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リジットでねじっても痩せないセットアップ

52,327 görüntüleme • 1 yıl önce •via X (Twitter)

16 Yorum

OuiBon profil fotoğrafı
OuiBon1 yıl önce

7 twist + 7 endJoints pour chaque parties du bras, ça semble tellement overkill pour le skin, mais le résultat est cool !

さくらもち profil fotoğrafı
さくらもち1 yıl önce

Thanks, The settings are complicated, but the movement is lighter than when using intermediate weights. Since joints are placed for each edge loop, if you use low poly you will need even less.😉

decoyocelot profil fotoğrafı
decoyocelot1 yıl önce

to avoid slim forearms , you could use a scale driver to keep the bone volume when twisting

Lazminq profil fotoğrafı
Lazminq1 yıl önce

@LodsGalaxy

John profil fotoğrafı
John1 ay önce

Man, your rigs are amazing! I’ve used your work as inspiration ever since I first came across it two years ago(Maybe more). Hoping to reach your level of knowledge one day!

さくらもち profil fotoğrafı
さくらもち1 ay önce

I'm so happy to hear you say that! I'm still learning, but I'll do my best to create even better work.🤝

MamoruK profil fotoğrafı
MamoruK1 yıl önce

That's a lot of helper joints. What do you need so many for?

さくらもち profil fotoğrafı
さくらもち1 yıl önce

There are many joints because a joint is set for each edge loop of the topology. If smooth weights are used, the mesh will always become thinner when rotating, so I tried to create a mechanism that does not cause the mesh to become thinner by giving each joint 100% weight.

MamoruK profil fotoğrafı
MamoruK1 yıl önce

Right, it just seemed like overkill to me. I've never needed more than 3 for rotations, at least. I thought maybe they had another function other than deformation since you had then finned out like you do.

さくらもち profil fotoğrafı
さくらもち1 yıl önce

This may seem excessive, but since there are only joints with a weight of 1.0, the processing is light. Can you tell me how to deal with the mesh shrinking when twisting the arm? It can also be done with shape keys etc😀

MamoruK profil fotoğrafı
MamoruK1 yıl önce

Your way isn't wrong and perfectly fine, especially for cinematic rigs. Personally, I would get rid of the extra joints that you have sticking out and just use the ones at the base of the arm joint. Same effect less bones.

さくらもち profil fotoğrafı
さくらもち1 yıl önce

Thanks for your answer, all the joints at the end of my skeleton are just for checking the movement and are not used for skinning👍

MamoruK profil fotoğrafı
MamoruK1 yıl önce

Ah gotcha!

decoyocelot profil fotoğrafı
decoyocelot1 yıl önce

wow thats alot of bones , seemslike the elbow is beaking aswell. i used a more basic approach approach with mine

武者小路ミゲル profil fotoğrafı
武者小路ミゲル1 yıl önce

すっごい!😳逆にここまでしないと人間らしい動き出来ないんですね…人間もすごい😳

さくらもち profil fotoğrafı
さくらもち1 yıl önce

普通はShape keyで表現するんだと思うんですけどね、ねじれでメッシュが痩せる問題、皆さんどう解決してるのか気になります🫣

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