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television_99
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television_99
Posted 7 Years Ago
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I'm working on a character with an extra thick trapezius and neck. Since the character that I based my mesh on is human, with a comparatively scrawny neck, there are only so many polygons to go around in the trap/neck area. As a result, at the lowest resolution the mesh in the shoulder trap area is a little jagged like in low-rez video games. That's not too big of an issue but when the character walks the mesh buckles a little at different frames..as seen in the attached screencap. Are all the models 10,477, or whatever, point characters in iClone and that is unchangeable within iClone? Is there no way to throw in some extra polys in some areas like neck/traps in my case? Or are there different base poly models that you start off with depending on your character? Like a higher base mesh poly count for a gorilla/bodybuilder vs Kate Moss. Below, frame showing polygon buckling during walk cycle due to sparse number of polygons in the neck area for so developed a character.
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vidi
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but when the character walks the mesh buckles a little at different frames..as seen in the attached screencap. in this case , seems not a problem with polygons , but the mesh fit not more properly to the bones armature.Morph change the mesh shape, but not the bone rig , It would nice to have a function like DAZ Studio , Adjust Rigging to shape, but maybe in CC Version 3? What that mean .... The “Adjust Rigging to Shape…” Action allows a content creator to adjust the skeleton of a new Shape so that the bones and joints are placed correctly. This can be especially critical when the shape of the morph involves scaling.https://www.youtube.com/watch?v=PxrKgb_US64
------------------------------------------------------------------- liebe Grüße vidi
Edited
7 Years Ago by
vidi
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television_99
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television_99
Posted 7 Years Ago
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Last Active: 7 Years Ago
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vidi (2/23/2017)
in this case , seems not a problem with polygons , but the mesh fit not more properly to the bones armature.Morph change the mesh shape, but not the bone rig ,I will have to look into that. But do all base meshes have the same polygon count? It would nice to have a function like DAZ Studio , Adjust Rigging to shape, but maybe in CC Version 3? What that mean .... The “Adjust Rigging to Shape…” Action allows a content creator to adjust the skeleton of a new Shape so that the bones and joints are placed correctly. This can be especially critical when the shape of the morph involves scaling.https://www.youtube.com/watch?v=PxrKgb_US64 I hope they see this. That seems necessary. They seem to have ways of altering the bones in 3DXchange. Below is a 5 year old video that is not what you were referring to but seems to offer functions that I was not aware of. If I can completely re-bone a model I should be able to alter the bones to accomodate the mesh instead of vice versa?
https://www.youtube.com/watch?v=icjwZUv4RW4
Edited
7 Years Ago by
television_99
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television_99
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television_99
Posted 7 Years Ago
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Last Active: 7 Years Ago
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In this screencap you can see that I am pushing the base polygons to their max. The one polygon in the neck area is bending or folding so it creates the look of a break. This may be a separate issue to the buckling in the animation but it is still a problem..
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animagic
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animagic
Posted 7 Years Ago
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In CC there is a morph shape for a fat guy that can be applied without problems, so fairly large adjustments seem possible.
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vidi
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so fairly large adjustments seem possible Fat does not mean that the bones do not fit into the right mesh area .eg. If the knee joint is in the knee (mesh position), no problems Only problem becomes, if the mesh has a offset from the Bone /Joint Position A Bone is also the pivot Point for specific binded mesh area. If he had now move vertices to far from the NeckBone it will bend wong, like in this pictures Not without a reason give Eric us the hint, how and why to keep proportionen because Morphs can not scaling Bones https://forum.reallusion.com/270684/New-Tips-for-Character-Creator-v14 easier and better would be to have a Adjust Rigging to shape function
------------------------------------------------------------------- liebe Grüße vidi
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vidi
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They seem to have ways of altering the bones in 3DXchange No this is another story , This is not for CC compatible Character.
Anyway you can not altering bones in a skined mesh within 3D xchange , The video showing only retargeting the bones
Retargeting means converted custom bones to RL Bones convention so that all human like rigged Figures can use the same motion in iClone .
For that, the custom Character must be rigged outside (in a 3D App) already .
------------------------------------------------------------------- liebe Grüße vidi
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Rampa
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You actually can create external bone morphs. You just need to import through the clothing import.
I used it to make asymmetric body scaling morphs.
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Snarp Farkle
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Snarp Farkle
Posted 7 Years Ago
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Thank you Rampa, very interesting!
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television_99
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television_99
Posted 7 Years Ago
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Great tutorial, Rampa.
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