View Full Version : How do you Joint??
02-23-2003, 04:43 PM
The three ring joint (elbows, knuckles....ect..ect) is not pleasing to me, I think it takes up to much geometry, and it allows to much distortion. I've seen a few really neet methods out there that look like a lot of thought has gone into them. How do some of you guys create polygon joints for your charactors?
02-23-2003, 06:08 PM
Crazzy Legs, It is all different. It depends greatly on the character. I mean, like what he will do, the way he will move. How much deformation of his geometry will be needed. Some of my models I get away with 2 rings for the elbows, some 3. it depends on his/her/it's range of movement. Fingers are a pain becuase it is alot of geometry. That is the sacrifice you make. Low poly vs good movements.
02-24-2003, 03:37 AM
Hrmmm, gonna have to write a faq on this one..
(Note both cylinders have 64 tris, 2 bones)
With quad topology you get 2 segments on the inside of the joint and 2 on the outside, even though the majority of the time the joint will be bent. This means theres less detail on the outer visible side and more clutter that ruins the shape on the inside.
Using tris on the 'bent' deformable area keeps the shape more uniform and solid. You get 3 segments to the outer curve and a collapsable middle segment on the back. The reason you keep this collapsable segment is so you can weight the top and bottom cross sections rigid to both bones to hold the general shape.
For more info, check out one of my posts about 1/2 - 2/3 down the first page
01-14-2006, 12:00 PM
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.
vBulletin v3.0.5, Copyright ©2000-2015, Jelsoft Enterprises Ltd.