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View Full Version : Combining Animated Polygonal Head w/ Torso


gwava
03-08-2003, 01:12 AM
I'm curious if anyone who has experience in doing polygonal character animation would like to share their workflow for combining an animated polygonal head with an animated polygonal body.

What is the best solution for doing blendshapes for the head as a separate mesh and then fitting that seamlessly back onto the shoulders (while maintaining polygonal tangency in the neck area during additional transformations) ? I notice all the poly facial animation tutorials never combine it with a body, and the creation of full-body blendshapes doesn't seem very efficient.

Thanks for any help... I somehow have the feeling that I may be missing something obvious here...

MaDeuce
03-08-2003, 02:32 AM
Have you experimented with wrap deformers? In a nutshell make a duplicate of your model(the whole continuos mesh we will call originalObject), then extract the head polygons so its a seperate object(lets call it headBase and bodyBase) Now throw the Base objects on a layer and the originalObject on another seperate layer to make things easier. Now then, select all the verticies of the originalObject in the head area. Then Shift+select the headBase(as an object). Then go Deform>Create Wrap. now model blendshape into the headBase and you can hide the originalObject layer for better performance. Wrap deformers can only be so big so your probably going to have to spit the bodyBase up to different pieces. There might be some tutorials out there for this process, Im not sure, and it sounds like a lot of work, but there are other advantages

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