper part smoothing with 1 division

Rudity
01-19-2003, 09:27 AM
Id animate it without the smooth.

As well as uv map it unsmoothed..
Your texture shouldn't stretch much if you kept it all quads. If you have alot of tri's and 5+ polys your texture will stretch in those places when you smooth.

When I animate I use a proxy object that somewhat resembles my character. I just parent the proxy to the skeleton that way it is fast for animating because it doesn't have to calculate the skin deforming.

So for uv mapping you could uv map the 1 smoothed object. Then smooth it after.. That would pretty much stop the stretching because it would be mostly quads from the first smooth..
But Ive never done that..

Yeah use a proxy object for animating..

Ok hope this helps..
If you'd like more help or this wasn't specific enough just tell me and Ill try to elaborate.

Later
Rudity

iC4
01-19-2003, 09:38 AM
to animate with the proxy object sounds good, also the texturing ;)

but how to you connect then the highpoly object to the proxy? So that it will render the highpoly.

Rudity
01-19-2003, 10:00 AM
You could just hide the high poly mesh.
Or put it on a layer and make it invisible.

Thats what I do.
The proxy and mesh are pout onto the same skeleton.

:beer:
Rudity

iC4
01-19-2003, 10:08 AM
so you do it like this?

1. make the model
2. uv map it
3. duplicate it
4. smooth the model with the uv maps
5. bind low and high poly to skeleton (and weight the high poly)
6. hide high poly and animate low poly?


or am I wrong?

:shrug:

Nicool
01-19-2003, 10:15 AM
You'll find here a new script which is realy useful for mapping related to the PolySmooth

http://perso.wanadoo.fr/coyhot/Code_SmoothUV.htm

Rudity
01-20-2003, 05:05 AM
Originally posted by iC4-
so you do it like this?

1. make the model
2. uv map it
3. duplicate it
4. smooth the model with the uv maps
5. bind low and high poly to skeleton (and weight the high poly)
6. hide high poly and animate low poly?


or am I wrong?

:shrug:


Bind the low poly, then smooth on top of the bind.
It works pretty nicely. Thats the way I do it.
I uv map, bind, and blendshape my low poly.
Then animate with the proxy on the same skeleton as the low poly mesh.
Before I render I smooth it as much as I need.

as long as the smooth is the top thing in your history it'll be fine.

CGTalk Moderation
01-14-2006, 05:00 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.