tonygib
01-22-2003, 01:55 AM
Hi all,
I have been wondering what the big studios do when it comes to rigging and skinning a high-end character for film, when there are many parts to a single character.
Specifically, when and why do you leave a character as many objects, like body, clothes, a belt, etc or have them as all one object with each as a seperate element.
Now putting flowing clothes aside, as they would be a seperate object with a cloth simulator, hence no rigging or skinning. What about the rest?
Starting with the head, I am assuming that the eyes and tongue would be seperate objects, but what about the teeth/gums. Figure that this is not for a dentist and you will not be pulling the lips completely down and seeing the base of the gum join the mouth. Do you make the teeth as part of the head or leave them as a seperate object. Either way what effect does this have on skinning and later general animation both lip-sync and facial expressions.
Another area is with tight fitting clothes, now one could attach them to the body, hence only one object to skin. If you do, what about the model under the cloths, if you delete the poly's, how much do you remove. Lets say that the clothing cross's midway over a body polygon, if you delete all of the polys that are completely under the cloths, is it possible that it may stick through depending on the skinning and given its sudden stop.
The other option is to not just attach, but weld the clothing or any other item that covers part of the body so that it is really just one mesh. I guess this is just like a 3D game model but do you do the same for something like the characters in Shrek or a CGI Orc in LOTR.
While that would stop any under model poking through, it would also mean that both body and clothes would be skinned the same and move the same amount. Now I guess for very very tight things this would be true, but for anything else, some slipage would happen and so the clothes would have to deform a bit different. Or is it just a case that all clothing is done as a cloth sim, even something like the top half of Fiona in Shrek?
So what do you do and more importantly what effect does the choice have on skinning and then animation?
Jason, how does Weta handle it?
Thanks
I have been wondering what the big studios do when it comes to rigging and skinning a high-end character for film, when there are many parts to a single character.
Specifically, when and why do you leave a character as many objects, like body, clothes, a belt, etc or have them as all one object with each as a seperate element.
Now putting flowing clothes aside, as they would be a seperate object with a cloth simulator, hence no rigging or skinning. What about the rest?
Starting with the head, I am assuming that the eyes and tongue would be seperate objects, but what about the teeth/gums. Figure that this is not for a dentist and you will not be pulling the lips completely down and seeing the base of the gum join the mouth. Do you make the teeth as part of the head or leave them as a seperate object. Either way what effect does this have on skinning and later general animation both lip-sync and facial expressions.
Another area is with tight fitting clothes, now one could attach them to the body, hence only one object to skin. If you do, what about the model under the cloths, if you delete the poly's, how much do you remove. Lets say that the clothing cross's midway over a body polygon, if you delete all of the polys that are completely under the cloths, is it possible that it may stick through depending on the skinning and given its sudden stop.
The other option is to not just attach, but weld the clothing or any other item that covers part of the body so that it is really just one mesh. I guess this is just like a 3D game model but do you do the same for something like the characters in Shrek or a CGI Orc in LOTR.
While that would stop any under model poking through, it would also mean that both body and clothes would be skinned the same and move the same amount. Now I guess for very very tight things this would be true, but for anything else, some slipage would happen and so the clothes would have to deform a bit different. Or is it just a case that all clothing is done as a cloth sim, even something like the top half of Fiona in Shrek?
So what do you do and more importantly what effect does the choice have on skinning and then animation?
Jason, how does Weta handle it?
Thanks
