01 January 2011, 07:12 AM
wrap is very hardware intensive ... go for skin cluster ... u can skin the high poly mesh with the same joints and just simply copy the skin weights from low poly to high poly. u can toggle hiding of mesh while animating and rendering !
01 January 2011, 10:53 AM
For the second question, pinning is done in maya by having your controls linked with others using constraints (not to direct parented in the hierarchy). with constraints you can change(or animate) the weight of each parent individualy just to have your arm to follow the chest control, the root control, both of them or none of them.
sorry for my english.
hope this helps.
01 January 2011, 09:32 PM
01 January 2011, 12:52 AM
Well I managed to get pinning to work on the rig I needed to group the backcontrol twice though ( for the left armcontrol and right arm control constraint), because everytime I added the second constraint it , the constraint tried to interpolate between the 2 constraints which resulted in his head snapping to the left and/or right, but once I figured out the grouping trick it worked.
With copying skin weights I assume I should bind the high ress and copy the skinweights to the low ress ( since it's better to downscale then to upscale , much like image compression you can't assign what isn't there)
I just bought two pdf 's today : art of rigging 1&2, which are very insightfull and I hoped it would explain " everything" , it explained a lot but alas not quite everything so once again I ask for your aid with these questions regarding facial rigging:
In all the tutorials/books i have, i see that the riggers in question separate the head(+neck) from the body or at least start with a separate head, i think they do this for demonstrational purpose to keep things clear but you"ll never know..
as a consequence of this i don't see the full picture at least not for what to aim, I want to use joints for
the majority of the movements and use blendshapes to correct or do additive shapes for which it doesn't matter if they are linear interpolated, so I think I will manage setting stuff up, what is a bit unclear is a little thing called driven displacement, since I will eventually render the character with displacement I want the texture to follow the body/face movement so I don't get textureswimming lookalikes in all tutorials/books it is roughly mentioned, but never properly explained ( at least not for me), I gathered that you can use multiply divide nodes in the hypershade to connect the blendshape movements somehow but how does this work with joint based deformation, how would I need to set it up.
So this is either ridicilously easy or headcrunching complex ( I hope the first :), but fear the last )
Thanks in advance guys
01 January 2011, 12:52 AM
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