Tuesday 15 March 2011

Post 07 - Topology Consideration One: Joint Edge-loops


One thing I have come up against during the biped rig was deformation of the model around joints that require significant freedom of movement. For example, the shoulders and legs joints would become deformed and stretched when rotated an excessive amount. This was an issue I was previously aware of but until I saw how each area reacted to this, I could not act on it.

The solution to this was the need for extra edge loops where joints were to be manipulated. By adding extra edge loops, around these problematic areas, the envelope's surrounding the biped and model were able to be manipulated correctly. The vertex weighting could be more evenly spread on the surface and so created a much smoother (less stretched) result. This was edited in 3ds Max and will be the model used for future rigs, in both 3ds Max and later on Maya.

Before and After


- Image one is the original model. 
- Image two has had added edge loops around the shoulders.




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