So I've never made a character before for animation and I had someone suggest that in my current model that character model's joints will collapse when animated. Can someone take a look and let us know the changes that we'll have to make in the topology so we can model this correctly for animation?
We used the above as reference. But afterwards someone mentioned that the joints will collapse when animated. Are they right? Is there anything in the new link that isn't covered in the oldwiki? I'll read anyway. Thanks!
what does this someone mean with "collapse joints"?
Is this for rigid skinning or by how many bones can one vert be influenced?
The only thing I would comment is that the edge flow could be a bit more natural. Atm they are quite flat seen from the side. The link you posted shows a bit more natural edge flows for the joint-edges (the ones controlling the bending/distortion)
Replies
Thanks for the link!
http://oldwiki.polycount.com/LimbTopology?highlight=%28%5cbCategoryTopology%5cb%29
We used the above as reference. But afterwards someone mentioned that the joints will collapse when animated. Are they right? Is there anything in the new link that isn't covered in the oldwiki? I'll read anyway. Thanks!
what does this someone mean with "collapse joints"?
Is this for rigid skinning or by how many bones can one vert be influenced?
The only thing I would comment is that the edge flow could be a bit more natural. Atm they are quite flat seen from the side. The link you posted shows a bit more natural edge flows for the joint-edges (the ones controlling the bending/distortion)
We didn't know either and they didn't get back to us about collapsed joints. Here is the model in whole.