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View Full Version : Are rigged, Lo-Poly, character drivers worth it?


Udapud
12-03-2008, 04:02 PM
Hi

I'm about to embark on a project and before I set off I want to know my limitations.

First off I have heard of people using Lo-Poly Drivers to drive the animation of Hi-Poly characters like a smooth proxy. I have used smooth proxy before but the problem is that a smooth proxy makes everything appear uniformly smooth and life just aint like that! So whats the best way to do it? just link the meshes to each other in the relationship editor? What about the fact that one of the meshes would have considerably more CV points than the other...

Secondly...Is it even worth it?

I will be using "The Setup Machine" as my animation rig (whcih would be applied to the Lo-Poly "driver" mesh)

Thanks :D

refract
12-04-2008, 10:40 PM
The low poly is just a proxy of the high res one. If you use SetupMachine, I believe it has a skinned box to its joints. Use "copy weights" to transfer weights to the high one, and set up the low res one for animation so its faster,.. hide the high poly one, but set it to render.
You will need to do a little cleanup on the skinning.
There are a few other methods but I don't use them, this keeps it really clean.
Hope this is what you meant.
good luck!

stewartjones
12-04-2008, 10:52 PM
Using a proxy rig to animate with is a must if you have a lot of deformers or advanced systems running on your deformation rig.

If your mesh runs quickly at a high-res level then you dont need to worry about a proxy.

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12-04-2008, 10:52 PM
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