View Full Version : Follicle method or Revert method
ousephanimator 03-04-2009, 05:32 PM Hi guys..
which method is better to use in the rig.. hair follicle method or revert method... which one will not make the rig heavy for animation...
thanks
joseph
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trevorsommer
03-05-2009, 03:29 AM
I personally use rivets. If follicles give you an advantage I didn't notice it and they require a maya unlimited license which can be problematic if you or an animator doesn't have access to the hair plugin all the time. Rivets will work across the board and as long as you make sure to turn off there visibilty the cost on your sytstem is minimal. Unless of course you create a few hundred of them, that could cause some lag.
ousephanimator
03-06-2009, 04:38 PM
thanks man..i have done the test for the rivets.. and the follicle.. i think revet is better...only issue i find is it changes the position with the smooth.. but the follicle is depend on the uv.. that creates issue when u delete the non -deformer history of the mesh....
oi have one more question for u... how will u correct the deformation in the crouch area ...elbow and knee back...
trevorsommer
03-06-2009, 05:22 PM
What exactly are you using the rivets/follicles for?
As for corrective shapes, the elbow and knee are way easier to handle then the crouch.
You can easily use corrective shapes driven by either sdk or an expression since they are usually single axis rotations. The easiest way to handle the crouch is by using distributed rotation in your rig chain then psd corrections to fix any other problems that still persist. At least in my experience thats the eaiest way to handle them.
ousephanimator
03-07-2009, 04:39 PM
thx man... here in our studio also we use the elbow and knee.. blend shapes... but the crouch area is always problem....im trying different methods.. to get rid of it...
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