View Full Version : Props question (character modeling)
javierdl 04-22-2003, 11:30 PM This one goes for all experienced Character Modelers out there ;)
Three basic questions about modeling the "*props":
1. Should the prop be modeled as part of the character?
2. And if so, is it modeled while modeling the character? (or separately and then attached to its mesh?)
3. If they don't need to belong to the mesh, is it enough to group them with the character's body?
Thanks in advance guys :)
(I don't know what I would do without you)
DrPepperCan
* Props: those things that the character carries that don't really belong to its body, like glasses, weapons, shoes, clothing, back-packs, etc.
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jorgelescale
04-23-2003, 03:19 PM
it all depends,
if you are going to remove the "prop" while the animation is running its easier if it's modeled apart your character, but things like shirt or pants maybe would be part of your model from the beginning so they will conform the same mesh,
and i think that all the separate items should be modeled against the character , that way everything its going to fit him or her (your character)
hope i help a little...
sorry bout my english, maybe it's horrible
;)
javierdl
04-23-2003, 05:27 PM
This is great info Jorgelescale :)
What exactly do you mean with "against the character"?
Do you mean "as part of the same mesh (attached)"?
If not, then if the props will be independent from the character, do they have to be animated separately? Or can they be grouped and then animated as one?
thanks again,
javierdl
jorgelescale
04-23-2003, 08:41 PM
i was talking about having present the character whe you model the props as a blue print, and well if they are going to be separated from the character during the animation you will have to make a separate animation set for it, but is not that hard,
example:
if u had a man that is wearing glasses and during the animation the glasses will fall to the floor .
maybe for the animation u can link the glasses to a dummy (talkin about 3ds max 5, maybe there is somethin similar if you are using an other one), this dummy its going to be aligned to the bone that commans on head or "biped head if u are using a biped system" and linked to it at the time, this way the glasses are going to react perfectly to the head moves with out animate them at that time, you just have to animate them when they fall,adjusting the dummy orientation so the moves on the glasses while falling looks natural
of course :this tecnique doesnt work with all projects.
note: the dummy object will give u more movement options, u can discard it if u wish
hope this work, any cuestion or reply please let me know:thumbsup:
gaggle
04-24-2003, 08:12 AM
For high-poly object-stuff I'd generally suggest separate models.
It's easier that way, I think, in that you can easily hide everything else and concentrate on one object at a time. Envelope said object in a dummy, attach the dummy to the rig by using a link-constraint, and you'll be able to attach and detach it whenever you want.
For a shirt it can get a little trickier, but generally I still think separate models is easier. You can easily apply Physique or Skin to two objects at once, and control all the verts and envelopes of the two objects at once. Don't even have to group them or anything odd.
jorgelescale
04-24-2003, 04:30 PM
nice tip :thumbsup:
:applause: :applause: :thumbsup: :cool:
Dave Black
04-24-2003, 04:36 PM
Damn, gaggle, I did'nt know that. You can skin/physique objects together. That's totally cool. You are so the man. :D
I have a question along these lines.
What are your guy's method's for rigging a character that has alot of rigid objects attached? Such as armor? I've found that no matter what I do, the character mesh pushes through the objects.
It even happens when using a clothing model.
Like this:
Character mesh with attached(not linked) clothing. When the character is animated after skinning, the character passes through the clothing at certain places. Any idea why this happens, or perhaps, a method to solve this issue?
Thanks, hope it's not too off topic.
-3DZ
:D
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