Hey guys!
As you all know, using a rigid physique on a low poly character model can often cause some really bad deformation in the anterior regions of your model... I was just wondering if anyone has any tips or knows of any tutorials on dealing with this? I looked around on the net for a while and didn't find anything.
I can usually manage to get deformation of my models down to a few minor stretches here and there when it comes to the shoulders, but for some reason I have yet to figure out how to properly set up a model's butt so it doesn't deform so much that it looks like he's wearing an oversized diaper that hasn't been changed for a year.
For example:
Sorry that I can't show the entire model... NDA.
But as you can see, this butt has some serious deformation problems. I can't seem to figure out what links are the best choice to assign the butt vertices too. If I assign them to one area of the model, the butt looks fine while standing, but looks horrible while crouching (as you can see here). If I make it look good when he's crouching, it looks bad standing.
Also, does anyone know if Quake 3 supports blended vertice assignment or only rigid? maybe that would help.
I'm still new to character rigging so any help is greatly appreciated.
Oh yeah, running Max 4.2
Thanks!
Replies
I find a balanced blend between the thighs and the pelvis work. Less thigh influence on the butt as opposed to the front of the pelvis, which has more thigh influence.
Yeah, I tried switching between the thighs and lower pelvis, but this didn't fix anything. I guess I'll try to see if a blended assignment will make enough of a difference.
Ayone know of any useful rigging tutorials?
Thanks!
Also wanted to point out that a lot of deformation problems can be solved with good topology. So if you can't redo the layout of your character's butt, at least figure something out for use on your next model.
Is it ok to show a wireframe of the butt area? And the joint placement?
Here's a rigging tutorial for max 4, from the Joan of Arc tutorials. Uses Skin not Physique, but the principles are the same. Don't miss the section starting at part 5 page 2/5. Some nice illustrations of how he massages the ass (so to speak).
http://babelfish.altavista.com/babelfish...ing_base_01.htm
If I try assigning even one to the lower pelvis it horribly distorts. Maybe the problem is that I didn't pay enough attention to sizing the biped to the character or something?
Anyway....
Also, something else that I've never seen in a model is the butt region also flares out like a parachute catching wind at one point during the animation. And even when I rotated every biped part, it doesn't seem to affect the butt area of the model.
I'll probably just start over with this one. Max might be acting goofy.
I tried removing them from the neck and head links and assigning them rigidly again but this didn't work either.
Is there some trick to assigning vertices rigidly once you've selected blended or can you only do one or the other?
I also chose Nlinks for the type of assignment. Should I have chosen 2, 3 or 4 links?
Thanks again!
But I figured it out. I must have been tired last night cause I completely missed the drop down menu for selecting the blending type of the vertices.
Scott