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View Full Version : rigging converted model. Which way to go?


3rd Dimentia
01-23-2003, 07:07 AM
I want to rig and animate a character that I modelled in max. The model is meshsmoothed (sort of subD) When I rig a character like this in max, I rig the lowpoly version of it so I only have a small number of verts to rig. And then apply a meshsmooth on top of that to make it all nice and smooth. Is there a nice way of doing something similar in Maya? If not, what other path would you all take?

Long-winded answers are most welcome. Or just a shove in the right direction would be greatly appreciated.

TIA,

Cg.


Also, while I'm here: Why do they call the bend, squash etc. things in maya non-linear?

svenip
01-23-2003, 07:24 AM
you should first make a copy of the low res, and smooth this. then you can use the low poly to drive the hires via the wrap deformer. basicly it allows you to deform a surface by another one.
after all that you just bind the low res. the hires will follow because of the wrap.

3rd Dimentia
01-23-2003, 08:49 AM
Is this really the nicest way to do it in maya? Seems like there's more room for error with 2 levels of rigging between the bones and the final rendered mesh.

Does this mean if you make characters with SubD that you pretty much have to rig the final model and not a lower res one that would be quicker to animate?

Cg.

Goob
01-23-2003, 08:59 AM
why donīt apply a smooth to the polygon after bind skin?

MasonDoran
01-23-2003, 09:38 AM
You do the same in Maya......either convert your model to SubD and use the original lowpoy for binding and animating(as a wrap deformer with influence objects for muscles)....or rig you low poly model and have Smooth node applied to it(essesntially the same as in max)....have it set to 0 while rigging/animating....then at render time up the divisions so it is smooth.

3rd Dimentia
01-23-2003, 10:08 PM
Thanks very much for those options. I'm going to try them both I think.

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