View Full Version : Limitations without blendshapes
designingpatrick 05-30-2008, 03:44 PM "Yes, the joint deformations are always bad, with any rigging setup. The reason for this is you only have control along 1 dimension - you can only move the verts along the 1 single path, the curve of the bend. Using a blendshape to fix the deformation however, lets you move the verts freely in all 3 dimensions."
A reply in a conversation about some possible joint deformation limitations...
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archanex
05-31-2008, 12:55 PM
What? This post doesn't make much sense taken out of context
d-brooks
05-31-2008, 01:11 PM
I think the guy's trying to say that you're limited to the arcs that the joints can make when rotated eg. the jaw opening and closing. This isn't true though, you can translate a joint in x, y and z as well.
designingpatrick
05-31-2008, 10:16 PM
Let's consider the elbow; one axis of rotation. So when we skin this area, the verts will only deform along the same axis of the joint. But we know that fat and muscle bulge, right? So a bulge would demand the deformation of vertices in all directions.
So the question is; "Have skinning methods been established or explored which produce deformation on multiple axes through single axis joint rotation?"
labbejason
06-01-2008, 12:00 AM
Not very sure what you're asking about. You can just use a stretchy bone, or morphs to do stuff like buldges for a bicep.
designingpatrick
06-01-2008, 03:18 AM
Yeah, I understand that blendshapes/morphs are probably the best way to go about achieving the results. I posted to see if other people have found techniques to acheive these results without blendshapes/morphs. That is not to imply that I have any problems with blendhspapes. I was talking with Steven Stahlberg about rigging in general, and we agreed that deformation could only occur on a single axis when skinning geometry. Or to specify, that deformation could only occur on the axis of rotation that the joint drives it.
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06-01-2008, 03:18 AM
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