Seven
08-03-2003, 01:55 PM
Ive got the student version of CS which comes with no manual :( So im abit stumped at the moment. Im using CS to rig a high polygon face / neck / shoulder model. However I am finding it really hard getting the deform to work. This is my model from side on:
http://www.jonberry.pwp.blueyonder.co.uk/neck1.jpg
Now i know, on a basic lvl how to use CS, the vertex -> no blending -> Select -> Assign vertices etc. Im finding this hard to explain.
Look at this image:
http://www.jonberry.pwp.blueyonder.co.uk/neck2.jpg
There is the head section of the biped, 3 neck parts and the shoulders. The way ive assigned vertices at the moment is shown in the image.
Each faded green area is 'rigid vertices' linked to the individual biped parts. Now this does allow the mesh to move with the biped but its all angular and crappy.
What I want is something like this imagine. Here we go my amazing art skills coming into play.
http://www.jonberry.pwp.blueyonder.co.uk/neck3.jpg
I want a complete blending of the different sections so they all move with each other. Like you get with bones but using Phyisque.
However Ive no idea how to do this using the assign vertices option in CS. Ive tried re-assigning vertices already 'Rigid vertices' of for example 2 neck sections to 'Deform vertices' inbetween so they blend more but it doesnt seem to be working :(
Does anyone know of a good tut or could someone explain to be how I can achieve this. Hope ive explained that well enough.
:)
Thanks alot
Sev
update.. im using manually assigning in CS because when I use bones, bones seem to assign vertices to themselves in a spherical way, closes to them the heavier they are etc etc. For this I need to assign vertices in a thin wide sheet type way because I have lots of neck sections and I only really want the vertices on the same lvl as the neck biped section to be assigned to it. With bones I dont see how I can achieve this.
Now if that makes any sense to you then... hehe
http://www.jonberry.pwp.blueyonder.co.uk/neck1.jpg
Now i know, on a basic lvl how to use CS, the vertex -> no blending -> Select -> Assign vertices etc. Im finding this hard to explain.
Look at this image:
http://www.jonberry.pwp.blueyonder.co.uk/neck2.jpg
There is the head section of the biped, 3 neck parts and the shoulders. The way ive assigned vertices at the moment is shown in the image.
Each faded green area is 'rigid vertices' linked to the individual biped parts. Now this does allow the mesh to move with the biped but its all angular and crappy.
What I want is something like this imagine. Here we go my amazing art skills coming into play.
http://www.jonberry.pwp.blueyonder.co.uk/neck3.jpg
I want a complete blending of the different sections so they all move with each other. Like you get with bones but using Phyisque.
However Ive no idea how to do this using the assign vertices option in CS. Ive tried re-assigning vertices already 'Rigid vertices' of for example 2 neck sections to 'Deform vertices' inbetween so they blend more but it doesnt seem to be working :(
Does anyone know of a good tut or could someone explain to be how I can achieve this. Hope ive explained that well enough.
:)
Thanks alot
Sev
update.. im using manually assigning in CS because when I use bones, bones seem to assign vertices to themselves in a spherical way, closes to them the heavier they are etc etc. For this I need to assign vertices in a thin wide sheet type way because I have lots of neck sections and I only really want the vertices on the same lvl as the neck biped section to be assigned to it. With bones I dont see how I can achieve this.
Now if that makes any sense to you then... hehe
