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 tepenrod04-07-2010, 11:45 PMHello everyone, So my professor gave me a model he has been working on to try to come up with some rigging solutions for the character. The biggest problem the character is giving me is with his legs. On them are 230 or so individually modeled scales. These need to not only move with the leg but move with relative realism. I have thought of a few solutions, but I thought perhaps someone could help me in approaching this problem. 1) Someone suggested I set driven keys on the scales based on leg movement...this seemed tedious and not really realistic. 2) One of my favorite solutions is I actually created a hair driven IK spline chain that moves down a chain of joints which follow the leg. This basically creates a pretty nice movement of the leg like a normal pant leg. I then parent the scales to this joint chain and they follow along nicely. So using this solution, the biggest problem is collision. Calculating 230 collisions seems taxing for a single character. I was curious if there might be a way to create a proxy for collision, like a low-poly wrap around the leg that also moves with the chain and then calculate that for the leg. I hope I'm describing this clearly. If anyone needs further clarification, please let me know. Any advice or approaches to take with this would be greatly appreciated. Thanks!
MattRennie
04-08-2010, 11:27 AM
Just a thought, but have you considered making a cloth pant leg (which doesnt get rendered ) whihc you then constrain these scales to? I've done that in the past and it worked pretty nicely...

tepenrod
04-08-2010, 08:09 PM
Yeah, I actually just started attempting that last night. What is the best way to bind them without being taxing on the system?

Thanks for the input!

dunkelzahn
04-09-2010, 08:32 AM
Max or Maya?

In Maya I´d check out the Rivet script, which allows to connect objects (your scales) to to vertices, sou you could bind your scales to your cloth mesh and have them driven by it.

In Max I´d think about using Particle Flow to achieve an identical pipeline. You have a cloth mesh, which is the emitter of your scales (i.e. you place the scales on the emitter mesh´s surface) and then drives those.

The Maya approach is probably the cleanest, as you have more control of the scales placement. The Max approach is also possible but requires more tweaking and workarounds.

You might want to post a screenshot to get more accurate feedback.

Cheers

Chris

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