View Full Version : If you were given this model to rig and animate...
07-04-2008, 04:32 AM
... For a short film containing facial animation, fighting, and full character mobility. What would your initial thoughts and words be to the modeler?
07-04-2008, 09:24 AM
i think the character lacks details for skinning and deformations...
for example for the knee, there should be at least 3 edge loops
that will suport the deformation when it bends. i think you should first research for
various topology threads/forums. hope it helps
07-04-2008, 12:51 PM
07-04-2008, 01:41 PM
Figured :) So what would change for the response to be "not bad at all"? Besides loops on the knees, don't know how I missed that (since I know to put them there).
The only resource I have available to me is the internet to learn, I can't study :( It's a hobby but I'd like one day to do it as a job... character modeling (specifically, as in not td/textures/rendering, but CM). Being self taught leaves me asking for so much advice :P
07-04-2008, 08:35 PM
If you go to my rigging tutorials and watch the video "Skeleton Setup" of "Part II Basics of Character Rigging", toward the beginning of that video I talk a little bit about model topology and deformation. ;)
Rigging Tutorials (http://www.c4dportal.com/forum/showthread.php?t=2501)
Also, for a more in depth topology study, try the topology research thread here:
Topology Research (http://forums.cgsociety.org/showthread.php?f=25&t=38469)
I hope that helps.
07-05-2008, 01:19 AM
Hi dan, I remember you from around the c4d forums, nice to see a familiar face :)
Could I bother you to show me some views of the model in your tutorial? That is all I need, I can't download videos for almost 3 weeks due to bandwidth issues. Thanks mate.
I'm going to make an assumption here as far as my model goes and what needs to be done.
For the face I can assume the topology is fine. But the body...
Ok I missed something, is this bad, does it have to go?
Another thing, should my geometry be evened out better and cleaner looking in general? Artisan and Zbrush both affect the geometry's position intensely when smoothing, am I missing a setting that could help?
07-05-2008, 02:04 AM
You can download the model used in the tutorials here:
Rider Model (http://www.cactus3d.com/RiderModel.zip)
07-05-2008, 02:35 AM
Thanks mate :)
Hm I've always been told triangles are a bad thing, your mesh seems to have a lot of them and I was wondering why. Is it not possible to make a properly deforming mesh use only polys?
07-05-2008, 03:29 AM
It depends on which version of the file you loaded. The .3ds version is nothing but triangles because of the way Cinema 4D exports to 3ds. I notice that if I load the .c4d, .fbx or .obj versions, then the mesh isn't triangulated.
Here's how the model looks in Cinema 4D:
Triangles aren't always bad. It depends on where they are and how they'll be deformed. One of the main reasons to avoid triangles is because they usually don't subdivide as well as quads.
But, the most important thing for good deformations is the flow of the edge loops, whether they're triangles or quads. It's good to try to keep your mesh mostly quads, but a few triangles here and there are OK, as long as they're not in a bad spot. ;)
07-05-2008, 05:34 AM
I was looking at the obj version referring to the few triangles in the mesh :) I hate 3ds format being in all triangles...
I retopologized the body and it's a lot cleaner now but I'm having two issues connecting the mesh up together again.
The first one is a triangle, is that fine where it is or does it have to go, and how should I get rid of it?
The second one I'm not sure how to close properly, how should I change the topology to accommodate? Thanks guys. I think I'm good at character faces now but now that I finally have a good one I'm learning bodies. :(
Here is better view of character now, I hope it is a good improvement:
07-05-2008, 05:34 AM
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