Thank’s for the comments…a bit abt the rig…
i’ve been using max bones for most of my rigs, esp since you can squash them etc… but for this guy, i used biped instead.
This allows for mocap…as seen in the ‘kick’.
Ok… poly count for the model is 2300 including fingers… before subdivision.
No morph targets or deformers…no muscle system etc…just plain skinning and weights…( it plays realtime even with meshsmooth.)
The main reason it deforms well is due to proper topography and anatomy. This is really important if you want to animate your models.
Firstly…The muscles (eg.bicep, lats…) and flex areas (eg. knee, hips…) need to be isolated and modelled in basic groups. This helps to maintain volume.
I will post some wires to illustrate what i mean.
Secondly…To be able to twist the shoulders, foreArms, thighs and buttocks and still maintain volume, a standard biped will collapse the model.
Twist bones, like that of the foreArm are needed to simulate muscle twisting yet maintain the volume.
If you stand in front of a mirror and observe how the shoulder deforms as you rotate your arms etc…you’ll find that its a pretty complex sysytem…our anatomy.
Thirdly…If you are modelling creases into your models eg…fingers and crotch area… chances are you are modelling for static display.
Creases should be created by itself when you deform your joint. It also means your joint is already at it’s extreme.
When we rotate a joint, a crease and bump are created at opposites…observe your knees,fingers and butt at extremes.
Which really means that…if you want the models skin to crease and bump realistically…you need to skin your model in a neutral default pose.( no crease or bump)
Which is not standing upright. instead more like a GongFu stance.
Ok…thanks for listening…hope it helps those interested.
Will post some pics if someones interested.