View Full Version : asking help for character setup..
ansonkit 09-23-2003, 07:39 AM i'm a newbie in character animation...below is the character i build for my short project...
but i do not know how should i start to set up my character. wat theory should i use to apply on it...
i do use the basic bone setup in lightwave..but the problem for me is when i rotate all the bone...the object is not bending smoothly...
any advice please...
thank you...
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ansonkit
09-23-2003, 07:54 AM
below is my scene & object file...
please give some advice for that...
thank you very much
Tudor
09-23-2003, 08:05 AM
Rigging is takes time to learn, just like modeling.
Don't confuse rigging with character animation. A great rigger might suck at animation and vice versa.
What do you mean by not bending smoothly?
I'll take a look at the scene at lunch if I have time.
ansonkit
09-23-2003, 08:31 AM
thanks Tudor !!!
the bending not smoothly i mean is like when i rotate my UpperArm bone...the polygon between the arm and shoulder will get overwrap error...
i know rigging is hard to learn, that why i just start to learn character rigging after 4 years working in lightwave...
....
Odrakir
09-23-2003, 08:41 AM
There are two things you have to take care about. I haven't seen your scene so I might be wrong but:
- Set "Subdivision Order" to "Last" or "After Bones" in the object properties.
- Watch your weightmaps
Odrakir.
Tudor
09-23-2003, 08:41 AM
Found the problem :)
On the mesh, set subdivision order to last instead of first. Now the mesh is frozen, then bent which messes up the weights.
btw.. a tip when it comes to weightmaps.
You can use the same weightmap for all arm joints. You don't have to have a separate weight for each limb.
I separate characters with just a few weightmaps. arms, hands, head, body, legs and feet.
ansonkit
09-23-2003, 09:53 AM
really appreciate ur help, Tudor & Odrakir...
ur help did give me a solution...
btw, about the weight maps...i still working for it...but really thank for ur tips Tudor...and if u guys not mind...would u give me some of the explananition about the "Subdivide Order"
thank you very much....
Odrakir
09-23-2003, 11:05 AM
There's really not much of a secret to it, from LW's manual:
The Subdivision Order setting controls the order in which LightWave meshes and deforms a SubPatch object (using bones, endomorphs, displacement maps, etc.). This can have a huge impact on what the rendered object will look like. LightWave subdivides the SubPatch object, converting it into a polygon mesh (i.e., meshing) on the fly. "First" is the default and should be used whenever possible since it allows any deformation to affect an object in detail. For example, you can't add displacement wrinkles to skin with "Last", since the wrinkles would affect only the low-resolution cage. Moreover, choices other than "First" take twice as long. This is because LightWave actually does the meshing computation first regardless, to get the undistorted point positions that are later used for surface texture mapping purposes. Thus, choices other than "First" require a second meshing computation.
However, if the meshing is performed first and then bones bend the heck out of the object, you may get unwanted pinching in your object. In this case, Last may work better since the conversion is not done until after the SubPatch cage is deformed. Also, if you are morphing a SubPatch object, you will want meshing to occur after the morphing occurs (using After Morphing, Last, etc.). This is because the SubPatch object is really a control-point cage. If you mesh before the morph, you are actually changing the shape of the control cage and unexpected results will likely occur.
RTM (9.13) for more.
Odrakir
adrencg
09-23-2003, 03:36 PM
Something I've been doing is to use 7 weight maps....head, L arm, R arm, L Leg, R leg, L eye, R eye. Make the head bone about 10000 strength so there's no squishing of the noggin.
No torso weights.
This way, no weight maps overlap -- this has been where most of my weight problems have been. Overlapping weights can be tricky and tedious to setup correctly.
Also, download FI's weightBlur plugin....you will get the smoothest blends and great bends in your shoulders and hips. The finishing touch is to make smartskin morphs to get the creases ironed out.
Mike
ansonkit
09-24-2003, 03:36 AM
u guys are super...
now i start to understand a little bit of rigging in LW...
thank for your explaniation Odrakir...
and Adrencg...thank for ur advice about the weight map...for the plugin u mention, sure i will try to look for it...
LW power is the best...
thank you....
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