PDA

View Full Version : quadruped topology for muscle sim


Pietas
11-18-2010, 09:40 AM
I am trying to model a cat that I want to rig up with muscles. Does anyone have any good reference of how the topology should look like? Feel like I'm modeling in the blind right now.

This is how far I've come.

http://i1115.photobucket.com/albums/k541/pietas/cat_topology.jpg

Am I on the right track or am I doing something fundamentally wrong? Lost a bit of volume after changing the topology many many times. Will address that when I'm happy about with the edgeflows :)

Any help would be greatly appreciated!

BldRnr
11-18-2010, 02:15 PM
You can follow along with Autodesk's free download of a saber tooth online. It is under the advanced users tutorials for Maya Muscles of 2009 I believe. That is where I saw it last.

It comes with the rig as well.

The cat was modeled all in quads.

Pietas
11-18-2010, 04:20 PM
Have seen that paper, but it is not a ideal mesh for muscle imho. Would very much like to see the wireframe of aslan :)

BldRnr
11-18-2010, 04:56 PM
Did you try the model?

I got it to work very well. I tested all the muscle systems with it.

As for Aslan I got to work with some of Weta's characters. The gryphon rigged by a friend of mine.

AWN had a article on Aslan I think you can still get a movie of the character in motion.
But they used in house software as well as Maya Muscles.

Can you post a pic of your model?

Pietas
11-18-2010, 05:11 PM
Been looking at the character in motion a lot, but I haven't seen the wireframe. for some reason the AWN video wouldn't play. found a brilliant video from framestore however.
http://www.youtube.com/watch?v=ws0qopkkkmc&feature=related

Had posted the images before, but there was some problems displaying it.

Here is the update. Still WIP
http://i1115.photobucket.com/albums/k541/pietas/cat_topology2.jpg

BldRnr
11-19-2010, 10:35 AM
When I first saw your post there where no images must be they where still loading while I was writing.

Anyway I don't really see to many issues, but I see a lot of star shapes. These will give you grief when you animate. This is where the quads meet and change diectional flow. Example up around your cats ears (covered with fur not to worriesome). There is also a few more in the face area and where the hind leg meets the stomach. They will pop when moved.

Also you might want to get rid the five sides poly on the stomach area. Maya really dosen't like them so much.

The front typology perhaps should flow more like the animals musculature structure.
Right now you have it flowing forward towards the neck , when in fact it should flow more towards the shoulder blades in the opposite direction.

There is a lot of typology on the feet. And unless your planning on doing a lot of toe movement really isn't nessecary. Remember cats walk on their toes.

Weta had posted a few videos on Aslan.

Try and ping some one from there and see it they will release something to you???

On the upside your cat character looks cute...hope your going for cute???

Pietas
11-19-2010, 12:31 PM
Thanks bladerunner :)

The star shapes unfortunately is impossible to avoid. when two ring loops meets each other there have to be a star shape. I am however trying to limit them.
Have addressed the flow in the shoulder area. also when I started to skin it I saw a lot of problems where the front legs meet the stomach. what a nightmare area!
The topology on the feet doesn't concern me too much as they are easy to skin anyway. Might reduce them some if I see any problems when rendering or animating.
I am aware that the walk on their toe toes.
Yes, I'm going for cute :)

here is the update
http://i1115.photobucket.com/albums/k541/pietas/cat_topology3.jpg

BldRnr
11-20-2010, 10:21 AM
Hello Pietas, I understand the whys and hows of edge loops and how the star effects are casued that is why I was pointing it out.

You can actually by design say I know I will have them , where they land is the trick.
Like having a tri. I tryand make sure it is hidden. eg: beind the ear or under the arm etc
so we don't see it quite as readily.

The extra geo on the feet is just added weight to your modle is the purpose of my comment.

As in the legs where there is no bending you could afford to loose some of the geo there was well. Less is always more.

I always use a box to start my modle and in the hsoulder area extrude out to give me that extra geo that will allow me to then extrude the legs down from there. EVen then there always seem to be problems with needing less geo on the leg but more for animation of the leg where it joins the body. Just like in human shoulders and arms.

The new flow of the shoulder geo looks great that will really help you in the end.

Pietas
11-23-2010, 01:23 PM
Not quite there yet, but hopefully I'm getting closer.
Going to do some rig test now and see.
http://i1115.photobucket.com/albums/k541/pietas/cat_topology4-1.jpg

DerDude
11-28-2010, 11:38 AM
looks good mate. I also want to rig a cat, a tiger. Good luck :)

Pietas
11-28-2010, 07:06 PM
Thanks Dude :)
Autodesk have som training materials which includes... a tiger. Worth taking a look at for a rough starting point.

http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=13710022&linkID=9242256
http://images.autodesk.com/adsk/files/mayamuscleadvancedtechniques.pdf

CGTalk Moderation
11-28-2010, 07:06 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.