Noob question.


#1

If I’m creating a character to rig, do I need to make it out of a single primitive, or can it be multiple primitives grouped together?


#2

Hi…!
Making from single primitive is largely a good practice, also it depends on the circumstance.
Rgds,


#3

Depends on your shading needs. Do you need several shaders ? Do you need everything smoothed skin or do you have ‘hard’ props.

Having a lot of different objects with skinClusters will slow things down, but putting everything into one mesh is cumbersome.


#4

Well, the characters I’m creating are mostly mechanical, and thus they need to move via pivots and pistons without bending the surrounding “skin”. I tried rigging this one, but the surrounding parts kept bending and deforming, when they should have been solid like metal.


#5

Hi!

If you havent done it already you have to create a joint-chain that representant the bones of your character.
Then its just a simply matter of create a parent constraint between the parts and joint they would follow. You can do this be first selecting your joint and then shift-select your part, then go to Constraint>Parent-Contraint.
Then the part should follow that joint without any deformation.


#6

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