I am not sure which type of topology would be best for my toad's joints. In circle 1, I extruded the lower leg from the bottom of the upper leg and in circle 2, I just bent the leg around in the new direction.
Obviously,
#1 looks much cleaner but I'm worried about how well it will straighten out when rigged... Any suggestions are hugely appreciated! thanks!:)
Replies
-Woog
straighten it out a bit
but not fully straright, and not all this bent either .. somewhere in between eh? ;D
its nice to see somebody thinking about the rest of the pipeline, that is, rigging and animation
not just modelling a character in a cool pose and calling it a day.
nice to see some thought going into the other aspects of character creation
Think of how a fan opens up. Two points in space tied to a single pivot. As it starts to open it either stretches or unfolds the area between the two points.
In 1 I would want an edge cut from the outer knee to the pivot and two edges cut from the pivot into the pinch of the leg. That way when the joint opens up it open and close from the pivot much like a fan. Granted it breaks the quad but that’s what you will need to do on a low-density model.
You could always rig up a couple of bones, toss on a skin and rotate the joint to see what happens.
In context with this example 2 will simply expand more than it will rotate to maintain both the volume and shape as required by an animator. 1 on the other hand is a more complex joint where volume and shape would be more difficult to maintain beyond the scope of the average skinning solution.
What is best is more of a matter of personal preference as some types of topology, joint wise, are easier to rig and skin up from an animation standpoint.
Most skinning solutions do not deal well with 3 dimensional translations and only behave in a 2d fashion with out additional rigging to account for the third. Granted bones could be add that stretch, or in the case of 3ds Max the use of angle deformers, to get the desired result but if a modeler designs all their joints based on a functional topology then it makes the job of rigging, skinning, and animation a lot easier as the design indicates its function.
The thing to keep in mind is the volume displacement and the limitations of just using a skinning solution to maintain as much of the volume and shape as possible.