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Old 11-08-2012, 02:49 PM   #1
FonteBoa
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Physique and/or Skin

Someone with character animation experience could please help me to understand?

I have a doubt about general workflow: if i put a biped into a character, is it possible to work with both Physique and Skin? Or should i work with just one of this?

If it is possible to use both, how should i determine the bones influence: using Physique envelopes etc or using Skin ones? Which one will preponderate?

Thanks for help.
 
Old 11-08-2012, 03:42 PM   #2
MattRennie
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Why would you want to use both? I don't understand why you would want to try and use both together...
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Old 11-08-2012, 03:50 PM   #3
FonteBoa
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I didnt said i want to use both, MattRennie: i'm just trying to understand the general workflow.
As Physique has specific and interesting tools (like Bulge, Tendons etc),
and as Skin has its ones,
my doubt is:
is there some sense in use both simultaneously or not?

Saying another way:
if i add Skin to base mesh (basically to regulate bones influence),
is it possible to add Physique above, to use those specific tools?
Or are they excludent?

EDIT:
I am really interested in your opinion about this, Matt: what is your workflow about this point?

Last edited by FonteBoa : 11-08-2012 at 03:53 PM.
 
Old 11-08-2012, 03:54 PM   #4
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If you put one modifier above the other (which still sounds like using boht together but I'm not oging to argue that point ), they will more than likely make your mesh do some very strange stuff as you'll probably get double transforms and all manner of rotten stuff like that.

I personally never touch physique, it's very old and fiddly to use. Skin is much better (although it's still got its problems).
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Old 11-08-2012, 04:46 PM   #5
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You can't use Physique and Skin together, they're for the same purpose but Physique has different options. Generally, people only use Skin, especially if you need to export to any other program. There's also the Skin Morph modifier which allows you to adjust a mesh for a specific pose like if there were deformations that happen when the arm is in a bent position you can fix them and it'll automatically adjust when it goes to that position again.
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Old 11-08-2012, 05:10 PM   #6
FonteBoa
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Thanks for reply, Math and Zachary.

My intention isnt to export the model to other program. It is nice to hear from you about Physique, because it doesnt seem to be the most common solution around. I've already tried Skin Morph, but just to know how it works (i didnt yet understand if the deformation user can apply to the mesh is attached to an specific frame, or not...). Anyway it seems Skin modifier is most used then Physique.

If you allow me an off topic question:
about facial animation, what would be the better way to work: using bones or using morph or using both of them?

Thanks for help.
 
Old 11-09-2012, 10:00 PM   #7
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Quote:
Originally Posted by FonteBoa

If you allow me an off topic question:
about facial animation, what would be the better way to work: using bones or using morph or using both of them?

Thanks for help.


It all comes down to time and budget. IF you have the time and money to bone rig a face then by all means give it a go, however for most stufios (small to medium) you aren't going to have time for that and it's pretty common to use morphs...
 
Old 11-09-2012, 10:00 PM   #8
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